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PERBANDINGAN KUALITAS CITRA PADA TIGA SOFTWARE VIDEO -, Harmastuti; Setyowati, Dwi; Prasetyo, Panggih Cahyo; Widhiatmoko, Mahendra Kurnia
JURNAL TEKNOLOGI TECHNOSCIENTIA Technoscientia Vol 11 No 2 Februari 2019
Publisher : Lembaga Penelitian & Pengabdian Kepada Masyarakat (LPPM), IST AKPRIND Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34151/technoscientia.v11i2.1111

Abstract

The development of information technology is currently very rapid, can be seen in the real world how important the use of video, such as in the field of advertising, entertainment, business and no less important in the field of education for the delivery of learning information which all require a clear and attractive display. In this study, we will examine a comparison of three video software on image quality, image sharpness, brightness and audio effects in Windows Live Movie Maker, VideoSpin and Movavi Video. The research conducted made the video using the three software on the NTSC video format, AVI file type, resolution (720x480), 4:3 Pixel ratio, Standard D1 aspect ratio (0.09), 1500 kbps bit rate, 29.97fps frame rate with Audio: Stereo Channels, 48,000 HZ sample rate, 2.2 minutes duration. The samples were taken by the HMJ activities (HIMAKOM), namely graphic science competitions, sports, the introduction of new software training students, data used by static photos. For testing, questionnaires were collected on 43 respondents, students, majoring in Computer Systems and Statistics to assess the results of the video from the three video software and then tested with Anova to find out which one was better. From the results of the calculation of respondents' data, the average respondents liked the Movavi Video software with an image quality value of 89.2, sharpness of images 88.103, audio effects 83.333 and after being tested using Anova software Movavi Video analysis was better. It was concluded in this study that Movavi Video software could be a consideration to choose from in making videos.
PEMANFAATAN WEBSITE INTERAKTIF DALAM RANGKA MEMPERMUDAH PENGENALAN DAN PENINGKATAN DAYA TARIK WISATA DI KABUPATEN BANTUL Setyowati, Dwi
JURNAL TEKNOLOGI TECHNOSCIENTIA Academia Ista Vol 11 Edisi Khusus Oktober 2006
Publisher : Lembaga Penelitian & Pengabdian Kepada Masyarakat (LPPM), IST AKPRIND Yogyakarta

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Abstract

Nowadays, the fast technology development asked everyone who is able to pro-active in information technology, especially in information system development based on web. Information which is completed by visualization and animation can be easier understood by users. Interactive website is made to make easier the introduction and improvement of tourism interest in Bantul by using Macromedia Firework application program that is used for animation, programming language for PHP and data base server using MySQL ,Adobe Photoshop is used for picture editin. This interactive website is Bantul tourism communication media that based on web. It is able to make easier for all tourism stakeholders to know, to be familiar with, to understand data and Bantul tourism characteristics will be easy to be accessed by stakeholders or tuorists, both foreign and local tourists. The result of making website is to increase the numbers of tourists who visit to Bantul, this caused the increasing of society prosperity, especially society around tourist resort. The activities of tourism included souvenir, stall, special food, culture, transportation and labors
Pengaruh Model Pembelajaran Role Playing Terhadap Hasil Belajar Bahasa Indonesia Siswa SDN Asemrowo II Setyowati, Dwi; Kartikasari, Erlin; Nuryasana, Endang
Trapsila: Jurnal Pendidikan Dasar Vol 2, No 01 (2020)
Publisher : Fakultas Bahasa dan Sains, Universitas Wijaya Kusuma Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30742/tpd.v2i01.865

