Ossy Dwi Endah Wulansari
Jurusan Ilmu Komputer, Fakultas Matematika Dan Ilmu Pengetahuan Alam, Universitas Lampung

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PENERAPAN TEKNOLOGI AUGMENTED REALITY PADA MEDIA PEMBELAJARAN Endah Wulansari, Ossy Dwi; Zaini, T M; Bahri, Bobby
Jurnal Informatika Vol 13, No 2 (2013): Jurnal Informatika
Publisher : IIB Darmajaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Application of the Technology of Augmented Reality is projected as a learning process of learning media innovation with conventional methods (slides) and using guidebooks and the like can be used to support the learning process itself in order to give understanding to users about the material presented. In contrast to conventional learning, applied technology is interactive and more interest because the information is delivered more interactive with the user use. The utilization of computer graphics Applications allow illustrate images together in the form of animation (moving images and three-dimensional) that can explored in different angles (top, bottom, right, left) so it will give you a better understanding of the user. The application of computer application was developed using one of the methods of software development which is "waterfall". In this study, a series of activities will be undertaken in order to obtain information on the system requirements, design and implementation phases proceed with making the model of object contained in the Handbook. Further integration is done on the application uses Augmented Reality. On the next stage of testing is done.Keywords: Augmented Reality, animation, virtual, learning, waterfall.
PENGEMBANGAN APLIKASI PENYEDERHANAAN ALJABAR BOOLEAN DALAM BENTUK SUM-OF-PRODUCT DENGAN MENGGUNAKAN METODE QUINE MCCLUSKEY Wamiliana, Wamiliana; Zahroh, Shara Siti; Wulandari, Ossy Dwi Endah
Jurnal Komputasi Vol 1, No 2 (2013)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v1i2.545

Abstract

This study implements the Quine McCluskey method to minimize the Boolean function. There are several methods can be used in the minimization of Boolean functions. Afrisal [1] conducted a study to apply the Karnaugh Map method. Tomaszewski [4] applied the Quine McCluskey method to make program to simplify Boolean Algebra with a maximum input function at most 4 variables which are initialized before. In this study, the Quine McCluskey implemented in the program and it can simplify the input function with a maximum length of 26 variables. That input can be entered directly via keyboard.Keywords: efficiency; minimization of Boolean Algebra; Quine McCluskey method.
PENGEMBANGAN SISTEM AUTOREPLY BERKONSEP MODEM AUTO-SELECTION PADA QUICK COUNT PILKADA VIA SMS Dwi Sakethi; Ossy Dwi Endah Wulandari; Serlina Muhar
Jurnal Komputasi Vol 3, No 1 (2015)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v3i1.972

Abstract

SMS gateway is a service  receive massages from the outside and can send counterpunch automatically into a number of purposes. SMS gateway it has been much used so one example in research is SMS a gateway to the quick count pilkada. In this research autoreply feature is added to sending SMS. Autoreply is add modem concept that send SMS from 3 modems, the modems contain 3 card that used different operator. So every system that received inbox will be replied automatically from modem that help the sending and receiving data using operator cellular service that same with operator cellular sent. Autoreply feature added to ensure and accelerate the acquisition of information does reach the sound at the time of performance of the elections and 3 modem used to reduce toll rates because the system reply SMS in accordance with the service provider used by the sender.
SIMULASI SISTEM PENGATURAN LALU LINTAS OTOMATIS DENGAN KARAKTERISTIK KERAPATAN PADA SIMPANG TIGA DAN SIMPANG EMPAT MENGGUNAKAN ALGORITMA MILOZA Wamiliana Wamiliana; Izzatuz Zakiyah Mukhtarisa; Ossy Dwi Endah Wulandari
Jurnal Komputasi Vol 1, No 2 (2013)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v1i2.546

Abstract

Nowadays, the traffic control system already done computerized. However, usually the system is set without considering density of the changing vehicles. In this research, an algorithm developed to solve the problem of traffic control is still constant and manual (fixed time traffic). The algorithm is called Miloza algorithm. Miloza algorithm is an algorithm used to find the optimum solution of traffic control based on density characteristics of the vehicle. The purpose of this research is to make a simulation of automatic control system for traffic light with density characteristics at the three and four junctions using MilozaAlgorithm as an alternative solution. The simulation application is made using visual basic programming language and the method of application development used is prototype method.Keywords: traffic control, algorithm, simulation
LEARNING MANAGEMENT SYSTEM (LMS) CLAROLINE PADA PERANGKAT MOBILE ANDROID Kurnia Muludi; Ossy Dwi Endah Wulandari; Dedi Kurniawan
Jurnal Komputasi Vol 1, No 2 (2013)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v1i2.435

Abstract

E-Learning nowadays is still accessible via the web browser. E-Learning has a server named Learning Management System (LMS). LMS consists of a paid, unpaid and a tailor (version specially ordered). For this research, LMS is used which is not paid. There are lots of LMS are not paid, one of these is Claroline. The development of E-Learning is followed by the development of mobile devices such as Android devices. Android usage has increased each year but applications for E-Learning are still underdeveloped. Based on this background, then it is needed to develop an E-Learning application on Android mobile devices, because Android devices can support the development of client applications of E-Learning. The purpose of developing this application is to enable users who use Android devices to download the file from existing lecture materials wherever, whenever they want through their Android devices.In this research, the application is developed using Eclipse as an IDE using Java programming language for Android, XML, and of course the Claroline as the LMS server. This application is the complement of Claroline which is normally access through a web browser.The results of this research show that the client application is able to download files that exist on the lecture materials from Claroline server. Keywords : E-Learning, Android, Learning Management System, Claroline, Mobile Application, E-LearningApplication
RANCANG BANGUN PEMANDU VIRTUAL BERBASIS MOBILE UNTUK MUSEUM LAMPUNG MENGGUNAKAN AUGMENTED REALITY Ossy Dwi Endah Wulansari; Anie Rose Irawati; deasy kusuma anggraeny
Jurnal Komputasi Vol 2, No 1 (2014)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v2i1.997

