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IMPLEMENTASI AUGMENTED REALITY PEMBELAJARAN ORGAN TUBUH MANUSIA BERBASIS MOBILE Hardiansah, Gian; Ardiani, Farida; Kalifia, Anna Dina
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 7 No 1 (2024)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v7i1.1255

Abstract

The importance of organ learning for students at the primary and secondary education levels as a basic foundation is a crucial aspect in science and health education. However, in some schools in Indonesia, learning media still rely on conventional methods such as the use of books and anatomical models which are relatively expensive and require space. In addition, conventional media is often unable to provide an in-depth and engaging learning experience for students. This research aims to build an organ learning application utilizing augmented reality technology. The application can display human organs in 3D visual form equipped with explanations and quiz features. This research was conducted using the waterfall method starting from the problem identification stage to the testing stage. The results of the application are then tested using the blackbox testing method, where from 6 application functionalities tested show that the application runs according to the design stage.
IMPLEMENTASI AUGMENTED REALITY LOCATION BASED SERVICE UNTUK APLIKASI PETUNJUK RUANG LAB UTY Khanifah, Haesti Nur; Diwandari, Saucha; Ardiani, Farida
SemanTIK : Teknik Informasi Vol 9, No 2 (2023):
Publisher : Informatics Engineering Department of Halu Oleo University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55679/semantik.v9i2.45859

Abstract

Mahasiswa baru atau MABA merupakan status pada mahasiswa di tahun pertama kuliah. MABA seringkali mengalami kesulitan dalam mencari ruangan di gedung UTY Kampus 1 tersebut. Salah satu alasannya adalah denah ruangan yang masih berbentuk 2D. Seiring dengan perkembangan teknologi beberapa tahun ini, terkait perangkat bergerak salah satunya yaitu augmented reality (AR). Teknologi ini merupakan pengabungan objek 2D atau 3D dengan objek nyata ke dalam lingkungan yang maya secara realtime. Penelitian ini bertujuan untuk membuat aplikasi petunjuk lokasi augmented reality dengan metode Location Based Service (LBS). Metode yang dipakai dalam penelitian ini adalah waterfall, dimulai dengan analisis kebutuhan yang dilanjutkan dengan perencanaan diagram UML (Unified Modelling Language). Hasil penelitian disajikan dalam bentuk aplikasi navigasi yang menghasilkan rute point-to-point dengan dukungan AR. Penggunaan dua teknologi tersebut dapat membantu aktivitas MABA dan dengan penggunaan smartphone membuat aplikasi denah tersebut dapat digunakan secara fleksibel. Kata kunci; UTY, MABA, Augmented Reality, Lokasi, Smartphone, Location Based Service
Forecasting: Analyze Online and Offline Learning Mode with Machine Learning Algorithms Ardiani, Farida; Rodhiyah Mardhiyyah; Syahalam, Izaaz Azaam; Nasmah Nur Amiroh
IJID (International Journal on Informatics for Development) Vol. 11 No. 2 (2022): IJID December
Publisher : Faculty of Science and Technology, UIN Sunan Kalijaga Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14421/ijid.2022.3733

Abstract

Since the pandemic occurred, in March 2020, learning activities have changed from an offline to an online learning mode. This is the first time, such a huge change has occurred, simultaneously in the entire hemisphere. This learning mode opens a new discourse regarding the impact on the learning mode and educational evaluation results. The author aims to compare the results of the educational evaluation of the online learning mode during the pandemic with offline learning mode, so that differences will be known, as well as can be used to predict student learning outcomes, in order to obtain an overview of the effectiveness and efficiency of a learning mode. Data collection is carried out as an initial step in data processing, based on the final results of student learning, in certain courses taken every semester starting in 2017-2022. The data consists of 6 indicators, namely CI1-CI4, grades, and letter grades. The result of this study is the prediction of a more effective learning mode used, as decision support carried out by the forecasting method, comparing the Naïve Bayes and Decision Tree algorithm in getting the best accuracy value, by analyzing the learning mode offline to online.
Implementasi REST API Aplikasi Pendaftaran Siswa Baru di SMA Hikmah Yapis Papua Berbasis Android Alfath, Muhammad; Ardiani, Farida
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 5 No. 1 (2024): Januari
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v5i1.507

