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Pelatihan Pembuatan Video Animasi 3 Dimensi Fotosintesis Mata Pelajaran IPA pada Anak Sekolah Dasar Rosanensi, Melati; Lanang Sakti; Heroe Santoso; Miftahul Madani; Lela Rahmawati; Suriyati
Jurnal Ilmiah Pengabdian dan Inovasi Vol. 2 No. 4 (2024): Jurnal Ilmiah Pengabdian dan Inovasi (Juni)
Publisher : Insan Kreasi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57248/jilpi.v2i4.405

Abstract

 Animated video is an audio-visual medium by combining animated images that can move followed by audio corresponds to the animated character. and in this case the service uses 3-dimensional animation. This community service aims to provide knowledge to children to be able to make 3-dimensional animation videos of photosynthesis in natural science subjects so that children can know and learn easily how the photosynthesis process works, using technology. The research method uses the Luther Sutopo method with the following steps: concept, design, material collection, manufacture, testing and distribution. The initial stage that was carried out was to think about the concept, namely the goal, was to produce a 3-dimensional animation video of photosynthesis through the training carried out, and for whom this training was carried out, namely for children who were still attending elementary school. Next, do a 3-dimensional animation design for the video which is made in the form of text, images, audio, video and animation. Then collect the materials needed to make this animated video such as background, images, sound and other supporting materials. After collecting all the materials, this 3-dimensional animated video was made until final editing. Then a test was carried out on the animated video that was made to see whether it was suitable for use as training material for elementary school children. After being declared suitable, it will be immediately distributed to elementary school children. The impact is that it is hoped that children who are still in elementary school will be technologically literate, so that later they can make other animated videos with different material.
Pelatihan Pembuatan Sistem Informasi Penjualan Produk Tani Untuk Kelompok Tani Muda di Desa Labulia Rosanensi, Melati; Sakti, Lanang; Santoso, Heroe; Madani, Miftahul; Suriyati; Mayadi
Jurnal Ilmiah Pengabdian dan Inovasi Vol. 3 No. 2 (2024): Jurnal Ilmiah Pengabdian dan Inovasi (Desember)
Publisher : Insan Kreasi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57248/jilpi.v3i2.524

Abstract

As time goes by, information systems are still very much needed, both for individuals and groups. Information systems are still very reliable, especially for sales, such as selling agricultural products to Indonesian young farmers' associations. The Indonesian Young Farmers Association is a community that sells and produces various agricultural products such as fertilizers, pesticides, medicines, seeds, fruits, vegetables, spices, and food crops. The Indonesian Young Farmers Association is one of the farmer groups located in rural areas. So far the Indonesian Young Farmers Association still uses a conventional system, namely customers who come to their place of business, so buyers have to go to the place where they buy agricultural products and customers need energy to choose the goods or agricultural products they want to buy, and to face intense competition they must have a marketing strategy. Different from its competitors, this requires an information system that can provide information about products to customers quickly and accurately. This research uses the waterfall method which starts from analysis, design, implementation, testing, and maintenance. Results From the trial, a tabulation of 100% was obtained which stated that they strongly agreed that the system that had been created was suitable and could be implemented in the Farmer Product Sales Information System at the Indonesian Young Farmers Association for village progress.
Visualization of Gastric Acid Reflux Using Mobile-Based Augmented Reality Adil, Ahmat; Triwijoyo, Bambang Krismono; Madani, Miftahul; Damar, Lalu Riyandi
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 | 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.
E-Commerce UMKM Bale Tenun Lombok dengan Metode Multimedia Development Life Cycle Sugianto, Ervan; Priyanto, Dadang; Madani, Miftahul
CORISINDO 2025 Vol. 1 (2025): Prosiding Seminar Nasional CORISINDO 2025
Publisher : CORISINDO 2025

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/corisindo.v1.5511

Abstract

UMKM Bale Tenun ini memiliki beberapa kain yang di hasilkan, yaitu seperti subhanalle, rangrang, songket motif nanas, bulan begantung, bulan bekurung, catur, kemalu, kecapang ambon dan lain-lain. Akan tetapi keberadaan pengrajin di desa ini belum diketahui oleh banyak kalangan. Sehingga kain Tenun asal desa pelambik ini tidak sepopuler kain tenun dari desa lain. Kendala yang dihadapi yaitu kurangnya kemampuan mereka untuk memasarkan produknya, kurangnya media informasi serta promosi, dan biasanya penenun mengambil upah dari orang lain yang memasarkan, sehingga penenun ingin mencoba memasarkan produknya sendiri secara langsung melalui media internet atau website. Tujuan penelitian ini adalah membangun E-Commerce UMKM Bale Tenun Lombok dengan Metode Multimedia Development Life Cycle. Pembangunan e-commerce pada penelitian ini menggunakan metode MDCL (Multimedia Development Life Cycle), dimana metode ini memiliki 6 tahapan yaitu Concept (Konsep), Design (Perancangan), Material Collecting (Pengumpulan Materi), Assembly (Pembuatan), Testing (Pengujian), Distribution (Distribusi). Hasil akhir yang akan dicapai ialah sebuah e-commerce umkm bale tenun Lombok dengan metode multimedia development life cycle memuat 5 elemen utama multimedia, yaitu teks, suara, gambar, video, dan animasi. Kesimpulan dari penelitian ini adalah mampu membuat e-commerce sebagai media promosi, mampu meningkatkan penjualan produk, meningkatkan omset penjualan, dan umkm lebih dikenal oleh masyarakat luas.
Pengembangan Multimedia Interaktif Pembelajaran Teknik Dasar Karate dengan Teknologi Markerless AR Putri, Novia Arista; Syafitri, Dian; Madani, Miftahul; Rosanensi, Melati
CORISINDO 2025 Vol. 1 (2025): Prosiding Seminar Nasional CORISINDO 2025
Publisher : CORISINDO 2025

