Articles
AUGMENTED REALITY BOOK PENGENALAN TATA LETAK BANGUNAN BESERTA LANDSCAPE ALAM PURA LUHUR BATUKARU
Made Bunga Anindya;
Padma Nyoman Crisnapati;
I Made Gede Sunarya;
Made Windu Antara Kesiman
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 3 No. 3 (2014)
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/karmapati.v3i3.19755
This research aims to develop an application that is used as a means to introduce Pura Luhur Batukaru to the local and international community, so as to attract them to know, learn, and even preserving Pura Luhur Batukaru.This research includes research and development methods. In developing these applications using the waterfall model to the system testing phase. This application uses libraries vuforia capable of displaying three-dimensional objects into a temple building a real environment with the help of books and Android smartphones. Mechanical testing of theseapplications is done by giving questionnaires to the respondents. Questionnaire was used to test the spesific object with marker, test how long the objects showing in outside and indoors, and test the suitability of applications on several different Android smartphones.The results of this research in the form of a book containing information and images markers (markers) associated Pura Luhur Batukaru well as Augmented Reality Book-based application that is capable of displaying android Pura Luhur Batukaru building objects in the form of 3 dimensional image just above the marker (marker) complete with sound narrative explanations in English. This application can be used as a medium to maintain, introduce, at the same time preserving the nation's cultural assets.
PENGEMBANGAN “DIGITAL INTERACTIVE STORYTELLER” BERBASIS ANDROID UNTUK TUNANETRA
Anak Agung Istri Ita Paramitha;
Made Windu Antara Kesiman;
I Ketut Resika Arthana
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 3 No. 3 (2014)
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/karmapati.v3i3.19757
Storytelling is an art which can be done either with tools or not to convey message, information or entertaining story. Storytelling has many benefits for child development; one of them is to increase child’s imagination. “Digital Interactive Storyteller” is an application using Android devices that intended for blind user. This research aims to design and implement “Digital Interactive Storyteller” an Android-based Application for Blind People.Development of the Digital Interactive Storyteller” an Android-based Application for Blind People is using the software development life cycle SDLC (Software Development Life Cycle) with the waterfall model. The main feature in this application is an interactive audio story using Android devices. Interactive here means the users can choose their own storyline.The result of this research is the design and implementation of the Digital Interactive Storyteller” an Android-based Application for Blind People that has been successfully carried out. The design is done by using a functional model of the UML (Unified Modeling Language). Implemented in Java programming language using the Eclipse editor and ADT (Android Development Tools). The entire functional requirements have been successfully implemented in accordance with the design.
Aplikasi Pembelajaran Pengenalan Bangun Datar Menggunakan Metode Invariant Moment
I Gusti Bagus Maha Putra;
I Made Gede Sunarya;
Made Windu Antara Kesiman
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 3 No. 1 (2014)
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/karmapati.v3i1.19759
This research aims to design and develop an application inditifier of plane learning that can be used to facilitate for students to recognize plane.This application is developed by using the invariant moment method . The input of this application is an image of a user using a digital pen, touchpad or mouse , and the output are number and shape that have the smallest error value.. In this application there are two main processes namely preprocessing and recognition by euclidian distance. Preprocessing process consists of grayscale, edge detection, segmentation, cropping and 7 Hu moment. Hu defines 7 shape descriptors value, that is calculated from moment central through three degree of being free in translasi, the scale and direction of an object. Testing program conducted by two students of elementary school and eight student of junior high school, obtained results the average accuracy on elementary school students of 62.5% while in junior high school students of 96,1 %.
PENGEMBANGAN APLIKASI DATA MINING INFORMASI TINGKAT KELULUSAN MAHASISWA MENGGUNAKAN ALGORITMA APRIORI
Gede Candra Adi Pranata;
I Gede Mahendra Darmawiguna;
Made Windu Antara Kesiman
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 3 No. 3 (2014)
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/karmapati.v3i3.19760
Good student graduation level is the desire of every University. In order to get a better graduation rate, understanding of the student’s value is needed. In this case, some of the issues related to the student will be examined to get a connection to the student’s graduation rate. This study aims to process the data in order to display the student parent relationship with graduation rates. Mining methods and algorithms priori are used in this study.Data mining method is a method which is used to process many data. The purpose of this method is to generate information from a priori algorithm. Priori algorithm is data retrieval algorithms using associative rules (Association rule) to determine the associative relationships of a combination of items. Association Rule is conducted through a calculation of the support and confidence of a relationship item. An association rule will be interesting if the value is greater than the minimum support and confidence value is greater than the minimum confidence.The result of this study is software called Application Graduation. Based on test result of the software, it was found that the Application Graduate student registration information could create relationship between data and student graduation rates.
