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Web-Based Monitoring Information System Project Administration (Case Study PT PJB Services) Ivan Aries Rizaldy; Suprianto Suprianto
Procedia of Engineering and Life Science Vol 3 (2022): Proceedings of the 5th Seminar Nasional Sains 2022
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/pels.v3i0.1376

Abstract

PT PJB Services is a company engaged in power generation to provide operation and maintenance services for power generation units. In the process of carrying out its work, monitoring is needed, which is used for the benefit of project management so that the work carried out can be completed as expected so that employees can monitor the project's progress. The objectives of this study include facilitating the process of reporting project developments through the application website, minimizing errors in inputting monitoring updates in the project development process when data synchronization is carried out and integrating monitoring in the Niaga Project Division at PT PJB Services. In the development of this research, the researcher uses the BlackBox method, where the method is focused on the functionality side, especially on the input and output of the application; where this test is carried out at the end of making the application to find out whether the application can function correctly. The results obtained in this study are that the project administration monitoring information system can facilitate reporting of project administration monitoring data when needed and can assist in processing project data development and facilitate project monitoring in making decisions on project management.
Visualisasi Ruangan Dalam Piramida Mesir Menggunakan Augmented Reality Bramatya Mahendra V.N; Suprianto Suprianto; Hindarto Hindarto
Jurnal Algoritma Vol 20 No 1 (2023): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.20-1.1261

Abstract

The pyramid is a pyramid-shaped building made of large, sturdy stones. The pyramids are always associated with the country of Egypt, which is indeed the country of origin for the emergence of the pyramid building which is a historical heritage building. Lack of information about the Egyptian pyramids makes it difficult for some people to know the contents and functions of the pyramids. To describe or visualize this building, researchers use Augmented Reality technology as a way to display an overview of the contents of the Egyptian pyramids formed with a 3D model that aims as a medium to make it easier for the public to find information about Egyptian buildings. The method used in this study is the Multimedia Development Life Cycle (MDLC) which consists of Concept, Design, Material Collecting, Assembly, Testing, Distribution. In this study, researchers contributed to creating and developing an Augmented Reality application to introduce interior space in Egyptian buildings made in 3D using the Sketch Up tool. The results of this study are an android-based application that contains visualizations of the Egyptian pyramids and the rooms in the Egyptian pyramids and information about these buildings.
Rancang Bangun Aplikasi Augmented Reality sebagai Media Promosi Penjualan Model Kontainer Adisya Ayustina; Suprianto Suprianto; Hindarto Hindarto
Jurnal Algoritma Vol 20 No 1 (2023): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.20-1.1264

Abstract

In the current technological era, computer technology is increasingly dominating, the role of the computer has now shifted from being used as a calculating machine, now it has penetrated the business world. Many business processes of business owners utilize information technology as an effective and attractive promotional medium. One of them on the CV. PAS TIM is still promoting in general, namely by displaying 2D images using magazines. Therefore the research created a promotional media application program based on augmented reality, where the application functions as a sales promotion media for container models by displaying 3D objects on samples that have been installed with markers, so that with the application of augmented reality technology this makes an attractive promotional media. The methodology used is MDLC (Multimedia Development Life Cycle) which has several stages including concept, design, material collecting, assembly, testing and distribution. Then alpha testing using the Black Box Testing method. From the results of this design, it produces an augmented reality-based sales promotion media application that is interactive, effective and can attract the interest of potential customers.
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
Prediksi Penyakit Stroke Menggunakan Metode Random Forest Priyo Wahyu Setiyo Aji; S Suprianto; Rohman Dijaya
Kesatria : Jurnal Penerapan Sistem Informasi (Komputer dan Manajemen) Vol 4, No 4 (2023): Edisi Oktober
Publisher : LPPM STIKOM Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/kesatria.v4i4.242

Abstract

Stroke is a medical condition classified under cerebrovascular diseases, which involve disruptions in the blood vessels of the brain. In a stroke, there is a blockage or rupture of brain blood vessels, leading to an interruption in the blood supply to specific brain regions. This can result in brain damage and symptoms related to brain functions, such as speech impairments, movements, and other functions. Nowadays, technology is advancing rapidly, greatly benefiting the medical community. One example is the development of artificial intelligence-powered programs for stroke detection. In this research, data was sourced from Kaggle.com, and the researchers utilized the random forest machine learning method. Random Forest combines independent decision trees originating from the same distribution, where the final prediction outcome is determined through a voting process. This research involved several stages, including preprocessing, processing, and evaluation. The research yielded an accuracy of 99%.
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%.