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Game "Finding Easter Egg" Berbasis Augmented Reality Menggunakan Algoritma A-Star Immanuela Puspasari Saputro; Angelia Melani Adrian; Louis D.S Joseph
CogITo Smart Journal Vol 7, No 1 (2021): Cogito Smart Journal
Publisher : Fakultas Ilmu Komputer, Universitas Klabat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31154/cogito.v7i1.289.15-25

Abstract

Game merupakan hiburan yang bisa dimainkan oleh segala jenis umur. Selain digunakan sebagai hiburan, game juga dapat digunakan untuk media pembelajaran. Teknologi yang digunakan pada game saat ini tak lepas dari teknologi itu sendiri, salah satunya adalah augmented reality yang memberikan pengalaman baru bagi penggunanya karena memungkinkan pemain bermain game 3D di lingkungan dunia nyata. Algoritma A-Star adalah algoritma popular untuk pencarian rute terpendek. Penelitian ini bertujuan untuk membuat sebuah game augmented reality “Finding Easter Eggs” menggunakan metode A-Star sebagai salah satu alternative untuk tetap mengadakan perlombaan mencari telur paskah di masa pandemik Covid-19. Game ini berjenis simulasi karena memungkinkan pemain mencari telur paskah menggunakan augmented reality. Penerapan algoritma A-Star digunakan sebagai fitur pencarian rute tercepat menemukan telur paskah. Game ini diterapkan pada platform android versi 6.0 menggunakan bahasa pemrograman C#. Berdasarkan pengujian yang dilakukan pada game “Finding Easter Eggs”, menunjukkan bahwa hasil maksimal game dimainkan pada area datar dengan pencahayaan yang memadai dengan ukuran area permainan 10x10 meter. Pengujian algoritma A-Star menunjukkan hasil bahwa game dapat memberikan rute tercepat dengan adanya garis bantu pada area permainan.Kata kunci—Game, Augmented Reality, A-Star
Pemanfaatan Video Animasi dengan Konsep Kecerdasan Buatan melalui Media Sosial Youtube sebagai Edukasi Pencegahan Penyebaran Covid-19 Immanuela Puspasari Saputro; Junaidy Budi Sanger; Michael George Sumampouw; Lanny Sitanayah; Angelia Melani Adrian
Jurnal Peduli Masyarakat Vol 4 No 1 (2022): Jurnal Peduli Masyarakat: Maret 2022
Publisher : Global Health Science Group

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37287/jpm.v4i1.1014

Abstract

Kegiatan Pengabdian kepada Masyarakat ini bertujuan untuk mengedukasi masyarakat tentang pencegahan penyebaran Covid-19. Edukasi tersebut dilakukan secara daring menggunakan video animasi dengan konsep kecerdasan buatan yang diunggah pada media sosial Youtube. Adapun metode yang digunakan dalam kegiatan ini yaitu pembekalan materi Kecerdasan Buatan, sosialisasi protokol kesehatan yang ditetapkan pemerintah, pemberian panduan pembuatan video animasi, mengunggah video animasi di media sosial Youtube, pembuatan kuesioner penyerapan informasi dari video animasi menggunakan Google Form, penyebaran kuesioner, dan pembuatan laporan kegiatan. Hasil kuesioner yang diperoleh dari 270 responden dan telah dihitung dengan skala likert menunjukkan bahwa video animasi tentang Covid-19 telah berhasil digunakan sebagai sarana edukasi pencegahan penyebaran Covid-19. Hal tersebut dapat dilihat dengan tingginya tingkat penyerapan informasi dan tingkat kepuasan terhadap informasi mengenai Covid-19.
Pemanfaatan Video Animasi dengan Konsep Kecerdasan Buatan melalui Media Sosial Youtube sebagai Edukasi Pencegahan Penyebaran Covid-19 Immanuela Puspasari Saputro; Junaidy Budi Sanger; Michael George Sumampouw; Lanny Sitanayah; Angelia Melani Adrian
Jurnal Peduli Masyarakat Vol 4 No 1 (2022): Jurnal Peduli Masyarakat: Maret 2022
Publisher : Global Health Science Group

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37287/jpm.v4i1.1014

Abstract

Kegiatan Pengabdian kepada Masyarakat ini bertujuan untuk mengedukasi masyarakat tentang pencegahan penyebaran Covid-19. Edukasi tersebut dilakukan secara daring menggunakan video animasi dengan konsep kecerdasan buatan yang diunggah pada media sosial Youtube. Adapun metode yang digunakan dalam kegiatan ini yaitu pembekalan materi Kecerdasan Buatan, sosialisasi protokol kesehatan yang ditetapkan pemerintah, pemberian panduan pembuatan video animasi, mengunggah video animasi di media sosial Youtube, pembuatan kuesioner penyerapan informasi dari video animasi menggunakan Google Form, penyebaran kuesioner, dan pembuatan laporan kegiatan. Hasil kuesioner yang diperoleh dari 270 responden dan telah dihitung dengan skala likert menunjukkan bahwa video animasi tentang Covid-19 telah berhasil digunakan sebagai sarana edukasi pencegahan penyebaran Covid-19. Hal tersebut dapat dilihat dengan tingginya tingkat penyerapan informasi dan tingkat kepuasan terhadap informasi mengenai Covid-19.
Sentiment Analysis of Visitor Reviews on Star Hotels in Manado City Jeniver Petronela Matrutty; Angelia Melani Adrian; Apriandy Angdresey
Journal of Information Technology and Computer Science Vol. 8 No. 1: April 2023
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jitecs.202381403

