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Perancangan Alat Pencegah Kerumunan Otomatis di Masa COVID-19 Berbasis RFID (Radio Frequency Identification) Agus Juhana
Jurnal Sistem Cerdas Vol. 4 No. 1 (2021)
Publisher : APIC

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37396/jsc.v4i1.116

Abstract

AKB (New Habit Adaptation) requires people, especially in Indonesia to carry out their usual activities by complying with health protocols during the COVID-19 pandemic. The government continues to develop new policies to protect its citizens, including urging the public to avoid crowds wherever they are, including in-office areas. The purpose of this research is to make a system design that can monitor the gathering activities of office employees according to government regulations, namely not filling a room with more than 50% of the maximum capacity of the room. The result of this research is a design of hardware and software as an interface device that can automatically count the number of people in a room with the help of an RFID (Radio-frequency identification) sensor. Besides, this system design is also able to store data of employees who are active in a room and detect their temperature, if the room's capacity is full, the door will automatically be locked and will not accept other employees to enter the room. The hope is that this design can help office management to always supervise points of office space that are often filled with employees so that it also helps the government so that people always avoid crowds.
Pengembangan Game Berpikir Komputasional Berbasis Website Bagi Peserta Didik Kelas IV SDN Margaluyu Tantan Nugraha Tantan; Dian Rinjani; Agus Juhana
WACANA AKADEMIKA: Majalah Ilmiah Kependidikan Vol 7 No 1 (2023): Mei 2023
Publisher : Universitas Sarjanawiyata Tamansiswa

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

Abstract

The research aimed at (1) Introducing the concept of computational thinking to elementary school children using fun media, (2) Designing and developing a website-based computational thinking game, (3) Knowing the feasibility of a website-based computational thinking game in terms of functionality and interface effectiveness through usability testing methods. The type of research conducted was Research and Development (R&D) using the ADDIE model (Analyze), design, development, implementation, and evaluation. However, this research only reached the stage. The fourth is implementation. Usability testing was conducted on 10 class IV students at SDN Margaluyu, Sumedang Regency. The data analysis technique used is a quantitative descriptive technique. The research and development results are in the form of a website-based computational thinking game that gets a decent category with an average rating score of 4.07 from the effects of usability testing.
Training Advertising Video for Multimedia Teachers in Improving the Quality of Skills Competency Tests Maya Purnama Sari; Nala Nandana Undiana; Fenny Puspitasari; Dian Rinjani; Nurhidayatulloh Nurhidayatulloh; Agus Juhana; Dzulya Istiqomah
REKA ELKOMIKA: Jurnal Pengabdian kepada Masyarakat Vol 4, No 2 (2023): REKA ELKOMIKA
Publisher : Institut Teknologi Nasional, Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26760/rekaelkomika.v4i2.174-182

Abstract

This community service program applied a training method to improve teacher skills as the primary source of learning for students in schools in order to cultivate high-quality of high vocational school students so that they can be absorbed by the business and industrial sectors. The training was carried out within a period of three months covering various topics from basic understanding of videography, utilizing video advertisement ideas, video processing techniques and audio processing techniques. The objective of this training was to equip qualified teachers with the ability to foster high-quality vocational students who possess the skills desired by the business and industrial sectors. The training successfully resulted in six teachers who were able to independently create advertising videos, while the other four teachers still required rfurther training to become more accustomed to video production. As a follow-up to this activity, an electronic book accompanied by a video advertisement production tutorial will be developed to support the professional development needs of the participating teachers at SMKN 14 Bandung.
ANALISIS KONTEN ASMR PADA PLATFORM YOUTUBE DI KALANGAN REMAJA Indana Zulfa Oktavia; Agus Juhana
Jurnal Digital Media dan Relationship Vol 5 No 2 (2023): Jurnal Digital Media & Relationship
Publisher : LPPM Universitas Adhirajasa Reswara Sanjaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51977/jdigital.v5i2.1397

