Suhendra Suhendra
Politeknik Negeri Media Kreatif

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APPLICATION OF AUGMENTED REALITY TECHNOLOGY IN THE ANIMATION OF THE KANCIL CHILDREN'S STORYBOOK Suhendra Suhendra; Siti Aisyah; Fathan Mubina Dewadi
Jurnal Riset Informatika Vol 4 No 1 (2021): Period of December 2021
Publisher : Kresnamedia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (864.749 KB) | DOI: 10.34288/jri.v4i1.297

Abstract

There are relatively many Indonesian fairy tales that are spread in the community, have characters with good and evil temperaments. Usually take folk tales about teaching goodness, behaving smartly, and being able to distinguish between good and bad. Also teaches children not to be arrogant, insulting other people. The learning process is usually in the delivery of material using only pictures, dolls, or videos that are commonly seen by children. Conventional media used for learning reduce children's enthusiasm. On this occasion, to answer the problem of media that is less attractive to children by using Augmented Reality (AR), because it can help visualize abstract concepts so that it can be used for understanding the image object and the structure of an object model. results of making applications using Augmented Reality, assessed from the aspects of cognitive, affective, psychomotor, technological, and the benefits of getting good interpretation results.
SMART DOOR LOCK SYSTEM DEVELOPMENT PROTOTYPE USING RFID TECHNOLOGY ID-12 Siti Aisyah; Yusmar Ali; Komda Saharja; Suhendra Suhendra; Asrul Sani
Jurnal Riset Informatika Vol 4 No 4 (2022): Period of September 2022
Publisher : Kresnamedia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (910.308 KB) | DOI: 10.34288/jri.v4i4.433

Abstract

This innovative door lock system is designed to make it easier to control security in certain homes or rooms. This system can also be used in government offices and factories to restrict someone from entering a room that just anyone can not enter. In this system, the automatic door lock uses an ID-12 type RFID reader, Tag/Transponder, Arduino UNO R3, 5v Buzzer, Drop Bolt Lock, Relay Module, and LCD. The RFID reader ID-12 is used as a receiver, and the tag/transponder as a transmitter. This system works when the scanned RFID tag/card/transponder sends hexadecimal data to the RFID Reader ID-12, which then, from the RFID Reader, will receive and send data to the Arduino. Then the Arduino UNO will process it by reading the program module (data from the RFID tag/card/transponder) and giving commands to the buzzer to make a sound or notification. The relay module is a connector or breaker for the deadbolt lock or solenoid to open and lock the door and a 16x2 LCD to display the status of the scanned RFID card. On standby, the LCD displays the words "Smart Door Lock Scan Your RFID." When the scanned RFID card is registered and the bolt lock or solenoid is open, the LCDs the words "Welcome". When the scanned RFID card is not registered, and the drop bolt lock or solenoid is not open, then the words "Your Card is Unregistered." The push button is used to reset the Arduino when the Arduino is hanging and when the 16x2 LCDs have an error display
APPLICATION OF AUGMENTED REALITY TECHNOLOGY IN THE ANIMATION OF THE KANCIL CHILDREN'S STORYBOOK Suhendra Suhendra; Siti Aisyah; , Fathan Mubina Dewadi
Jurnal Riset Informatika Vol. 4 No. 1 (2021): December 2021
Publisher : Kresnamedia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (998.243 KB) | DOI: 10.34288/jri.v4i1.136

Abstract

There are relatively many Indonesian fairy tales that are spread in the community, have characters with good and evil temperaments. Usually take folk tales about teaching goodness, behaving smartly, and being able to distinguish between good and bad. Also teaches children not to be arrogant, insulting other people. The learning process is usually in the delivery of material using only pictures, dolls, or videos that are commonly seen by children. Conventional media used for learning reduce children's enthusiasm. On this occasion, to answer the problem of media that is less attractive to children by using Augmented Reality (AR) because it can help visualize abstract concepts so that it can be used for understanding the image object and the structure of an object model. results of making applications using Augmented Reality, assessed from the aspects of cognitive, affective, psychomotor, technological, and the benefits of getting good interpretation results.