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PENINGKATAN KEMAMPUAN MEMBUAT VIDEO CUT OUT ANIMATION BAGI SANTRI PONDOK PESANTREN ROUDLOTUL MUDARITSIN KUNINGAN Yulyanto, Yulyanto; Supriyadi, Sugeng; Krisdiawan, Rio Andriyat; Lesmana, Iwan; Rasul, Muh Abi
Empowerment Vol. 3 No. 02 (2020): Empowerment
Publisher : Program Studi Ilmu Hukum Fakultas Hukum Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/empowerment.v3i02.3032

Abstract

The Community Disablement activity was carried out against the background of lack of knowledge about computer science, especially in the field of video animation among boarding school students. With this activity, it is expected to be able to improve their abilities in the field of animation and video editing, especially cut-out animation so that the students can develop their artistic spirit. The cut out animation video created is expected to be a means of conveying positive messages to the public. As we know lately a lot of irresponsible information that contains violence, hatred and heresy, this activity is expected to stimulate students to make videos or positive information content, to counteract the large amount of irresponsible information, with the ability making this animated video also expected students to package their da'wah becomes more interesting. This Community Service was conducted at the Raoudlotul Mudaritsin Islamic Boarding School in Sukamukti Village, Jalaksana District, Kuningan Regency and was attended by 30 students. Where the final result of this devotion is to make a cut-out animated video product created by the students. Thus, the students have the knowledge and experience step by step to make an animated cut-out videoKegiatan Pengabidan Masyarakat ini dilakukan dengan latar belakang minimnya pengetahuan mengenai ilmu komputer khususnya dalam bidang animasi video dikalangan santri pondok pesantren. Dengan adanya kegiatan ini, diharapkan dapat meningkatkan kemampuannya dibidang animasi dan video editing khususnya cut out animation sehingga para santri dapat mengembangkan jiwa seni yang dimilikinya. Video animasi cut out yang dibuat diharapkan dapat menjadi sarana menyampaikan pesan-pesan positif kepada masyarakat. Sebagaimana kita ketahui akhir-akhir ini banyak sekali informasi yang tidak bertanggungjawab yang berisikan kekerasan, kebencian dan ajaran sesat, kegiatan ini diharapkan dapat merangsang para santri untuk membuat video atau konten informasi  yang positif, guna menangkal banyaknya informasi yang tidak bertanggung jawab tersebut, dengan kemampuan membuat video animasi ini diharapkan juga santri dapat mengemas dakwahnya menjadi lebih menarik. Kegiatan Pengabdian ini dilakukan di Aula Pondok Pesantren Raoudlotul Mudaritsin Desa Sukamukti Kecamatan Jalaksana Kabupaten Kuningan dan diikuti oleh 30 santri. Dimana hasil akhir dari kegiatan pengabdian ini adalah membuat produk video animasi cut out hasilkarya para santri. Sehingga, para santri memiliki pengetahuan dan pengalaman langkah demi langkah membuat video animasi cut out
PELATIHAN PEMANFAATAN INTERNET DIBIDANG E-COMMERCE DALAM MENINGKATKAN JANGKAUAN PEMASARAN PRODUK UMKM DESA PAMULIHAN KECAMATAN SUBANG Krisdiawan, Rio Andriyat; Yulyanto, Yulyanto
Empowerment Vol. 3 No. 02 (2020): Empowerment
Publisher : Program Studi Ilmu Hukum Fakultas Hukum Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/empowerment.v3i02.2341

