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THE DEVELOPMENT OF NXT-G BASED CHARACTER WRITING ROBOT USING LEGO MINDSTORM NXT Devi Novayanti, Putu
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 1, No 1 (2012)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v1i1.19548

Abstract

Robot is one of many technological products which is created to help people in doing their business built of some mechanical and electronic series. There are many types of robot which are made for various necessities. One of them is for educational purpose. One kind of beneficial robot which robot to be developed is writing robot. In Germany, there has been the development of writing robot named NXT 8094 which is able to write characters on an A5 paper only. This study aims at further development of writing robot using combination concepts of mobile robot and arm robot. The research objectives are establishing and implementing the mechanical series of writing robot using Lego Mindstorm NXT, NXT-G based writing robot movement system, Microsoft Visual C# 2005 based writing robot controller system, and measuring the accuracy and the average of time used in writing a character of the writing robot.The software used produce 16 segments of alphabetical and numerical characters. In other hand, the hardware utilized is controlled through a controller software which is used Bluetooth. In operating the robot, the capacity of NXT Brick cell used is between 80-100% in order to obtain maximum result of character writing The use of rechargeable cell is strongly recommended. Besides, the mechanical series using gears have to be adjusted to reduce friction which potentially slows the device. The accuracy percentage of the characters writing is measured by using descriptive statistical and mean formula to gain the average of time in writing. The software used in this study is built by using Microsoft Visual C# 2005. This software is also implemented and tried-out in the Windows XP operating system. THE DEVELOPMENT OF NXT-G BASED CHARACTER WRITING ROBOT USING LEGO MINDSTORM NXT
THE DEVELOPMENT OF NXT-G BASED CHARACTER WRITING ROBOT USING LEGO MINDSTORM NXT Putu Devi Novayanti
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 1 No. 1 (2012)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v1i1.19548

Abstract

Robot is one of many technological products which is created to help people in doing their business built of some mechanical and electronic series. There are many types of robot which are made for various necessities. One of them is for educational purpose. One kind of beneficial robot which robot to be developed is writing robot. In Germany, there has been the development of writing robot named NXT 8094 which is able to write characters on an A5 paper only. This study aims at further development of writing robot using combination concepts of mobile robot and arm robot. The research objectives are establishing and implementing the mechanical series of writing robot using Lego Mindstorm NXT, NXT-G based writing robot movement system, Microsoft Visual C# 2005 based writing robot controller system, and measuring the accuracy and the average of time used in writing a character of the writing robot.The software used produce 16 segments of alphabetical and numerical characters. In other hand, the hardware utilized is controlled through a controller software which is used Bluetooth. In operating the robot, the capacity of NXT Brick cell used is between 80-100% in order to obtain maximum result of character writing The use of rechargeable cell is strongly recommended. Besides, the mechanical series using gears have to be adjusted to reduce friction which potentially slows the device. The accuracy percentage of the characters writing is measured by using descriptive statistical and mean formula to gain the average of time in writing. The software used in this study is built by using Microsoft Visual C# 2005. This software is also implemented and tried-out in the Windows XP operating system. THE DEVELOPMENT OF NXT-G BASED CHARACTER WRITING ROBOT USING LEGO MINDSTORM NXT
Pengembangan Branding dan Pelatihan Pemanfaatan Teknologi Informasi pada Usaha Jus Buah Ricky Aurelius Nurtanto Diaz; Putu Devi Novayanti; I Made Suandana Astika Pande; Komang Wirayudha Wizu Diaz; Ayu Ratih Cantika Dewi
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 | Full PDF (985.909 KB) | DOI: 10.30812/adma.v2i1.1250

Abstract

The COVID-19 pandemic has caused many changes in people's daily lives. Various ways have been carried out in dealing with this pandemic, like use masks, diligently washing hands and, eating balanced nutrition. The pandemic condition has also raised many new entrepreneurs in various fields. Noona Juice, which is engaged in pure fruit juice, is a form of business that arises due to economic demands and opportunities for increasing public demand for nutritious food and drinks. The condition that occurs to the business of internal community service partners is the lack of an existing market because the marketing process is only carried out through relatives or family contacts and is produced according to the number of orders. Seeing the opportunities that exist for partners, from these conditions the purpose of this community service activity is to help partners in developing their business brands and also assist partners in utilizing financial technology. To achieve this goal, the service team will provide training and workshops in developing partner business branding, online marketing training, and training on the use of financial technology. From the evaluation of the activities that have been carried out, partners are satisfied with the activities that have been carried out.
VCS: Visitor Counter System Berbasis Nodemcu dan IoT Padma Nyoman Crisnapati; Putu Devi Novayanti; I Putu Hendika Permana
WIDYABHAKTI Jurnal Ilmiah Populer Vol. 2 No. 3 (2020): Juli
Publisher : STIKOM Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30864/widyabhakti.v2i3.193

