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Pelatihan Pembuatan Sistem Informasi Penjualan Produk Tani Untuk Kelompok Tani Muda di Desa Labulia Rosanensi, Melati; Sakti, Lanang; Santoso, Heroe; Madani, Miftahul; Suriyati; Mayadi
Jurnal Ilmiah Pengabdian dan Inovasi Vol. 3 No. 2 (2024): Jurnal Ilmiah Pengabdian dan Inovasi (Desember)
Publisher : Insan Kreasi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57248/jilpi.v3i2.524

Abstract

As time goes by, information systems are still very much needed, both for individuals and groups. Information systems are still very reliable, especially for sales, such as selling agricultural products to Indonesian young farmers' associations. The Indonesian Young Farmers Association is a community that sells and produces various agricultural products such as fertilizers, pesticides, medicines, seeds, fruits, vegetables, spices, and food crops. The Indonesian Young Farmers Association is one of the farmer groups located in rural areas. So far the Indonesian Young Farmers Association still uses a conventional system, namely customers who come to their place of business, so buyers have to go to the place where they buy agricultural products and customers need energy to choose the goods or agricultural products they want to buy, and to face intense competition they must have a marketing strategy. Different from its competitors, this requires an information system that can provide information about products to customers quickly and accurately. This research uses the waterfall method which starts from analysis, design, implementation, testing, and maintenance. Results From the trial, a tabulation of 100% was obtained which stated that they strongly agreed that the system that had been created was suitable and could be implemented in the Farmer Product Sales Information System at the Indonesian Young Farmers Association for village progress.
Pengembangan Multimedia Interaktif Pembelajaran Teknik Dasar Karate dengan Teknologi Markerless AR Putri, Novia Arista; Syafitri, Dian; Madani, Miftahul; Rosanensi, Melati
CORISINDO 2025 Vol. 1 (2025): Prosiding Seminar Nasional CORISINDO 2025
Publisher : CORISINDO 2025

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/corisindo.v1.5542

Abstract

Penelitian ini dilatarbelakangi oleh kebutuhan media pembelajaran interaktif untuk membantu karateka pemula memahami teknik dasar karate yang sulit dipelajari melalui metode konvensional. Tujuan penelitian ini adalah mengembangkan aplikasi pengenalan gerakan teknik dasar karate berbasis Augmented Reality (AR) pada platform Android, dengan visualisasi model 3D interaktif menggunakan teknologi markerless sehingga dapat diakses tanpa penanda fisik. Penelitian ini menggunakan metode Multimedia Development Life Cycle (MDLC) yang mencakup tahapan concept, design, material collecting, assembly, testing, dan distribution. Pengujian melibatkan validasi oleh ahli media dan ahli materi, serta kuesioner kepada pengguna. Hasil validasi menunjukkan skor rata-rata 80,63% yang mengindikasikan kualitas baik pada aspek tampilan dan keakuratan gerakan, sementara 89,68% pengguna merasa terbantu dengan aplikasi ini. Temuan ini menunjukkan bahwa aplikasi layak digunakan sebagai media pembelajaran interaktif yang efektif untuk meningkatkan pemahaman teknik dasar karate.
Media Pembelajaran Hewan Penghasil Listrik dengan Pemanfaatan Teknologi Augmented Reality untuk Siswa SMP Miftahul Madani; Hendri Hamzanwadi; Melati Rosanensi; Danang Tejo Kumoro
Jurnal Teknologi Informasi dan Multimedia Vol. 6 No. 1 (2024): May
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v6i1.510

Abstract

Augmented reality technology is a virtual object that can provide information to help users carry out work related to this technology. The learning process applied to students at SMPN 1 Praya Tengah with the theme of introducing electricity-producing animals with a learning method using printed books and verbal explanations using a whiteboard as a learning medium so that students cannot see pictures of electricity-producing animals. This research is aimed at producing more interactive learning media in introducing electricity-producing animals by using augmented re-ality technology at SMPN 1 Praya Tengah to increase interest in learning. The methodology used is the MDLC method which uses 6 stages, namely the concept, design, material collection, manu-facturing, testing and distribution stages which are implemented in learning media. The results obtained are interactive learning media on how to recognize electricity-producing animals using augmented reality which can be run on desktop-based computers. The conclusion obtained from this research is that the application of a learning media application to introduce electrici-ty-producing animals using augmented reality technology for students at SMPN 1 Praya Tengah can help students learn about electricity-producing animals in real time or in the form of 3-dimensional objects and animations. The test results used a test scale, namely a Likert scale with a value of 45.25 which can be categorized as Strongly Agree.
PEMILIHAN BAHAN PUPUK ORGANIK UNGGULAN DALAM SISTEM PENDUKUNG KEPUTUSAN MENGGUNAKAN METODE WEIGHTED PRODUCT Heroe Santoso; Raisul Azhar; Suriyati Suriyati; Melati Rosanensi; I Made Yadi Dharma; Husain Husain; Fathurrahman Fathurrahman
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 5 No. 2 (2024): Desember 2024
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v5i2.208

