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Pengenalan Teknik Komputer bagi Siswa SMAK 4 BPK Penabur Jakarta Wijaya, Marvin Chandra; Yapinus, Pin Panji; Loekito, Jimmy Agustian; Tanubrata, Markus; Lehman, Andrew Sebastian; Cheol, Shin Min; Wong, Karenina
Yumary: Jurnal Pengabdian kepada Masyarakat Vol. 4 No. 4 (2024): Juni
Publisher : Penerbit Goodwood

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35912/yumary.v4i4.2653

Abstract

Purpose: This service provides knowledge in the field of computer engineering. The computer engineering knowledge provided consisted of an introduction to computer systems, multimedia, and computer-controlled equipment. The participants in this service were the SMAK 4 BPK Penabur Jakarta. Methodology/approach: The method consists of four activity steps: coordination, preparation, implementation, evaluation, and report preparation. The coordination stage was performed to equalize the perceptions of the training activity material. The preparatory stage was performed to create training materials and prepare the equipment. The training participants were given material directly in the laboratory and the results of the activity were evaluated. Results/findings: The participants gained knowledge in the fields of computer systems, multimedia, and computer-controlled equipment. The results of the service evaluation tested on the participants showed that this activity was successful in improving the participants' abilities in the field of computer engineering. Limitations: Due to limited teaching time, the learning of materials was not in-depth and detailed. The teaching materials provided were limited to the initial introductory stage. Contribution: This introduction to the field of computer engineering has been provided to improve participants' abilities or insights in the field of computer technology. The learning material provided was computer technology, an introduction to technology in the multimedia field, and an introduction to computer-controlled hardware. The results of the evaluation showed that 100% of the training participants were able to absorb the material provided in this activity. The understanding gained can contribute to participants being able to choose a higher education that suits their interests.
Peningkatan Keterampilan Desain 3D Siswa SMA Melalui Pelatihan Berbasis Teknologi Yapinus, Pin Panji; Wijaya, Marvin Chandra; Loekito, Jimmy Agustian; Wong, Hendry; Chandra, Jonathan; Tanubrata, Markus; Tjiharjadi, Semuil; Lehman, Andrew Sebastian; Hendrajaya, Calvin; Davidy, Adriel Elmer; Ryadi, Fyane Andgelica; Bunardy, Yohanes Noel
Jurnal Abdi Masyarakat Vol. 4 No. 2 (2024): Jurnal Abdi Masyarakat Agustus 2024
Publisher : Institut Pariwisata dan Bisnis Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22334/jam.v4i2.72

Abstract

SMA Harapan Kasih merupakan salah satu SMA yang berlokasi di kota Bandung yang sangat peduli dengan literasi di bidang komputer untuk para siswanya. Saat ini SMA Harapan kasih memiliki keterbatasan dalam pengembangan kemampuan komputer bagi para siswanya di bidang desain 3D dikarenakan tidak adanya peralatan dan tenaga pengajar di bidang tersebut. Pelatihan ini bertujuan untuk meningkatkan keterampilan desain 3D siswa SMA Harapan Kasih Bandung melalui penggunaan perangkat lunak ThingkerCAD dan printer 3D. Metode pelatihan melibatkan sesi teori dan praktik yang diikuti oleh 60 siswa dari berbagai kelas. Hasil evaluasi menunjukkan peningkatan signifikan dalam kemampuan siswa dalam mendesain dan mencetak model 3D. Pelatihan ini tidak hanya meningkatkan keterampilan teknis tetapi juga memotivasi siswa untuk lebih mendalami teknologi desain 3D.   Harapan Kasih High School is one of the high schools located in Bandung that is very concerned with computer literacy for its students. Currently, SMA Harapan Kasih has limitations in developing computer skills for its students in the field of 3D design due to the lack of equipment and teaching staff in this field. This training aims to improve the 3D design skills of SMA Harapan Kasih Bandung students through the use of ThingkerCAD software and 3D printers. The training method involves theory and practice sessions attended by 60 students from various classes. The evaluation results showed a significant increase in students' abilities in designing and printing 3D models. This training not only improves technical skills but also motivates students to further explore 3D design technology.
Peningkatan Literasi Teknologi Telepresence melalui Pelatihan Interaktif bagi Siswa SMA Harapan Kasih Bandung Tanubrata, Markus; Wong, Hendry; Wijaya, Marvin Chandra; Loekito, Jimmy Agustian; Lehman, Andrew Sebastian; Chandra, Jonathan; Yapinus, Pin Panji; Tjiharjadi, Semuil; Wong, Karenina
Jurnal Inovasi Pengabdian dan Pemberdayaan Masyarakat Vol 5 No 1 (2025): JIPPM - Juni 2025
Publisher : CV Firmos

