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PENERAPAN APLIKASI QUICK RESPONSE DALAM MELAYANI PENGADUAN MASYARAKAT BERBASIS WEB DAN SMS GATEWAY Swara, Ganda Yoga
Jurnal EDik Informatika Vol 6, No 2 (2020)
Publisher : STKIP PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/ei.2020.v6i2.4039

Abstract

Quick Response application is an application designed to meet the needs of the community. This application is a forum for the public to convey to the relevant Regional Government. Types of complaints that the public can convey are complaints, questions, information and suggestions / proposals related to the topic of the complaint, namely about education, agriculture, health, population, food crop agriculture, road infrastructure, tourism, youth, sports, disaster management, and trade and market. The application designed in this research is web based and SMS Gateway. In its design, this website is made using the PHP programming language and also uses the MYSQL database. For SMS Gateway, it was designed using Gammu application. By using the web, people can send their complaints online. Even the public can also ask for their complaints with the SMS service. With this application, it is also expected to be able to facilitate the local government, as well as related parties involved and provide responses from public complaints that can be accounted for.
IMPLEMENTASI MULTIMEDIA INTERAKTIF 3D SEBAGAI MEDIA TERAPI VISUAL PADA ANAK PENDERITA AUTIS Swara, Ganda Yoga; Putra, Eko Kurniawanto; Anisya, Anisya; Mandarani, Putri
Ensiklopedia of Journal Vol 6, No 3 (2024): Vol. 6 No. 3 Edisi 3 April 2024
Publisher : Lembaga Penelitian dan Penerbitan Hasil Penelitian Ensiklopedia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33559/eoj.v6i3.2352

Abstract

This research highlights the implementation challenges of visual therapy at Mitra Ananda Autism School, which currently relies on conventional methods using books and blocks, often leading to boredom among autistic children. Therefore, the aim of the study is to design a 3D Interactive Multimedia solution based on Android to address this issue while maintaining teacher supervision. The research methodology involves utilizing 3D multimedia technology to create an application that presents visual therapy materials in a more engaging and interactive manner. Evaluation by teachers and media experts indicates that the designed multimedia is deemed highly suitable, with assessment scores reaching 87% from teachers and 87.77% from media experts. The research has successfully developed an effective solution that addresses the monotony experienced by autistic children during visual therapy by incorporating interactive 3D multimedia technology as a highly feasible and diverse supporting medium. This solution is expected to enhance the effectiveness of visual therapy and support the development of children with autism.
AKURASI DATA PENGUKURAN TINGGI MENGGUNAKAN 3D OBJEK TRACKING BERBASIS AUGMENTED REALITY Mandarani, Putri; Azha, Rifo Dwipa; Hamdi, Yori; Swara, Ganda Yoga; Anisya, Anisya
Ensiklopedia of Journal Vol 6, No 2 (2024): Vol. 6 No. 2 Edisi 3 Januari 2024
Publisher : Lembaga Penelitian dan Penerbitan Hasil Penelitian Ensiklopedia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33559/eoj.v6i3.2137

Abstract

The height of an object is required for data on making driver's licenses, entering game rides, applying for jobs, for health and so on. Measuring the height of an object often finds problems with the accuracy of calculations expressed in the form of numbers. The limited ability of the tool and the inability of humans to read the measuring results correctly, become factors in the inaccuracy of the measurement results of an object. To solve these problems, an application was created that can produce data accurately and easily in measurement. The object height measurement application is designed and built using Augmented Reality with markerless based tracking method. The tests carried out are blackbox testing and data accuracy. The results show that functionally, the application runs well and objects are detected appropriately. The accuracy rate of measuring the height of objects at a distance of 1 meter is 96%; the distance of 1.5 meters is 98%; The distance of 2 meters is 97%, and at a distance of 2.5 meters it is 97%. It can be said that in bright light conditions with a lux of 1000, measurements using this application can work well at a distance of 1.5 meters. This result can be used as a reference for users of other AR-based object height measurement applications in positioning the distance of objects and cameras used, thus helping users get height data of an object easily and accurately.Keywords: Accuracy, Augmented Reality, height, markerless, 3D object tracking
Pengujian User Experience pada Aplikasi Mobile Sistem Informasi Mahasiswa ITP dengan Metode SUS dan Usability Testing Caprico, Ansel; Swara, Ganda Yoga; Syahrani, Anna; Mandarani, Putri; Putra, Eko Kurniawanto
SATIN - Sains dan Teknologi Informasi Vol 10 No 1 (2024): SATIN - Sains dan Teknologi Informasi
Publisher : STMIK Amik Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33372/stn.v10i1.1052

