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PELATIHAN PENGGUNAAN SISTEM INFORMASI POSYANDU MANDIRI DAN PINUNJUL (SIAYUMAJU) UNTUK KADER POSYANDU: Posyandu Cadre Training in the Use of Information Systems for Independent and Pinunjul Posyandu (SiAyuMaju) Kuningan Regency Rio Andriyat; Yulyanto Yulyanto; Zafira Fatsya; Agris Kurniawan
Aptekmas Jurnal Pengabdian pada Masyarakat Vol 5 No 4 (2022): APTEKMAS Volume 5 Nomor 4 2022
Publisher : Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36257/apts.v5i4.6249

Abstract

Information systems can be interpreted as media that can be used for the dissemination of information quickly and accurately to support the smooth operation of the organization's operations and decision making. Posyandu in Kuningan district numbered 1191 posyandu from 376 villages in 32 sub-districts in the city of Kuningan, West Java, in 2021 already implemented information technology in recording maternal and child health. The information system is a medium that can be used for the dissemination of information quickly and accurately to support the smooth operation of the organization's operations and decision making. In 2021, posyandu service activities will start from recording infants and toddlers, recording immunization data, and recording infant and toddler weight which can already be done through the Independent and Pinunjul Posyandu Information System (SiAyuMaju) at the address: http://siayumaju.kuningankab .go.id. In its application, there are problems that make the SiAyuMaju application less than optimal due to several Human Resources (HR) / Posyandu cadres who still do not have competence in mastering and using information and communication technology. This is an obstacle in operating the SiAyuMaju system which is not yet fully optimal. Based on these problems, it is necessary to train posyandu cadres in the use of the Mandiri and Pinunjul (SiAyuMaju) information systems in Kuningan Regency. Keywords: Information System, Posyandu, SiAyuMaju.
GAME EDUKASI WORD SEARCH PUZZLE NAMA ANAK HEWAN DALAM BAHASA SUNDA MENGGUNAKAN ALGORITMA LINEAR CONGRUENT METHOD (LCM) DAN ALGORITMA KNUTH MORRIS PRATT (KMP) (Studi Kasus : SDN Pajawanlor) Dessi Hermawaty; Rio Andriyat Krisdiawan; Yati Nurhayati
NUANSA INFORMATIKA Vol 13, No 2 (2019)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (669.251 KB) | DOI: 10.25134/nuansa.v13i2.1946

Abstract

Sundanese has unique names in its daily scope, such as naming animals. Learning the names of animal child using Sundanese is one of the activities in preserving Sundanese culture. However, especially elementary school students have lacked interest in learning Sundanese, one of them concerning the names of animal child in Sundanese, this is because the learning medias are less attractive, there are no developments in the packaging of Sundanese materials, especially the introduction to names of animal child and the absence of a dictionary regarding to the names of children in the school. Therefore, an interesting application is needed to help learning Sundanese so that students have an interest in learning the names of animal child in Sundanese. The result of this study is a game application, in which there are material about the names of animal child in Indonesian and Sundanese and there are questions that must be answered in a certain time limit to practice Sundanese language skills and to know the extent to which students understand Sundanese. By using the Linear Congruent Method (LCM) algorithm to scramble the questions that appear in the game and Knuth Morris Pratt (KMP) for matching strings in the game. The application is built using the C# programming language and the development tools used are Unity. And the system development method in this application uses the Rational Unified Process (RUP) method, while the method for designing the system uses the Unified Modeling Language (UML). Keywords : Sundanese, Linear Congruent Method, Knuth Morris Pratt
Aplikasi Pengelolaan Kredit Perumahan Dengan Metode Kredit Risk Menggunakan PHP dan MySQL (Studi Kasus : Perum Alam Asri) RIO ANDRIYAT KRISDIAWAN
NUANSA INFORMATIKA Vol 8, No 2 (2014)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/nuansa.v8i2.19