Abstract

The purpose of this study was to determine the effect of role playing learning models on student learning outcomes in Indonesian 8 Theme areas where I live in fiction stories grade 4 SDN Asemrowo II Surabaya. This research using is quantitative research using quasi experimental research designs. The sample used in this study is nonprability sampling with saturated sampling so that all student used as sample, all classes 4 consisting classes A and B. Class A was chosen as the control class dan class B was chosen as the experimental class, each class containing 25 student. The research instrument used was a test (pretest and posttest). The result of data analysis obtained from the independent t test are sig (2 tailed = 0,000) < É‘ 0, 05) it means that Ho is rejected dan HÉ‘ is accepted, Role Playing learing model influences student learning outcomes.
REPRESENTASI OBJEK 3D MENGGUNAKAN TEKNIK RENDERING RAY-TRACING DAN RADIOSITY -, Harmastuti; Setyowati, Dwi
JURNAL TEKNOLOGI TECHNOSCIENTIA Technoscientia Vol 13 No 2 Februari 2021
Publisher : Lembaga Penelitian & Pengabdian Kepada Masyarakat (LPPM), IST AKPRIND Yogyakarta

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Abstract

Representasi objek 3D dapat dilakukan dalam beberapa cara diantaranya menggunakan teknik rendering ray-tracing dan Radiosity. Radiosity dan ray-tracing adalah teknik rendering untuk menampilkan citra 3D pada layar tampilan 2D yang mensimulasi perjalanan sinar cahaya yang bergerak di dunia nyata. Dalam dunia nyata pancaran sinar dari sumber cahaya akan mengiluminasi permukaan objek. Dalam artikel ini dibahas representasi 3D dengan teknik rendering ray-tracing dan radiosity pada objek bola, kerucut, dan box. Objek berada di luar dan di dalam ruangan. Setelah objek dipilih, permukaan objek yang akan dimunculkan pada display diberi efek pencahayaan dengan teknik rendering ray-tracing dan radiosity. Selanjutnya dianalisis perbedaan dan kesamaan hasil rendering objek menggunakan perangkat lunak POV-Ray. Hasil analisis objek 3D yang tersusun di dalam ruangan adalah kecepatan rendering menggunakan teknik ray-tracing sebesar 2,15 detik dan radiosity sebesar 12,42 detik. Proses rendering objek menggunakan teknik radiosity memerlukan memori lebih besar dibandingkan ray-tracing.
REPRESENTASI OBJEK 3D MENGGUNAKAN TEKNIK RENDERING RAY-TRACING DAN RADIOSITY -, Harmastuti; Setyowati, Dwi
JURNAL TEKNOLOGI TECHNOSCIENTIA Technoscientia Vol 13 No 2 Februari 2021
Publisher : Lembaga Penelitian & Pengabdian Kepada Masyarakat (LPPM), IST AKPRIND Yogyakarta

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Abstract

Representasi objek 3D dapat dilakukan dalam beberapa cara diantaranya menggunakan teknik rendering ray-tracing dan Radiosity. Radiosity dan ray-tracing adalah teknik rendering untuk menampilkan citra 3D pada layar tampilan 2D yang mensimulasi perjalanan sinar cahaya yang bergerak di dunia nyata. Dalam dunia nyata pancaran sinar dari sumber cahaya akan mengiluminasi permukaan objek. Dalam artikel ini dibahas representasi 3D dengan teknik rendering ray-tracing dan radiosity pada objek bola, kerucut, dan box. Objek berada di luar dan di dalam ruangan. Setelah objek dipilih, permukaan objek yang akan dimunculkan pada display diberi efek pencahayaan dengan teknik rendering ray-tracing dan radiosity. Selanjutnya dianalisis perbedaan dan kesamaan hasil rendering objek menggunakan perangkat lunak POV-Ray. Hasil analisis objek 3D yang tersusun di dalam ruangan adalah kecepatan rendering menggunakan teknik ray-tracing sebesar 2,15 detik dan radiosity sebesar 12,42 detik. Proses rendering objek menggunakan teknik radiosity memerlukan memori lebih besar dibandingkan ray-tracing.
Peningkatan Promosi Produk Melalui Sarana Fotografi Produk dan Editing Foto Ustyannie, Windyaning; Asih, Endang Widuri; Mawadati, Argaditia; Sulistyaningsih, Eka; Wibowo, Agus Hindarto; Sekarjati, Kartinasari Ayuhikmatin; Setyowati, Dwi; Zaitunnah, Anis
DHARMA BAKTI Dharma Bakti-Vol 5 No 1-April 2022
Publisher : LPPM IST AKPRIND Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34151/dharma.v5i1.3923