Abstract

UMKM (Micro, Small and Medium Enterprises) are productive businesses that are needed by individuals and business entities that have fulfilled the criteria as micro businesses. UMKM are distributed in full, each covering micro, small and medium enterprises according to law No. 20 of 2008. When the economic conditions in the village are developed and independent, the community will prosper. Pam Recovery Village has good potential, approved yields, agriculture, and animal husbandry. The economic condition of the pamovery village is supported by market activities and the release away from shipping is less strategic in marketing products. The development of the internet and technology, such as marketing media, known as e-commerce. How can the potential of villages that have been managed in the presence of UMKM be known to the wider community, one of them by utilizing e-commerce media. The focus of community service in the Pam Recovery village in the Kuningan regency that helps and provides assistance in using e-commerce media for UMKM to improve MSME marketing products that are broader, creative and innovative, can improve the livelihoods of the people of the recovery village.Keywords: UMKM (Micro, Small and Medium Enterprises), e-commerce
IMPLEMENTATION OF LINEAR CONGRUENT METHOD ALGORITHM IN ANIMAL INTRODUCTION EDUCATION GAME BASED AUGMENTED REALITY Aang Abdul Kohar; Sugeng Supriyadi; Heru Budiyanto; Yulyanto Yulyanto
Balong International Journal of Design Vol 1, No 1 (2019)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/balong.v1i1.3554

Abstract

Abstract Today, recognizing kinds of animal for the children is generally done by using a media guide, a poster image. However, this media is still considered to have shortcomings. Children tend to quickly get bored and less interested in the learning patterns, due to lack of interactivity of existing learning media. So the conventional learning less attractive and optimal. This paper aimed to establish the animal recognition learning applications by applying Augemented reality technology based on Android. The research methodology used includes collecting data by interview and literature study, the development of systems using the RUP method that consists of four stages, namely inception, elaboration, construction and transition, as well as th problem solving algorithm using LCM (Linear Congruent Method). LCM algorithm implementations carried out the stage of construction to randomize the animals in the game that made the introduction. Thus, the results of this paper is a game featuring animals with 3D objects. based testing, game applications have been made able to introduce animals in early childhood. Keywords: Game, Android, Augmented Reality, Animal, Linear Congruent Algorithm Method.
Rancang Bangun Aplikasi Pembelajaran Desain Grafis Berbasis Multimedia Interaktif Yulyanto; Rika Nugraha
Bulletin of Information Technology (BIT) Vol 3 No 1: Maret 2022
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v3i1.258

Abstract

Abstract− This study aims to produce a graphic design learning media that is given to class XII students. The media is very effective in providing educational information to students, especially tutorial media. Because tutorial media is a visual interactive media tool to teach students to understand graphic design faster. In addition, at the high school / vocational school level, graphic design lessons have been given, but only use Corel Draw software, even though graphic design itself does not only use Corel Draw software. There are several examples of software used in graphic design, namely Photoshop, Adobe Illustrator. The results of this study obtained a new learning method that is ready to be used to teach graphic design material so that it can increase student motivation in the process of teaching and learning activities
Kampanye Konservasi Sungai Di Kuningan Melalui Animasi Pendek Yulyanto; Rika Nugraha; Abi M Rasul
Bulletin of Information Technology (BIT) Vol 3 No 1: Maret 2022
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v3i1.259

Abstract

The increase in population has also resulted in changes in the pattern of people's consumption of water sources, but today there are still many people who are still not aware of maintaining their water sources including rivers, in Kuningan, especially in the Kuningan village area, there are rivers that used to be clean slowly become dirty due to garbage and waste, the purpose of this research is so that the community, especially children, know more about the importance of protecting the environment, especially the rivers around it. The results of this study made a short animated film entitled Tirta & Yahsa "the river is not a trash can" which contains the importance of conserving or preserving rivers, as a media for campaigns and education for the community, especially children to raise awareness about the importance of conserving or preserving rivers. After it was published offline to elementary school children and online on the YouTube channel, it got a very positive response from children and the public in general liked the animation, even from the 26 children who were tested watching it offline 100% all of them liked this animation. and 77% or 20 children were directly affected by starting from small things around them such as cleaning their respective desks and not littering, while 23% or 6 children did not get a direct impact because their desks still looked unclean
PELATIHAN PENGGUNAAN SISTEM INFORMASI POSYANDU MANDIRI DAN PINUNJUL (SIAYUMAJU) UNTUK KADER POSYANDU: Posyandu Cadre Training in the Use of Information Systems for Independent and Pinunjul Posyandu (SiAyuMaju) Kuningan Regency Rio Andriyat; Yulyanto Yulyanto; Zafira Fatsya; Agris Kurniawan
Aptekmas Jurnal Pengabdian pada Masyarakat Vol 5 No 4 (2022): APTEKMAS Volume 5 Nomor 4 2022
Publisher : Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36257/apts.v5i4.6249