Abstract

Registration of new students is a process that is usually carried out every year in educational institutions such as schools. New student registration is useful in screening prospective students who are selected to become students. In this research, the registration process for new students at SMA Hikmah Yapis Papua was carried out using a website. The problem of this research is how to implement the Android-based REST API application to register new students at SMA Hikmah Yapis Papua. The research methods used are interviews, observation and bibliometric research. This Android-based new student registration application was built using the Kotlin programming language and uses the Laravel framework as the API and the MySQL database as the database server. The result of this research is an Android-based REST API application for registering new students at SMA Hikmah Yapis Papua which is able to facilitate student registration and obtain information about the school.
Implementasi REST API Media Informasi Kehilangan dan Penemuan Barang Berbasis Android (Studi Kasus: Kampus 1 Universitas Teknologi Yogyakarta) Rumalutur, Muhammad Ifdhal; Ardiani, Farida
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 5 No. 1 (2024): Januari
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v5i1.510

Abstract

Losing an item is a condition where a person part with an item that previously existed to become non-existent. Yogyakarta Technology University students still often experience lost items around campus area 1. Students who experience loss usually use social media to spread information to each other, but this is still less effective because the information uploaded by students can be covered by the content or status uploaded. by other students. The impact that occurs when there is no information system is that the dissemination of information related to lost and found items is not on target so that it is more difficult for students to find their lost items again. The aim of this research is to design a system as a medium for information regarding the loss and discovery of goods in the Yogyakarta University of Technology campus 1 area. The method in this research uses the waterfall model. The results of this research are to produce an Android-based application that can make it easier for students to exchange information regarding lost and found items around the Yogyakarta University of Technology campus 1 area so that it is easier for students to find and return items to students who have lost items.
Penerapan Teknologi Augmented Reality sebagai Media Pembelajaran Fauna Berbasis Mobile Android Trengginas, Way Lilo Tandang; Fachrie, Muhammad; Ardiani, Farida
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 5 No. 2 (2024): Mei
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v5i2.718

Abstract

Fauna learning is a lesson that is commonly found in elementary school. Fauna learning is an important aspect of introducing fauna in Indonesia and the world. In this technological era, the limitations of learning media which still use conventional media such as books, text and images cause students' learning interest to decrease. This causes the ability to understand fauna to decrease and has an impact on low student learning outcomes. So this research aims to build an Augmented Reality (AR) based application that can be used as a media for learning fauna in elementary schools. The method used is the waterfall method, with this method the application is developed in stages starting from the analysis to design stages. Next, the resulting application is then tested using several testing methods, namely functionality testing, application performance testing and application feasibility testing with a questionnaire. Based on the test results, the application was successfully built where all functionality runs well. The application performance is also quite good where the marker can be detected at a distance of 10 – 70 cm with high, normal or low light intensity. The questionnaire results also showed good results, which means that the fauna learning application can be used easily and provides information that is easy to understand.
Prediksi Harga Crypto dengan Algoritma Jaringan Saraf Tiruan Fegiyanto, Rizki; Hermawan, Arief; Ardiani, Farida
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 5 No. 3 (2024): September
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v5i3.728

Abstract

Cryptocurrency has emerged as a crucial element in the global financial market, prompting investor interest in predicting prices for informed investment decision-making. However, the highly volatile nature of cryptocurrency prices has made trading in the crypto market speculative and laden with significant risks. Therefore, this study aims to apply Artificial Neural Networks (ANNs) using the Long Short-Term Memory (LSTM) algorithm to forecast cryptocurrency prices. This method leverages the ANN's ability to recognize complex patterns and trends in historical cryptocurrency price data. The research findings demonstrate significant accuracy levels for three types of crypto: BTC (86.86%), BNB (96.8%), and Doge (97%). Evaluation was conducted using the k-fold cross-validation method with k=5, where data was divided into five equally sized groups. Accuracy was computed by comparing actual prices with those predicted by the LSTM model. This evaluation approach provides robust insights into the LSTM model's effectiveness in predicting cryptocurrency prices, considering significant data variations. The predicted values from this study are BTC at $4306, BNB at $58.7, and Dogecoin at $0.037. These implications underscore the critical role of the number of epochs in influencing the performance and accuracy of cryptocurrency price predictions. Thus, this research is poised to offer deeper insights into cryptocurrency market behavior and provide practical guidance for investors to make more informed and measured investment decisions.
Pengembangan Aplikasi Android untuk Monitoring Suhu dan Kelembaban berbasis Internet of Things Halim, William; Ardiani, Farida
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 5 No. 2 (2024): Mei
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v5i2.824

