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Implementasi Noise Removal Dan Image Enhancement Pada Citra Digital Menggunakan Metode Adaptive Median Filter Nisa Fachrunnisa; Ari Usman; Mufida Khairani
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 3 No. 1 (2024): Januari 2024
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v3i1.95

Abstract

Image as a multimedia component plays a very important role as a form of visual information. Images have characteristics that text does not have, namely images that are rich in information. Even though an image is rich in information, the image we have often experiences image degradation, namely a decrease in image quality, for example because it contains defects or noise. The Adaptive Median Filter (AMF) method is a method designed to eliminate problems that arise. faced with a standard median filter. Adaptive median filter has a dual purpose, namely removing impulse noise in the image and reducing distortion in the image. This filter also smooths out noise. Therefore, the author is interested in "Implementing Noise Removal and Image Enhancement in Digital Images Using the Adaptive Median Filter Method". This is done in order to find out the results of improving the quality of the noised image. The output that will be produced in this final project is that the author discusses how an image that initially has good quality is then given noise, then a filtering process is applied using the adaptive median filter method and the image quality is improved using image enhancement. Keywords: AMF, Image, Results, Noise
Pengembangan Gerakan Beladiri KARATE SHOTO-KAN Berbasis Animasi Menggunakan Kombinasi Unity dengan Teknologi AR Muhammad Al Khawarizmi Rangkuti; Ari Usman
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 4 No. 3 (2025): September 2025
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v4i3.245

Abstract

Shoto-Kan Karate is a martial art style that emphasizes technique and precision of movement. However, in the traditional learning process, limited visual interaction and demonstration of movements often become obstacles, especially for beginners who do not have a permanent trainer. To address this problem, this study aims to develop interactive learning media based on Shoto-Kan Karate movement animations by utilizing Augmented Reality (AR) technology built using Unity. Test results show that the application runs well on various Android devices and receives positive responses from users, especially in terms of ease of understanding the movements, animation precision, and interactivity offered. In conclusion, the use of Unity-based AR technology is effective in improving the understanding and experience of independent learning of Shoto-Kan Karate. This media can be an innovative solution in the world of martial arts education, especially in today's digital era.
RANCANGAN APLIKASI MEDIA PEMBELAJARAN PENGENALAN NEGARA G20 BERBASIS 3D MENGGUNAKAN METODE AUGMENTED REALITY Berry Ikhsan; Ari Usman; Sarudin Sarudin
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 5 No. 1 (2026): Januari 2026
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v5i1.296

Abstract

Global education today increasingly emphasizes the importance of introducing students to cultural, economic, and political diversity around the world. In this context, the introduction of G20 member countries becomes relevant due to their roles in the global economy and international policies, which are also rarely addressed in school lessons about the G20 countries. To facilitate an engaging and interactive learning process, we designed a 3D-based educational media application using Augmented Reality (AR) methods and the FAST (Features from Accelerated Segment Test) Corner detection algorithm to define how well images can be detected and tracked using the Vuforia SDK. This application design aims to provide a profound and captivating learning experience for users. With AR technology, users can directly interact with 3D models of G20 member countries, such as learning about iconic buildings, cultural objects, as well as relevant economic and political information. The application also includes interactive features, including knowledge quizzes and educational games to enhance user engagement. The application development method involves designing an intuitive user interface, developing accurate 3D models, and integrating responsive AR technology. Additionally, the learning content is comprehensively structured, considering various important aspects of each G20 member country. Thus, this application can be an effective tool to enhance users' understanding of global diversity and motivate them to learn more about the roles and contributions of G20 member countries in the modern world context.
Pelatihan Penggunaan Aplikasi Pembelajaran Daring Untuk Mengoptimalkan Peran Guru Pada Pembelajaran Jarak Jauh (PJJ) EDDY EDDY; ARI USMAN; HAIDA DAFITRI
Jurnal Pengabdian Masyarakat: Darma Bakti Teuku Umar Vol 2, No 2 (2020): Juli-Desember
Publisher : Universitas Teuku Umar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35308/baktiku.v2i2.2495

Abstract

Untuk mencegah meningkatnya penularan Virus Corona atau COVID-19 pemerintah telah menetapkan bahwa satuan pendidikan yang berada di zona merah, oranye dan kuning dilarang melakukan proses pembelajaran tatap muka. Proses belajar dilaksanakan di rumah melalui pembelajaran jarak jauh (daring). Pada pembelajaran daring siswa dapat berinteraksi dengan guru menggunakan beberapa aplikasi salah satu diantaranya adalah Zoom Meetings. Guru bisa memanfaatkan berbagai fitur yang ada di aplikasi zoom untuk berkomunikasi secara dua arah dengan murid. Zoom merupakan aplikasi yang menyediakan layanan konferensi jarak jauh dengan menggabungkan konferensi video, pertemuan online, obrolan, hingga kolaborasi seluler. Selain itu, Zoom  juga dapat bekerja pada perangkat Android, iOS, Windows, dan Mac.
Pelatihan Implementasi Digital Marketing sebagai Strategi Peningkatkan Omzet pada Industri Kecil dan Menengah di Deli Serdang Ari Usman; Yuyun Dwi Lestari; Rachmat Aulia; Yessi Fitri Annisah Lubis; Arief Budiman
JURIBMAS : Jurnal Hasil Pengabdian Masyarakat Vol 5 No 1 (2026): Juli 2026
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juribmas.v5i1.1406