Abstract

Perangkat IoT (Internet of Things) dapat membantu manusia dalam mengumpulkan berbagai informasi, termasuk menyimpulkan pola perilaku dengan bias semantik yang besar. Jaringan IoT memiliki kemampuan untuk menggunakan informasi yang diperoleh untuk melakukan manajemen pada dirinya sendiri ataupun perangkat lainnya. Salah satu pemanfaatan IoT adalah untuk mendapatkan informasi jumlah orang di tempat tertentu. Jika informasi ini dikombinasikan dengan yang lain, dapat membantu sistem berbasis IoT menemukan karakteristik lingkungannya. Dalam pengabdian ini, diusulkan penerapan penghitung jumlah pengunjung berbasis IoT. Penghitung jumlah pengunjung (VCS- Visitor Counter System) adalah alat yang digunakan untuk mengukur jumlah orang yang melintasi pintu masuk. Jika kita memerlukan informasi mengenai berapa jumlah orang yang ada pada suatu ruangan, maka hal ini bisa menjadi sebuah solusi sederhana. Penerapan alat ini bisa dugunakan pada toko ritel, event besar, gedung kantor, dan bangunan cerdas. Keuntungan penggunaan alat ini sebagai pemilik perusahaan yaitu dapat mendeteksi jumlah orang masuk dan keluar pada perusahaan tersebut, sehingga pemilik usaha dapat melakukan analisis dan membuat keputusan yang tepat berdasarkan data perhitungan yang dihasilkan. Riset ini dilakukan secara kerja sama terhadap sebuah perusahaan teknologi CV. Harmoni Permata. Sebagai sebuah Institusi pendidikan, kerjasama terhadap industri merupakan sebuah kegiatan yang harus dilakukan untuk hilirisasi produk agar menjadi sebuah produk komersial.
SISTEM INFORMASI PENCEGAHAN DAN PENGENDALIAN INFEKSI (PPI) RUMAH SAKIT ARI CANTI Putu Devi Novayanti; Ricky Aurelius Nurtanto Diaz; Padma Nyoman Crisnapati; I Komang Agus Ady Aryanto
Jurnal Teknologi Informasi dan Komputer Vol 7, No 2 (2021): Jurnal Teknologi Informasi dan Komputer
Publisher : LPPM Universitas Dhyana Pura

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

Abstract

ABSTRACTAri Canti is a form of service provided by the health sector (private) in the Gianyar regency, Bali. In maintaining the quality of health services rather than hospitals, it is routinely accredited by the Hospital Accreditation Committee (KARS). There are several standards that must be met, one of which is Infection Prevention and Control (PPI). Infection Prevention and Control, hereinafter abbreviated as PPI, is an effort to prevent and minimize infection in patients, officers, visitors, and the community around health care facilities. The implementation of PPI is closely related to activities that must be documented regularly by all related elements. This of course requires special personnel in storing reports and documentation which are currently still done manually. Therefore we need a system that can facilitate all PPI elements in doing work effectively and efficiently. In this study, an infection prevention and control application has been successfully developed using web technology. This technology was chosen because of its ease of access to multi-platforms, both desktop (Windows, Mac) and mobile (Android, IoS).Keywords: Information Systems, Infection Prevention and Control, HospitalsABSTRAKAri Canti merupakan suatu bentuk pelayanan yang dilakukan oleh pihak kesehatan (swasta) di kabupaten Gianyar- Bali. Dalam menjaga kualitas pelayanan kesehatan daripada rumah sakit, maka secara rutin diakreditasi oleh Komite Akreditasi Rumah Sakit (KARS). Terdapat beberapa standar yang harus dipenuhi, salah satunya adalah Pencegahan dan Pengendalian Infeksi (PPI). Pencegahan dan Pengendalian Infeksi yang selanjutnya disingkat PPI adalah upaya untuk mencegah dan meminimalkan terjadinya infeksi pada pasien, petugas, pengunjung, dan masyarakat sekitar fasilitas pelayanan kesehatan. Pelaksanaan PPI sangat erat kaitannya dengan kegiatan yang harus terdokumentasi secara rutin oleh seluruh elemen terkait. Hal ini tentu saja membutuhkan tenaga khusus dalam penyimpanan laporan dan dokumentasi yang saat ini masih dilakukan secara manual. Oleh karena itu diperlukan sebuah sistem yang dapat mempermudah seluruh elemen PPI dalam melakukan pekerjaan secara efektif dan efisien. Pada penelitian ini telah berhasil dibuat sebuah aplikasi pencegahan dan pengendalian infeksi dengan mengginakan teknologi web. Dipilihnya teknologi ini adalah karena kemudahannya dalam akses multi platform baik desktop (Windows, Mac) maupun mobile (Android, IoS).Kata Kunci : Sistem Informasi, Pencegahan dan Pengendalian Infeksi, Rumah Sakit
Identifikasi Software Dan Metode Pengembangan Game Di Indonesia Menggunakan Systematic Literature Review Putu Devi Novayanti; Igkg Puritan Wijaya ADH
JATISI (Jurnal Teknik Informatika dan Sistem Informasi) Vol 10 No 4 (2023): JATISI (Jurnal Teknik Informatika dan Sistem Informasi)
Publisher : Lembaga Penelitian dan Pengabdian pada Masyarakat (LPPM) STMIK Global Informatika MDP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/jatisi.v10i4.5957