Abstract

Sebuah konten ASMR (Autonomous Sensory Meridian Response) menarik bagi sebagian besar remaja yang menonton. Konten ASMR merupakan sesuatu yang bisa menjadi populer akibat dari sensasi yang dirasakan oleh penontonnya setelah menonton video tersebut karena adanya ikatan emosional serta besar pengaruhnya terhadap perkembangan konten. Penelitian ini dilakukan untuk mengetahui daya tarik remaja menonton konten video ASMR dan alasan ketertarikan serta sensasi yang dirasakan. Metode yang digunakan yaitu dengan metode studi literature (SLR) dengan mengkaji beberapa jurnal nasional dan internasional. Selain itu metode yang digunakan adalah analisis data dengan pendekatan kualitatif. Data dan sampel dari penelitian ini yaitu wawancara sepuluh mahasiswa serta beberapa ulasan komentar video ASMR di youtube. Hasil dari penelitian menunjukkan bahwa konten ASMR menjadi daya tarik tersendiri khususnya bagi remaja khususnya mahasiswa dan beberapa orang yang memberikan ulasannya di youtube. Konten ASMR yang mereka sukai berbeda-beda jenisnya sebagian besar menyukai konten ASMR Slime dan juga ASMR Mukbang. Satisfying dan rilex, mengunggah selera, warna makanannya unik, serta suara yang dihasilkan menjadi alasan ketertarikan mereka dalam menyukai konten ASMR. Sehingga sensasi yang dirasakan mereka yaitu rilex, tenang, puas, mengantuk, kecanduan, serta tergiur. Sensasi yang mereka rasakan tergantung jenis konten ASMR yang mereka tonton.
Penerapan Augmented Reality Pada Pembelajaran Biologi Tentang Sirkulasi Darah : Systematic Literature Review Oktaviani, Tasya; Juhana, Agus
JUSTIN (Jurnal Sistem dan Teknologi Informasi) Vol 12, No 1 (2024)
Publisher : Jurusan Informatika Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/justin.v12i1.72287

Abstract

Pembelajaran biologi tentang Sirkulasi darah manusia merupakan pembelajaran yang sulit untuk dipahami. Karena ketika proses pembelajaran berlangsung masih menggunakan media pembelajaran secara tradisional yaitu dengan cara membaca dan menjelaskan. Media pembelajaran tradisional kurang cocok jika diterapkan pada saat ini. Karena, media pembelajaran tradisional ini terkesan monoton dan kurang melibatkan siswa secara aktif yang mengakibatkan sulitnya siswa untuk memahami materi yang sedang dijelaskan karena siswa hanya mengandalkan buku bacaan dan penjelasan dari guru tanpa melihat secara langsung proses sirkulasi darah manusia dapat terjadi. Maka dari itu perlu adanya analisis mengenai penerapan teknologi Augmented Reality sebagai media bantu untuk pembelajaran sirkulasi darah manusia. Metode yang digunakan dalam analisis ini adalah dengan study literature review terhadap pembelajaran biologi tentang sirkulasi darah manusia. Berdasarkan hasil dari 25 jurnal yang telah dianalisis dapat disimpulkan bahwa perlu adanya media bantu untuk pembelajaran biologi tentang sirkulasi darah manusia untuk mempermudah ketika proses pembelajaran berlangsung. Kesimpulan dengan menerapakan teknologi Augmented Reality  memberikan berbagai macam dampak positif seperti dapat mempermudah ketika proses pembelajaran berlangsung, meningkatkan minat dan motivasi belajar siswa.
Perancangan UI/UX Aplikasi Donasi Lembaga Amil Zakat Nasional Rumah Yatim Saepudin, Anwar; Juhana, Agus; Rinjani, Dian
Jurnal Ilmiah IT CIDA Vol 9 No 2: Desember 2023
Publisher : STMIK Amikom Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55635/jic.v9i2.191

Abstract

Perkembangan teknologi yang pesat di Indonesia telah mengubah pola aktivitas dan kebiasaan masyarakat. Kemajuan teknologi, khususnya dalam User Interface (UI) dan User Experience (UX), memungkinkan optimalisasi tampilan dan penggunaan produk digital serta internet. Fokus penelitian ini adalah merancang UI/UX Aplikasi Donasi untuk Rumah Yatim, Lembaga Amil Zakat Nasional, agar mempermudah masyarakat dalam berdonasi dan meningkatkan kesadaran terhadap lembaga tersebut. Metode penelitian yang digunakan adalah Design Thinking, mencakup tahap Empati, Penetapan, Ide, Prorotipe, dan Uji Coba. Hasil perancangan UI/UX aplikasi donasi adalah sebuah prototype yang dapat dikembangkan menjadi aplikasi mobile. Pengujian prototype dilakukan dengan menilai learnability, efficiency, dan memorability, dengan hasil mencapai 81.2% dalam kategori "Sangat layak" dari total nilai yang diperoleh dari kuisioner yang diisi oleh 25 responden. Penelitian ini bertujuan memberikan kontribusi positif terhadap kemudahan berdonasi dan pengetahuan masyarakat terhadap Rumah Yatim melalui pemanfaatan teknologi UI/UX yang optimal.
Exploring Research Approaches and Methodologies in Multimedia: Digital Media, Game Development, Visual Communication Design, Broadcasting, and Animation Juhana, Agus; Anggelika, Laura; Azis, Farhan Abdul
Jurnal Pendidikan Multimedia (Edsence) Volume 6 No 2 (December 2024)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v6i2.76393

