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PENGEMBANGAN PEMASARAN ONLINE KERAJINAN ANYAMAN BAMBU ANTIROGO JEMBER MELALUI MEDIA INTERNET Lesmana, I Putu Dody; Widiawan, Beni; Hartadi, Didit Rahmat
Jurnal Bakti Masyarakat Indonesia Vol 1, No 1 (2018): Jurnal Bakti Masyarakat Indonesia
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (795.281 KB) | DOI: 10.24912/jbmi.v1i1.1873

Abstract

Marketing is the key to success in maintaining business continuity and competing with competitors of similar products. Jaya Makmur handicraft industry, Antirogo Village, Jember is a small to medium scale labor intensive industry that produces various forms of woven bamboo. Marketing of these industrial products is still limited in the surrounding Jember region and is traditionally marketed through shops and word-of-mouth. The application of science and technology in the implementation of community service can provide solutions to problems of expanding marketing networks through the creation of e-commerce website. Online promotion strategies carried out combined SEO, SEM, and SMO techniques. The results of page-rank measurements obtained from statscorp.com displays the SEO value of the kampungbambu.com webpage as 72%, which shows that the marketing partner's web page can be easily found by internet users through search enginesABSTRAK: Pemasaran merupakan kunci utama keberhasilan dalam mempertahan keberlangsungan usaha dan bersaing dengan kompetitor produk sejenis. Industri kerajinan Jaya Makmur, Desa Antirogo, Jember merupakan industri padat karya skala kecil menengah dengan produk berbagai bentuk anyaman bambu. Pemasaran produk industri ini masih terbatas di wilayah Jember sekitarnya dan dipasarkan secara tradisional melalui toko dan mulut-ke-mulut. Melalui penerapan iptek pada pelaksanaan pengabdian masyarakat dapat memberikan solusi permasalahan dalam perluasan jaringan pemasaran melalui pembuatan web e-commerce. Strategi promosi online yang dilakukan mengkombinasikan teknik SEO, SEM, dan SMO. Hasil pengukuran page-rank yang didapat dari statscorp.com menunjukkan nilai SEO dari laman web kampungbambu.com sebesar 72% dimana hal ini menunjukkan laman web pemasaran mitra dapat mudah ditemukan oleh pengguna internet melalui mesin pencarian.
A Combination of Forward Chaining and Certainty Factor Methods for Early Detection of Fever : Dengue Hemorrhagic Fever, Malaria and Typhoid Fitri, Zilvanhisna Emka; Ramadania, Elsa Manora; Wibowo, Nugroho Setyo; Lesmana, I Putu Dody; Imron, Arizal Mujibtamala Nanda
Scientific Journal of Informatics Vol 9, No 1 (2022): May 2022
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/sji.v9i1.33007

Abstract

Abstract. Purpose: Dengue Hemorrhagic and Malaria fevers are the most common arthropod-borne diseases caused by mosquito bites and they also have similar signs and symptoms. Based on the problems, the researcher makes an expert system that aims to help people early detect fever diseases. This system is expected to help and support the infectious disease prevention and control program by the Ministry of Health of the Republic of Indonesia.Methods: This study uses an expert system with a combination of Forward Chaining and Certainty Factor to detect the symptoms of fever. Forward Chaining is a technique that begins with gathering information related to known facts, then combining rules to produce conclusions. The certainty Factor method is used to define a measure of certainty against a fact or rule and to describe the level of expert confidence in dealing with problems. There are 32 symptoms of the disease consisting of dengue fever, malaria and typhoid, it was obtained based on the literature and interviews with internal medicine specialist with 20 case datasets.Result: Based on 20 test data, obtained one data that does not match the test results and the desired target so that the system accuracy obtained is 95%. In addition, the combination of Forward Chaining and Certainty factor has better accuracy when compared to expert systems in previous studies.Novelty: Forward Chaining to find three rules and assigning weights to the Certainty Factor that has been set by the expert makes the combination of the two methods produce better accuracy.
Interactive Sand Table Design to Train Fine Motor Skill for Children with Neurological Disorders Haris, Muhammad Fuad Al; Lesmana, I Putu Dody
Jurnal Jaringan Telekomunikasi Vol 13 No 4 (2023): Vol. 13 No. 04 (2023) : December 2023
Publisher : Politeknik Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33795/jartel.v13i4.741

