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Penerapkan Augmented Reality Pada Media Promosi (Brosur) STMIK Bumigora Mataram Berbasis Android Madani, Miftahul; Setyanto, Arief; Sofyan, Amir Fatah
Jurnal Teknologi Informasi RESPATI Vol 13, No 3 (2018)
Publisher : Universitas Respati Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (560.726 KB) | DOI: 10.35842/jtir.v13i3.263

Abstract

INTISARIPerkembangan teknologi saat ini telah memberikan dampak yang sangat besar dalam dunia teknologi informasi dan telekomunikasi salah satunya teknologi game dan animasi. Hal ini seiring dengan tuntutan kebutuhan tampilan 2D, 3D maupun suara dengan kualitas informasi yang baik untuk membangun virtual word menjadi menjadi lebih nyata di dalam komputer. Augmented reality adalah suatu lingkungan yang memasukkan objek virtual 3D kedalam lingkungan nyata secara real-time. Para peneliti memanfaatkan bidang ini sebagai salah satu cara baru untuk meningkatkan produktifitas, efektifitas, efisiensi dan meningkatkan kualitas informasi sebagai media entertainment. Dengan memanfaatkan teknologi augmented reality, informasi pada brosur yang biasa digunakan untuk memberikan informasi kepada pembaca dapat ditambahkan dalam bentuk informasi digital yang berupa video dan suara yang ditampilkan secara digital dengan bantuan smartphone android dan menjadikan brosur sebagai marker. Adapun teknik untuk perancangan augmented reality menggunakan teknik marker based tracking. Aplikasi ini dijalankan pada smartphone android kemudian akan melacak dan mendeteksi marker yang terdapat pada brosur, setelah marker terdeksi konten video akan muncul dan dapat dijalan. Dengan adanya aplikasi ini diharapkan dapat meningkatkan kualitas informasi yang lebih baik.Kata Kunci – Peancangan, Augmented Reality, Brosur, Marker Based Tracking, Android ABSTRACTThe current of technology developments have had a huge impact in the world of information technology and telecommunications one of the games and animation technology. This is in line with the demanding needs of 2D, 3D and sound display with good quality information to build a virtual word becomes more real in the computer. Augmented reality is an environment that incorporates 3D virtual objects into real-time environments in real-time. Researchers take advantage of this field as a new way to increase productivity, effectiveness, efficiency and improve the quality of information as a medium of entertainment. By utilizing augmented reality technology, information on brochures commonly used to provide information to readers can be added in the form of digital information in the form of video and sound that is displayed digitally with the help of android smartphone and make the brochure as a marker. The technique for designing augmented reality using marker based tracking technique. This app runs on android smartphone will then track and detect the marker contained in the brochure, after the detected video content marker will appear and can be run. With this application is expected to improve the quality of information better.Key Word –Desining, Augmented Reality, Brochure, Marker Based Tracking, Android
Pengukuran Kualitas Informasi dengan Menerapkan Augmented Reality pada Media Promosi (Brosur) Berbasis Android Miftahul Madani; Arief Setyanto; Amir Fatah Sofyan; Danang Tejo Kumoro
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 1 No 4 (2020): February
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v1i4.67

Abstract

Augmented reality is a technology that is part of the development of the multimedia world that brings many ideas in various fields of promotion is no exception. The idea of using augmented reality in promotional media (brochures) that aims to improve the quality of information that is applied to the android platform one of them. The analytical method used in this study on validation testing is the product moment correlation technique, then the interval will be made as a measuring tool to determine the variable value of effectiveness, efficiency and satisfaction. The results concluded that the effectiveness variable showed at the number 59.817 on a scale > 52.85 - 61.442 which is very close to effective, the efficiency variable showed at the number 23.833 on a scale > 21.145 - 24.574 which is very close to efficient, and the satisfaction variable showed 47.417 at a scale > 42.285 - 49,142 which is very close to satisfying. Based on this, the use of augmented reality technology applied to promotional media can affect the level of quality of information and can display video and audio information on promotional media (brochures) STMIK Bumigora Mataram based on Android.
Deep Learning Identifikasi Tanaman Obat Menggunakan Konsep Siamese Neural Network Kartarina Kartarina; Lalu Zazuli Azhar Mardedi; Miftahul Madani; Miftahul Jihad; Regina Aprilia Riberu
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 2 No 4 (2021): February
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v2i4.114

