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"Indie Movie" Film Making Training for SMAK 2 BPK Penabur Bandung Students: Pelatihan Pembuatan Film “Indie Movie” Bagi Siswa SMAK 2 BPK Penabur Bandung Yapinus, Pin Panji; Wijaya*, Marvin Chandra; Wong, Hendry; Loekito, Jimmy Agustian; Chandra, Jonathan; Tjiharjadi, Semuil; Lehman, Andrew Sebastian; Tanubrata, Markus
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 8 No. 2 (2024): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v8i2.11755

Abstract

At this time, computer lessons at the high school level still need a variety of materials to meet the progress of today's era. Computer training in various fields is indispensable for high school students. One of the fundamentals is training in filmmaking. This training teaches skills and knowledge in the fields of exposure, shooting techniques, and lighting techniques. This training is divided into eight meetings to deliver the material properly. The trainees have been very excited to participate in this filmmaking training. The final evaluation results for the training participants are given in the form of questions and practice of making films. Based on the results of the final evaluation, it was found that the average absorption capacity of the training participants reached 75%.
Pengenalan Komputer Disertai Pelatihan Mengetik bagi Anak Remaja Pusat Pengembangan Anak 434 Gloria Genyem Kelurahan Tabri Provinsi Papua Yapinus, Pin Panji; Wong, Hendry; Lehman, Andrew Sebastian; Tanubrata, Markus; Chandra, Jonathan; Loekito, Jimmy Agustian; Tjiharjadi, Semuil; Wijaya, Marvin Chandra; Bayu P., Emmanuel F. Sigit Bayu P; Parera, Rudianov Z.A.; Wibawa, Oswald Vierly Yudha; Rusli, Christian; Cahyadi, Tonny; Armandi, Daniel Zifa; Sinukaban, Christopher Junius
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 6 No 2 (2022): Volume 6 Nomor 2 Tahun 2022
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v6i2.16952

Abstract

Knowledge in the computer field is needed by everyone nowadays. In Papua Province, there is a Child Development Center (PPA 434) which aims to train and teach children in various fields of knowledge. Despite limited computer and internet facilities, training was provided to children to improve their computer skills. The material provided in this training is knowledge in the field of computer hardware, software and the ability to type using a computer. The training is provided using a distance learning system regularly every week for four meetings. The training results were measured using pre-test and post-test, which showed an increase in literacy skills in the computer field after participating in this training.
Pelatihan Teknik Pengambilan Gambar Video Kebaktian Secara Daring Di Vihara Buddha Gaya Bandung Yapinus, Pin Panji; Tjiharjadi, Semuil; Loekito, Jimmy Agustian; Wong, Hendry; Lehman, Andrew Sebastian; Tanubrata, Markus; Chandra, Jonathan; Karsen, Leon; Cahyadi, Tonny; Tan, Gary; Wijaya, Marvin Chandra
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 7 No 1 (2023): Volume 7 Nomor 1 Tahun 2023
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v7i1.18698

Abstract

Due to the Covid-19 pandemic, some houses of worship have to carry out worship activities online. The obstacle is the human resources in a house of worship who do not yet have the ability or are accustomed to conducting online services. One of the materials that can be taught is the direction of taking online devotional videos. Through this training, it is hoped that the youth at the Vihara Gaya Buddha Bandung organization can add insight and expertise in the creation of online devotional video content. The method used is to combine online and offline training. The online method is used when viewing and learning the needs needed for training activities. The offline method provides hands-on training on how to take videos properly and correctly. The result of the training is an online service production at Vihara Buddha Gaya, Bandung. The training materials are divided into two categories, namely shooting techniques and sound systems. The success of this training was measured by conducting practical tests to assess the results of the two categories. The results of the practical test assessment showed that the training participants had 100% success in making online devotional videos properly and correctly.
Pelatihan Pembuatan Materi Pengajaran dan Penggunaan Aplikasi Perpustakaan bagi Guru SMP Swadaya Karya Cibuni Desa Indragiri Bandung Loekito, Jimmy Agustian; Wijaya, Marvin Chandra; Tjiharjadi, Semuil; Lehman, Andrew Sebastian; Tanubrata, Markus; Wong, Hendry; Yapinus, Pin Panji; Chandra, Jonathan; Pranata, Yosafat Aji; Setiawan, Deni; Hutasoit, Aldi Febri
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 7 No 3 (2023): Volume 7 Nomor 3 Tahun 2023
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v7i3.19613

