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ADOPTION AUGMENTED REALITY FOR THE DEVELOPMENT OF MEDIA SOCIALIZATION DRUG ABUSE PREVENTION Shovi Firdaus; Rohman Dijaya; Suprianto Suprianto
JURTEKSI (Jurnal Teknologi dan Sistem Informasi) Vol 9, No 3 (2023): Juni 2023
Publisher : STMIK Royal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/jurteksi.v9i3.2451

Abstract

Abstract: Drug abuse in Indonesia is currently very worrying because of the lack of information and knowledge about the risks posed by drug abuse. Much information about drug abuse prevention is disseminated through various media such as films, seminars, training, and guidance groups. This study aims to create drug counseling media that uses 3D technology and is created through the Blender 3D tool, by combining text, audio, and video. 3D models of Image objects are represented by Augmented Reality (AR) technology. Application development is made using the MDLC (Multimedia Development Life Cycle) method. The results of this study are the development of an Augmented Reality application for social media for drug abuse using the Trilib Technique, which is a cross-platform 3D model importer. Keywords: Augmented Reality; Drugs; Blender; Trilib; MDLC Abstrak: Penyalahgunaan narkoba di Indonesia saat ini sangat mengkhawatirkan karena kurangnya informasi dan pengetahuan tentang risiko yang ditimbulkan oleh penyalahgunaan narkoba. Banyak informasi tentang pencegahan penyalahgunaan narkoba disebarkan melalui berbagai media seperti film, seminar, pelatihan, dan kelompok bimbingan. Penelitian ini bertujuan untuk menciptakan media penyuluhan narkoba yang menggunakan teknologi 3D dan dibuat melalui perangkat Blender 3D, dengan menggabungkan teks, audio, dan video. Model 3D objek figur direpresentasikan dengan teknologi Augmented Reality (AR). Pengembangan aplikasi dibuat dengan menggunakan metode MDLC (Multimedia Development Life Cycle). Hasil pada penelitian ini merupakan sebuah pengembangan aplikasi Augmented Reality untuk media sosialiasi penyalahgunaan narkoba dengan menggunakan Teknik Trilib yang merupakan importir model 3d secara runtime dengan lintas platform. Kata kunci: Augmented Reality; Narkoba; Blender; Trilib; MDLC
APLIKASI CONTACT TRACING SECARA ORANG-KE-ORANG BERBASIS ANDROID PADA PANDEMI COVID-19 DI INDONESIA Mochammad Naufal Nibros; Irwan Alnarus Kautsar; Suprianto Suprianto
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 8, No 3 (2023)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v8i3.4033

Abstract

Pandemi Covid-19 telah menimbulkan berbagai masalah di seluruh dunia, termasuk di Indonesia. WHO menerbitkan program lockdown yang bertujuan mencegah dan memutus mata rantai penularan penyakit ini. Namun masih terdapat kegiatan penting bagi masyarakat yang mengharuskan mereka beraktivitas di luar rumah. Untuk mengatasi masalah tersebut, dibutuhkan sebuah media informasi dalam pemantauan dan pelacakan orang yang terinfeksi atau pernah terpapar virus. Dalam permasalahan tersebut lebih efektif menggunakan aplikasi pelacakan kontak digital dengan cara menandai pengguna jika saling bertemu (orang-ke-orang). Pola orang-ke-orang dalam aplikasi kontak digital menggunakan teknologi barcode untuk merekam interaksi pengguna dan mengumpulkan data mengenai waktu dan durasi interaksi. Data yang terkumpul kemudian diproses dan dianalisis untuk menentukan tingkat risiko infeksi bagi setiap pengguna. Aplikasi akan memberikan informasi history contact kepada pengguna dan memberikan akses data kepada stakeholder yang membutuhkan data contact tracing. Dalam penelitian ini, penulis merancang aplikasi pelacakan kontak digital pola orang-ke-orang dengan menggunakan metode waterfall. Adapun hasil dari riset yaitu terciptanya sistem untuk memudahkan pelacakan kontak digital berbasis Android yang berjalan dengan baik.
Perancangan aplikasi pengenalan ikon wisata kota surabaya berbasis augmented reality Illusyia Insyiroh; Cindy Taurusta; Suprianto Suprianto
Jurnal Pendidikan Informatika dan Sains Vol. 12 No. 1 (2023): Jurnal Pendidikan Informatika dan Sains
Publisher : IKIP PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/saintek.v12i1.5825

