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Penerapan Artificial Intelligence (AI) Terhadap Seorang Penyandang Disabilitas Tunanetra Mangapul Siahaan; Christopher Harsana Jasa; Kevin Anderson; Melissa Valentino Rosiana; Satria Lim; Wahyu Yudianto
Journal of Information System and Technology (JOINT) Vol 1 No 2 (2020): Journal of Information System and Technology (JOINT)
Publisher : Program Sarjana Sistem Informasi, Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/joint.v1i2.4322

Abstract

For a person with visual disabilities, in modern times it is not an obstacle for them to study in order to get good and highest possible insights, therefore an Artificial Intelligence is created or it can be called (Artificial Intelligence). Artificial Intelligence can be said as robots that mimic human behavior, the purpose of Artificial Intelligence is to facilitate an activity or work for humans. One example is (Speech Recognition). Speech Recognition is a process that identifies the sound that comes from the pronunciation of a spoken word, Speech Recognition is a system that can recognize voices from humans and then translate it into data that can be captured by a computer system. Blindness is a general term used for the condition of a human who experiences disturbances or obstacles in the sense of sight. With this Speech Recognition, can make it easier for a person with visual disabilities to do daily activities better.
Perancangan dan Implementasi Video 360 School Tour di SMKN 2 Batam Menggunakan Metode MDLC Heru Wijayanto Aripradono; Kevin Anderson
National Conference for Community Service Project (NaCosPro) Vol 4 No 1 (2022): The 4th National Conference of Community Service Project 2022
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/nacospro.v4i1.7061

Abstract

SMKN 2 Batam merupakan sekolah kejuruan yang terletak di Jalan Pemuda no. 5 Legenda Malaka, Batam Centre. SMKN 2 Batam berdiri pada tahun 2006. Namun SMKN 2 Batam belum memiliki video mengenai lingkungan sekolah SMKN Batam sehingga masyarakat belum mengenali lingkungan dari sekolah SMKN 2 Batam. Penelitian ini bertujuan untuk memberikan solusi yang tepat dengan membuat dan mengimplementasikan video 360 School Tour di SMKN 2 Batam. Metode yang digunakan dalam penelitian ini adalah metode MDLC sedangkan untuk teknik pengumpulan data menggunakan observasi dan wawancara. Video 360 SMKN 2 dibuat dengan menggunakan Insta360 Studio dan Adobe Premiere Pro 2019. Scene yang ditampilkan terdiri dari intro, gerbang sekolah, gedung pembelajaran, lapangan upacara, greenhouse, ruang praktek busana, ruang TU, ruang kesiswaan, ruang kurikulum, ruang praktek kuliner, perpustakaan, ruang HUMAS, lab komputer, Hotel Bertuah Edotel SMKN 2 Batam, dan outro. Dengan adanya video 360 School Tour masyarakat dapat lebih mengenali lingkungan dari SMKN 2 Batam secara 360 derajat. Hasil dari penelitian pada perancangan video ini adalah video 360 School Tour yang diupload di Youtube SMK Negeri 2 Batam.
STUDI EKSPLORASI DAN ANALISIS PENGARUH VIDEO GAME PADA KUALITAS PERTEMANAN: STUDI KASUS IT TAKES TWO Kevin Anderson; Heru Wijayanto Aripradono
JURNAL ILMIAH BETRIK Vol. 13 No. 03 DESEMBER (2022): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : P3M Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v13i03 DESEMBER.45

Abstract

It Takes Two is a game that is played in co-op with other players, this game can be played locally or online. Where each player controls one of the characters and works together to solve a problem such as passing obstacles and defeating enemies. In the It Takes Two game itself there are 9 chapters, namely Chapter 1: The Shed, Chapter 2: The Tree, Chapter 3: The Pillowfort, Chapter 4: Space Station, Chapter 5: Road to the Magic Castle, Chapter 6: Gates of Time, Chapter 7: Snowglobe, Chapter 8: Garden, Chapter 9: The Attic. This study aims to determine the effect of playing cooperative games on the quality of friendship. The method used in this research is the exploration and observation method. The results obtained in this study are that playing cooperative games has a positive influence on the quality of friendship at least temporarily because this study only takes 15 minutes, this is seen from observations by the author of the video recording with a duration of 15 minutes, namely the existence of mutual assistance between partners such as giving directions to partners, smiling at partners, and laughing at partners in playing the game.