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54082/jippm.814

Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan literasi teknologi siswa SMA dalam bidang telepresence. Telepresence merupakan teknologi penting di era digital karena untuk meningkatkan koneksi antara manusia yang berjarak jauh. Pemahaman terhadap teknologi telepresence sangat penting dan relevan saat ini. Hal ini mengingat peranannya yang terus berkembang dalam bidang pendidikan, kesehatan, industri, hingga komunikasi global. Kegiatan ini melibatkan siswa kelas XI IPA dan XI IPS di SMA Harapan Kasih Bandung, dengan total peserta pengabdian sebanyak 34 siswa. Materi yang diberikan mencakup pengertian telepresence, contoh implementasi dalam kehidupan sehari-hari, serta penjelasan konsep dan implementasinya. Evaluasi hasil pengabdian dilakukan dengan cara memberikan pretest dan post-test yang berfungsi untuk mengukur peningkatan pemahaman peserta pengabdian. Hasil pretest menunjukkan bahwa hanya 5 dari 34 siswa (15%) yang memahami konsep dasar telepresence, dan 9 siswa (26%) dapat menjawab soal dengan benar. Setelah sesi pembelajaran, hasil post-test meningkat secara signifikan: 29 siswa (85%) memahami konsep telepresence, dan 27 siswa (79%) mampu menjawab soal-soal teknis dengan benar. Selain terjadi peningkatan pengetahuan pada siswa, tetapi terjadi juga peningkatan minat siswa terhadap teknologi telepresence.
Pelatihan Dan Pendampingan Pemasaran Digital Bagi Umkm Di Kelurahan Cibaduyut Wetan Bandung Wijaya, Marvin Chandra
Yumary: Jurnal Pengabdian kepada Masyarakat Vol. 5 No. 4 (2025): Juni
Publisher : Penerbit Goodwood

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35912/yumary.v5i4.4079

Abstract

Purpose: The purpose of the activity is to assist and train MSMEs, particularly food vendors, in adopting digital marketing platforms such as GoFood, GrabFood, and ShopeeFood. This aims to help them transition to digital selling, improve their business reach, and enhance their economic opportunities. Research methodology: The program utilized a combination of training sessions and hands-on mentorship to guide participants through the process of transitioning to digital sales platforms. Mentors offered personalized assistance throughout the process, ensuring participants could successfully navigate platform requirements, complete account setups, and activate their profiles for digital sales. Results: The program achieved significant success, with participants completing all the required training and mentorship activities. They successfully registered their businesses on digital platforms such as GoFood, GrabFood, and ShopeeFood, set up their stores, and began selling their products online. Conclusions: The initiative effectively facilitated the digital transition for food vendor MSMEs, empowering them to utilize online platforms for sales. This not only improved their technological capabilities but also opened new avenues for income generation, demonstrating the success of the program in addressing their digital marketing needs. Limitations: While the program achieved its objectives, several limitations were observed. Participants faced resource constraints, such as limited access to smartphones or stable internet connections, which hindered full participation. Contribution: The program made significant contributions by empowering MSMEs, particularly food vendors, to adopt digital marketing practices and enhance their market reach. Participants gained valuable digital literacy and technical skills.
Segmented least recently used cache replacement simulator Wijaya, Marvin Chandra; Kartawidjaja, Maria Angela; Edmund, Kyle
Jurnal Mantik Vol. 9 No. 1 (2025): May: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mantik.v8i5.6201