Abstract

One of the roles of humans in community empowerment activities is in the health sector. Community empowerment in this field can be carried out through efforts to improve community health by utilizing family medicinal plants. The purpose of using family medicinal plants is so that the community can preserve these plants, reduce hospital costs, and serve as access to first aid for health if health services are difficult to reach. Based on this explanation, to increase public knowledge and understanding of the types of Toga and its benefits as a medicinal ingredient, it can be done several ways. One of them is through an in-depth learning approach. The deep learning approach with Siamese Neural Network is by comparing two patterns and producing an appropriate output based on the similarity of the two patterns. The application of Siamese Neural Network with an Android Smartphone is the right choice because it can facilitate the community in terms of usage. Based on these problems, the writer wants to build an application that can identify plants based on Android-based leaf images by applying the Siamese Neural Network approach. In this study, the results achieved were that the Siamese Neural Network could be implemented on Android-based smartphones. The application was able to identify family medicinal plants based on leaves.
Prototyping Pengendalian Keamanan Ruangan Berbasis Internet of Things (IoT) Menggunakan NodeMCU V3 Kartarina Kartarina; Miftahul Madani; Made Nugraha Dwitama
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 3 No 3 (2021): November
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v3i3.153

Abstract

Securities an safety room are important, creating a sense of security all around. managers of buildings, companies or the environment, employ workers as security officers to be safe from various acts of theft. hiring security personnel is not efficient, because it takes a long time, and it is also tiring. To create room security there are many ways that we can do, one of which is by utilizing technology as a way to maintain security. Internet of Things (IoT) is a very promising technological development to optimize the way with smart sensors and smart devices that work together through the internet network. Data from sensor devices that have been processed can be represented to users through various platforms, one of which is Smartphones with the Android operating system. To build a prototyping of this system, the Message Queue Telemetry Transport (MQTT) communication protocol is used, it takes several tools that are components of the IoT, including a micro controller for example a NodeMCU, which is a relay whose function is as a breaker and current connector, a switch as a door sensors, Selenoid Door Lock as an electronic door lock, and power supply as a power supplier for the entire series built with Web App, rogressive Web App (PWA) technology is a web application development method adopted by Google, making web applications appear as if they can run like native applications on each platform, such as native Android, Windows, Mac, and Linux applications. By building a prototyping of this IoT system, it can help monitor and control the security of doors and windows in the room.
Sosialisasi dan Pengenalan Computational Thinking kepada Guru pada Program Gerakan Pandai oleh Bebras Biro Universitas Bumigora Kartarina Kartarina; Miftahul Madani; Diah Supatmiwati; Regina Aprilia Riberu; Indah Puji Lestari
ADMA : Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol 2 No 1 (2021): Juli 2021
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/adma.v2i1.1271

Abstract

Currently school teachers, especially in Mataram City, West Lombok Regency, Central Lombok and East Lombok are not familiar with learning with the concept of computational thinking (Computational Thinking) so they cannot teach their students how to think computationally as an approach to solving existing problems. Considering one of the demands of the industrial revolution 4.0, where problem solving skills are one of the abilities that students must have. In this case, these abilities need to be taught by teachers at school. Therefore, this problem must be solved immediately by increasing the ability of teachers in learning computational thinking so that teachers can apply computational thinking learning methods to their students. From the problems listed, it is necessary to approach how to train teachers to teach computationally thinking to their students. In Lombok, West Nusa Tenggara, to apply Computational Thinking (CT) in formulating problems and revealing solutions, namely through socialization and training and mentoring of free computational thinking materials to teachers in schools in Lombok, NTB which was held in the form of CT Bebras socialization activities, which is expected to help introduce and apply Computational Thinking (CT) material as a creative learning method in schools in NTB.
Deteksi Kegawatan Pasien Covid-19 Berbasis Android Menggunakan Algoritma C45 Kartarina Augustin; Miftahul Madani; Lalu Ganda Rady Putra; Lalu Naufal Azmi; Ibjan Syarif Hidayatullah
Jurnal Bumigora Information Technology (BITe) Vol 4 No 1 (2022)
Publisher : Prodi Ilmu Komputer Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/bite.v4i1.1772