Abstract

Information systems can be interpreted as media that can be used for the dissemination of information quickly and accurately to support the smooth operation of the organization's operations and decision making. Posyandu in Kuningan district numbered 1191 posyandu from 376 villages in 32 sub-districts in the city of Kuningan, West Java, in 2021 already implemented information technology in recording maternal and child health. The information system is a medium that can be used for the dissemination of information quickly and accurately to support the smooth operation of the organization's operations and decision making. In 2021, posyandu service activities will start from recording infants and toddlers, recording immunization data, and recording infant and toddler weight which can already be done through the Independent and Pinunjul Posyandu Information System (SiAyuMaju) at the address: http://siayumaju.kuningankab .go.id. In its application, there are problems that make the SiAyuMaju application less than optimal due to several Human Resources (HR) / Posyandu cadres who still do not have competence in mastering and using information and communication technology. This is an obstacle in operating the SiAyuMaju system which is not yet fully optimal. Based on these problems, it is necessary to train posyandu cadres in the use of the Mandiri and Pinunjul (SiAyuMaju) information systems in Kuningan Regency. Keywords: Information System, Posyandu, SiAyuMaju.
Implementasi Algoritma Fisher Yates pada Game 3D Petualangan Menyelamatkan Binatang Yulyanto Yulyanto; Dina Permana Dewi
JEJARING : Jurnal Teknologi dan Manajemen Informatika Vol 5, No 2 (2020)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/jejaring.v5i2.6715

Abstract

Abstrack : Many types of games developed by Indonesian game developers such as action games, fight games, and adventure games. Adventure games that take the theme of animals at this time is suitable to be developed considering the rampant hunting of rare animals that are protected. A good randomization method is very important in the development of an application or game. Many methods of randomization that can be used, one of them is Fisher Yates method or commonly known as Fisher Yates algorithm. The advantages of the Fisher Yates algorithm are the effectiveness of the randomization method and its optimal algorithmic complexity. Fisher Yates Algorithm can randomize the location of an animal object in an animal-saving adventure game. In addition to entertainment Animal adventure game also provides knowledge to the users to recall animals in Indonesia, the existence of these animals is increasingly reduced, because human behavior is caused by the scarcity of animals that must be preserved. Therefore, in this game, the writer implements Fisher Yates algorithm to randomize the location of animals that must be found by the users. This game is built using the software Unity 3D and C# programming language. Based on the test results using the black box method, the features contained in the game can run in accordance with the desired.Keywords : Animals, Fisher Yates Algorithm, Game, Unity 3D
Sistem Pakar Diagnosa Penyakit pada Sapi Berbasis Android Yulyanto M.Kom
NUANSA INFORMATIKA Vol 13, No 1 (2019)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (462.771 KB) | DOI: 10.25134/nuansa.v13i1.1645

