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Pembuatan dan Pelatihan Tata Kelola Website Sekolah SMK "Dhuafa", Kota Padang Yuhefizar, Yuhefizar; Indri Rahmayuni; Deddy Prayama
Journal of Applied Community Engagement Vol 2 No 2 (2022): Journal of Applied Community Engagement (JACE)
Publisher : ISAS (Indonesian Society of Applied Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (788.567 KB) | DOI: 10.52158/jace.v2i2.285

Abstract

The school website is currently a trend in the world of education and the website is getting attention, very good responses from various parties, both from education staff, students and the community. The school website is a website specifically intended for school agencies. This website can be used as a medium for students to find information about schools and as a means of supporting teaching and learning activities. Dhuafa Padang Vocational High School (SMK) is one of the vocational schools in Padang City that provides free education for its students. Currently, SMK Dhuafa Padang does not yet have a school website. Therefore, the implementing team carried out service by developing a school website and carrying out website governance training. The implementation of the service consists of two stages of activities, namely the creation of a school website for SMK Dhuafa Padang and the implementation of technical guidance on managing the school website. After the implementation of the service, SMK Dhuafa Padang already has a school website that can be a means of promoting the school for the community. The website can be accessed at https://smkdhuafapadang.sch.id.
Prediction of Cross-Platform and Native Apps Technology Opportunities for Beginner Developers Using C 4.5 and Naive Bayes Algorithms Gunawan, Wawan; Wiradiputra, Raychal Ababil; Puspita Sari, Anggi; Prayama, Deddy; Rikardo Nainggolan, Esron
JOIV : International Journal on Informatics Visualization Vol 7, No 4 (2023)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.7.4.1514

Abstract

The competition between native and cross-platform app development makes application development simpler, safer, and more scalable. However, developers must have sufficient fundamentals, and the industry must conduct good research to shorten development time and minimize expenses. In order to solve these problems, this study made a prediction that discusses the technology that has a chance to survive in the industry so as not to be left behind in technology. Using Naïve Bayes and C 4.5 algorithms into a dataset with nine programming languages related to mobile app development. Results obtained in This research show Dart as a programming language that supports cross-platform frameworks and Kotlin as a programming language that supports native app frameworks is a technology that would have the opportunity in the future with an accuracy level above 90% with Naïve Bayes and C 4.5 algorithms. These results are obtained by testing an algorithm model using MAPE, consistent dataset sharing, and careful data processing. This research Can help entry-level developers learn and deepen the fundamentals of technology and can add knowledge to the industry in choosing a technology.
Fiber to The Home (FTTH) Network Design in Analyzing Macro Bending Problems in The Home Cable Installation Segment Maria, Popi; Asri, Aprinal Adila; Yustini, Yustini; Wiharti, Wiwik; Prayama, Deddy
International Journal of Advanced Science Computing and Engineering Vol. 4 No. 2 (2022)
Publisher : SOTVI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1399.301 KB) | DOI: 10.62527/ijasce.4.2.90

Abstract

Fiber to The Home (FTTH) is one of the optical networks used for every home in accessing the internet in the form of voice, data, and video. In this study, the authors built an FTTH design from a Handheld Light Source (HLS) as input, then connected it to ODC. Furthermore, it is connected with ODP, OTP, and ROSET. After building the design, the design was tested using the link power budget calculation method, which is 22.803 dB. As a result, the design has a total attenuation value of 18.4 dB which means it meets the standards and can be used. Next, analyze the problems that have the potential to cause macro bending interference in the FTTH home cable installation segment cable. The methods used in this macro bending problem are the HLS calibration method, Optical Power Meter (OPM) measurement, and Visual Fault Locator (VFL) macro damage detection. From this analysis, the results of macro bending will be obtained on the parameters of curvature diameter, the number of windings, and the search for critical angles of indoor cable macro bending. This macro bending in-home wiring installations affect the total attenuation value on FTTH. In addition, the macro bending of 3-winded indoor cables with a diameter of 0.5 cm on each winding still meets the standards in the FTTH design. However, for macro bending 5 windings with a diameter of 0.5 cm, each winding can cause the total attenuation value of FTTH to pass the Link power budget and ITU-T G984.
Media Pembelajaran Interaktif Fabrikasi PCB Berbasis Augmented Reality Fhadel Wedi Pratama; Fitri Nova Nova; Deddy Prayama; Taufik Gusman
JITSI : Jurnal Ilmiah Teknologi Sistem Informasi Vol 3 No 3 (2022)
Publisher : SOTVI - Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/jitsi.3.3.93

Abstract

Augmented Reality (AR), is a technology with the concept of combining the dimensions of the real world with the dimensions of the virtual world that is displayed in real time. This is done by displaying a 3D object on a predetermined marker, which is a special pattern that is unique and can be recognized by the application. Smartphones allow the development of Augmented Reality applications cheaply and can be accessed by many users. Augmented Reality can be used in various fields, one of which is a learning media to learn how to do manual PCB fabrication, so that it can be used as a new interactive learning medium and is expected to stimulate interest from many people to learn by utilizing a smartphone combined with Augmented Reality, in addition to technology that continues to develop at this time with many new features in it, the learning method must also develop along with the advancement of current technological developments. In the results of the research that has been done that the results of the application of Augmented Reality AR) have been successfully implemented on Android-based smartphones by applying the PCB manual fabrication work steps that are displayed when the smartphone with the Android operating system triggers the target marker that has been created