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Journal : Prosiding Snastikom

Pemanfaatan AR Sebagai Media Pembelajaran Pengenalan Jenis Tanaman Air Pelajaran IPA SMPN 13 Medan Dara Adistia Ayuna; khairunnisa; Siti Sundari
SNASTIKOM Vol. 1 No. 01 (2022): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2022
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

Learning media is one of the methods used for success in the teaching and learning process. Utilization of learningmedia can be more effective with more interaction between teachers and students. The learning method for thestudents of SMP Negeri 13 Medan still uses learning media such as books and explanations from the teacher afterit is recorded by the students. Learning media is always evolving following existing technology, one of which isinteractive learning media using technology such as animation and audio-visual. The purpose of this study was todevelop learning media at SMP Negeri 13 Medan by making interactive learning media applications. Thisinteractive learning media uses Augmented Reality technology, Augmented reality is a technology that combinestwo-dimensional and or three-dimensional virtual objects into a real three-dimensional environment and thenprojects these virtual objects in real time. The application development method uses the Multimedia DevelopmentLife Cycle (MDLC) method. MDLC is a method for designing and developing media applications that combineimages, sound, video, animation, and other media. The results of the research based on the questionnaire weregiven to students who had used interactive media applications by giving opinions about the applications used.
Visualisasi Company Profil 3D Bangunan Ria Busana Sebagai Media Promosi Berbasis Augmented Reality Menggunakan Google Sketch Up Wahyuda Adios Zul Pratama; Suriati; Siti Sundari
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2021): Prosiding Snastikom 2021
Publisher : Universitas Harapan Medan

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Abstract

Ria Busana is a national-scale fashion retail company spread across several cities in Indonesia. Fashion retailer that serves clothes to accessories ranging from babies, children, women and adult men with superior products according to trends, quality and affordable prices. The use of information media at Ria Busana is still manual, one of which is the Ria Busana profile so that researchers have a proposal to design Augmented Reality- based 3-dimensional animation into an android application. Making this android application using Unity3D and Vuforia software for making Ria Busana building models using Google SketchUp software. Starting from data collection, makig process of making QR barcode to the final result. After Augmented Reality can be used, building objects can be replaced in the form of markers, markers are patterns made in the form of images that will be recognized by the camera. The final result of this research is based on Augmented Reality which can visualize 3-dimensional objects of the Ria Busana building which has been successfully used for promotional media.
Perancangan Dan Implementasi Sistem Monitoring Ketinggian Banjir Berbasis Web Dan IoT (Internet Of Things) Menggunakan Sensor Ultrasonik Siti Sundari; Muhammad Jafar Siddik Simanjuntak; Yuyun Dwi Lestari
SNASTIKOM Vol. 1 No. 01 (2022): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2022
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

Indonesia has two seasons, wet and dry. During the rainy season, rain can occur at high intensity and cause floods. Add another clogged drain to the river caused by the garbage. A flood can cause both material and life damage. It is necessary to inform the public about the hight discharge of water as an erly warning, so that people can prepare for the flood. The web-based high-altitude monitoring system and the IoT uses ultrasonic sensors if efficient to provide high water information to the public. It will read the water level with an ultrasonic sensor and will transmit realtime water-discharge information over the internet to the website. For the system to work as it would like, NodeMCU must be connected to the internet. All data read by the sensor will be displayed and stored in the thingspeak database.
Penerapan Algoritma K-Medoids Dalam Klasterisasi Penyebaran Tempat Ibadah Di Sumatera Utara Didik Maulana; SIti Sundari; Khairunnisa
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

A place of worship is a public facility built to meet the needs of religious people in carrying out the obligation to worship God Almighty. Places of worship in North Sumatra Province include mosques, churches, monasteries, temples, and temples. The increasing number of congregations can result in inadequate capacity for places of worship so that people have to find other places of worship. Until now, the government and the surrounding community have been trying to determine the location of the construction of a strategic place of worship, which can be used by tourists in terms of worshipping God. Considering that the government has not carried out mapping to find out which areas have been built or have not been places of worship. In order for the process to be more objective, of course, tools are needed, namely an information system that can process existing data into information.The technique used in data processing is data mining. The method used is K-Medoids. Implementation of the k-medoids algorithm that is performed by using Microsoft Visual Basic 2010 The results obtained that data on the distribution of places of worship in North Sumatra for 2011 to 2020 which were divided into 5 clusters where in cluster 1 there were 44 members, cluster 2 totaled 23 members, cluster 3 amounted to 49 members, cluster 4 amounted to 64, and cluster 5 amounted to 150.Keywords: Cluster, K-Medoids, Worship Place, Microsoft Visual Studio