Abstract

Handling reproductive disorders at the farm level is still lack due to the less information about the treatment of livestock which has a significant impact on decreasing of meat production. To reduce the impact of reproductive diseases, it is necessary to carry out early detection and treatment to prevent high losses and wider spread of disease. This article describes the application of an expert system that provides a means of consultation that uses an expert's reasoning process in solving complex problems regarding to cow reproductive health. In this study, the Tsukamoto Fuzzy method will be applied to help diagnosing the risk of disease in cattle based on six clinical symptoms. The result of this study is a mobile expert system that will conclude the risk level of endometriosis in cattle. This application is developed based on Android so that it is easy to use and it can be used by farmers to make a diagnosis independently. The result of this expert system testing indicates that this system can determine the level of endometritis risk of cow reproductive disease. Keywords: expert system, android based, fuzzy logic, cow disease
PENGEMBANGAN MEDIA MULTI MEDIA SEBAGAI BAHAN AJAR UNTUK MATA KULIAH ENGLISH COMMUNICATION FOR COMPUTER GRAPHICS (Sebuah Studi Kasus pada Program Studi Desain Komunikasi Visual Fakultas Ilmu Komputer Universitas Kuningan) Roni Nursyamsu; Jerry Dounald Raharjaan; Yulyanto . .
NUANSA INFORMATIKA Vol 15, No 1 (2021)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (809.773 KB) | DOI: 10.25134/nuansa.v15i1.3881

Abstract

The Visual Communication Design Department is one of departments at Faculty of Computer Sciences, Kuningan University which offers English Communication for Computer Graphic courses to 6th semester students. This class requires the development of teaching materials that can help student understanding in studying these courses by collaborating with information technology assistance. Based on the results of observations in the previous semester, when the teaching, lecturer used classical lecture media in the form of power points, it did not provide understanding and interest in student learning.Based on the description above, to overcome the problem of lecturing in the English Communication for Computer Graphic course, the writers try to design multimedia teaching materials that include input material, content focus material, language focus material and tasks. The formulation of the problem in this research is: how to design and develop a multimedia learning media for the English Communication for Computer Graphic course that will be used in the teaching and learning process.The research on the developing multimedia learning in the English Communication for Computer Graphics course uses a Research and Development (RD) research framework. The writers develop software in the form of English learning media for the Visual Communication Design Department. The research process was carried out by developing a product and conducting a validity test. There are many kinds of software that supports use in the process of creating interactive multimedia applications with their own functions. In making interactive multimedia application, they used several software. The software used is as follows: Adobe Photoshop CS3, Adobe Flash CS3, and Adobe Audition 1.5. With this multimedia-based teaching material, it is hoped that students can be actively involved in English lecture activities, especially in the English Communication for Computer Graphic course, and they can easily understand the content of the material provided so that at the end of the lecture students can use spoken English as well as written in their life, especially in understanding and communicating English in certain fields English for Specific Purposes).Keywords: Learning Media, English Communication for Computer Graphic.
Implementasi Metode Sobel pada Pengenalan Teknik Dasar Kendang Berbasis Augmented Reality Yulyanto; Hendric Gunawan
Bulletin of Information Technology (BIT) Vol 4 No 1: Maret 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v4i1.514

Abstract

Kendang or Gendang is a music instrument that form of a long wood, bladdery inside and the hole is covered up with leather to be beaten. Kendang has been known by the Indonesian people since the seventh century and the Sundanese people (West Java) only knew about Kendang around 1584. Kendang has now been used as a means of musical arts education at various school levels, from elementary school up to university. In learning musical arts at school, students are required to know and to play all gamelan instruments. Due to limited tools, the learning process is only by conveying the material without being accompanied by the instrument technique. The impact, students only guess the sound produced by the Kendang without understanding theoretically how the technique to produce sound colors on the Kendang instrument is. This research aims to build an Augmented Reality application to introduce the basic techniques of playing kendang by displaying 3D Kendang animations. The method used to develop system is the RUP (Rational Unified Process) method. The RUP stages include inception, elaboration, construction and transition. UML diagrams are used at the elaboration stage to design the Augmented Reality application that will be created. The Sobel method is used at the construction stage. The result of this research is an Augmented Reality application that displays information about basic kendang techniques with 3D objects. Based on the result of UAT (User Acceptance Test), it shows that this application is accepted by users with a percentage value of 77.2%.