Abstract

Pelaku Industri Kecil dan Menengah (IKM) masih menghadapi kendala dalam memanfaatkan teknologi digital sebagai media pemasaran, sehingga jangkauan pasar dan peluang peningkatan omzet belum optimal. Kegiatan pengabdian kepada masyarakat ini bertujuan meningkatkan pengetahuan dan keterampilan pelaku IKM dalam mengimplementasikan digital marketing sebagai strategi pemasaran. Metode yang digunakan berupa pelatihan dan pendampingan yang meliputi observasi kebutuhan mitra, penyampaian materi mengenai digital marketing, target pasar, Unique Selling Proposition (USP), media sosial, marketplace, Google Business Profile, WhatsApp Business, pembuatan konten promosi, praktik langsung, serta evaluasi melalui diskusi dan observasi. Hasil kegiatan menunjukkan bahwa peserta mampu memahami konsep digital marketing, memanfaatkan berbagai platform digital sebagai media promosi, serta menyusun strategi pemasaran yang sesuai dengan karakteristik usahanya. Kegiatan ini meningkatkan kompetensi peserta dalam pemasaran digital sehingga diharapkan mampu memperluas jangkauan pasar, meningkatkan daya saing produk, dan mendorong peningkatan omzet usaha secara berkelanjutan.
Pemanfaatan Aplikasi Gamma dalam Pembuatan Presentasi Materi Pengajaran Guru di SMA Negeri 5 Medan Ari Usman; Yuyun Dwi Lestari; Arief Budiman; Yessi Fitri Annisah Lubis; Dedi Irwan; David David; Rachmat Aulia; Ahmad Rozy
Jurnal Pengabdian Masyarakat Vol. 4 No. 2 (2025): Desember 2025
Publisher : Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/japamas.v4i2.301

Abstract

The rapid development of information technology, particularly artificial intelligence (AI), requires teachers to integrate digital tools into the learning process. However, many teachers still face difficulties in creating engaging, systematic, and communicative presentation media due to limited time, insufficient design skills, and high administrative workloads. This problem was also found among teachers at SMA Negeri 5 Medan, who mostly relied on conventional presentation media. As a solution, this community service activity was conducted through training on the utilization of the Gamma Application, an AI-based platform that enables automatic presentation creation using text-based commands. A total of 30 teachers participated in this activity. The methods applied included workshops, hands-on practice, and interactive discussion sessions. Teachers were guided from the introduction of Gamma’s features to content development and the production of ready-to-use presentation slides. This activity aimed to improve teachers’ digital competence and support the development of more innovative, attractive, and effective learning media. Its main contribution lies in enhancing teachers’ skills in using AI-based technology and strengthening digital-based learning practices in schools. The results showed that all participants were able to operate the Gamma Application and produce more visually appealing, well-structured, and communicative learning presentations. Furthermore, teachers’ understanding of the role of technology in supporting the learning process significantly improved. Therefore, this activity had a positive impact on the quality of instructional media and teachers’ insights into the use of digital technology.
Pelatihan SPSS pada Guru-Guru di Sekolah Dasar Negeri 173529 Tampahan Sinta Dameria Simanjuntak; Ari Usman
Jurnal Pemberdayaan Masyarakat Vol 5 No 2 (2020): November
Publisher : Direktorat Penelitian dan Pengabdian kepada Masyarakat (DPPM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/jpm.v5i2.3652

Abstract

The teachers at SD 173529 are teachers with the status of Civil Servants (PNS). Teachers with the status of civil servants must write scientific papers when going up to a position or class. The problem is writing scientific papers and data processing. The solution offered to overcome this problem is SPSS training include processing research data and how to read the SPSS output to be narrated in the research results. The method used consisted of group discussions, deliberations, in-house training and workshops. The results from this activity are the teacher gives a positive response to the training activities include 100% of teachers liked the training material, the modules used, the way of learning, the way the instructor taught. The other results are the teachers stated that the training material is new (71.42%), the modules used are new (85.71%), the learning method implemented is new (85.71%), the method of teaching is a new way of teaching (85,71%), the teacher expressed interest in using SPSS in processing research data and in training activities (100%).
IMPLEMENTASI MEDIA BELAJAR BERBASIS POWTOON PADA SEKOLAH SMP NEGERI 1 PERCUT SEI TUAN Faisal Amrullah Sirait; Ari Usman; Sarudin Sarudin
Djtechno: Jurnal Teknologi Informasi Vol 5, No 1 (2024): April
Publisher : Universitas Dharmawangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46576/djtechno.v5i1.4417