Abstract

In this article, design of interactive sand table with watersheds modelling was reported. The prototype of an interactive sand table was designed to train fine motor skill for children with neurological disorders. The hands-on interactive sand table allowed users to create some interactive topographic models by shaping real beach sand which is augmented in real time by an elevation color map, topographic contour lines, and simulated water. A topographic model was generated from the projection of elevation maps and contour line colors that resembled sand topographic conditions using a depth sensor from Microsoft Kinect 360 camera, simulation and visualization tools, and a video projector. The interactive sand table had been successfully demonstrated without adverse events by constructing a miniature of island and watershed topography containing lines of contour, rivers, mountains, plateau, and low land for providing various challenges to the users using sand play experience.
User Interface and User Experience Design in Digital Learning Applications for Autistic Users with the Human-Centered Design Method Nurdin, Muhammad Iman; Ashar, Muhammad; Akbar, Muhammad Iqbal; Lesmana, I Putu Dody
Journal of Disruptive Learning Innovation (JODLI) Vol 4, No 1 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um072v4i12022p24-31

Abstract

Currently in Indonesia there are millions of school-age children. Some of them still have difficulty in accessing education, including children with special needs. Children with special needs are part of a society that is classified as vulnerable. Some institutions state that they are 10 times more likely to be out of school. Even when they go to school, the learning they receive tends to be not optimal, especially for autistic children. Autism is a disorder of overall human development that results in barriers to socialization, communication, and behavior. With the various obstacles they have, the learning process they receive tends to be less than optimal if it is not balanced with adequate facilities and infrastructure. Therefore, in this study, researchers want to design a digital learning application for autistic users based on a website, where the User Interface (UI) and User Experience (UX) of the learning application are tailored to the user's needs. By using the Human-Centered Design (HCD) method that focuses on humans in its manufacture. With these grounds and reasons, it is hoped that this research can produce a UI UX with a good level of usability, effectiveness, and user satisfaction.
Pengembangan Terapi Cermin Pada Latihan Bersepeda Berbasis Virtual Reality Untuk Meningkatkan Gerak Motorik Ekstremitas Atas Pasca Stroke Lesmana, I Putu Dody; Widiawan, Beni; Hartadi, Didit Rahmat; Haris, Muhammad Fuad Al
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 5 No 4: Agustus 2018
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (273.467 KB) | DOI: 10.25126/jtiik.201854914