Abstract

Research methods are structured procedures designed to address research problems and provide effective solutions. In the multimedia field, researchers often rely on standardized methods, regardless of the specific sub-discipline under investigation. For example, the Multimedia Development Life Cycle (MDLC) is among the most commonly used methodologies. However, the diversity of research areas within multimedia—spanning Digital Media, Game Development, Visual Communication Design, Broadcasting, and Animation—requires tailored and specialized approaches to ensure that research outcomes are precise, impactful, and contextually relevant. This study systematically reviews various research methodologies in the multimedia field by analyzing relevant articles and literature. The results present a comprehensive mapping of diverse approaches and methodologies, categorized according to specific subfields within multimedia. This analysis aims to assist academics, researchers, and professionals in selecting methodologies that align with their research objectives, thereby enhancing the quality and specificity of research outputs.
Implementasi Revolusi Industri 5.0 pada Pengabdian Masyarakat Bidang Teknologi di Yayasan Rumah Yatim Arrohman Lodaya Farisi, Farhan Siddiq Al; Ahdini, Allifia; Fitriyani , Anisa; Pradeka, Deden; Juhana, Agus; Hendriyana, Hendriyana
Jurnal Pengabdian kepada Masyarakat UBJ Vol. 7 No. 2 (2024): June - December 2024
Publisher : Lembaga Penelitian Pengabdian kepada Masyarakat dan Publikasi Universitas Bhayangkara Jakarta Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31599/shdg6871

Abstract

In light of the swift advancement of technology, individuals are compelled to see current technological innovations as a means to enhance and maximize the overall standard of living. One potential approach to societal advancement involves achieving a harmonious equilibrium between technology and social life. Nevertheless, it is important to acknowledge that not all strata of society possess the capacity to effectively adjust to these transformations. In light of this, it is imperative to implement pedagogical strategies and instructional approaches. The instructional and educational activities were conducted at Ar-Rohman Orphanage in Bandung, serving as a means to facilitate community adaptation. This particular exercise is comprised of three distinct stages. The initial phase involves the compilation of the teaching syllabus required for the teaching and training procedures. Subsequently, the second phase encompasses the implementation of teaching and training activities, along with the assessment of participants' comprehension. Finally, the third phase entails the execution of a concluding evaluation. The pupils of Ar-Rohman Orphanage engage in community service activities that involve teaching and training. These activities enable them to effectively manage the integration of technology into their social lives, namely through fostering the development of problem-solving and critical thinking abilities.
A Literature Review: Examining Visual Design and Multimedia Elements Role in Fighting Misinformation and Strengthening Media Trust Arbi, Hafiz; Juhana, Agus
IC-ITECHS Vol 5 No 1 (2024): IC-ITECHS
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/ic-itechs.v5i1.1534

Abstract

The development of digital media has presented new challenges in maintaining the credibility of information, especially amidst the increasing prevalence of misinformation and hoaxes that spread rapidly through social platforms. This study aims to explore how visual design and multimedia elements can contribute to building audience trust in media and encouraging engagement in disseminating credible information. Using the Systematic Literature Review (SLR) method, the research follows a selection procedure based on PRISMA 2020 guidelines to ensure the validity and quality of the included studies. From 20 articles that meet the inclusion criteria, the key findings indicate that consistent and aesthetically pleasing visual design, particularly those capable of touching the emotional aspects of the audience, plays a crucial role in enhancing media credibility and brand loyalty. Additionally, interactive multimedia approaches, such as dynamic infographics and narrative-based short videos, not only capture audience interest but also strengthen their intention to share credible information. This study concludes that the application of strong visual elements and emotion-based multimedia strategies can help counter misinformation by strengthening media brand equity. Recommendations for future research include developing interactive designs that can educate audiences in identifying credible information and collaborating with media professionals to ensure broader impact. These findings provide practical guidance for media in integrating visual design as an effective tool to build trust and enhance information literacy in the digital age.
Seni Post-Internet dan Pengaruhnya terhadap Persepsi Kesehatan Mental Remaja Salmalika savita; Agus Juhana
Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain Vol. 2 No. 1 (2025): Januari : Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain
Publisher : Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/realisasi.v2i1.492

Abstract

Digital art communities on the internet connect artists, creators, and art enthusiasts globally to share and discuss digital artworks. Through platforms like Facebook, Instagram, Discord, and Pinterest, artists can showcase their work to an international audience, strengthening social connections and supporting mental health. Art, including digital art, helps teenagers express themselves, communicate, and grow emotionally and socially. Additionally, technology in art therapy creates enjoyable experiences that foster creativity. This study uses systematic literature review (SLR) to gather relevant evidence, but research on the use of digital media in art therapy for teenagers with diverse issues is still limited, requiring further exploration. The study also highlights global interest in the relationship between art, technology, and adolescent development, emphasizing the great potential of art and technology in improving social and emotional well-being.