Abstract

Beragamnya aplikasi yang beredar di masyarakat, membuat para pengembang aplikasi mobile berlomba-lomba untuk menciptakan aplikasi yang menarik, terutama dalam hal desain antarmuka pengguna dan pengalaman pengguna. Sayangnya, sejak awal peluncurannya, aplikasi android Sisfo ITP Mahasiswa belum pernah menjalani pengujian analisis kegunaan usability. Analisis terhadap aplikasi ini penting untuk mengetahui sejauh mana keberhasilan implementasinya. Penelitian ini bertujuan untuk menilai tingkat pengalaman pengguna pada aplikasi android Sisfo ITP Mahasiswa menggunakan metode System Usability Scale dan Usability Testing. Pengujian menggunakan tools untuk usability testing dan survei kuesioner online. Hasil dari penelitian ini menunjukkan skor SUS sebesar 59, sehingga dikategorikan sebagai F yang artinya Ok. Dalam hal kegunaan usability, aplikasi ini juga mendapatkan skor sebesar 59, yang menempatkannya dalam kategori standar. Penelitian ini memberikan rekomendasi perbaikan untuk meningkatkan kegunaan dan pengalaman pengguna keseluruhan dari aplikasi ini. Hasil pengujian ini menunjukkan peningkatan signifikan dalam pengalaman pengguna aplikasi, mengindikasikan bahwa perubahan-perubahan yang diimplementasikan pada desain aplikasi memperbaiki tingkat usability secara substansial.
IMPLEMENTASI METODE LEE & OWENS PADA MULTIMEDIA PEMBELAJARAN INTERAKTIF Ramadhani, Denisa Sri; Swara, Ganda Yoga; Minarni, Minarni; Anisya, Anisya; Warman, Indra
Ensiklopedia of Journal Vol 7, No 3 (2025): Vol. 7 No. 3 Edisi 1 April 2025
Publisher : Lembaga Penelitian dan Penerbitan Hasil Penelitian Ensiklopedia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33559/eoj.v7i3.3031

Abstract

This study aims to design and develop an interactive learning media titled “Learning About the Introduction to the Solar System”, based on Android. The background of this research is that the learning process at the school still relies on conventional methods such as books, planetarium teaching aids, and blackboards, which are less effective in improving students' understanding. To address this issue, this study designs interactive learning multimedia to assist teachers in delivering lessons and to help enhance sixth-grade students’ understanding of the solar system material. The 3D interactive solar system learning media has been successfully designed using Unity 3D and Blender software. The result of this design process is an application in .apk format that can be installed on Android-based smartphones. This interactive multimedia is equipped with various features such as material introduction, evaluations/quizzes, and educational puzzle games that can be accessed directly by students through Android devices. With the presence of this learning media, it is expected that students will more easily understand solar system concepts visually and interactively, and that it will also assist teachers in delivering the material in a more engaging and effective way.Keywords: Interactive Multimedia, Solar System, Unity 3D, Android, Learning Media
METODE TOPSIS DALAM SISTEM PENDUKUNG KEPUTUSAN PEMILIHAN OBJEK WISATA Trise Putra , Dede Wira; Santi, Susi Novia; Swara, Ganda Yoga; Yulianti, Eva
Jurnal Teknoif Teknik Informatika Institut Teknologi Padang Vol 8 No 1 (2020): TEKNOIF APRIL 2020
Publisher : ITP Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21063/jtif.2020.V8.1.1-6