Abstract

OK OC ADMA Yogyakarta is a social movement for job creation. The entrepreneurship andpeople's economy movement initiated by OK OC ADMA aims to be able to createindependence and a lot of jobs for the people of Indonesia. In addition, OK OC ADMAYogyakarta provides business stalls for entrepreneurs based on IT and provides businesscoaching and training as well as entrepreneurship guidance. However, the members of OKOC ADMA Yogyakarta still have limited knowledge in product photos and the applicationof technology, especially the creation of social media content to make it easier for membersto promote their business products. So, in this community service activity, counseling isgiven to members about the science of product photography and the photo editing processusing a smartphone so that it becomes content that can be a promotional media. The methodused for the first time was counseling OK OC ADMA members about the importance ofproduct photos and digital promotions to increase sales. After knowing the theory, thetraining participants applied product photo techniques using cellphones and registered forsocial media, such as Facebook Business and Instagram. Then the participants download aphoto editing application and start creating content using the product photos they alreadyhave. From the results of the counseling carried out by the service, product photos and thecreation of promotional content can be done independently in the future. Product photos andphoto editing so that they become promotional content can ease the burden on entrepreneursin promoting all over through online media, which can indirectly help increase the reach oftheir product promotions.
Menyusun Materi Presentasi Berbasis Video Menggunakan Video Editor Harmastuti; Setyowati, Dwi; Ustyannie, Windyaning
DHARMA BAKTI Dharma Bakti-Vol 6 No 2-Oktober 2023
Publisher : LPPM IST AKPRIND Yogyakarta

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Abstract

Presentasi berbasis video (video presentation) adalah jenis presentasi yang menggunakan media audio visual berupa video seperti penyampaian pesan atau ide atau gagasan. Juga sering digunakan untuk mempresentasikan sebuah produk atau ide mengenai sesuatu hal seperti promosi, video klip, pembelajaran. Sesuai komitmen Madrasah Aliyah Negeri 2 (MAN 2) Bantul ingin membekali pengetahuan soft skill dan hard skill berbasis digital siswanya terutama klas multimedia tentang penyusunan video. Dipilihnya pengetahuan video, karena video dipandang lebih efektif dan tidak membosankan untuk presentasi. Oleh karenanya MAN 2 Bantul bersama Jurusan Rekayasa Sistem Komputer melalui LPPM IST AKPRIND Yogyakarta, melakukan pelatihan menambah ketrampilan untuk siswanya klas multimedia, salah satunya editing video baik untuk presentasi materi pembelajaran, membuat compeny profile, atau lainnya. Pada artikel ini diberikan pelatihan menyusun presentasi berbasis video, dengan praktek langsung pada siswa cara menyusun video, kelengkapan yang perlu disiapkan seperti file photo, narasi, music atau video jadi hasil rekaman yang akan diedit sebelum memulai membuat videonya. Perangkat lunak yang digunakan dalam artikel ini adalah video editor dari windows. Hasil pelatihan siswa dapat menyiapkan materi yang diperlukan untuk menyusun dan dapat membuat presentasi berbasis video .
Pengaruh Variasi D-Glukosa sebagai Template terhadap Karakter Silika Hasil Sintesis Abu Sekam Padi untuk Uji Adsorpsi-Desorpsi Urea Sriyanti, Sriyanti; Setyowati, Dwi; Suhartana, Suhartana
Greensphere: Journal of Environmental Chemistry Vol 2, No 2 (2022): Volume 2 Issue 2 Tahun 2022
Publisher : Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/gjec.2022.16334

