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Journal : Prosiding Snastikom

MEDIA PENGENALAN ORGAN TUBUH MANUSIA DALAM BAHASA LATIN UNTUK SISWA SMP BERBASIS ADOBE AFTER EFFECT Bella Puspita; Herlina Harahap; Sumi Khairani
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2020): PROSIDING SNASTIKOM 2020
Publisher : Universitas Harapan Medan

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Abstract

Making media on the introduction of human body organs in Latin based on Adobe After Effect is aimed at junior high school students with the aim and purpose that junior high school students are more interested getting to know the human organs in Latin with this 2D animated video. Making media introduction to human organs in Latin based on Adobe After Effect through three applications, the Adobe After Effect application is used for making animation, Adobe Illustrator to draw all of characters, background settings or other ambience and Adobe Audition as audio editing manager before being combined into Adobe After Effect. The process of making this animation requires a story idea, scene and storyboard. There are several steps to make an animated object to become a 2D animation video, modeling or depiction of background characters and other ambience, audio editing and animation. The result of this animation research is a learning medium for human body organs in Latin for junior high school students which aims to provide information about animation the body organs in the human body along with an explanation.
Implementasi Kriptografi Triple Des Dan Blowfish Pada Pengamanan File Multimedia Video Aldi Wahyudi; Sumi Khairani; Dharmawati
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2021): Prosiding Snastikom 2021
Publisher : Universitas Harapan Medan

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Abstract

Sending a message, data and information are very important and requires a high level of security. Developing of information technology is so rapid where everyone will find it is easy to get a message, data and information, especially video. Video is one of the multimedia content often uses. Maintaining the confidentiality of the video is important so that unauthorized people cannot see the message contained in the video. One of the methods used to secure video is using the triple des and blowfish algorithms, both of these algorithms are cryptographic methods that use the concept of block cipher and symmetric cryptography. These two algorithms are used as a reference in making encryption and decryption software for video files and analyzing the performance of existing security systems, and implementing them by testing and measuring the system, in terms of processing time for video files encryption and decryption. The application designed by using Visual Basic 2010 which is a programming language based on OOP (Object Oriented Programming) that utilizes .NET technology which is used to create applications in a Windows-based work environment. This application is expected to be able to accept the implementation of triple des and blowfish cryptography in securing multimedia video files properly and carry out the encryption and decryption process according to the algorithm
Implementasi Media Interaktif Budidaya Kelapa Sawit Bagi Komuditas Tani Berbasis Android Ulul Azmi Harahap; Sumi Khairani; Dharmawati
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2021): Prosiding Snastikom 2021
Publisher : Universitas Harapan Medan

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Abstract

Palm oil is an industrial plant / plantation used as a producer of vegetable oils, industrial oils and fuels. There are two types of oil palm, elaeis guineensis and elaei soleifera, which are used to produce palm oil in commercial agriculture. In fact, many communities (farmers) have failed or are still minimal in oil palm management. These factors include land conditions, knowledge of farming and insufficient experience. One way to provide knowledge to oil palm farmers is through socialization. Socialization which is equipped with media in accordance with technological developments will facilitate and greatly help the community. It will be easier for the community to obtain information about oil palm cultivation. The purpose of this study is to provide an attraction for oil palm cultivation. Then this research uses Unity 3D software by utilizing augmented reality technology. The results of this study are an android-based application about oil palm cultivation that has augmented reality technology. In the interactive media introduction of palm oil using Augmented reality technology, there are questionnaire results that conclude the first question questionnaire gets 62.6% results, the second question gets 64%, the third question gets 64%, the fourth question gets 64% and the last question 78.6%.
Perancangan Aplikasi Mixed Reality Shagy (Sheila Art Gallery) Berbasis Android Menggunakan ARCore Lastri Pratiwi; Sumi Khairani; Nur Wulan
SNASTIKOM Vol. 2 No. 1 (2023): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2023
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

Along with the development of information and communication technology, there are more and more facilities that can facilitate a person in all things. One of the developing technologies is Mixed Reality. one of the arts that is currently in great demand is painting, but painting exhibitions in Medan City are still very minimal and not in demand so every time there is a painting exhibition there are very few visitors and that can cause quite large losses, then not all painters have the money to build their own art gallery. One application that uses Mixed Reality technology is an application for Sheila Art Gallery’s artwork, another name is Mixed Reality Shagy. With the Shagy (Sheila Art Gallery) application, art gallery application users can be more interested in the works of art on display, and can understand more about the background and meaning of the works of art. Researchers built a 3D model of the artwork on diplay at the Sheila Art Gallery. This Application is carried out the provide an alternative virtual art gallery experience to users. This application can help artists promote their work to the wider community through interactive experiences. This broadens the scope of art promotion and creates closer relationships between artist and users.