Abstract

Kabupaten Lima Puluh Kota merupakan salah satu wilayah yang menjadi destinasi wisata populer di Sumatera Barat. Objek wisata yang beragam di Kabupaten Lima Puluh Kota menjadikan banyaknya alternatif pilihan bagi wisatawan. Hal ini menjadi kendala apabila wisatawan ingin melakukan wisata yang dapat menyesuaikan dengan kondisi dan kebutuhannya. Berdasarkan kondisi tersebut maka dirasa perlu rancangan sebuah sistem pendukung keputusan yang dapat membantu wisatawan memperoleh alternatif destinasi wisata yang tepat dan sesuai.Pada rancangan ini kriteria yang digunakan adalah jarak tempuh, waktu, biaya akses, fasilitas, transportasi dan jenis wisata. Pada penelitian ini, metode Sistem Pendukung Keputusan yang digunakan adalah TOPSIS karena metode ini memiliki komputasi yang cepat dan sederhana. Platform yang digunakan dalam perancangan sistem ini adalah berbasis web untuk mempermudah akses bagi pengguna terhadap sistem. Berdasarkan rancangan yang telah dibangun maka sistem Pendukung Keputusan dengan metode TOPSIS berbasis web dalam pemilihan lokasi wisata dapat digunakan oleh wisatawan dan memberikan alternative lokasi wisata.   Lima Puluh Kota Regency is one of the areas which is a popular tourist destination in West Sumatra. Diverse attractions in Lima Puluh Kota District make many alternative choices for tourists. This becomes an obstacle if tourists want to travel that can adjust to their conditions and needs. Under these conditions it is deemed necessary to design a decision support system that can help tourists obtain alternative tourism destinations that are appropriate and appropriate. In this design the criteria used are distance, time, access fees, facilities, transportation and type of tourism. In this study, the Decision Support System method used is TOPSIS because this method has a fast and simple computation. The platform used in the design of this system is web-based to facilitate access for users to the system. Based on the design that has been built, the Decision Support system using the web-based TOPSIS method in the selection of tourist sites can be used by tourists and provides alternative tourism isolation.
PEMANFAATAN VISUALISASI 3D PADA MULTIMEDIA INTERAKTIF DALAM PENGENALAN PENYAKIT DEMAM BERDARAH Swara, Ganda Yoga
Jurnal Teknoif Teknik Informatika Institut Teknologi Padang Vol 8 No 1 (2020): TEKNOIF APRIL 2020
Publisher : ITP Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21063/jtif.2020.V8.1.19-24

Abstract

Demam Berdarah Dengue adalah suatu penyakit yang disebabkan oleh virus dengue yang di datangkan oleh nyamuk Aedes Aegypti , DBD biasanya terjadi di daerah endemik dan berkaitan dengan datangnya musim hujan, sehingga mengakibatkan terjadinya genangan air yang dapat memicu berkembang biaknya nyamuk.Multimedia Interaktif Pengenalan Penyakit Demam Berdarah Dengue (DBD) adalah multimedia yang dirancang memenuhi kebutuhan masyarakat. Multimedia interaktif ini memberikan informasi mengenai pengenalan, bahaya, serta penanggulangan DBD dan mensimulasikan dengan visualisasi 3D. Multimedia interaktif ini dirancang untuk mengenalkan kepada masyarakat tentang penyakit DBD. Multimedia interaktif ini dibuat berdasarkan data – data artikel tentang penyakit DBD. Berdasarkan pengujian yang sudah dilakukaan, maka aplikasi multimedia interaktif pengenalan penyakit demam berdarah dengue dapat membantu kinerja petugas kesehatan dalam memberikan informasi tentang DBD dengan jelas dan mudah dipahami. Aplikasi ini dirancang dengan menggunakan Macromedia flash 8 dan blender.
APLIKASI E-MANAGEMENT PROJECT Anisya; Swara, Ganda Yoga
Jurnal Teknoif Teknik Informatika Institut Teknologi Padang Vol 8 No 1 (2020): TEKNOIF APRIL 2020
Publisher : ITP Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21063/jtif.2020.V8.1.39-46