Abstract

Kota Surabaya memiliki banyak tempat yang dapat dikunjungi oleh wisatawan. Namun media informasi untuk tempat wisata di kota Surabaya kurang dapat menarik wisatawan berkunjung, maka dari itu diperlukan adanya teknologi baru dengan menggunakan teknologi Augmented Reality sebagai media pengenalan yang interaktif dan menarik sebagai media promosi. Teknologi augmented reality pada penelitian ini menggunakan metode marker based tracking. Hasil penelitian ini mengimplementasikan Augmented Reality untuk pengenalan tempat wisata di kota Surabaya serta membantu wisatawan dengan mudah menemukan informasi dan preferensi saat mengunjungi destinasi wisata. Hasil pengujian aplikasi ini telah diuji dengan menggunakan metode black-box testing dan sampai dengan 20 responden mendapatkan hasil 97,1% yang menunjukkan sangat baik dan layak digunakan, sehingga aplikasi yang dikembangkan sesuai dengan harapan. 
Pengenalan area spot wisata jakarta berbasis augmented reality Shafa Hayu Apsari; Cindy Taurusta; Suprianto Suprianto
Jurnal Pendidikan Informatika dan Sains Vol. 12 No. 1 (2023): Jurnal Pendidikan Informatika dan Sains
Publisher : IKIP PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/saintek.v12i1.5985

Abstract

Ada banyak tempat wisata  menarik di Jakarta. Namun, alat promosi  informasi wisata di jejaring sosial kurang menarik dan kurang dapat membantu wisatawan untuk datang berkunjung. Maka dari itu diperlukan sebuah teknologi baru yang lebih unggul sebagai daya tarik wisatawan. Penelitian ini bertujuan untuk memanfaatkan teknologi augmented reality sebagai alat promosi tempat wisata di Jakarta agar lebih menarik dan interaktif. Dengan adanya teknologi AR wisatawan dapat melihat objek wisata secara virtual dalam bentuk visualisasi 3D. Dengan menggunakan teknologi AR dapat meningkatkan keinginan untuk mengunjungi tempat-tempat wisata di Jakarta. Penggunaan teknologi AR pada penelitian ini menggunakan metode marker based tracking. Penelitian ini telah melakukan pengujian blackbox sehingga aplikasi ini dapat dijalankan dengan baik. Hasil penelitian ini berupa aplikasi pengenalan area spot wisata di Jakarta yang diharapkan dapat mempromosikan tempat wisata yang ada di Jakarta secara menarik kepada pengguna.
Bahan Ajar Multimedia Interaktif Kewirausahaan SMK Menggunakan model Pembelajaran Problem Based Learning Yulian Findawati; Suprianto
Jurnal Nasional Teknik Elektro dan Teknologi Informasi Vol 3 No 4: November 2014
Publisher : Departemen Teknik Elektro dan Teknologi Informasi, Fakultas Teknik, Universitas Gadjah Mada

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (526.179 KB)

