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PENGUKURAN USABILITY WEBSITE E-COMMERCE SAMBAL NYOSS MENGGUNAKAN METODE SKALA LIKERT Setyawan, Ryan Ari; Atapukan, Walter F
Compiler Vol 7, No 1 (2018): Mei
Publisher : Sekolah Tinggi Teknologi Adisutjipto Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (893.952 KB) | DOI: 10.28989/compiler.v7i1.254

Abstract

The purpose of this study is to measure the usability or usefulness of e-commerce website sambal nyoss by using Likert scale. Likert scale serves to determine the scale category from 1 to 5. The methodology in this research is using the waterfall software design methodology. The results of e-commerce web testing on usability testing using the Likert scale method can be concluded that the average Likert Score of the usability test is 4. The value of 4 in the likert scale is the category agreed, so the usability level can be accepted by the user. The test results also mean that web e-commerce samboss nyoss has met usability aspect values such as ease of system, easy to remember system, efficiency, no errors or errors and have a level of user satisfaction
PENGUKURAN USABILITY WEBSITE E-COMMERCE SAMBAL NYOSS MENGGUNAKAN METODE SKALA LIKERT Ryan Ari Setyawan; Walter F Atapukan
Compiler Vol 7, No 1 (2018): May
Publisher : Institut Teknologi Dirgantara Adisutjipto

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (477.725 KB) | DOI: 10.28989/compiler.v7i1.254

Abstract

MEDIA KOMUNIKASI KESEHATAN UNTUK TUNA RUNGU DAN TUNA WICARA BERBASIS ANDROID Ryan Ari Setyawan; Rizqi Mirza Fadilla
Informasi Interaktif Vol 7, No 1 (2022): Jurnal Informasi Interaktif Vol. 7 No. 1 Januari 2022
Publisher : Universitas Janabadra

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Abstract

This study aims to create a health communication media application that can assist communication for deaf and speech impaired patients. Health communication media that can run on Android smartphones to make it easier for health workers to communicate with deaf and speech impaired patients when visiting health facilities. The method used is agile development software development method. This method was chosen because of the methods and methodologies that make all personnel in the team work efficiently, think more effectively and make better decisions. For software testing using usability testing. Usability testing was chosen because it is one of the categories of methods in usability evaluation that observes users of a design and then takes data and analyzes it.The results of these trials are that the application has no bugs or errors and the results of usability testing show all ratings above 74%. The usability assessment shows that the application can be well received by users, namely health workers as a means of communication for patients with special needs.Keywords : Agile Development, Android, Media Komunikasi Kesehatan, Usability Testing.
SURVEI DAN ANALISIS PENGGUNAAN INTERNET DI UNIVERSITAS JANABADRA Ryan Ari Setyawan; Taofiq Krisdiyanto
Informasi Interaktif Vol 5, No 2 (2020): Jurnal Informasi Interaktif
Publisher : Universitas Janabadra

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Abstract

This research was conducted with the aim to find out the largest absorption of bandwidth used to access anything (eg social media, youtube and others) and to find out the factors that make internet connections at Janabadra University often not connected or slow connections. The method used in this study is to use the method of distributing questionnaires to all internet users at Janabadra University both employees, lecturers and students then the results of the questionnaire are processed and analyzed using regression analysis. Meanwhile, to determine the amount of bandwidth traffic using Quality of Service (QoS) analysis namely throughput, jitter and delay. To measure the QoS, the software is wireshark. Wireshark is used to record or view internet access distribution traffic that is used by users in Janabadra University. The results obtained that the highest bandwidth uptake is used for access to YouTube, online games and social media live streaming and it is evident from the analysis of internet usage traffic at Janabadra University that due to bandwidth is often used for unsuitable access, it produces a very small throughput with an average 2,092 kbps average. Keywords : Delay, Jitter, Throughput, Quality of Service.
KLASTERISASI MEDIA PEMBELAJARAN DARING DI ERA PANDEMI COVID-19 MENGGUNAKAN METODE AGGLOMERATIVE Ryan Ari Setyawan; Rizqi Mirza Fadilla
Informasi Interaktif Vol 5, No 3 (2020): Jurnal Informasi Interaktif
Publisher : Universitas Janabadra

