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Perancangan Transmedia Storytelling Edukasi Bahaya Ketergantungan Gadget pada Anak Prasetyaningsih, Sandi; Nasrullah, Muchamad Fajri Amirul; Rahmi, Anis; Syawaldan, Rasyid Ridha; Tarigan, Anastasya Br; Perdana, Muhammad Taufan; Rahayu, Sri
Simetris: Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol 14, No 2 (2023): JURNAL SIMETRIS VOLUME 14 NO 2 TAHUN 2023
Publisher : Fakultas Teknik Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/simet.v14i2.10075

Abstract

Permasalahan-permasalah yang muncul sebagai dampak negatif dari ketergantungan gadget pada anak membuat orang tua harus mulai mencari informasi dan pengetahuan sebagai referensi. Referensi-referensi ini dapat digunakan untuk membuat keputusan yang tepat tentang bagaimana mendidik anak-anak mereka terkait penggunaan gadget yang baik tanpa menghilangkan hak anak dalam memanfaatkan gadget sebagai teknologi terkini. Informasi dan pengetahuan bagi orang tua dapat diakses melalui berbagai media. Salah satunya melalui media yang akan dikembangkan dalam penelitian ini. Web-based sebagai salah satu bagian dari transmedia storytelling yang merupakan media interaktif dengan menggabungkan teks, gambar bergerak, dan suara sehingga memungkinkan pengguna untuk lebih memahami isi materi yang diberikan. Penelitian ini menggunakan pendekatan platform dengan metode refleksi guna mengetahui apakah platform dengan menggunakan web-based transmedia storytelling dapat digunakan atau tidak sebagai media edukasi ketergantungan gadget pada anak. Dengan menyebarkan kuesioner kepada 35 orang tua yang memiliki anak dengan rentang usia 2 tahun, 2-6 tahun, dan 6 tahun. Berdasarkan pengisian kuisoner, sebanyak 74% menyatakan bahwa dengan konten yang ada di web-based transmedia storytelling dapat digunakan sebagai media edukasi ketergantungan gadget pada anak.
Meta-Interface Analysis for Interaction in Mobile Augmented Reality Firmanda, Ardiman; Sukaridhoto, Sritrusta; Rante, Hestiasari; Miranto, Cahya; Evianita Dewi Fajrianti; Prasetyaningsih, Sandi
The Indonesian Journal of Computer Science Vol. 11 No. 2 (2022): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v11i2.3058

Abstract

Mobile Augmented Reality has expanded including the cultural heritage sector. Among the options offered is the digitization of cultural heritage. Multiple technical breakthroughs has implemented, including hand gesture recognition and body tracking, into mobile augmented reality systems. The success of these improvements depends on a good user interface. Meta User Interface (Meta-UI) allows significant information to be displayed without interfering with system operation. The results of the analyses that the Meta-UI user interface could aid users in employing hand gestures and body motion capture on this mobile augmented reality without any issues and could deliver information about batik efficiently. PIECES Framework testing confirmed this, with a satisfaction score of 4.40 to 4.55. Using the PIECES Framework concepts and questionnaire that focus on user satisfaction with mobile augmented reality, the score indicates that the user is satisfied.
Implementasi Efek Warp Stabilizer dalam Pembuatan Video Profil Program Studi Teknik Mesin Muhazzar, Rifki; Prasetyaningsih, Sandi
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 8 No 2 (2024): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v8i2.8017

Abstract

The instability of video recordings is a common issue that often occurs during recording, especially when using limited equipment or in uncontrolled situations. This problem can become serious when it is not possible to re-record. Therefore, a solution is needed at the video editing stage. One existing solution is using the warp stabilizer effect in Adobe Premiere Pro. Based on research conducted on the profile video of the Mechanical Engineering Study Program, there were 8 recordings that experienced this issue according to the profile video creators. Alpha testing resulted in 6 video recordings being categorized as unstable. Then, beta testing yielded 95.33% in the unstable category, 89.37% in the very unstable category, and 91.36% overall, which means that the implementation of the warp stabilizer is very effective in reducing instability, making the profile video of the Mechanical Engineering Study Program more professional.
Analisis Kepuasan Pengguna Aplikasi PeduliLindungi Masyarakat Kota Batam Menggunakan Metode End-User Computing Satisfaction (EUCS) Prasetyaningsih, Sandi; Jati, Mustika Embun
JURNAL INTEGRASI Vol. 16 No. 1 (2024): Jurnal Integrasi - April 2024
Publisher : Pusat Penelitian dan Pengabdian Masyarakat Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/ji.v16i1.6055

Abstract

Since the emergence of Covid-19 in Indonesia, one of the efforts made to break the chain of transmission is the PeduliLindungi application developed by the Ministry of Communication and Informatics to track people suspected of being exposed to Covid-19. Many factors are needed to recognize that an application is good quality. One very important factor is user satisfaction, so research is needed on measuring the level of user satisfaction with the PeduliLindungi application. By using the EUCS (End-User Computing Satisfaction) method which involves the general public of Batam City who have carried out the Covid-19 vaccination as respondents, this study aims to determine the level of user satisfaction and how much influence the EUCS variables have on the level of satisfaction for PeduliLindungi application users. The results showed that the content, accuracy, format, ease of use, timeliness and user statisfaction variable as a whole were valid and reliable with an effect of 36.4% on user satisfaction. Of the 5 hypotheses, only the timeliness variable has a significant effect on user satisfaction.
Analisis Perbandingan User Experience pada Website dan Aplikasi Mobile Shopee Menggunakan UEQ Sandi Prasetyaningsih; Salsa Putri Nabila Muchtar
Jurnal Teknologi Informasi dan Multimedia Vol. 5 No. 3 (2023): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v5i3.326

Abstract

In the midst of technological developments that are always advancing, the internet is one of the things that makes life easier. The internet itself produces products that are useful for daily activities, for example websites and applications. These two products have many types of usage categories, one of which is e-commerce. E-commerce (electronic commerce) provides a different shopping experience for consumers. One of the e-commerce that is developing in Indonesia is Shopee. Shopee has 2 (two) versions, a mobile application and a website. In this case, of course, the layout of the user interface provided is definitely different. Different layouts certainly provide a different user experience. The purpose of this research is to analyze and evaluate user experience and to find out user perceptions and interaction problems experienced by users when using mobile applications and the Shopee website. This study uses 2 (two) research methods, namely user experience questionnaire and Focus Group Discussion. The results of this analysis show that the mobile application and Shopee website have significant values ??for each parameter. Both Shopee platforms only have 4 (four) of the 6 (six) parameters that reach 0.8. This shows that the Shopee mobile application and the Shopee website have their own strengths and weaknesses in terms of user experience.