PENGEMBANGAN SISTEM SMS PENGADUAN MENGGUNAKAN SMS GATEWAY UNTUK MENINGKATKAN KINERJA PNPM MANDIRI PERDESAAN KABUPATEN BULELENG BERBASIS WEB
Putu Agus Eka Wilantara;
I Gede Mahendra Darmawiguna;
Made Windu Antara Kesiman
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 3 No. 3 (2014)
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/karmapati.v3i3.19763
This research aims to design and implement a system of SMS Charges using the SMS Gateway to improve Self-service PNPM Mandiri Perdesaan Buleleng Regency Web based. This research is expected to help communities and agencies in providing oversight to PNPM Mandiri Perdesaan runs well. In the event of breaches of the community are expected to promptly report such violation to the institution.This research is research development made to build an application development system SMS Using SMS Gateway Complaints to improve the performance of the PNPM Mandiri Perdesaan Buleleng Regency, where Web-based applications can eventually accommodate data from public complaints about the problems of the PNPM Mandiri Perdesaaan that occur in field. Complaint SMS system development using SMS Gateway PNPM Mandiri Perdesaan Buleleng Regency Web-based use Model Waterfall and designed using Data Flow diagrams (DFD).Complaint SMS system development using SMS Gateway PNPM Mandiri Perdesaan Buleleng Regency this Web Based programming language implemented using PHP and MySQL as the database and application to run as Gammu SMS Gateway. After going through the process of testing, it can be concluded that the applicationis able to provide information about problems that occur in the field sent via SMS.
AUGMENTED REALITY BOOK PENGENALAN GERAK DASAR TARI BALI
I Made Adi Yoga Dewantara;
Padma Nyoman Crisnapati;
Made Windu Antara Kesiman;
I Gede Mahendra Darmawiguna
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 8 (2013)
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/karmapati.v2i8.19764
Tari Bali sebagai warisankebudayaan daerah harus dilestarikan dan dijagakeberadaannya. Tujuan dari penelitian ini adalahuntuk memanfaatkan teknologi dengan caramengembangkan aplikasi yang dapat digunakansebagai media untuk mempelajari danmemperkenalkan gerak dasar tari Bali dengan lebihinteraktif dan menarik.Metode penelitian yang digunakan adalahpengembangan untuk mengembangkan aplikasiAugmented Reality Book pengenalan gerak dasar tariBali, dengan menggunakan model waterfall sampaipada tahap pengujian sistem. Aplikasi inimenggunakan library vuforia yang mampumemainkan suara dan menampilkan objek 3D gerakdasar tari Bali ke dalam sebuah lingkungan nyatadengan menggunakan bantuan buku dansmartphone berbasis android.Hasil akhir dari penelitian ini berupa bukuyang berisikan informasi dan gambar terkaitgerakan-gerakan dasar tari Bali yang difungsikansebagai penanda dan Aplikasi Augmented RealityBook berbasis android yang mampu menampilkanobjek penari dengan posisi dan gerakan dasar tariBali dalam bentuk 3D tepat di atas marker lengkapdengan tampilan gerakan dasar tari Bali dan suaranarasi penjelasan dari gerakan-gerakan yangditampilkan. Aplikasi ini dapat dijadikan sebagaimedia untuk memperkenalkan sekaligusmelestarikan kebudayaan bangsa.
AUGMENTED REALITY BOOK PENGENALAN TATA LETAK BANGUNAN PURA BESAKIH
Kadek Dwi Suparyanta;
Padma Nyoman Crisnapati;
I Made Gede Sunarya;
Made Windu Antara Kesiman
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 7 (2013)
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/karmapati.v2i7.19765
Pura Besakih merupakan PuraTerbesar yang ada di Bali. Keberadaan PuraBesakih yang terletak di lereng Gunung Agung,sangat beresiko terkena bencana danmembahayakan Pura Besakih itu peneliti. Tujuandari penelitian ini adalah untuk memanfaatkanteknologi dengan cara mengembangkan aplikasiyang dapat digunakan sebagai media untukmempelajari sekaligus melestarikan Pura Besakih.Metode penelitian yang digunakanadalah penelitian dan pengembangan, untukmengembangkan aplikasi Augmented Reality Bookpengenalan tata letak Pura Besakih, denganmenggunakan model waterfall sampai pada tahappengujian sistem. Aplikasi ini menggunakanlibrary vuforia yang mampu menampilkan objek 3dimensi bangunan pura ke dalam sebuahlingkungan nyata dengan menggunakan bantuanbuku dan smartphone android.Hasil akhirnya berupa buku yangberisikan informasi dan gambar terkait PuraBesakih (khusus Pura Penataran Agung) yangdifungsikan sebagai penanda dan juga aplikasiAugmented Reality Book berbasis android yangmampu menampilkan objek bangunan PuraPenataran Agung dalam bentuk 3 dimensi tepat diatas marker lengkap dengan suara narasipenjelasan. Aplikasi ini dapat dijadikan sebagaimedia untuk memperkenalkan sekaligusmelestarikan budaya bangsa.