Abstract

Latihan bersepeda berbasis virtual reality (VR-Bicycling) bagi penderita pasca stroke merupakan teknologi yang dikembangkan untuk meningkatkan gerak motorik otot. Penerapan VR-Bicycling umumnya untuk melatih gerak motorik ekstremitas bawah daripada gerak motorik ekstremitas atas. Penggunaan terapi cermin (Mirror Therapy-MT) merupakan bentuk terapi gerak motorik ekstremitas atas dengan mempengaruhi propriosepsi otak yang berfikir bahwa eksterimitas atas yang mengalami hemiparesis dapat bergerak baik. Dalam penelitian ini dikembangan modul VR-Bicycling untuk melatih gerak motorik ekstremitas atas berbasis MT dengan mengkombinasikan umpan balik visual dan audio pada lingkungan virtual (Virtual Environment-VE). Umpan balik visual untuk mengetahui waktu tunda dan perbedaan spasial berupa ketepatan lengan virtual dalam menangkap apel atau menghindari bom sepanjang lintasan bersepeda. Sedangkan umpan balik audio menggunakan metronome untuk melatih operabilitas dan kontrol lengan virtual. Kinect digunakan sebagai motion capture gerakan lengan nyata. Pengujian melibatkan sepuluh penderita pasca stroke untuk melatih gerak motorik ekstremitas atas yang mengalami hemiparesis dalam mengontrol gerakan lengan virtual pada VR-Bicycling. Evaluasi sistem dilakukan dengan meminta penderita pasca stroke menjawab daftar pertanyaan yang mengandung faktor operabilitas, konsentrasi, kontrol gerakan, waktu tunda, dan perbedaan spasial dari terapi ekstremitas atas pada VR-Bicycling menggunakan konsep terapi cermin. Dari hasil evaluasi diketahui bahwa waktu tunda dan perbedaan spasial pada terapi ekstremitas atas menggunakan VR-Bicycling dengan MT merupakan dua variabel penting untuk mengontrol arah dan ketepatan gerakan lengan virtual pada VE. AbstractA virtual reality bicycling (VR-Bicycling) was encouraged to address motor control and fitness deficits of person post-stroke. The applied of VR-Bicycling for therapy of person post-stroke has focused primarily on improving movement and use of the lower extremity than upper extremity. Mirror therapy (MT) is an instrument that enables a person with an amputation to view a reflection of an intact limb in the visual plane of the missing limb by tricking the brain into believing the missing limb is actually moving. The use of virtual reality (VR) over MT is that VR allows more complete immersion into the illusion, whereas MT requires tight focus and concentration to truly see the illusion as real. In this research, we had developed a VR-Bicycling module based MT for training upper extremity of person post-stroke while doing simulated bicycling. Person post-stroke cycled with guidance of visual cueing (represented as apples and bombs) and auditory condition (provided by metronome) in the virtual environment (VE). We tested ten person post-stroke as they cycled on a stationary bicycle while moving their virtual limb to hit apples or avoid bombs in VE. A VR-Bicycling module measures the motion data of upper extremity by Kinect and evaluate immersion and motor cognition by using factor analysis with three factors consisting of controllability, concentration, sense of delay, and spatial difference. The evaluation result indicates that temporal delay and spatial fluctuation have strong relationship to control virtual limb movement correctly.
Pengaruh Latihan Sepeda Virtual Terhadap Sensori-Motor Ekstremitas Bawah Pasien Pasca Stroke Lesmana, I Putu Dody; Yuana, Dia Bitari Mei; Mukhlisoh, Nanik Anita; Widiawan, Beni; Hakim, Lukman; Suryana, Arinda Lironika
Journal of Electrical Engineering and Computer (JEECOM) Vol 5, No 2 (2023)
Publisher : Universitas Nurul Jadid

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33650/jeecom.v5i2.6911

Abstract

Defisit neurologis yang sering didapati pasca stroke adalah penurunan fungsi sensorik dan motorik. Terapi rehabilitasi yang tepat akan memberikan pemulihan sensori motor yang optimal. Fisioterapi menggunakan modalitas latihan motorik berupa latihan sepeda virtual merupakan salah satu pilihan program rehabilitasi. Jenis latihan ini dapat memperbaiki fungsi keseimbangan dan koordinasi ekstrimitas bawah. Tujuan penelitian ini untuk mengetahui pengaruh latihan sepeda berbasis Virtual Reality Augmented Cycling (VRAC) terhadap respon sensorimotor pasien pasca stroke kronis.Rancangan penelitian adalah quasi experimental dengan post test only control group design. Subyek penelitian sebanyak 15 orang terbagi dalam dua kelompok yaitu 8 orang pasien pasca stroke dan 7 orang kontrol sehat, diambil secara purposive sampling dan telah memenuhi kriteria inklusi. Semua subyek mengikuti program latihan sepeda virtual 2 kali dalam seminggu selama 3 bulan di Poli Rehabilitasi Medik RSD Kalisat Jember. Respon sensorimotor diukur dari kecepatan kayuhan (RPM) dengan tiga lintasan. Data dideskripsikan dalam bentuk mean±SD dan dianalisis uji independent T-Test menggunakan SPSS V.22.0.Rata-rata kecepatan kayuhan pasien pasca stroke meningkat tiap minggu selama latihan. Terdapat perbedaan kayuhan pedal pada lintasan lebar, lintasan lebar berpenghalang dan lintasan sempit yang signifikan antara pasien pasca stroke dengan kontrol (p<0,001).Simpulan: Latihan sepeda virtual dapat memperbaiki sensorimotor pasien pasca stroke kronis.