Abstract

The house is a primary requirement for the fulfillment of human well-being as food and clothing. However, it turns out the need for housing is often hampered by lack of funds owned by consumers who crave own their own home. Thus, through the development of mortgage ogled as the main alternative housing finance. Mortgages is the ability to execute a purchase or hold a loan with a promise, payment will be executed at the agreed time period. This is one of the emerging credit. In extending mortgages, banks here must be selective in assessing the feasibility of the proposed by the debtor bank's assessment was conducted in order to avoid losses due to the return of loans disbursed. Thus in doing the lending bank must make an assessment based lending procedures and internal controls in order to avoid bank bad credit. It is also to be planned strategically for mortgages in the brass, especially mortgage PERUM Alam Asri. As a business developer in the field of home ownership that must be taken into account is about sorting the data consumer in the home loan application process. Both in terms of the validity of the data and supported by field monitoring. From there, the author get the idea, how to design a management application homeownership in PERUM Alam Asri  which prioritizes the analysis of credit risk management. Which in essence how to manage existing credit processes to minimize credit risks that often arise. Starting from customer identity data collection in truth, filing mortgage, Customer Survey income, up to the management of the mortgage payment installments, thus minimizing credit risks exist. In designing this application, the authors use a Web-based programming languages, PHP and MySQL.Keyword : KPR, Credit Risk, PHP dan MySQL
Implementasi Algoritma Boids Untuk Pergerakan NPC Pada Game Awas Corona Rio Andriyat Krisdiawan; Muhammad Abdullah Fadli; sherly gina supratman
NUANSA INFORMATIKA Vol 17, No 1 (2023)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/fkom uniku.v17i1.7344

Abstract

Perkembangan teknologi game yang semakin berkembang, serta kemudahan aksesnya membuat game dapat dimainkan di berbagai perangkat dan semua kalangan masyarakat. Teknology game dapat digunakan untuk berbagai keperluan diantaranya sebagai edukasi, simulasi dan pembelajaran. Dimasa pandemi covid-19, masyarakat dihimbau untuk menerapkan protokol kesehatan untuk mengurangi penyebaran virus corona. Akan tetapi berdasarkan data observasi, masih banyak masyarakat yang belum mematuhi protocol kesehatan untuk pencegahan covid-19. Peneliti melakukan penelitian ini dengan memanfaatkan teknologi game sebagai media edukasi penerapan protokol kesehatan dimasa pandemi. Pembuatan game edukasi dan simulasi tidak lepas dari komponen utama dalam game yaitu adalah NPC (Non Player Characters) yang membuat game menjadi menarik dan menantang. Algoritma Boids digunakan untuk mengatur pergerakan berkelompok NPC. Algoritma boids memiliki tiga aturan yaitu Alignment, Separation, dan Cohesion. Penerapan algoritma boids pada NPC game berguna untuk menentukan pergerakan NPC berdasarkan penentuan jarak setiap NPC, kecepatan, dan menyesuaikan arah gerak NPC agar tidak saling bertabrakan. Metode pengembangan game yang digunakan untuk membuat game awas corona adalah GDLC (Game Development Life Cycle). Berdasarkan hasil pengujian, dengan menerapkan algoritma boids dalam pergerakan berkelompok terlihat dinamis dan tidak saling tabrak satu sama lain. Hasil pengujian kepada user menggunakan User Acceptance Test (UAT), game awas corona ini mendapat respon yang cukup baik dan dapat diterima dengan nilai persentase keseluruhan 85% untuk unsur edukasi, tampilan, tantangan dan kesenangan.Kata Kunci :Game Awas Corona, Non Player Characters,  Algoritma Boids
Implementasi Algoritma Jump Point Search Pada Game Prince Of Walangsungsang Rio Andriyat Krisdiawan; Heru Budianto; fitra imaniar
Media Jurnal Informatika Vol 15, No 1 (2023): Media Jurnal Informatika
Publisher : Teknik Informatika Universitas Suryakancana Cianjur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35194/mji.v15i1.3191

Abstract

The development of the gaming industry has provided an opportunity to combine entertainment with education. In this context, this study aims to implement the Jump Point Search (JPS) algorithm in the game "Prince of Walangsungsang" to provide a more interesting playing experience and introduce players to the history of Prince Walangsungsang journey. This study focuses on the action role-playing game (RPG) genre that combines game elements with historical stories. In making games, the development method used is the Game Development Life Cycle (GDLC) to ensure structured and efficient development steps. The JPS algorithm is implemented as an artificial intelligence (AI) agent on non-player characters (NPC) in games. By implementing the JPS algorithm, in-game NPCs can optimize their movements in a complex game environment, speed up finding the shortest path, and avoid unnecessary routes, as well as avoid dynamic obstacles. Games "Prince of Walangsungsang" provide a more realistic and challenging gaming experience for players, as well as introduce historical aspects through interactions with NPCs. The results of the study show that the implementation of the JPS algorithm in the game "Prince of Walangsungsang" improves the efficiency and intelligence of NPCs, so that players can experience a more dynamic and interesting playing experience. In addition, game-based introduction to the history of Prince Walangsungsang also gives players the opportunity to learn about and appreciate the cultural heritage associated with this historical figure.
Rancang Bangun Sistem Cerdas Pakan Ikan Nila Otomatis Menggunakan Sensor Uno Shilboards Tata Sutabri; Kusumo Setyo Aryogi; Tito Sugiharto; Rio Andriyat Krisdiawan
Jurnal Teknologi Informatika dan Komputer Vol 9, No 1 (2023): Jurnal Teknologi Informatika dan Komputer
Publisher : Universitas Mohammad Husni Thamrin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37012/jtik.v9i1.1621