AUGMENTED REALITY BOOK PENGENALAN JENIS-JENIS PETULANGAN
Agus Nyoman Reditya Ary Prasetya;
I Gede Mahendra Darmawiguna;
Made Windu Antara Kesiman;
Padama Nyoman Crisnapati
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 7 (2013)
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/karmapati.v2i7.19766
Petulangan merupakan salah satukebudayaan yang terkenal di Bali, tapi kebanyakanmasyarakat Bali kurang tahu jenis-jenis Petulanganyang ada di Bali. Ini disebabkan karena minatmasyarakat untuk mempelajari kebudayaan Baliyaitu Petulangan sangat rendah. Salah satu faktorpenyebabnya adalah perkembangan teknologi.Tujuan dari penelitian ini adalah untukmerancang dan mengimplementasikan aplikasiyang dapat digunakan sebagai media untukmempelajari dan memperkenalkan Jenis-jenisPetulangan dengan lebih interaktif danmenarik dengan memanfaatkan teknologi.Metode penelitian yang digunakan adalahpenelitian dan pengembangan, untukmengembangkan aplikasi Augmented Reality Bookpengenalan Jenis-jenis Petulangan, denganmenggunakan model Waterfall sampai pada tahappengujian sistem. Aplikasi ini menggunakan libraryvuforia yang mampu memainkan suara penjelasandan menampilkan objek 3 dimensi Jenis-jenisPetulangan ke dalam sebuah lingkungan nyatadengan menggunakan bantuan buku dansmartphone android.Hasil penelitian ini berupa buku yang berisikaninformasi dan gambar terkait Jenis-jenis Petulanganyang difungsikan sebagai penanda dan juga aplikasiAugmented Reality Book berbasis android yangmampu menampilkan objek Petulangan dalambentuk 3 dimensi tepat di atas marker lengkapdengan suara narasi penjelasan. Aplikasi ini dapatdijadikan sebagai media untuk memperkenalkansekaligus melestarikan budaya bangsa.
AUGMENTED REALITY BOOK PENGENALAN TOPENG BALI KLASIK
Made Lanang Nugraha;
Padama Nyoman Crisnapati;
I Made Gede Sunarya;
Made Windu Antara Kesiman
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 7 (2013)
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/karmapati.v2i7.19767
Beragam jenis topeng yangterdapat di Bali, namun masyarakat Bali padaumumnya tidak mengetahui, dan mulaimeninggalkan seni topeng tersebut. Tujuan daripenelitian ini adalah untuk memanfaatkanteknologi dengan cara mengembangkan aplikasiyang dapat digunakan sebagai media untukmempelajari dan memperkenalkan Topeng BaliKlasik dengan lebih interaktif dan menarik.Metode penelitian yang digunakan adalahpenelitian dan pengembangan, untukmengembangkan aplikasi Augmented RealityBookpengenalan Topeng Bali Klasik, denganmenggunakan model waterfall sampai pada tahappengujian sistem.Aplikasi ini menggunakanlibrary vuforia yang mampu memainkan suaradanmenampilkan objek 3 dimensi Topeng BaliKlasik ke dalam sebuah lingkungan nyata denganmenggunakan bantuan buku dan smartphoneandroid.Hasil akhirnya berupa buku yangberisikan informasi dan gambar terkait topengtopengBali yang difungsikan sebagai penanda danjuga aplikasi Augmented Reality Book berbasisandroid yang mampu menampilkan objek topengtopengBali dalam bentuk 3 dimensi tepat di atasmarker lengkap dengan suara narasi penjelasan.Aplikasi ini dapat dijadikan sebagai media untukmemperkenalkan sekaligus melestarikan budayabangsa.media untuk memperkenalkan sekaligusmelestarikan budaya bangsa.
Pengaruh Metode Pembelajaran PQ4R (Preview, Question, Read, Reflect, Recite, Review) Terhadap Hasil Belajar TIK Siswa Kelas VIII
Ida Ayu Widiyanthi;
Nyoman Sugihartini;
Dessy Seri Wahyuni;
Made Windu Antara Kesiman
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 3 No. 1 (2014)
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/karmapati.v3i1.19774
The aims of this study are (1) to know the effect of the implementation of PQ4R learning method toward students’ learning result in the topic of Microsoft Word application program, (2) to know students’ learning activities toward the implementation of PQ4R learning method, (3) to know students’ response toward the implementation of PQ4R learning method.The type of this research was quasi experiment with Posttest-Only Control Group Design. The population of this research was students of eigth grade in SMP Negeri 1 Sukasada academic year of 2013/2014. The samples of this research were VIII G class as the experiment group and VIII E class as the control group. The data in this research were gathered by using multiple choice tests to measure the cognitive competence of students. Data was analyzed by studying the results of test preconditions including normality test, homogeneity test, and t-test. Students’ learning activities is using the observation method, for the response is using the questionnaire method.Based on the analysis of the data, obtained that tests of normality and homogeneity of the two groups were normally distributed and homogeneous. There was a significant effect of the implementation of PQ4R learning method toward students’ learning result of the ICT subject in the eigth grade students in SMP Negeri 1 Sukasada academic year of 2013/2014. Students’ learning activities in the experiment group were quite active in the learning process, and the students also gave positive responds toward the use of PQ4R learning method.