Abstract

Swadaya Karya Cibuni Junior High School, Indragiri Village, Bandung Regency, feels the need for a better learning system. One of them is the creation of learning materials that can be used online and offline. Therefore, it will be taught how to make teaching materials using PowerPoint accompanied by videos. Apart from that, it is necessary to use computer applications to make the process of borrowing books in the SMP Swadaya Karya Cibuni library more well-organized. The method used in this training is a direct training system in schools. Maranatha Christian University prepared the training materials and also created a library application that Swadaya Karya Middle School can use. Training is given to teachers at Swadaya Karya Junior High School directly at school. The results of this training were considered suitable by the training participants based on the survey results. The training participants felt that the materials for making these teaching materials were beneficial. In addition, the participants also thought that the library application was easy to use and very useful.
THE CRYPTO-EQUITY NEXUS: A ROLLING LINEAR REGRESSION ANALYSIS OF BITCOIN’S PREDICTIVE POWER ON MICROSTRATEGY AND BLACKROCK Andreas Widjaja; Benny Budiawan Tjandrasa; Andrew Sebastian Lehman
International Journal of Accounting, Management, Economics and Social Sciences (IJAMESC) Vol. 3 No. 6 (2025): December
Publisher : ZILLZELL MEDIA PRIMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61990/ijamesc.v3i6.652

Abstract

This study analyzes the differing dynamics within the crypto-equity nexus by examining the influence of Bitcoin (BTC) on the valuation of MicroStrategy (MSTR), an active leveraged balance sheet adopter, and BlackRock (BLK), a passive institutional conduit.  The objective is to assess the predictive effectiveness of BTC across these various corporate archetypes. We utilized Rolling Linear Regression (RLR) with both growing-window and fixed-window methodologies to evaluate the time-varying correlation and forecast accuracy for MSTR and BLK from 2020 to late 2025. This comparative analysis identified parameter instability due to changes in corporate strategy. The findings indicate that the RLR model for MSTR demonstrated considerable forecast bias, as reflected by a notably high Mean Absolute Percentage Error (MAPE), especially with the growing window. This failure indicates that MSTR functions as a non-linear, high-beta instrument, enhanced by a speculative leverage premium.  The BLK model exhibited high accuracy and stability, evidenced by a low MAPE, which confirms a systematic second-order correlation based on institutional fee revenue. In conclusion, the findings indicate that BTC serves as a significant determinant for both equities, necessitating a tailored predictive modeling approach. Simple linear models are adequate for stable conduits such as BLK; however, they fail to accurately represent MSTR, where price movements are influenced by non-linear corporate financing and active leverage dynamics.
Dynamic Environment Augmented Reality Menggunakan Metode SLAM untuk Simulasi Penempatan Furnitur Lehman, Andrew Sebastian; Tjandrasa, Benny Budiawan; Sanjaya, Joseph
Smart Comp :Jurnalnya Orang Pintar Komputer Vol 12, No 3 (2023): Smart Comp: Jurnalnya Orang Pintar Komputer
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/smartcomp.v12i3.4746