Abstract

Dalam setiap organisasi atau perusahaan, tentunya memiliki proyek yang akan diselesaikan . Idealnya, setiap proyek memiliki waktu dan target pencapaian sesuai dengan permintaan client. Ketika sebuah proyek yang harus diselesaikan begitu banyak, Manager tidak memiliki waktu untuk berkomunikasi langsung dengan anggotanya. Dengan katalain, Manager kesulitan dalam mengelola proyek yang akan diselesaikan tepat waktu. tujuan Management Project adalah untuk mengelola sebuah proyek mulai dari merencanakan, menyusun organisasi, memimpin dan mengendalikan sumber daya perusahaan untuk mencapai sasaran jangka pendek yang telah ditentukan. Didalam aplikasi ini dilengkapi dengan beberapa fitur penting dalam management proyek, yakni modul pengelolaan perencanaan proyek, modul monitoring proyek, modul pendataan proyek, dan yang sangat penting modul laporan proses proyek.   In every organization or company, certainly have a project to be completed. Ideally, each project has a time and target that is in accordance with the client's request. When a project has to be completed, the Manager does not have time to communicate directly with its members. With catalyst, the Manager has difficulty in the project to be completed in a timely manner. The aim of Project Management is to start a project from managing, structuring the organization, leading and controlling the company's resources to achieving short-term targets that have been determined. In this application is equipped with several important features in project management, namely the project management planning module, the project monitoring module, the project data collection module, and the most important project process report module.
SISTEM PENDUKUNG KEPUTUSAN PEMILIHAN TANAMAN PANGAN MENGGUNAKAN METODE MULTI ATTRIBUTE UTILITY THEORY Yulianti, Eva; Putri, Mega Mardiana; Syahrani, Anna; Swara, Ganda Yoga
Ensiklopedia of Journal Vol 7, No 4 (2025): Vol. 7 No. 4 Edisi 2 Juli 2025
Publisher : Lembaga Penelitian dan Penerbitan Hasil Penelitian Ensiklopedia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33559/eoj.v7i4.3309

Abstract

Abstract: Food crops are one of the basic human needs such as rice, corn, beans, tubers and others. One of the well-known staple foods is corn. Corn (Zea mays L.) is one of the most important food crops besides wheat and rice. As the main source of carbohydrates in several regions of Indonesia, rice is also able to produce rice which is the staple food of the community. The problem of crop failure generally occurs because farmers do not pay close attention to the condition of the soil, because not all plants are in accordance with the soil conditions in an area. Due to the selection of food crops that are not suitable, it will not get optimal results. With these problems, a decision support system was built. which can help farmers to choose which plants are suitable to be planted so that they get optimal results. This study uses the method of Multi Attribute Utility Theory. The Multi Attribute Utility Theory method is used to calculate the assessment in determining food crops that match many criteria, namely land, temperature, rainfall, humidity, drainage, salinity. This system can determine which crop yields are more suitable for planting in Kota Pariaman by getting the highest value results where this value will determine which plants are more suitable to be planted so that they get good results, and can also provide recommendations to farmers in making decisions before planting. ie with the yield of rice plants get a value of 0.7 and for corn 0.2 then the highest yield is rice plants.Keywords: Decision Support System, Multi Attribute Utility Theory, Food Crops.
Segmentasi Citra Daun Tomat untuk Klasifikasi Penyakit Tanaman Menggunakan Support Vector Machine (SVM) Azli, Puteri Amelia; Minarni, Minarni; Syahrani, Anna; Swara, Ganda Yoga; Anisya, Anisya
Jurnal Informatika: Jurnal Pengembangan IT Vol 10, No 4 (2025)
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/jpit.v10i4.9404

Abstract

Tomatoes are one of the most widely grown crops worldwide. In Indonesia, particularly in West Sumatra, tomato production has declined. This is due to extreme weather conditions and plant disease outbreaks. One solution to help with early identification of tomato plant diseases is through digital image-based classification. This process involves several important stages, starting from image acquisition, preprocessing, segmentation, feature extraction, and classification. However, the quality of classification is highly dependent on the effectiveness of segmentation in separating leaf objects from the background. This study proposes a method for segmenting tomato leaf images based on a combination of color thresholding techniques, morphological operations, contour filtering, and bitwise masking to ensure that only the leaf parts are processed further. After undergoing the segmentation process, images are extracted based on color characteristics in HSV space and GLCM texture, then further processed using an SVM algorithm with an RBF kernel. The dataset used consists of 4000 tomato leaf images with an 80% training and 20% testing data division scheme, accompanied by 5-fold cross validation. The model achieved an accuracy of 96.97% on the training data and 93.75% on the testing data. The results show that segmentation methods using color thresholding, morphology, contours, and bitwise masking can help improve the consistency of extracted features, thereby potentially supporting more stable classification performance.