Abstract

Coronavirus merupakan keluarga besar virus yang menyebabkan penyakit mulai darigejala ringan, sedang atau berat. Virus Corona adalah Zoonosis (ditularkan antara hewan danmanusia), dari virus ini melahirkan penyakit baru yang diberi nama Coronavirus Disease 2019atau yang disingkat menjadi COVID-19. Early Warning Scoring System(EWSS) adalah sebuah sistem peringatan dini yang menggunakan penanda berupa skor untukmenilai perburukan kondisi pasien sebelum masalah terjadi sehingga dengan penanganan yanglebih dini diharapkan kondisi mengancam jiwa dapat diatasi lebih cepat dan mampumeningkatkan pengelolaan perawatan penyakit secara menyeluruh. Salah satu strategi EWSSuntuk deteksi dini kegawatan pasien adalah dengan penerapan teknologi informasi android dan data mining sebagai sistem peringatan dini yang bermanfaat bagi perawat untuk mengetahuitingkat kegawatan pasien yang ditandai berupa skor untuk menilai perburukan kondisi pasienselain itu juga meningkatkan pengelolaan perawatan penyakit secara menyeluruh. Skorperingatan dini yang direkomendasikan sebagai bagian dari pengkajian awal dan responterhadap kerusakan organ pasien. Sistem deteksi dini kegawatan pasien dapat mengidentifikasikeadaan pasien yang beresiko lebih awal dan menggunakan multi parameter. DeteksiKegawatan Pasien Covid-19 Menggunakan teknologi Mobile yaitu teknologi android dan tools WEKA untuk menganalisa inputan sebagai kemanfaatan untuk kebutuhan dalam penelitianpelayanan kesehatan
Workshop Computational Thinking untuk Guru MI NW Gelogor, Kediri, Kabupaten Lombok Barat Apriani Apriani; Kartarina Kartarina; Miftahul Madani
ADMA : Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol 3 No 1 (2022): ADMA: Jurnal Pengabdian dan Pemberdayaan Masyarakat
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/adma.v3i1.1637

Abstract

This workshop activity aims to provide training for teachers to be able to understand and implement computational thinking in the subjects they teach. The lack of trained personnel and lack of understanding in implementing computational thinking provide an opportunity for Bebras Bureau to contribute. This is in line with the desire of the Minister of Education and Culture Nadiem Makarim to implement computational thinking in the children's education curriculum as a provision for more innovative learning to answer the needs of the industrial era 4.0. Computational thinking is a thinking process in formulating problems and solutions so that they can be represented in a form that can be executed by information processing agents, both human and computer. The implementation of the service was carried out on subject teachers at Madratsah Ibtidaiyah NW Gelogor, West Lombok. The stages of the workshop consisted of preparing coordination with partners, preparing training materials, making questionnaires at the beginning and end of the activity, filling out questionnaires at the beginning of the training, Computational Thinking training for MI teachers and filling out a questionnaire at the end of the activity and Evaluation
Visualization of Gastric Acid Reflux Using Mobile-Based Augmented Reality Ahmat Adil; Bambang Krismono Triwijoyo; Miftahul Madani; Lalu Riyandi Damar
International Journal of Engineering and Computer Science Applications (IJECSA) Vol 1 No 2 (2022): September 2022
Publisher : Universitas Bumigora Mataram-Lombok

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (585.328 KB) | DOI: 10.30812/ijecsa.v1i2.2370

Abstract

Interactive information media has many benefits in the process of conveying information, one of which is by visualizing objects in real time. Socialization activities at the Rensing Health Center in conveying information on gastric diseases still do not use visual aids as a medium for delivering counseling. Therefore, this study aims to develop information media in the form of an android application by utilizing Augmented reality (AR) technology to show the stomach acid process in real time which is visualized in the form of 3D animation. The method used in application development is Multimedia Development Life Cycle (MDLC). Where this method consists of 6 (six) stages of development, namely concept, design, Material Collecting, Assembly, testing and distribution. The results of this study are a visualization application of gastric acid reflux using mobile-based augmented reality built using Unity 2017.3.1f1 and the Vuforia Software Development Kit (SDK), with several stages of the process, namely entering the database and all assets into unity, lighting, creating a user interface, scripting and finally build the application to the android platform Based on the results of application trials that have been carried out at the Rensing Health Center, it shows that mobile-based augmented reality has succeeded in assisting officers in visualizing gastric acid reflux. The satisfaction of health officers in using the application can be seen from the results of the questionnaire to the respondents, where the results of the questionnaire 32% stated strongly agree, 59% agreed, 6% disagreed and 2% disagreed.
Penguatan kemampuan computational thinking pada pemberdayaan guru dan siswa Sekolah Dasar di Pulau Lombok Ismarmiaty; Kartarina Agustin; Miftahul Madani; Ni Ketut Sriwinarti; Zainuddin; Dyah Supatmiwati
Transformasi: Jurnal Pengabdian Masyarakat Vol. 18 No. 2 (2022): Transformasi Desember
Publisher : LP2M Universitas Islam Negeri Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20414/transformasi.v18i2.5034