Abstract

Organic fertilizer is a type of fertilizer that comes from natural ingredients that contain organic materials, such as plant, animal or other organic waste. Organic fertilizer naturally contains essential nutrients for plants, such as nitrogen, phosphorus, potassium, micronutrients and beneficial organic materials. Organic fertilizers have experienced significant development in recent years. Increased awareness of the importance of sustainable and environmentally friendly agriculture has encouraged the use and development of organic fertilizers. Meanwhile, organic fertilizer can be produced through composting, fermentation or decomposition of organic materials. To be able to produce superior and quality fertilizer products, of course you must choose superior or quality product ingredients. Sources of organic material can be goat kohe, effective microorganism 4 (EM4), bamboo leaf waste, chicken manure waste, burnt husks, cocopeat, coconut fiber. This research aims to create a decision support system using the weighted product (WP) method. WP is a popular multi-criteria analysis decision and is a multi-criteria decision making method. The choice of the weighted product (WP) method is also based on its ability to provide optimal solutions in the ranking system. The choice of this method is also based on the computational complexity which is not too difficult so that the time required to produce calculations is relatively short
ANALISIS SENTIMENT KEUANGAN MENGGUNAKAN FINE-TUNED FINBERT Heroe Santoso; Raisul Azhar; Suryati Suryati; Melati Rosanensi; I Made Yadi Dharma; Husain Husain; Ahmat Adil; Muhamad Azwar; I Putu Hariyadi
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 6 No. 2 (2025): Desember 2025
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v6i2.316

Abstract

Financial information is a critical type of data for analysis. However, because much of it is unstructured and widely dispersed, an appropriate analytical method is required, one of which is sentiment analysis. In the financial context, sentiment analysis is employed by the industry to assess public perceptions of companies or market conditions. This study implements a fine-tuned FinBERT model to perform sentiment analysis in the financial sector. The dataset used is a combination of FiQA (Financial Question Answering) and The Financial PhraseBank, consisting of English sentences labeled with negative, neutral, and positive sentiments. The research process involved data preprocessing, tokenization, data splitting, model training, and evaluation using accuracy, precision, recall, F1-score, and confusion matrix metrics. The results show that the model achieved 82% accuracy, with its best performance in the positive class (F1-score 0.88) and the neutral class (F1-score 0.85), but weaker performance in detecting the negative class (F1-score 0.49). These findings indicate that the fine-tuned FinBERT is effective for financial sentiment analysis, particularly for positive and neutral sentiments, though improvements are needed in negative sentiment detection, potentially through expanding training data diversity or applying data augmentation techniques
Strategi Brand Campaign Kopi Leong Berbasis Visual Multimedia Storytelling Sumadewa, I Nyoman Yoga; Hasbullah, Hasbullah; Rosanensi, Melati; Febriana, Widia
RIGGS: Journal of Artificial Intelligence and Digital Business Vol. 4 No. 4 (2026): November - January
Publisher : Prodi Bisnis Digital Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/riggs.v4i4.4544