Abstract

RANCANG BANGUN SISTEM INFORMASI MANAJEMEN DATA SANTRI PADA TAMAN PENDIDIKAN AL-QUR'AN MASJID AD-DU'A BERBASIS LARAVEL Anis Purnomo; Astria Hijriani; Ossy Dwi Endah Wulansari
Jurnal Pepadun Vol. 2 No. 1 (2021): April
Publisher : Department of Computer Science, Faculty of Mathematics and Natural Sciences, University of Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (666.405 KB) | DOI: 10.23960/pepadun.v2i1.29

Abstract

Laravel is a framework based on the PHP programming language that can be used in making web-based applications that are very popular for use ranging from small-scale to large-scale projects. Applications developed using laravel can be used for the benefit of individuals or institutions to facilitate the data management process. The Al Quran Education Park of the Ad-Du'a Mosque as a non-formal educational institution has many students that need to be processed to make it easier for institutional leaders to determine policies. Data processing for students through a web application is considered very easy because it can be done online and more effectively. The data that is processed in this application is student data starting from the registration process to determining the study group. In determining the study group, the system admin will classify the data that has been collected from the registration process based on the age range and ability to read the Koran. The process of making this application uses the extreme programming method because this method is quite effective when used in developing small-scale applications. The stages in this method are planning, design, coding, test, then if it is appropriate then release the application. After going through the stages of making an application using this method, a web-based application is produced which can be used to manage student data at the Al-Quran Education Park of the Ad-Du'a Mosque.
PENERAPAN TEKNOLOGI AUGMENTED REALITY PADA MEDIA PEMBELAJARAN Ossy Dwi Endah Wulansari; T M Zaini; Bobby Bahri
Jurnal Informatika Vol 13, No 2 (2013): Jurnal Informatika
Publisher : IIB Darmajaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30873/ji.v13i2.346

Abstract

Application of the Technology of Augmented Reality is projected as a learning process of learning media innovation with conventional methods (slides) and using guidebooks and the like can be used to support the learning process itself in order to give understanding to users about the material presented. In contrast to conventional learning, applied technology is interactive and more interest because the information is delivered more interactive with the user use. The utilization of computer graphics Applications allow illustrate images together in the form of animation (moving images and three-dimensional) that can explored in different angles (top, bottom, right, left) so it will give you a better understanding of the user. The application of computer application was developed using one of the methods of software development which is "waterfall". In this study, a series of activities will be undertaken in order to obtain information on the system requirements, design and implementation phases proceed with making the model of object contained in the Handbook. Further integration is done on the application uses Augmented Reality. On the next stage of testing is done.Keywords: Augmented Reality, animation, virtual, learning, waterfall.
Klasifikasi Image Tumbuhan Obat (Keji Beling) Menggunakan Artificial Neural Network Rizky Prabowo; Yunda Heningtyas; machudor Yusman; Muhammad Iqbal; Ossy Dwi Endah Wulansari
Jurnal Komputasi Vol 9, No 2 (2021)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v9i2.2868

Abstract

Indonesia sebagai salah satu negara tropis memiliki potensi hayati yang sangat besar. Salah satu potensi yang banyak dimiliki di Indonesia adalah tumbuhan obat. Salah satu cara mengenali jenis tumbuhan obat yaitu melalui bentuk fisik daun. Implementasi teknologi yang saat ini banyak berkembang, maka masyarakat akan banyak terbantu dalam mengenali tumbuhan obat disekitarnya. Gambar atau citra daun tanaman obat digunakan sebagai data yang mewakili jenis tumbuhan obat tertentu. Data yang digunakan merupakan data yang telah diberikan perlakuan khusus dalam pengambilan gambar atau citra. Praprosesing dilakukan pada data yang didapat sebagai langkah awal pemrosesan data. Pada penelitian ini, data yang digunakan merupakan data primer dengan total 2000 data. Data yang digunakan dibagi menjadi 1800 data latih, 160 data validasi dan 200 data testing. Data training digunakan untuk membentuk pola model. Model selanjutnya di validasi dengan menggunakan data validasi. Model dibangun menggunakan Convulution Neural Network yang merupakan varian dari Artificial Neural Network. Hasil akurasi penelitian 82.5% dengan kecepatan pembangunan model dengan 10 epoch adalah 139 second per epoch.
PENGEMBANGAN ALGORITMA MOW DAN GENERALISASI BAHASA AUTOMATA UNTUK PROSES PEMBUATAN MINUMAN SERTA PENGEMBALIAN UANG PADA DESAIN MESIN KOPI OTOMATIS Wamiliana Wamiliana; Ossy Dwi Endah Wulandari; Marisa Ayu Rahmadhani
Jurnal Komputasi Vol 1, No 2 (2013)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v1i2.526

Abstract

The remarkably development in science and technology influences the business trend. One of the mode of businesses that are used widely nowadays is vending machine. Vending machine is a machine that is able to serve client for food, drink and others after the costumers put money into machine slot. This research discusses about an application of coffee vending machine that can make variation of coffee and optimalize output of the money. In making this application, Finite State Automata (FSA) is applied to handle the problem for recognize language in making a drink and MOW algorithm used to optimalize output of  money in transaction processing. Keywords : Coffee Vending Machine, Finite State Automata, Optimalize,   Algorithm