Abstract

Penelitian ini membahas tentang perancangan dan implementasi sistem cerdas pemberi pakan ikan nila. Alat ini berfungsi sebagai penabur pakan ikan secara otomatis. Cara kerjanya LCD sebagai tampilan informasi telah dibaca RTC yang telah diprogram dengan waktu yang telah di tentukan akan membuka mini servo untuk menabur pakan ikan. Komponon-komponen penyusun alat ini diantaranya rangkaian power supply, rangkaian sistem minimum dan rangkaian driver motor. Agar sistem kontrol otomatis ini dapat berjalan sebagaimana mestinya, hal lain yang perlu diperhatikan bukan hanya perangkat kerasnya saja,  tetapi juga perangkat lunaknya ( software ) sebab mikrokontroler tidak akan bekerja sesuai dengan yang diharapkan tanpa adanya instruksi-instruksi program yang dimasukkan kedalam mikrokontroler tersebut. Perangkat lunak yang digunakan yaitu Arduino IDE untuk menulis program menggunakan bahasa C yang selanjutnya dikompilasi menjadi sebuah program. Adanya pakan ikan otomatis ini diharapkan dapat meringankan tugas pengurus budidaya Ikan Nila di Pondok Pesantren Cendekia Amanah, serta dapat meningkatkan kualitas dari panen sebelumnya.
Media Edukasi Biota Laut Berbasis Augmented Reality Menggunakan Metode Marker Based Tracking dengan Algoritma Fast Corner Detection Rio Andriyat Krisdiawan; Rio Priantama; Elvan Praramdani
Digital Transformation Technology Vol. 3 No. 1 (2023): Artikel Periode Maret Tahun 2023
Publisher : Information Technology and Science(ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/digitech.v3i1.2341

Abstract

Materi Biota Laut sebagai bagian dari Mata Pelajaran Ilmu Peengetahuan Alam (IPA) dipelajari oleh kelas X di Pendidikan SMA. Materi biota laut menggambarkan seluruh jenis mahluk hidup yang hidup dilingkiunagn laut. Pembelajaran materi pengenalan biota laut berdasarkan zona kedalaman disampaikan melalui buku dan gambar 2D. Tujuan penelitian ini dibuat untuk mengembangkan media edukasi yang menggunakan 3D dalam menvisualisasikan biota laut berdasarkan zona kedalamannya dengan memanfaatkan tekonologi Augmented Reality (AR) pada booklet, sehingga memberi pengalaman baru kepada siswa dan inovasi baru bagi guru dalam proses pembelajaran. Penelitian dilakukan dengan menggunakan metodologi pengembangan sistem Multimedia Development Life Cycle (MDLC) sebagai metode yang tepat untuk pengembangan media pembelajaran berbasis AR. Serta penerapan metode marker based tracking dengan Implementasi algoritma Fast Corner Detection untuk scan marker. Hasil dari penelitian ini berupa aplikasi pengenalan biota laut yang digunakan sebagai media pembelajaran alternatif untuk siswa kelas X dengan teknologi AR dengan objek 3D dan dilengkapi animasi, audio serta deskripsi objek pada setiap biota laut sehingga lebih menarik.
IMPLEMENTASI ALGORITMA BLUM BLUM SHUB PADA KUIS SANDI SEMAPHORE BERBASIS AUGMENTED REALITY Ridwan Alamsyah; Erlan Darmawan; Rio Andriyat; Yulyanto; Suseno, Endra
NUANSA INFORMATIKA Vol. 17 No. 2 (2023): Volume 17 No 2 Tahun 2023
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/ilkom.v17i2.33