Abstract

Kopi Leong merupakan salah satu brand kopi lokal Lombok yang memiliki potensi besar untuk berkembang di pasar regional, namun masih menghadapi tantangan dalam membangun identitas merek dan kedekatan emosional dengan konsumen muda. Persaingan industri kopi yang semakin ketat menuntut strategi brand campaign yang tidak hanya menonjolkan kualitas produk, tetapi juga mampu menyampaikan nilai budaya, proses produksi, dan pengalaman konsumsi secara komunikatif dan persuasif. Penelitian ini bertujuan merancang strategi brand campaign Kopi Leong berbasis visual multimedia storytelling melalui pembuatan video iklan sinematik yang mengangkat pesan “Setiap Cangkir Punya Cerita.” Metode penelitian yang digunakan adalah pendekatan kualitatif dengan kerangka Design Thinking yang meliputi tahap empathize, define, ideate, prototype, dan test. Data diperoleh melalui observasi perilaku visual konsumen usia 18–40 tahun, wawancara dengan pengelola Kopi Leong, serta studi literatur terkait brand campaign, storytelling visual, dan pemasaran digital. Hasil penelitian menunjukkan bahwa konsumen menginginkan narasi visual yang autentik, estetis, dan merepresentasikan identitas lokal Lombok. Video kampanye yang dihasilkan menampilkan alur perjalanan kopi mulai dari lanskap Gunung Rinjani, proses pemetikan oleh petani, tahapan roasting, hingga pengalaman sosial konsumen menikmati kopi. Uji coba prototipe kepada responden menunjukkan bahwa pendekatan visual multimedia storytelling mampu meningkatkan pemahaman pesan merek, daya tarik visual, serta potensi brand recognition. Penelitian ini menyimpulkan bahwa integrasi metode Design Thinking dan consumer journey efektif dalam menghasilkan kampanye visual yang relevan dan berdampak bagi penguatan positioning Kopi Leong sebagai kopi lokal berkualitas. Penelitian ini diharapkan dapat menjadi referensi pengembangan strategi brand campaign multimedia bagi UMKM kopi lokal lainnya.
Pengembangan dan Implementasi Model Promosi Augmented Reality Markerless pada Produk Olahan Kacang Mete UMKM Rosanensi, Melati; Cahyadi, Irwan; Sumadewa, I Nyoman Yoga
RIGGS: Journal of Artificial Intelligence and Digital Business Vol. 4 No. 4 (2026): November - January
Publisher : Prodi Bisnis Digital Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/riggs.v4i4.4823

Abstract

Produk olahan kacang mete merupakan salah satu komoditas unggulan Desa Sambik Elen, Kabupaten Lombok Utara, yang memiliki potensi ekonomi tinggi namun belum didukung oleh strategi promosi digital yang optimal. Pola pemasaran yang masih bersifat konvensional menyebabkan jangkauan pasar terbatas dan kurang mampu menarik perhatian konsumen modern. Seiring dengan perkembangan teknologi pemasaran interaktif, Augmented Reality (AR) menawarkan peluang baru dalam menghadirkan pengalaman promosi yang lebih menarik dan informatif. Penelitian ini bertujuan untuk mengembangkan model promosi produk olahan kacang mete berbasis teknologi Augmented Reality markerless yang dapat diakses langsung melalui media sosial tanpa memerlukan instalasi aplikasi tambahan. Penelitian ini menggunakan pendekatan research and development dengan metode System Development Life Cycle (SDLC) yang meliputi tahapan perencanaan, analisis, perancangan, pengembangan, pengujian, implementasi, dan pemeliharaan. Data dikumpulkan melalui observasi, wawancara semi-terstruktur, dokumentasi, serta uji pengguna. Model promosi dikembangkan dalam bentuk visualisasi produk tiga dimensi yang terintegrasi dengan media sosial dan dilengkapi informasi produk serta akses pemesanan. Hasil penelitian menunjukkan bahwa model promosi AR markerless dapat berfungsi dengan baik pada berbagai perangkat dan mendapatkan respons positif dari pengguna. Uji pengguna menunjukkan peningkatan ketertarikan dan minat beli konsumen setelah berinteraksi dengan visualisasi produk berbasis AR. Selain itu, pelaku UMKM menunjukkan tingkat penerimaan yang baik terhadap teknologi ini setelah diberikan pendampingan. Kebaruan penelitian ini terletak pada pengembangan model promosi AR markerless berbasis media sosial yang kontekstual dan mudah diadopsi oleh UMKM desa. Model ini berpotensi meningkatkan efektivitas promosi serta memperluas jangkauan pemasaran produk olahan kacang mete.
Desain Konten Multimedia untuk Media Sosial Kopi Leong: Pengaruh Visual terhadap Engagement dan Persepsi Merek Lokal Rosanensi, Melati; Sumadewa, I Nyoman Yoga; Hasbullah, Hasbullah; Febri, Widia
TRANSFORMASI Vol 21, No 2 (2025): TRANSFORMASI
Publisher : STMIK BINA PATRIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56357/jt.v21i2.452