Abstract

The block replacement process in the memory cache is an essential technique in computing systems to improve the efficiency of data retrieval from high-speed memory. Various caching algorithms have been developed to speed up data retrieval access in the memory cache, including Least Recently Used (LRU), Least Frequently Used (LFU), and First In First Out (FIFO). This study aims to develop a simulator by combining the LRU and LFU methods called Segmented Least Recently Used (SLRU), which is able to process data retrieval from the memory cache more efficiently. Experiments on the simulation program created were carried out on 10 random data groups to determine the effectiveness of each block replacement algorithm. Based on the test results, SLRU had the best performance, with an average hit ratio of 71.4%, followed by LRU (67%), LFU (62%), and FIFO, which showed the lowest hit ratio performance with a hit ratio of 55.8%. The advantage of SLRU lies in dividing cache segmentation into two segments: the probationary segment (LRU) and the protected segment (LFU). Based on the experiment results, it was concluded that SLRU has more efficient results in handling dynamic data access patterns than other algorithms.
"Indie Movie" Film Making Training for SMAK 2 BPK Penabur Bandung Students: Pelatihan Pembuatan Film “Indie Movie” Bagi Siswa SMAK 2 BPK Penabur Bandung Yapinus, Pin Panji; Wijaya*, Marvin Chandra; Wong, Hendry; Loekito, Jimmy Agustian; Chandra, Jonathan; Tjiharjadi, Semuil; Lehman, Andrew Sebastian; Tanubrata, Markus
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 8 No. 2 (2024): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v8i2.11755

Abstract

At this time, computer lessons at the high school level still need a variety of materials to meet the progress of today's era. Computer training in various fields is indispensable for high school students. One of the fundamentals is training in filmmaking. This training teaches skills and knowledge in the fields of exposure, shooting techniques, and lighting techniques. This training is divided into eight meetings to deliver the material properly. The trainees have been very excited to participate in this filmmaking training. The final evaluation results for the training participants are given in the form of questions and practice of making films. Based on the results of the final evaluation, it was found that the average absorption capacity of the training participants reached 75%.
Pengenalan Komputer Disertai Pelatihan Mengetik bagi Anak Remaja Pusat Pengembangan Anak 434 Gloria Genyem Kelurahan Tabri Provinsi Papua Yapinus, Pin Panji; Wong, Hendry; Lehman, Andrew Sebastian; Tanubrata, Markus; Chandra, Jonathan; Loekito, Jimmy Agustian; Tjiharjadi, Semuil; Wijaya, Marvin Chandra; Bayu P., Emmanuel F. Sigit Bayu P; Parera, Rudianov Z.A.; Wibawa, Oswald Vierly Yudha; Rusli, Christian; Cahyadi, Tonny; Armandi, Daniel Zifa; Sinukaban, Christopher Junius
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 6 No 2 (2022): Volume 6 Nomor 2 Tahun 2022
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v6i2.16952

Abstract

Knowledge in the computer field is needed by everyone nowadays. In Papua Province, there is a Child Development Center (PPA 434) which aims to train and teach children in various fields of knowledge. Despite limited computer and internet facilities, training was provided to children to improve their computer skills. The material provided in this training is knowledge in the field of computer hardware, software and the ability to type using a computer. The training is provided using a distance learning system regularly every week for four meetings. The training results were measured using pre-test and post-test, which showed an increase in literacy skills in the computer field after participating in this training.
Pelatihan Teknik Pengambilan Gambar Video Kebaktian Secara Daring Di Vihara Buddha Gaya Bandung Yapinus, Pin Panji; Tjiharjadi, Semuil; Loekito, Jimmy Agustian; Wong, Hendry; Lehman, Andrew Sebastian; Tanubrata, Markus; Chandra, Jonathan; Karsen, Leon; Cahyadi, Tonny; Tan, Gary; Wijaya, Marvin Chandra
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 7 No 1 (2023): Volume 7 Nomor 1 Tahun 2023
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v7i1.18698