Abstract

Semaphore is a way to send and receive news by using a flag, paddle, trunk, bare hands or gloves. The semaphore learning at School at this time still uses the Scout's manual and it is only in the form of 2D images and it is also delivered by the Scout coach. So that students tend to get bored in learning the semaphore movement and lack of understanding and education in the learning process in this modern era. From the existing problems, the semaphore movement learning application and semaphore quiz were built using augmented reality technology based on android to provide interesting and interactive learning. This application was built by adding the Blum-Blum Shub (BBS) algorithm for the randomization process which functions to generate random numbers in a mathematical process with the resulting output is a series of binary numbers. Application created uses Unity 3D, and developed uses the RUP (Rational Unifed Process) method. With this application, it can make easier for students to understand the material in semaphore learning
Terapi Rehabilitasi Dyslexia Berbasis Mobile Game dengan Dynamic Difficulty Adjustment (DDA) Menggunakan Algoritma Fuzzy Sugeno Rio Andriyat Krisdiawan; Tito Sugiharto; Nunu Nugraha
Jurnal Teknologi Informatika dan Komputer Vol 9, No 2 (2023): Jurnal Teknologi Informatika dan Komputer
Publisher : Universitas Mohammad Husni Thamrin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37012/jtik.v9i2.1837

Abstract

Dyslexia adalah gangguan pembelajaran yang mempengaruhi kemampuan seseorang untuk membaca, mengeja, dan menulis dengan baik. Walaupun dyslexia tidak bisa disembuhkan secara menyeluruh, namun terapi rehabilitasi dyslexia yang tepat dapat membantu dalam mengembangkan kemampuan membaca, mengeja dan menulis. Akan tetapi, setiap individu dengan dyslexia memiliki kebutuhan dan kecepatan belajar yang berbeda-beda, sehingga terapi yang efektif dan hasil yang dicapai juga berbeda-beda. Untuk menyelesaikan permasalahan tersebut, dibuatkan sebuah game based rehabilitation yang dikembangkan dengan model pengembangan Game Development life Cycle (GDLC), sebagai model pengembangan dalam pembuatan game. Sedangkan pendekatan rehabilitation menggunakan model Dynamic Difficulty Adjustment (DDA) dengan menerapkan algoritma fuzzy sugeno untuk menyesuaikan tingkat kesulitan level permainan berdasarkan kebutuhan dan kecepatan belajar yang dicapai pemain. Game yang dibuat fokus untuk melatih kemampuan membaca. Game yang dibuat telah diujikan untuk model dan algoritma yang digunakan dalam paper sebelumnya oleh penulis, tentang Game-Based Rehabilitation with Dynamic Difficulty Adjustment (DDA). Penelitian ini membahas pembuatan dan perancangan game dan pengujian untuk target user yaitu anak dyselexia dengan objek penelitian NBP Centre klinik anak mitra cirebon, dengan pengujian Blackbox, White Box dan User Accepted Test (UAT) untuk mengetahui kesesuaian kebutuhan user. Hasil yang didapat dalam penelitian ini, game dapat berjalan dalam menyesuaikan tingkat kesulitan berdasarkan tingkat kemampuan terapis. Serta secara keseluruhan dapat menjadi alternatif yang lebih terjangkau dan efisien dalam membantu meningkatkan kemampuan membaca anak dyselexia.
Pengembangan Aplikasi Pengelolaan Infak dan Shodaqoh dengan Metode Rational Unified Process (RUP) pada Rumah Yatim Himmatul Ummah Al Islamiah di Kabupaten Kuningan Nunu Nugraha; Rio Andriyat Krisdiawan; Heri Herwanto
NUANSA INFORMATIKA Vol. 18 No. 1 (2024): Nuansa Informatika 18.1 Januari 2024
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/ilkom.v18i1.87

Abstract

Himmatul Ummah Al Islamiah Orphanage in Kuningan Regency has a vital role in providing social assistance through the management of Infak and Shodaqoh. However, manual financial management presents challenges related to efficiency and transparency. Manual processes in managing Infak and Shodaqoh increase the risk of administrative errors, difficulty tracking funds, and lack of transparency in the distribution of donations. Therefore, technological innovation is needed to improve the effectiveness of financial management. This research aims to develop a web-based application that optimizes the Management of Infak and Shodaqoh in Orphanages, focusing on efficiency, transparency, and accountability. Application development is carried out by applying Rational Unified Process (RUP) as a structured system development method. Application design uses Unified Modeling Language (UML) to visually model the structure and functionality of the application. The results of the research are that the application developed has succeeded in increasing the efficiency of Infak and Shodaqoh management. The integration of RUP and UML ensures structured development and clear design, resulting in an easy-to-use, transparent, and accountable application. This research contributes positively to the effectiveness of Infak and Shodaqoh Management at Himmatul Ummah Al Islamiah Orphanage. The results can be used as a basis for similar charities to adopt similar technologies to improve the quality of financial management and donation distribution.