Abstract

Sentiment analysis is a technique of extracting the text data to analyze the opinions and evaluate to obtain the information. Sentiment analysis is performed by internet users on social media or online applications or websites to provide assessments or personal opinions. Tourism in North Sulawesi has grown by 600% in the past four years, and the rise of tourism has sent tourists flocking to the city of Manado. These travelers need a hotel that satisfies their desires, so they need to read about the hotel in the reviews on the hotel reservation service website. This takes a lot of time. To overcome existing problems, sentiment analysis applications were developed to make it easier for potential hotel users to find previous user responses. Additionally, data mining classification techniques are used to help hotel managers determine the satisfaction of previous hotel users using a Naive Bayes algorithm. The five tests performed gave the best result, 76.20% accuracy, with an average of 70.55%. While the average precision is 70.57% and 99.85% for the recall.
Decision Support System for Electric Vehicles Selection Using Simple Additive Weighting Suwanto, Thomas Christian; Koloay, Steven; Adrian, Angelia Melani
Journal of Electrical Engineering and Computer (JEECOM) Vol 7, No 1 (2025)
Publisher : Universitas Nurul Jadid

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33650/jeecom.v7i1.10909

Abstract

Electric vehicles (EVs) are vehicles entirely powered by electric motors using energy stored in batteries. In Indonesia, interest in electric vehicles is increasing, supported by government initiatives to reduce carbon emissions and improve infrastructure. The main issues faced are potential buyers' hesitation in choosing electric vehicles due to the limited variety of models, high prices, and insufficient information provided to buyers.This research aims to build a decision support system for selecting electric vehicles using the Simple Additive Weighting (SAW) method. The selection of electric vehicles using the SAW method requires criteria derived from sales brochures, official dealer websites, automotive exhibitions, and trusted news sources. The criteria used include price, range, battery capacity, passenger capacity, and vehicle speed. In the application development process, the waterfall method was used. The modeling tools used in this research are Flowcharts, Data Flow Diagrams, and Entity Relationship Diagrams, while the application development uses HTML and JavaScript.Based on the research conducted, all features function well, and out of the five alternatives used in this study, the results show that the Hyundai Ioniq 6 has a score of 0.9, while the Wuling Air EV Long Range has a score of 0.59.
Classification of LPG Gas Usage Satisfaction Level Using The Naïve Bayes Algorithm Adrian, Angelia Melani; Patras, Bella Alisia; Sanger, Junaidy B.
Journal of Electrical Engineering and Computer (JEECOM) Vol 7, No 1 (2025)
Publisher : Universitas Nurul Jadid

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33650/jeecom.v7i1.11064

Abstract

LPG gas is a very important energy source in everyday life for cooking activities. Although the importance of LPG gas in supporting everyday life has been widely recognized, satisfaction with the use of LPG gas is an issue that should not be ignored. Often products or services that do not meet customer expectations can cause dissatisfaction. This can be caused by low quality, prices that do not match the quality received, or not in accordance with user expectations.This study aims to classify the level of satisfaction of LPG gas usage using the Naïve Bayes algorithm. The data obtained from the survey results are 250 data using 5 attributes, namely meeting needs, good quality, affordable prices, repurchasing, and recommending products. And using 2 classes, namely satisfied and dissatisfied.The model achieved an accuracy of 89.3% with a 70:30 training-to-test data split, 91.2% with an 80:20 split, and 94.0% with a 60:40 split, indicating that performance varied based on the proportion of training and test data used.
TRAINING ON MAKING SHORT VIDEOS TO SUPPORT THE PROVISION OF EDUCATION TO TECHNOLOGY-BASED COMMUNITIES Saputro, Immanuela Puspasari; Sanger, Junaidy Budi; Adrian, Angelia Melani
SEEIJ (Social Economics and Ecology International Journal) Vol. 7 No. 1 (2023): March
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/seeij.v7i1.9693

Abstract

DAGUSIBU is one of the programs of the Indonesian Pharmacists Association that aims to provide education on how to get, use, store, and dispose of medicines correctly. Before the pandemic, socialization of this program is conducted by gathering the public in a place and health workers providing education directly. However, the Covid-19 pandemic has changed many settings, including how DAGUSIBU education is provided. Instagram is one of the social media that is widely used by Indonesians. It has a feature called reels that allows the owner to upload short videos, and they will not disappear except the owner delete them. But not everyone knows how to make educational reels/stories that are interesting and aesthetic. For this reason, our team intends to provide training on making Instagram reels or stories by utilizing the Canva Application. Based on the results from the pretest and posttest questionnaires given to the participants, it can conclude that the training activities for making Instagram reels using the Canva Application can be well understood and followed by the participants.