Abstract

Currently there are no alternative materials other than text book teaching entrepreneurship. In this study the authors will mengembangankan interactive multimedia teaching materials entrepreneurship in vocational class X as an alternative teaching materials entrepreneurship. The Interactive Multimedia Instructional Materials using the Problem Based Learning approach in the form of learning method that uses problems as a first step in collecting and integrating new knowledge based on experience . Where the Problem Based Learning approach will be built in the form of interactive multimedia using Macromedia Flash MX . In accordance with the terminology used is problem based learning or problembased learning , the interactive multimedia teaching materials is an interactive multimedia teaching materials teaching materials the user to position for the character / characters prospective entrepreneurs who will know and solve the problem in which entrepreneurship tailored to the vocational curriculum class X. Interactive multimedia teaching materials testing will be conducted using a questionnaire by media expert and expert due diligence expected materi.upaya interactive multimedia instructional materials that are built to attract students to alternative learning entrepreneurship With the validation performed by media specialists and materials experts as efforts are expected to test the feasibility of an interactive multimedia instructional materials that are built to attract students to learn entrepreneurial
Analisis Kehadiran Pemilih di Tempat Pemungutan Suara Pada Pemilihan Presiden dengan Menggunakan Algoritma C4.5 (Studi Kasus di Desa Wonokasian Sidoarjo) Wahidiyah Kurniawati; Arif Senja Fitrani; Sukma Aji; Suprianto Suprianto
Journal of Electrical Engineering Vol. 1 No. 1 (2024): April
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/jte.v1i1.2475

Abstract

Pemilihan umum diadakan setiap lima tahun dimana seluruh warga negara Indonesia berpartisipasi sebagai bagian dari proses demokrasi. Partisipasi warga negara penting untuk menggunakan hak pilihnya dalam memilih pemimpin saat pelaksanaan pemilu. Meningkatnya jumlah pemilih yang mengikuti pemilu dapat dijadikan sebagai patokan keberhasilan pemilu. Peneliti akan menguji klasifikasi berdasarkan data penduduk pemilu yang diperoleh dari Desa Wonokasian tahun 2019 menggunakan metode data mining C4.5. Variabel yang digunakan adalah Jumlah KK, Asal Penduduk, Kategori, Status, RT, TPS, Lokasi, Hadir (keluarga) dan Hadir. Hasil dari penelitian berikut menggunakan weka sehingga memudahkan bagi masyarakat desa mengetahui data pemilu antara yang hadir maupun tidak hadir. Dari hasil klasifikasi pada metode C4.5 untuk mengklasifikasi status kehadiran dari dataset 1.700, diperoleh tingkat kebenaran sebesar 91,94% dan tingkat kesalahan sebesar 8,05%.
PENGEMBANGAN PENGENDALI PERANGKAT ELEKTRONIK DENGAN NODEMCU MELALUI BOT TELEGRAM M. Purnomo Adji Saputro; Irwan Alnarus Kautsar; Arif Senja Fitrani; Suprianto Suprianto
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 7 No 1 (2024)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v7i1.1237

Abstract

In the era of continuing globalization, technological progress is increasingly rapid and motivates people to compete in creating the latest breakthroughs. In this digitalization era, many innovations have emerged that can be maximized in everyday life, one of which is maximizing the Internet of Things with the Telegram application which can controlled via NodeMCU, which is an IoT-based open-source microcontroller that offers extraordinary flexibility and NodeMCU acts as a microcontroller that allows management of electronic devices, connected to Telegram bots operated by programmed software. In the research above, the author used the SDLC approach with the Waterfall method. This research discusses the development of controlling electronic devices with nodemcu via telegram bots as well as knowing the measurement of electrical power consumption when using them. The conclusion of this research shows that building a controller to control IoT-based electronic devices using an Android smartphone provides significant benefits. With this system, users can control devices remotely and at any time without having to approach a physical switch, very useful especially in multi-story buildings. Apart from that, this system also allows real-time measurement of electrical energy consumption, allowing users to monitor power consumption on electronic devices via Telegram bots
Firework Launcher Application System In Dangdut Orches Show Using Arduino Based On Android: Sistem Aplikasi Pemantik Kembang Api (Firework Launcher Application System) Pada Pertunjukan Orkes Dangdut Menggunakan Arduino Berbasis Android Bagus Permadi Putra; Suprianto
Academia Open Vol. 5 (2021): December
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/acopen.5.2021.2068