Abstract

Due to the Covid-19 pandemic, some houses of worship have to carry out worship activities online. The obstacle is the human resources in a house of worship who do not yet have the ability or are accustomed to conducting online services. One of the materials that can be taught is the direction of taking online devotional videos. Through this training, it is hoped that the youth at the Vihara Gaya Buddha Bandung organization can add insight and expertise in the creation of online devotional video content. The method used is to combine online and offline training. The online method is used when viewing and learning the needs needed for training activities. The offline method provides hands-on training on how to take videos properly and correctly. The result of the training is an online service production at Vihara Buddha Gaya, Bandung. The training materials are divided into two categories, namely shooting techniques and sound systems. The success of this training was measured by conducting practical tests to assess the results of the two categories. The results of the practical test assessment showed that the training participants had 100% success in making online devotional videos properly and correctly.
Pelatihan Pembuatan Materi Pengajaran dan Penggunaan Aplikasi Perpustakaan bagi Guru SMP Swadaya Karya Cibuni Desa Indragiri Bandung Loekito, Jimmy Agustian; Wijaya, Marvin Chandra; Tjiharjadi, Semuil; Lehman, Andrew Sebastian; Tanubrata, Markus; Wong, Hendry; Yapinus, Pin Panji; Chandra, Jonathan; Pranata, Yosafat Aji; Setiawan, Deni; Hutasoit, Aldi Febri
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 7 No 3 (2023): Volume 7 Nomor 3 Tahun 2023
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v7i3.19613

Abstract

Swadaya Karya Cibuni Junior High School, Indragiri Village, Bandung Regency, feels the need for a better learning system. One of them is the creation of learning materials that can be used online and offline. Therefore, it will be taught how to make teaching materials using PowerPoint accompanied by videos. Apart from that, it is necessary to use computer applications to make the process of borrowing books in the SMP Swadaya Karya Cibuni library more well-organized. The method used in this training is a direct training system in schools. Maranatha Christian University prepared the training materials and also created a library application that Swadaya Karya Middle School can use. Training is given to teachers at Swadaya Karya Junior High School directly at school. The results of this training were considered suitable by the training participants based on the survey results. The training participants felt that the materials for making these teaching materials were beneficial. In addition, the participants also thought that the library application was easy to use and very useful.
A SMIL-Based Approach for Designing Interactive Multimedia Film Players Tanubrata, Markus; Wijaya, Marvin Chandra; Maksom, Zulisman; Lehman, Andrew Sebastian; Tjiharjadi, Semuil; Siahaan, Agnes Hardiani
SMATIKA JURNAL : STIKI Informatika Jurnal Vol 16 No 01 (2026): SMATIKA Jurnal : STIKI Informatika Jurnal
Publisher : LPPM Universitas Bhinneka Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/smatika.v16i01.2206

Abstract

Typically, an HTML-style application requires extensive scripting to coordinate user interactions, manage display layout, and synchronize the timing of all interaction events. With Synchronized Multimedia Integration Language (SMIL), an alternative approach to developing an interactive multimedia film application has been defined, supporting time-based multimedia cooperation and user interactivity without the need for complex scripts. This study presents the development and evaluation of an SMIL-based interactive multimedia film application. The application allows for user-selected films to be automatically selected, played, and managed (synchronized) through an interactive GUI. The two measures, the Layout Consistency Score (LCS) and Screen Utilization Efficiency (SUE), were evaluated. Experimental evaluations have shown that the average LCS for the application = 0.92, indicating that the application maintains a consistent and predictable layout across multiple instances of the interface. In addition, the average SUE score for the application was calculated to be 0.79, indicating that it uses the available screen space efficiently and does not create a visually competing cluster. These results reinforce the concept that the region-based approach of SMIL and its declarative style for creating applications enable the development of multimedia that is consistently and efficiently presented across multiple contexts. As a result, the findings of this study indicate that the SMIL approach will simplify and allow for a practical methodology to build interactive multimedia film player applications, while preserving layout quality and interactivity.