Abstract

Implementasi media pembelajaran dapat dirangsang sedemikian rupa sehingga peserta didik dapat melakukan kegiatan belajar dengan lebih leluasa dimanapun dan kapanpun tanpa tergantung seorang guru. Multimedia interaktif merupakan suatu multimedia yang dilengkapi dengan alat pengontrol yang dapat dioperasikan oleh pengguna, sehingga pengguna dapat memilih apa yang dikehendaki untuk proses selanjutnya, seperti multimedia interaktif adalah pembelajaran interaktif dan aplikasi game. Powtoon adalah aplikasi atau software web berbasis IT yang dapat digunakan sebagai media pembelajaran yang didalamnya terdapat fitur-fitur menarik seperti fitur untuk membuat presentasi atau video animasi yang dapat digunakan dengan mudah, menarik dan menyenangkan bagi banyak orang dan siswa, seperti yang diterapkan pada siswa sekolah SMP Negeri 1 Percut Sei Tuan. Meski demikian terdapat beberapa problematika dari penggunaan aplikasi Powtoon dimana sebagai aplikasi video animasi berbasis online tentulah membutuhkan keberadaan sarana teknologi seperti internet. Kata kunci: Implementasi Media, Software Powtoon, Sekolah, Multimedia Interaktif
PENGEMBANGAN PROTOTYPE SISTEM PEMBAGIAN BANTUAN BERAS BERBASIS IOT MENGGUNAKAN E-KTP DAN SIDIK JARI Fahri Akbar; Ari Usman
PROSISKO: Jurnal Pengembangan Riset dan Observasi Sistem Komputer Vol. 13 No. 1 (2026): Prosisko Vol. 13 No. 1 Maret 2026
Publisher : Pogram Studi Sistem Komputer Universitas Serang Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30656/prosisko.v13i1.11368

Abstract

Penelitian ini mengembangkan prototype sistem distribusi bantuan beras berbasis Internet of Things (IoT) yang menggabungkan autentikasi berlapis e-KTP (RFID), sidik jari, dan PIN untuk memastikan ketepatan sasaran dan mencegah penyalahgunaan identitas pada proses penyaluran bantuan sosial. Sistem terdiri dari ESP32, RFID reader untuk e-KTP, sensor sidik jari, keypad, LCD I2C, servo untuk aktuasi katup, serta sensor load cell dengan modul HX711 untuk kontrol takaran, terintegrasi dengan aplikasi web PHP-MySQL untuk registrasi, perhitungan kelayakan, dan pencatatan transaksi secara real-time. Kelayakan penerima ditentukan menggunakan metode Simple Additive Weighting (SAW) berdasarkan kriteria pendapatan, pekerjaan, jumlah tanggungan, dan status kepemilikan rumah, yang menghasilkan golongan dan kuota bantuan otomatis; uji pada 15 responden menunjukkan sistem berjalan akurat dalam verifikasi berlapis dan pengeluaran beras sesuai kuota.
Sistem Penjualan Batik Berbasis Web Menggunakan Locking Mechanism Untuk Mencegah Race Condition Hassan Wirayuda; Ari Usman
Hello World Jurnal Ilmu Komputer Vol. 5 No. 2 (2026): Edisi Juli 2026
Publisher : Ilmu Bersama Center

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Perkembangan teknologi informasi mendorong transformasi digital pada berbagai sektor, termasuk perdagangan. Penelitian ini bertujuan merancang dan membangun sistem penjualan batik berbasis web yang dilengkapi dengan mekanisme penguncian (locking mechanism) untuk mengatasi race condition, yaitu kondisi ketika beberapa pengguna mengakses data secara bersamaan yang dapat menyebabkan inkonsistensi data. Sistem dikembangkan menggunakan PHP dan MySQL dengan fokus pada pengelolaan transaksi daring dan pembaruan stok real-time. Hasil penelitian menunjukkan sistem mampu menangani transaksi bersamaan dengan baik. Penerapan locking mechanism pada proses kritis berhasil menjaga konsistensi data dan mencegah konflik akibat akses simultan. Pengujian black-box membuktikan seluruh fungsi sistem berjalan sesuai kebutuhan. Penelitian ini diharapkan memberi solusi praktis bagi UMKM batik dan menjadi referensi akademik terkait manajemen transaksi konkuren dan integritas data.