Abstract

[Bahasa]: Kepala Pusat Kurikulum dan Pembelajaran Kementerian Pendidikan dan Kebuda-yaan menyatakan bahwa computational thinking merupakan salah satu kompetensi baru yang akan masuk dalam sistem pembelajaran anak Indonesia. Salah satu strategi efektif untuk menerapkan computational thinking di sekolah adalah dengan memperkenalkan dan memberi pelatihan kepada guru tentang implementasi computational thinking di mata pelajaran yang mereka ajarkan. Biro Bebras Universitas Bumigora berusaha untuk mengimplementasikan computational thinking di wilayah Nusa Tenggara Barat melalui kegiatan pemberdayaan guru dan siswa dalam kemampuan computational thinking. Metode yang digunakan dalam program pengabdian kepada masyarakat ini adalah Asset Based Community Development. Kegiatan pengabdian ini terdiri beberapa tahapan antara lain adalah persiapan kegiatan, sosialisasi pengenalan computational thinking, pelatihan computational thinking, mini challenge & Lomba Bebras Nasional dan Evaluasi. Kesimpulan dari pengabdian ini adalah bahwa persentase pencapaian jumlah sekolah, peserta guru maupun peserta siswa belum memenuhi target namun berada pada rerata 78%. Selain itu, hasil kuisioner evaluasi menyatakan bahwa kepuasan partisipan terhadap kegiatan pemberdayaan kemampuan computational thinking dianggap sesuai dengan kebutuhan pekerjaan mengajar guru, sesuai dengan kebutuhan pelatihan dan memberikan manfaat secara pengetahuan dan keterampilan di bidang pekerjaan. Salah satu faktor eksternal yang dihadapi oleh Biro Bebras Universitas Bumigora adalah kesiapan perangkat teknologi dan kemampuan literasi digital. Saran perbaikan terhadap kegiatan adalah terkait dengan perbaikan strategi pemberdayaan dengan menyusun perencanaan matang untuk dapat melakukan kegiatan yang berdampak lebih luas secara geografis dan juga pengembangan soal yang lebih bervariasi pada mata pelajaran sekolah dasar. Kata Kunci: Bebras, Biro Bebras Universitas Bumigora, Computational Thinking [English]: The Center for Curriculum and Learning of the Ministry of Education and Culture stated that computational thinking is the new competency that will be implemented in the Indonesian education system. An effective way to implement computational thinking in schools is by introducing and training the teachers on implementing computational thinking in the subjects. The Bebras Bureau of Bumigora University sought to implement computational thinking in education in the West Nusa Tenggara region by empowering teachers and students in computational thinking skills. The method used in this community service program method was Asset Based Community Development (ABCD). The stages of this program were activity preparation, socialization of computational thinking introduction, computational thinking training, mini challenge & National Bebras Competition and Evaluation. The result shows that the achievement percentage for the number of schools, teacher participants and student participants has yet to meet the target but is at an average of 78%. In addition, the results of the teacher evaluation questionnaire stated that the program was considered by the needs of teaching jobs and training needs and provided benefits in terms of knowledge and skills in the field of work. One of the external factors faced by the Bebras Bureau at Bumigora University is the readiness for technological devices and digital literacy capabilities. The recommendation for improvement of this program is an effort to improve the empowerment strategy through careful planning so that it will have a wider impact. In addition, it is necessary to develop various questions in elementary school subjects. Keywords: Bebras, Bumigora University Bureau, Computational Thinking
Designing a Promotional Media Website for Pottery Products Using the Waterfall Method Miftahul Madani; Haryono Haryono
Jurnal Bumigora Information Technology (BITe) Vol 5 No 2 (2023)
Publisher : Prodi Ilmu Komputer Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/bite.v5i2.3370

Abstract

Background: Penujak Village is one of the oldest pottery tourism villages that has succeeded in providing pottery production for foreign collectors. After the Bali bombing incident, Penujak pottery experienced a decline, which could trigger several other factors, including the development of promotions. Promotions used by the Penujak community still use traditional word-of-mouth promotions.Objective: This research aims to create a website to help promote pottery products in Penujak Village. Methods: This research uses a qualitative approach with the waterfall system development method.Result: The research produced website promotion interval values of 29, 1 being > 26, 6 31, 2 which can be categorized as 4 = Agree.Conclusion: Pottery promotional media in the Penujak tourist village is suitable for use as promotional media. Tests were carried out on promotional media using usability theory with seven questions fulfilled.