Abstract

Sintesis silika mesopori dilakukan untuk mengetahui pengaruh variasi konsentrasi aditif D-glukosa terhadap karakter silika mesopori yang dihasilkan, dan kemampuan silika mesopori dalam adsorpsi-desorpsi urea. Sintesis silika mesopori dilakukan dengan menambahkan natrium silikat (Na2SiO3) dari abu sekam padi ke dalam larutan D-glukosa dengan variasi konsentrasi 15 wt%, 30 wt%, 45 wt%, 60 wt%, 75 wt%. Larutan HCl 3M ditambahkan secara bertahap hingga mencapai pH 7. Penghilangan D-glukosa menggunakan metode ekstraksi air dengan proses sentrifugasi, serta uji kualitatif dengan pereaksi Benedict. Selanjutnya dilakukan uji kemampuan adsorpsi-desorpsi pada urea. Karakterisasi hasil menggunakan spektrofotometri serapan atom, metode Brunauer Emmet Teller (BET) gas sorption analyzer (GSA), spektrofotometer FTIR, dan spektrofotometer UV-Vis. Hasil penelitian menunjukkan bahwa partikel bahan halus sampai kasar seiring dengan variasi konsentrasi D-glukosa yang ditambahkan. Analisis FTIR silika hasil sintesis dengan berbagai konsentrasi D-glukosa 15%, 30% berat, 45% berat, 60% berat, dan 75% berat menunjukkan adanya gugus Si-OH dan Si-O-Si. Spektra dekonvolusi FTIR juga menemukan bahwa rasio Si-OH/Si-O-Si pada MS-30 lebih tinggi dibandingkan variasi konsentrasi lainnya. Hasil analisis GSA menunjukkan bahwa silika gel memiliki pori berukuran meso pada sampel MS-30 dan MS-60. Distribusi ukuran pori seragam MS-30 dan MS-60. Hasil analisis spektrofotometer UV-Vis menunjukkan bahwa daya adsorpsi MS-30 lebih tinggi dari yang lain yaitu 55,40%, daya desorpsi MS-30 lebih rendah dari yang lain yaitu 13,72%. Hasil AAS menunjukkan bahwa natrium silikat mengandung kadar Si 16.342 ppm sehingga silika yang diperoleh sebesar 32,68%.
BUILDING DISTRIBUTED APPLICATIONS TO CALCULATE COURSE LEARNING OUTCOMES Triyono, Joko; Setyowati, Dwi; Tefa, Robertus; Marsadualan, Agus
Jurnal Riset Sistem dan Teknologi Informasi Vol. 2 No. 1 (2024): Jurnal Riset Sistem dan Teknologi Informasi (RESTIA) Vol. 2 No. 1
Publisher : Universitas Aisyiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30787/restia.v2i1.1413

Abstract

Information technology has become an inseparable part of everyday life, as well as in the professional activities of lecturers. In basic concepts, information will follow a pattern starting from input – process and output, so that the quality of information will depend on the quality of incoming input. In the field of academic activities, the relationship between data is very much, and each of these data binds each other and influences each other. With the complexity of activities in the academic field and various problems that arise, so that activities in the academic field appear many information systems that are sometimes not related between each information system. Specific cases from sections in the academic field, for example, in analyzing the results of learning activities that are always carried out at the end of each semester in the form of course learning outcomes, lecturers will always carry out these activities at the end of each semester, with data sources in the form of curriculum, RPS and student grades, lecturers will calculate to produce information on the results of learning activities. The result of this study is a web application architecture design model so that a distributed application can be used by departments and lecturers to calculate the learning outcomes of courses that are simpler and more effective
Nilai Pendidikan Agama Islam dalam Bersosial Media pada Mahasiswa UHAMKA Jakarta Setyowati, Dwi; Hariyati, Farida; Ariska, Cynthia
Jurnal Pendidikan Islam Vol. 16 No. 01 (2025)
Publisher : Universitas Muhammadiyah Prof Dr Hamka

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Abstract

This study aims to examine how the values of Islamic Religious Education are reflected in the behavior of students of Universitas Muhammadiyah Prof. Dr. HAMKA (UHAMKA) when doing activities on social media. This research uses a qualitative approach with in-depth interviews with six active students from various faculties who consciously and actively use social media. The results showed that UHAMKA students make social media not only as a means of communication and entertainment, but also as a space for learning, sharing kindness, and building personal branding by prioritizing Islamic ethics and values. They are accustomed to applying the principle of tabayun (verification of information), maintaining digital communication ethics, and balancing the use of social media with worship obligations. The values of Islamic education that are internalized through formal learning and campus religious activities have proven to play an important role in shaping awareness of social media in a healthy, responsible manner, and oriented towards the benefits of the world and the hereafter.