Abstract

Industri game di Indonesia mengalami pertumbuhan yang pesat dan menjanjikan. Namun, pengembangan game di Indonesia masih dihadapkan dengan berbagai tantangan, seperti perangkat lunak pengembangan game yang terus berkembang dan berubah, serta metode pengembangan game yang cukup beragam. Oleh karena itu, penelitian ini bertujuan untuk mengidentifikasi perangkat lunak dan metode pengembangan game yang paling sering digunakan di Indonesia. Metode Systematic Literature Review (SLR) digunakan untuk melakukan review terhadap literatur yang relevan dan terpercaya dalam bidang pengembangan game di Indonesia. Penelitian ini menggunakan situs GARUDA Kemendikbud sebagai sumber basis data untuk memilih data penelitian. Dihasilkan sebanyak 106 paper yang telah melewati tahapan proses seleksi dan sesuai dengan kriteria yang dibutuhkan dalam penelitian. Hasil dari penelitian ini berupa jenis perangkat lunak dan metode penelitian yang sering digunakan dalam pengembangan game di tahun 2020-2023. Dimana Software Unity dan Metode Research and Development (RnD) merupakan software dan metode yang paling banyak digunakan dalam pengembangan game pada tahun 2020-2023 di Indonesia. Hasil penelitian ini dapat menjadi rekomendasi dalam penelitian dan pengembangan game.
Pemberdayaan Digital Marketing untuk Meningkatkan Omzet Usaha pada UMKM Ayya Farm Putu Adi Guna Permana; Putu Devi Novayanti; Ni Luh Gede Pivin Suwirmayanti; Ni Putu Nanik Hendayanti
Amaluna: Jurnal Pengabdian Masyarakat Vol. 2 No. 1 (2023)
Publisher : Institut Agama Islam Negeri Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21154/amaluna.v2i1.2175

Abstract

MSMEs are one of the businesses that many people are involved in because they have minimal and affordable capital. MSMEs Lele Bumbu Kuning Ayya Farm, which is a community empowerment partner in this activity, is a frozen food business located in Lingk. Delod Pempatan Abianbase. Lele Bumbu Kuning Ayya Farm is run by its owner, I Nyoman Suta Darmayasa. Partners admit that they have been running this business for about three years. Based on the partner's production conditions, the problem found with Ayya Farm's partners is that, from a marketing point of view, partners do not yet have social media that can expand their market reach. Based on the description of the problem, community empowerment activities are carried out for partners in terms of digital-based marketing, namely in the form of social media. Social media training, which can later be used to expand partner marketing reach. The results of this study show that partners already have Facebook and Instagram social media accounts, which are used specifically for marketing the business they are running.
Improving the Quality and Efficiency of Product Marketing at Luh Buleleng MSMEs I Wayan Ardiyasa; Ni Made Ayu Juli Astari; Ni Luh Putu Unix Sumartini; Devi novayanti, Putu; Luh Putu Maitri Maha Dewi; Anak Agung Istri Agung Ambuja Savitri
Amaluna: Jurnal Pengabdian Masyarakat Vol. 3 No. 1 (2024)
Publisher : Institut Agama Islam Negeri Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21154/amaluna.v3i1.3785

Abstract

Processed foods without preservatives, artificial sweeteners, and MSG are increasingly in demand as they are considered healthier and more natural. Therefore, Micro, Small and Medium Enterprises (MSMEs) in the healthy food sector have great potential to improve the Indonesian economy. Luh Buleleng, an MSME owned by Ms. Luh Wiriadi from Banjar Dinar Pasar, Anturan Village, Buleleng District, produces healthy food such as banana, taro, and breadfruit chips without MSG, artificial sweeteners, and preservatives. However, Luh Buleleng faces problems such as limited production equipment and simple packaging, and has not utilized digital marketing. The solutions offered include the addition of production equipment, redesigning product packaging, and training in the use of e-commerce applications such as Tokopedia and Shopee to expand marketing. The results of this service are in the form of additional production equipment so as to help partners increase production, redesign product packaging to make product packaging more attractive and partners begin to apply digital marketing through E-commerce applications, namely Tokopedia and Shopee so as to expand marketing reach and increase product sales