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Abstract

This study aims to determine the use of learning media clusters from more effective and efficient in terms of user assessments, both students, and teachers in the midst of the Coronavirus Disease 2019 (Covid-19) pandemic. The method used in this research is the agglomerative algorithm method hierarchial clustering to classify online learning media according to user ratings. This method will calculate the grouping or clustering with several agglomerative methods, namely the single linkage method, average linkage, and complete the environment. Each of these methods can perform distance calculations Euclidean distance, which will later determine the appropriate online learning media cluster user ratings. The data used is user assessment data (students, students and teachers). The result of clusterization for learning media that is most widely used is google classroom which is included in the learning application cluster, while for the internet, users choose internet data quota and for learning devices users use smartphones more.Keywords : Agglomerative, Klasterisasi, Media Pembelajaran Daring.
PROTOTYPE PENGENALAN CANDI DI YOGYAKARTA BERBASIS AUGMENTED REALITY Fatsyahrina Fitriastuti; Ryan Ari Setyawan; Helio Rofino Correia
Informasi Interaktif Vol 7, No 1 (2022): Jurnal Informasi Interaktif Vol. 7 No. 1 Januari 2022
Publisher : Universitas Janabadra

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Abstract

This study aims to introduce temple tourism objects in Yogyakarta in the form of three-dimensional objects, descriptions and maps using augmented reality technology with the markerless method and can be displayed on Android mobile devices. Augmented Reality is a technology that combines the real world with the virtual world. The markerless method was chosen because it makes it easier for users to track objects that exist in the real world without having to require objects on paper or brochures. The research method used is the Waterfall method which is a software development model that is carried out sequentially (the next stage will be run after the previous stage has been completed). With this application, it is hoped that it can become a medium of information for the public to obtain information about temple attractions in Yogyakarta. This application prototype was designed using Unity 3D, Blender, Vuforia SDK and Balsamiq Mockups 3. This application has been tested using the black box method with nine scenarios and all of them have worked as expected. Keywords: augmented reality, markerless, temple
PENGEMBANGAN APLIKASI UNTUK MENDETEKSI PERGERAKAN SENDI PADA PASIEN PASCA STROKE MENGGUNAKAN SENSOR ACCELEROMETER DI SMARTPHONE ANDROID Ryan Ari Setyawan
Informasi Interaktif Vol 3, No 1 (2018): Jurnal Informasi Interaktif
Publisher : Universitas Janabadra

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Abstract

Stroke is one of the number one killer diseases in Indonesia. Basic health research data in 2013 showed there were 12 people with stroke per thousand (1000) Indonesian population. Rehabilitation of post-stroke patients is one of the efforts to improve the quality of life of stroke patients. This study aims to detect every movement of the joints using accelerometer sensors in post-stroke patients to monitor the progress of the rehabilitation process. Accelerometer sensor test results can be used as an application for joint detection, the application can be used as a tool for the process of therapy or rehabilitation of patients post-stroke. The performance of sensor accuracy can work well with 450 slope angle reference at first movement will be read with number 1 and the next 450 corner will be read with n+1 . Keywords : Accelerometer, Range of Motion, Sendi Atas, Sendi Bawah, Stroke 
DAMPAK PENGARUH PENGGUNAAN APLIKASI VIDEO LIVE STREAMING DI SMARTPHONE PADA KALANGAN PELAJAR Ryan Ari Setyawan; Yumarlin MZ
Jurnal Informatika Komputer, Bisnis dan Manajemen Vol 17 No 2 (2019): Mei 2019
Publisher : LPPM STMIK El Rahma Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61805/fahma.v17i2.92