Abstract

Seiring berkembangnya teknologi dibidang komputer yang semakin pesat, mesin-mesin vision banyak dikembangkan seperti penggunaan Augmented Reality untuk simulasi penyimpanan objek visual. Mebel adalah objek interior yang pada saat pembeliannya memerlukan penggambaran visual. Masih banyak orang yang tidak bisa memvisualisasikan estetika penempatan objek interior yang dapat menyebabkan penyesalan pasca pembelian. Berdasarkan fakta tersebut, dikembangkan dan dibuat Software Augmented Reality yang dapat mensimulasikan penempatan mebel menggunakan bidang 3D untuk memvisualisasikan penempatan mebel.
Pelatihan Teknologi Informasi dan Peralatan Berbasis Internet pada Siswa SMAK 2 Bina Bakti Bandung Marvin Chandra Wijaya; Markus Tanubrata; Hendry Wong; Semuil Tjiharjadi; Jimmy Agustian Loekito; Pin Panji Yapinus; Ben David; Ken Raymond Lim; Ferdinand Kurnia; Andrew Sebastian Lehman; Kyle Edmund
Bima Abdi: Jurnal Pengabdian Masyarakat Vol. 6 No. 3 (2026): Bima Abdi: Jurnal Pengabdian Masyarakat
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/ba-jpm.v6i3.4272

Abstract

Kegiatan Pengabdian kepada Masyarakat ini bertujuan untuk memberikan wawasan serta keterampilan praktis bagi siswa SMA melalui pelaksanaan Workshop IT dan IoT. Permasalahan utama yang dihadapi mitra adalah keterbatasan sumber daya pengajar dan fasilitas praktik dalam bidang tersebut. Metodologi yang digunakan adalah Project-Based Learning (PBL) untuk pelatihan teknologi komputer siswa SMA berfokus pada penyelesaian masalah nyata di lingkungan sekolah atau masyarakat menggunakan perangkat teknologi. Siswa dibagi ke dalam kelompok kecil untuk merancang solusi teknis.. Metode pelaksanaan yang digunakan adalah Service Learning, yang meliputi pemaparan teori dasar mikrokontroler serta sesi aplikasi perangkat IoT sederhana. Peserta kegiatan ini terdiri dari 40 siswa yang berasal dari kelas 10 dan kelas 11. Evaluasi keberhasilan program dilakukan melalui perbandingan hasil pre-test dan post-test. Hasil kegiatan menunjukkan peningkatan pemahaman siswa yang signifikan, di mana tingkat pemahaman meningkat dari 20% sebelum workshop menjadi 92,5% setelah kegiatan. Selain itu, para siswa menunjukkan antusiasme tinggi untuk mempelajari teknologi informasi.. Melalui kegiatan ini, diharapkan SMAK 2 Bina Bakti dapat mengembangkan kegiatan pembelajaran berbasis teknologi secara berkelanjutan. Berdasarkan saran dari para peserta pelatihan, materi selanjutnya yang dapat diberikan berupa pelatihan robotika.
A SMIL-Based Approach for Designing Interactive Multimedia Film Players Markus Tanubrata; Marvin Chandra Wijaya; Zulisman Maksom; Andrew Sebastian Lehman; Semuil Tjiharjadi; Agnes Hardiani Siahaan
SMATIKA JURNAL : STIKI Informatika Jurnal Vol 16 No 01 (2026): SMATIKA Jurnal : STIKI Informatika Jurnal
Publisher : LPPM Universitas Bhinneka Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/smatika.v16i01.2206

Abstract

Typically, an HTML-style application requires extensive scripting to coordinate user interactions, manage display layout, and synchronize the timing of all interaction events. With Synchronized Multimedia Integration Language (SMIL), an alternative approach to developing an interactive multimedia film application has been defined, supporting time-based multimedia cooperation and user interactivity without the need for complex scripts. This study presents the development and evaluation of an SMIL-based interactive multimedia film application. The application allows for user-selected films to be automatically selected, played, and managed (synchronized) through an interactive GUI. The two measures, the Layout Consistency Score (LCS) and Screen Utilization Efficiency (SUE), were evaluated. Experimental evaluations have shown that the average LCS for the application = 0.92, indicating that the application maintains a consistent and predictable layout across multiple instances of the interface. In addition, the average SUE score for the application was calculated to be 0.79, indicating that it uses the available screen space efficiently and does not create a visually competing cluster. These results reinforce the concept that the region-based approach of SMIL and its declarative style for creating applications enable the development of multimedia that is consistently and efficiently presented across multiple contexts. As a result, the findings of this study indicate that the SMIL approach will simplify and allow for a practical methodology to build interactive multimedia film player applications, while preserving layout quality and interactivity.