Abstract

One of the current trending phenomena is performances or celebratory activities that are enlivened by lighting fireworks. The ignition of fireworks is usually done using a remote firework lighter (firing system) or even manually if the lighter is having problems/not working. It is still possible for operator accidents to be burned by fireworks. In addition to security issues, remote fireworks lighters are quite expensive. Therefore, to avoid security problems and the relatively high price, it is necessary to create or build a firework launcher system that is safe and inexpensive. The purpose of this study is to create a firework launcher application system for dangdut orchestra performances using an Android-based Arduino. In this study, an application has been produced that can make it easier for operators of fireworks lighters in dangdut orchestras to light fireworks more safely and cheaply. This application has been running smoothly and without problems. The benefit of this research is that the results of this application design can be used as a reference for other related research in the future.
Economic Transformation through Agricultural Diversification to Improve Farmers' Welfare: Transformasi Ekonomi Melalui Diversifikasi Pertanian Guna Peningkatan Kesejahteraan Petani Suprianto Suprianto; Syahfrizka Dyah Nazwa Umbara; Rieko Dita Hermawati
Academia Open Vol. 10 No. 1 (2025): June
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/acopen.10.2025.10888

Abstract

General Background: Agricultural transformation plays a critical role in driving economic development, particularly in rural areas. Specific Background: In Indonesia, the agricultural sector remains dominated by monoculture practices, limiting income diversification and resilience among farmers. Knowledge Gap: However, limited studies have examined how agricultural diversification specifically contributes to farmers’ welfare within regional economic development frameworks. Aims: This study aims to analyze the role of agricultural diversification in transforming local economies and improving the welfare of farmers. Results: The findings show that diversification increases productivity, enhances household income stability, and fosters resilience against price and climate shocks. It also supports the growth of rural agro-industries and market accessibility. Novelty: This study uniquely integrates socio-economic indicators with regional development models to demonstrate how diversification directly contributes to sustainable livelihood strategies. Implications: The research implies that policy frameworks should prioritize diversification strategies to achieve inclusive rural development and long-term welfare improvements for agricultural communities. Highlights : Diversification boosts income stability and resilience. It links agriculture with rural industrial growth. Policy support is crucial for sustainable impact. Keywords: Agricultural Diversification, Rural Development, Farmer Welfare, Economic Transformation, Indonesia
Relationship Analysis Economic Growth and Unemployment Rate in East Java: Okun's Curve Anomaly Before and After the COVID-19 Pandemic: Analisis Hubungan Pertumbuhan Ekonomi dan Tingkat Pengangguran di Jawa Timur: Anomali Kurva Okun Sebelum dan Sesudah Pandemi COVID-19 Suprianto Suprianto; Muchammad Luthfi Affandy; Royhan Faradis; Muhamad Maulana Musafir
Academia Open Vol. 11 No. 1 (2026): June
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/acopen.11.2026.12750

Abstract

Economic growth and unemployment rates are two macroeconomic indicators used to measure the government's success in improving the welfare of the people. Low economic growth will lead to high unemployment rates, which is in line with Okun's law. Over the past two years, East Java's economic growth has contracted but has not been accompanied by a decline in unemployment rates. This is interesting considering that reality does not align with theory. This study aims to examine the consistency of Okun's law with reality both before and after the COVID-19 pandemic. What is interesting about this study is that the COVID-19 pandemic has significantly changed the economy of East Java. This reality has actually improved the relationship between economic growth and unemployment rates. Based on Pearson's correlation coefficient, an inverse relationship was found between the pre- and post-pandemic periods. Therefore, it can be concluded that external interventions such as a pandemic can improve the relationship between the two variables to an appropriate level. The implications of these findings indicate that post-pandemic economic recovery needs to be directed towards strengthening labour-intensive sectors that absorb a large workforce. Policies to develop MSMEs, downstreaming, and improving skills after the pandemic could be the key to making East Java's economic growth more inclusive while reducing unemployment. Highlights: Tests Okun’s law consistency in East Java before and after COVID-19. Finds inverse correlation between growth and unemployment post-pandemic. Recommends post-pandemic recovery through labour-intensive and MSME sectors. Keywords: Economic Growth, Open Unemployment Rate, Okun's Curve, Pandemic, Pearson