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Perancangan dan Pengembangan Video Katalog Film Animasi Indonesia Dhanar Intan Surya Saputra; Anwar Budhi Dharmawan; Didit Suhartono; Doni Fajar Ramadan; Ikhwan Fahrial Selofianto; Argiyan Dwi Pritama
Formosa Journal of Computer and Information Science Vol. 1 No. 1 (2022): March 2022
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (703.004 KB) | DOI: 10.55927/fjcis.v1i1.478

Abstract

Many Indonesian animations on YouTube are not directly proportional to the National Gross Domestic Product for the Creative Economy sub-sector data. The film, animation, and video sub-sector still considered low and has not contributed much and, caused by many factors, such as not being correctly recorded by animation creators. There are many efforts to record the content creators, such as government involvement, the Associations (AINAKI), stakeholders, and academics. Seeing these problems, we conducted a data through YouTube scraping to be able to find content creator channels of animations. Then we present it in the form of a video catalog of Indonesian animated films. This final video is delivered in 5 minutes, with production stages including pre-production, production, and post-production.
Perancangan Aplikasi Pengenalan Bahasa Jawa Untuk Anak Usia Dini Wenti Risma Damayanti; Hendra Marcos; Didit Suhartono; Berlilana Berlilana
BIOS : Jurnal Teknologi Informasi dan Rekayasa Komputer Vol 3 No 2 (2022): September
Publisher : Puslitbang Sinergis Asa Professional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37148/bios.v3i2.53

Abstract

Indonesia is a country that has an area of ​​1.9 million km2 and has many differences, one of which is the difference in language in each region. It is this difference in language that makes a region unique, one of which is the Javanese language which comes from Central Java, East Java, Yogyakarta and its surroundings. The Javanese language itself is a unique language, which has ungguh as a differentiator from other regional languages, therefore efforts are needed to preserve the Javanese language with the main target being early childhood. In this research method using the MDLC (Multimedia Development Life Cycle) method developed by Luther. This method has several stages, including Concept, Design, Material Collecting, Assembly, Testing, and Distribution. Based on the application that the author succeeded in making, it can be concluded that this application is very effective in helping the process of teaching and learning activities in early childhood, and this application has several benefits, namely to preserve Javanese culture, especially in the use of Javanese, making young children use language that is more polite.
Implementasi Steganografi Gambar Menggunakan Algoritma Generative Adversarial Network Khairunnisak Khairunnisak; Gilang Miftakhul Fahmi; Didit Suhartono
SINTECH (Science and Information Technology) Journal Vol. 6 No. 1 (2023): SINTECH Journal Edition April 2023
Publisher : Prahasta Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/sintechjournal.v6i1.1258

Abstract

Abstract In the era of information technology, it is very important to protect data and information so that irresponsible parties do not misuse it. One technique for securing data is steganography. Steganography is a technique of hiding messages in a medium. One of the media for hiding messages is pictures. However, steganography techniques can still be detected by steganalysis techniques. Steganalysis is a technique for analyzing hidden messages in steganography. Therefore this study applies image processing techniques with the Generative Adversarial Network algorithm model, which aims to manipulate images so that steganalysis techniques cannot detect hidden messages. Proof of the results of applying the Generative Adversarial Network algorithm using a web-based application containing message hiding and extraction functions. The results obtained are that the Generative Adversarial Network algorithm can be applied to create mock objects, and images can revive based on training data which is a model for how the algorithm works. In addition, the results of testing the Generative Adversarial Network algorithm were successfully applied to image steganography which functions to prevent steganalysis techniques from trying to detect messages in images. Future research is expected to be able to select steganographic images other than the results from the training data model according to the original size chosen randomly according to the selection of the user.
PEREANCANGAN WEBSITE BANK SAMPAH UNTUK MEWUJUDKAN LINGKUNGAN BEBAS SAMPAH Mochamad Alif Prayogo; Didit Suhartono
JURNAL TEKNOLOGI TECHNOSCIENTIA Technoscientia Vol 16 No 1 September 2023
Publisher : Lembaga Penelitian & Pengabdian Kepada Masyarakat (LPPM), IST AKPRIND Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34151/technoscientia.v16i1.4401

Abstract

Pengelolaan sampah di Indonesia menjadi isu yang semakin mendesak untuk diselesaikan. Meskipun berbagai upaya telah dilakukan, masih banyak kendala dalam mencapai hasil optimal dalam pengelolaan sampah. Oleh karena itu, proyek ByeTrash hadir sebagai inovasi untuk memberikan solusi dalam pengelolaan sampah dengan memfasilitasi menukarkan sampah menjadi uang. ByeTrash adalah platform online yang memungkinkan pengguna untuk menukarkan berbagai jenis sampah menjadi uang tunai. Dengan menggunakan platform ini, diharapkan kesadaran dan partisipasi masyarakat dalam pengelolaan sampah dapat meningkat. Penelitian ini bertujuan untuk menggambarkan gambaran umum proyek ByeTrash, menganalisis aspek ekonomi usaha, serta merancang strategi sosialisasi dan pemasaran online. Hasil dari penelitian ini diharapkan dapat memberikan kontribusi positif dalam penanganan masalah pengelolaan sampah di Indonesia.
PEREANCANGAN WEBSITE BANK SAMPAH UNTUK MEWUJUDKAN LINGKUNGAN BEBAS SAMPAH Mochamad Alif Prayogo; Didit Suhartono
JURNAL TEKNOLOGI TECHNOSCIENTIA Technoscientia Vol 16 No 1 September 2023
Publisher : Lembaga Penelitian & Pengabdian Kepada Masyarakat (LPPM), IST AKPRIND Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34151/technoscientia.v16i1.4401

Abstract

Pengelolaan sampah di Indonesia menjadi isu yang semakin mendesak untuk diselesaikan. Meskipun berbagai upaya telah dilakukan, masih banyak kendala dalam mencapai hasil optimal dalam pengelolaan sampah. Oleh karena itu, proyek ByeTrash hadir sebagai inovasi untuk memberikan solusi dalam pengelolaan sampah dengan memfasilitasi menukarkan sampah menjadi uang. ByeTrash adalah platform online yang memungkinkan pengguna untuk menukarkan berbagai jenis sampah menjadi uang tunai. Dengan menggunakan platform ini, diharapkan kesadaran dan partisipasi masyarakat dalam pengelolaan sampah dapat meningkat. Penelitian ini bertujuan untuk menggambarkan gambaran umum proyek ByeTrash, menganalisis aspek ekonomi usaha, serta merancang strategi sosialisasi dan pemasaran online. Hasil dari penelitian ini diharapkan dapat memberikan kontribusi positif dalam penanganan masalah pengelolaan sampah di Indonesia.