Abstract

Abstrak: This study aims to analyze the influence of multimedia content design on engagement levels and brand perception on Kopi Leong's social media accounts as a representation of a local brand. In the digital era, content visualization has become a strategic factor in building consumer identity and loyalty, especially for small and medium enterprises. This study uses a quantitative-descriptive approach involving 150 respondents who are followers of Kopi Leong's Instagram account. The research instrument is an online questionnaire that measures visual perception (color composition, typography, and visual style), engagement levels (likes, comments, and shares), and brand image (authenticity, trustworthiness, and local appeal). Data analysis was conducted using multiple linear regression to determine the relationship between visual variables on engagement and brand perception. The results show that visual design that consistent and authentic significantly increases engagement levels (p 0.05 ), and strengthens the brand's perception as a modern yet traditional local product. The warm color scheme and classic-style typography create a strong sense of familiarity and authenticity in the minds of consumers. In conclusion, multimedia content design plays a crucial role in strengthening Kopi Leong's branding strategy through social media, particularly in building audience engagement and strengthening the brand's local identity.
Pengembangan Game Pembelajaran Lagu Anak-Anak Untuk TK Mutiara Hati Mataram Menggunakan Smartphone Android Madani, Miftahul; Rahman, Mochamad Farhan Caesar; Rosanensi, Melati; Mayadi, Mayadi; Mardedi, Lalu Zazuli Azhar; Hairani, Hairani; Innuddin, Muhammad
ADMA : Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol. 6 No. 2 (2025): ADMA: Jurnal Pengabdian dan Pemberdayaan Mayarakat: In-Progress
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/adma.v6i2.5541

Abstract

Pemanfaatan teknologi multimedia memegang peranan penting dalam pendidikan. Saat ini, proses pembelajaran musik di TK Mutiara Hati Mataram masih dilakukan secara konvensional menggunakan buku lirik, sehingga memicu kebosanan dan penurunan minat belajar siswa. Penelitian ini bertujuan merancang "Game Edukasi Bernyanyi Lagu Anak-Anak" untuk mengatasi masalah tersebut. Metode pengembangan sistem menggunakan Multimedia Development Life Cycle (MDLC) yang terdiri dari tahapan concept, design, material collecting, assembly, testing, dan distribution. Hasil pengujian menunjukkan bahwa responden sangat setuju aplikasi ini diterapkan sebagai media edukasi. Kesimpulannya, penggunaan aplikasi ini efektif meningkatkan minat belajar anak-anak di TK Mutiara Hati Mataram. 
Improving E-Commerce Effectiveness Using Augmented Reality Melati Rosanensi
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 19 No. 2 (2020)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v19i2.659

Abstract

The research aims to increase the effectiveness of e-commerce using augmented reality so that it can be used for online sellers as an option for existing sales media. The target of the application of augmented reality kitchen tools such as plates, cups, bowls, and teapots which are small equipment are social media users (Instagram) such as housewives or career women who usually use smartphones. The approach taken to determine the e-commerce sales model by applying augmented reality technology is to refer to the results of the system tests conducted previously. The conversion process is carried out in the implementation of augmented reality-based e-commerce sales media by using the parallel conversion method, namely by implementing a new system alongside the old system. In this study using the reliability test method, normality test, and Wilcoxon different test paired samples. From the test results show that the data are in the area of ​​rejection of Ho then accept H₁ which means that changes occur before and after using augmented reality, with the conclusion that an increase in the effectiveness of e-commerce using augmented reality, for this augmented reality application can be used on e-sales media commerce instagram to enhance technological progress. The approach taken to find out the e-commerce sales model by applying augmented reality technology is to refer to the results of the system tests carried out previously. From the results of the questionnaire shows that there is an increase in effectiveness before and after using augmented reality, for this augmented reality application can be used on media e-commerce sales Instagram to improve technological progress. The conversion process carried out in the implementation of media sales of e-commerce based on augmented reality using the parallel conversion method, namely by applying a new system side by side with the old system. The process of selling e-commerce on Instagram using augmented reality and without augmenetd reality will still be done as a standard process in the kitchenzone sales process. The test results in this study used three methods, namely reliability testing with the results of data that is not realistic, normality test with abnormal data results, and different tests of Wilcoxon samples paired with the results of data in the Ho rejection area then accept H₁ which means changes before and after using augmented reality, with the conclusion that there is an increase in the effectiveness of e-commerce using augmented reality.