Abstract

The easiest thing to determine whether a room is healthy or not is to know the temperature and humidity levels of the room. Therefore, it is necessary to monitor the temperature and humidity of the room at any time. From this, a design was created for a monitoring tool that can monitor room temperature and humidity based on the Internet of Things using Android Studio so that temperature and humidity can be monitored from anywhere and at any time. An Internet of Things (IoT) based room temperature and humidity monitoring tool was created using a NodeMCU ESP8266 and a DHT-11 Temperature Sensor and implemented using Android Studio. The Internet of Things (IoT) based room temperature and humidity monitoring process uses FIREBASE as a communication medium between the temperature sensor and NodeMCU with an Android device. Data from the temperature sensor connected to the NodeMCU is then forwarded to FIREBASE using topic publish. Androids who want to monitor temperature must subscribe to the published topic so they can get temperature and humidity data sent from the DHT-11 sensor. By utilizing this research, the public can make it easier to check temperature and humidity in real time with a smartphone or personal computer so that it can facilitate monitoring of the ideal temperature for baby rooms, farms, plants and so on in order to minimize anything undesirable.
Model Aplikasi Point of Sale pada Toko Ada Berbasis Android Lukfi, Ikbal Sohiburido; Ardiani, Farida
INTECOMS: Journal of Information Technology and Computer Science Vol 7 No 6 (2024): INTECOMS: Journal of Information Technology and Computer Science
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/intecoms.v7i6.12907

Abstract

Pengembangan aplikasi Point of Sale (POS) berbasis android untuk Toko Ada, sebuah toko ritel di Batang, Jawa Tengah, Indonesia. Toko Ada, yang didirikan pada tahun 2022, menghadapi tantangan operasional akibat pencatatan penjualan dan manajemen inventaris yang dilakukan secara manual, yang mengakibatkan ketidakefisienan dan kesalahan. Dari masalah tersebut, penelitian ini menyarankan penerapan sistem POS modern yang terhubung dengan payment gateway, dengan tujuan meningkatkan efisiensi transaksi serta pengalaman pelanggan. Penelitian ini menggunakan pendekatan kualitatif, yang dikumpulkan melalui observasi, wawancara, dan studi literatur. Proses pengembangan mengikuti model air terjun yang mencakup analisis, perancangan, pelaksanaan, pengujian, penerapan, dan pemeliharaan. Temuan penelitian menunjukkan antarmuka aplikasi yang ramah pengguna dengan fitur manajemen produk dan transaksi yang efektif, serta pengujian yang mengonfirmasi bahwa sistem berfungsi sesuai dengan kebutuhan pengguna. Penelitian ini menyimpulkan bahwa sistem POS berbasis Android dapat secara signifikan meningkatkan efisiensi operasional Toko Ada.
Impelementasi Aplikasi Pembayaran Tagihan Pelanggan IBM-Net Berbasis Mobile Menggunakan Metode Research and Development Arifin, Naufal Hafizh; Ardiani, Farida
ILKOMNIKA Vol 6 No 3 (2024): Volume 6, Nomor 3, Desember 2024
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/ilkomnika.v6i3.686

Abstract

Seiring dengan kemajuan ekonomi dan kebutuhan akan akses informasi layanan internet telah menjadi kebutuhan pokok, IBM-Net menawarkan layanan internet berbasis dedicated dan LAN yang memudahkan pelanggan untuk melakakukan proses installasi Wi-Fi. Saat ini proses administrasi pembayaran tagihan di IBM-Net masih menggunakan cara manual dengan tim penarikan bulanan yang mendatangi pelanggan secara door to door sehingga membuat terhambatnya proses administrasi dan transaksi pembayaran di IBM-Net yang memakan waktu cukup lama. Untuk memangkas proses dan mempersingkat waktu, diperlukan aplikasi pembayaran tagihan pelanggan yang efisien dengan memanfaatkan teknologi yang dapat diakses dengan mudah oleh pelanggan. Penelitian ini bertujuan untuk mengimplementasikan aplikasi pembayaran tagihan pelanggan IBM-Net dengan menggunakan metode Rapid Application Development (RAD). Tahapan RAD yang meliputi analisis kebutuhan, desain sistem, pengembangan, dan implementasi akan menghasilkan aplikasi yang memungkinkan pelanggan untuk melakukan pembayaran tagihan dimana saja dan kapan saja. Diharapkan aplikasi ini dapat mempercepat proses pembayaran, mengurangi keterlambatan transaksi dan menyederhanakan administrasi pembayaran bagi pengelola IBM-Net.