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Journal : Ensiklopedia of Journal

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
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
PENERAPAN METODE PROTOTYPE PADA SISTEM INFORMASI PENGOLAHAN DATA PEMANEN BERBASIS WEB DI PT. SAGO NAULI Minarni, Minarni; Rahmadany, Deasy; Swara, Ganda Yoga; Yulianti, Eva; Putra, Dede Wira Trise
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.v7i4.3278

Abstract

Abstract: PT. Sago Nauli is a palm oil plantation company located in Mandailing Natal Regency. To carry out its operations, PT. Sago Nauli employs casual workers, specifically harvesters. Problems arise during the registration of harvesters, which is handled by the foreman, who then registers them with the office clerk. Data processing and income reporting are still done manually using a general ledger. Unclear time data for harvesters often leads to errors in salary calculations, as the foreman's information does not always match the harvester's data. This research aims to develop an information system for processing harvester data, from registration to income generation, using a prototype method. The system was developed using the CodeIgniter framework, the Apache web server, the MySQL database, the PHP programming language, and Bootstrap. The results indicate that the system can be used for harvester registration and provides income information to both harvesters and foremen. Additionally, foremen can validate harvester income data, and the system generates a summary report of monthly salary data for the office manager.Keywords: information systems, harvesting data, prototype.
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.