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/corisindo.v1.5542

Abstract

Penelitian ini dilatarbelakangi oleh kebutuhan media pembelajaran interaktif untuk membantu karateka pemula memahami teknik dasar karate yang sulit dipelajari melalui metode konvensional. Tujuan penelitian ini adalah mengembangkan aplikasi pengenalan gerakan teknik dasar karate berbasis Augmented Reality (AR) pada platform Android, dengan visualisasi model 3D interaktif menggunakan teknologi markerless sehingga dapat diakses tanpa penanda fisik. Penelitian ini menggunakan metode Multimedia Development Life Cycle (MDLC) yang mencakup tahapan concept, design, material collecting, assembly, testing, dan distribution. Pengujian melibatkan validasi oleh ahli media dan ahli materi, serta kuesioner kepada pengguna. Hasil validasi menunjukkan skor rata-rata 80,63% yang mengindikasikan kualitas baik pada aspek tampilan dan keakuratan gerakan, sementara 89,68% pengguna merasa terbantu dengan aplikasi ini. Temuan ini menunjukkan bahwa aplikasi layak digunakan sebagai media pembelajaran interaktif yang efektif untuk meningkatkan pemahaman teknik dasar karate.
Detection of Rice Diseases Using Leaf Images with Visual Geometric Group (VGG-19) Architecture and Different Optimizers Mardedi, Lalu Zazuli Azhar; Fahry, Fahry; Madani, Miftahul; Hairani, Hairani
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 25 No. 1 (2025)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v25i1.5286

Abstract

Rice is a major food commodity in Indonesia that plays a vital role in maintaining national food security. However, rice productivity often declines due to pest and disease attacks, especially when the disease is not detected early. Currently, the process of identifying rice diseases is generally still carried out manually by farmers or experts through direct observation, which is subjective, time-consuming, and prone to identification errors. To overcome these limitations, a technology-based solution is needed that is able to detect rice diseases automatically, quickly, and accurately. This study aims to develop a rice disease detection system based on leaf images using a deep learning approach with the Visual Geometric Group (VGG-19) architecture. The research method used is experimental by comparing the performance of the VGG-19 architecture using three different types of optimizers, namely Adaptive Moment Estimation (ADAM), Root Mean Square Propagation (RMSProp), and Stochastic Gradient Descent (SGD), to obtain the best accuracy in rice disease classification. The findings show that the combination of VGG-19 with the ADAM optimizer produces the highest accuracy of 96.45%, followed by RMSProp at 95.96% and SGD at 87.08%. These findings indicate that the selection of optimizers plays an important role in improving the performance of deep learning models, especially in detecting rice diseases based on leaf images.
Media Pembelajaran Hewan Penghasil Listrik dengan Pemanfaatan Teknologi Augmented Reality untuk Siswa SMP Miftahul Madani; Hendri Hamzanwadi; Melati Rosanensi; Danang Tejo Kumoro
Jurnal Teknologi Informasi dan Multimedia Vol. 6 No. 1 (2024): May
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v6i1.510

Abstract

Augmented reality technology is a virtual object that can provide information to help users carry out work related to this technology. The learning process applied to students at SMPN 1 Praya Tengah with the theme of introducing electricity-producing animals with a learning method using printed books and verbal explanations using a whiteboard as a learning medium so that students cannot see pictures of electricity-producing animals. This research is aimed at producing more interactive learning media in introducing electricity-producing animals by using augmented re-ality technology at SMPN 1 Praya Tengah to increase interest in learning. The methodology used is the MDLC method which uses 6 stages, namely the concept, design, material collection, manu-facturing, testing and distribution stages which are implemented in learning media. The results obtained are interactive learning media on how to recognize electricity-producing animals using augmented reality which can be run on desktop-based computers. The conclusion obtained from this research is that the application of a learning media application to introduce electrici-ty-producing animals using augmented reality technology for students at SMPN 1 Praya Tengah can help students learn about electricity-producing animals in real time or in the form of 3-dimensional objects and animations. The test results used a test scale, namely a Likert scale with a value of 45.25 which can be categorized as Strongly Agree.
Media Pembelajaran Peralatan Servis Sepeda Motor dengan Menerapkan Teknologi Augmented Reality Miftahul Madani; Melati Rosanensi
Jurnal Teknologi Informasi dan Multimedia Vol. 7 No. 2 (2025): May
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v7i2.682

Abstract

Learning media is one of the key components in the educational process. Teachers need to pay special attention to the use of learning media during teaching and learning activities. However, a lack of variety and suboptimal utilization of learning media often causes students to lose interest in learning. In fact, learning media aim to serve as tools to enhance the effectiveness of the learning process. Learning media are available in various forms, one of which is printed media or verbal explanation-based methods that are widely used in schools. This type of media is chosen for its practicality, adaptability to students' abilities, and ease of distribution. However, printed media have limitations, such as the inability to present elements like sound, animation, or three-dimensional objects. This study employs the Multimedia Development Life Cycle (MDLC) method, which consists of six stages: Concept, Design, Material Collection, Assembly, Testing, and Distribution. The final product of this research is an application in ".apk" format that can be installed on Android devices. Augmented reality is a term used to describe various types of display technology that can add or integrate information in the form of text, symbols or graphics into the user's view of the real world, this application utilizes Augmented Reality technology to introduce motorcycle service tools, helping vocational high school (SMK) students acquire basic skills and access information via their smartphones. User testing using the Likert Scale resulted in a score of 33.46, which falls into the "Strongly Agree" category.