Abstract

This study aims to determine the effect of using live streaming video applications that are currently popularly used by students. Live streaming video application itself is a video sharing application that is broadcast live and real time so that users can broadcast what activities are done and can be watched by everyone who has the same application and account. For interaction users can make two-way video calls with other users or interactions through the chat service provided. These applications are in the market such as Bigolive, Live.me, Ome.tv, Instagram live and others. This research was conducted using regression analysis. The analysis results obtained from this study that the use of live streaming video applications among students does have an impact on students such as students rarely attend religious activities, often make noise in class, often toy smartphones during lessons and even 51.58% talk dirty.
Analisis Unjuk Kerja Aplikasi VoIP Call Android di Jaringan MANET [Performance Analysis of VoIP Call Application Android in MANET (Mobile Ad Hoc Network)] Ryan Ari Setyawan
Buletin Pos dan Telekomunikasi Vol. 13 No. 1 (2015): June 2015
Publisher : Centre for Research and Development on Resources, Equipment, and Operations of Posts and I

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17933/bpostel.2015.130106

Abstract

Penelitian ini bertujuan menganalisis kinerja aplikasi  VoIP call android di jaringan MANET (mobile ad hoc network).  Hasil pengujian menunjukan bahwa aplikasi VoIP call android dapat digunakan di jaringan MANET. Delay yang dihasilkan paling besar di pengujian indoor dengan jarak 11-15 meter yakni sebesar 0,014624811 seconds. Packet loss yang dihasilkan pada range 1%-2% sedangkan standar packet loss yang ditetapkan oleh CISCO untuk layanan aplikasi VoIP adalah < 5%. Jitter yang dihasilkan yakni antara 0,01-0,06 seconds sedangkan standar yang ditetapkan oleh CISCO adalah ≤ 30 ms atau 0,03 seconds. Throughput yang dihasilkan pada proses pengujian yakni antar 161 kbps-481 kbps. *****This study aims to analyze the performance of VOIP call android application in the MANET (mobile ad hoc network). The results showed that VoIP applications could be implemented in MANET network. The highest  delay is produced in indoor testing  with distance of 11-15 meters,  which is equal to 0.014624811 seconds. Packet loss is generated in the range of 1% -2%, while packet loss standards set by Cisco for VoIP application services are <5%. The jitter is between 0.01 to 0.06 seconds, while the standard set by CISCO is ≤ 30 ms or 0.03 seconds. Throughput generated in the testing process is between 161 kbps-481 kbps.
Penerapan Firebase Realtime Database Pada Aplikasi Catatan Harian Diabetes Melitus Setyawan, Ryan Ari
Jurnal Informatika Komputer, Bisnis dan Manajemen Vol 22 No 1 (2024): Januari 2024
Publisher : LPPM STMIK El Rahma Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61805/fahma.v22i1.102

Abstract

Penelitian ini bertujuan mengetahui unjuk kerja atau performance dari teknologi firebase realtime database melalui API (application programming interface) untuk digunakan pada aplikasi catatan harian diabetes melitus. Keunggulan firebase merupakan platform yang dikembangkan oleh google yang mempunyai library yang lengkap untuk pengembangan aplikasi cross platform maupun hybrid. Metode API firebase realtime database untuk memproses sikronisasi secara realtime melalui JavaScript Object Anotation (JSON) yang disediakan. Metode sikronisasi teknologi tersebut dengan tiga skema yakni fitur realtime secara efisien menghubungan dengan seluruh client yang terhubung secara otomatis. Fitur offline, fireb dapat tetap secara responsif berjalan dalam keadaan luring, karena memiliki firebase SDK (software development kit). Accessible from cline devices, layanan ini menawarkan kemudahan akses database secara realtime tanapa membutuhkan server application. Beberapa data yang komplek sesuai dengan catatan harian diabetes melitus ini dapat melihat performa dari kinerja platform tersebut. Hasil dari pengujian menggunakan QoS memperoleh hasil yang sangat baik. Hal tersebut sesuai dengan standar THIPON (Telecommunications and Internet Protocol Harmonization Over Network) yang merupakan standar penilaian QoS yang dikeluarkan oleh ETSI (European Telecommunications Standards Institue) yang menghasilkan dari aplikasi diary diabetes melitus sangat baik dengan througput 78Kbps, Jitter sebesar 39 ms, packet loss sebesar 0 %, dan delay 22 ms.