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PENGEMBANGAN SMARTCAM AUTO MOTION DETECT DAN SHORT MESSAGE SERVICE (SMS) ALERT Ade Bastian; Dony Susandi
Jurnal Ilmiah Teknologi Infomasi Terapan Vol. 4 No. 2 (2018)
Publisher : Universitas Widyatama

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (731.46 KB) | DOI: 10.33197/jitter.vol4.iss2.2018.155

Abstract

[Id]Perkembangan kehidupan modern berpengaruh terhadap meningkatnya aktivitas manusia yang lebih sering meninggalkan rumah. Kondisi tersebut menimbulkan atau mengundang tindak kejahatan.Dalam dunia Information Technology (IT) segala upaya dilakukan dengan membuat berbagai macam eksperimen, guna membuat suatu sistem yang baru dan semakin mempermudah kerja sistem tersebut. Diantaranya ada suatu sistem pemantau atau monitoring system menggunakan kamera.Sistem Pemantau adalah suatu sistem yang dapat mengawasi segala aktivitas atau kegiatan yang terjadi pada suatu ruangan atau daerah tertentu yang dianggap penting untuk dijaga keamanannya, sehingga dalam penelitian ini dibuataplikasi pengembangansmartcamberbasis auto motion detectdan Sms Alertdengan tujuan untuk memanfaatkan? image dan video capturing agar bisa mengontrol keadaan rumah tanpa harus selalu ada di dalam rumah. Aplikasi smartcam dibangun menggunakan perangkat lunak sistem operasi windows 7 ultimatedan bahasa pemrograman Visual Basic.Net 2010.Hasil penelitian ini adalah aplikasi smartcam berbasis auto motion detect dan sms agar dapat menjaga keamanan rumah saat pemilik sedang tidak berada di tempat serta mengantisipasi dengan cara mengetahui tindak kejahatan lebih dini.Kata Kunci:Smartcam, Auto Motion Detect, SMS Alert[En]Modern life is affecting an increasing human activity more often leave the house . These conditions pose or invite crime . In the world of Information Technology ( IT ) every effort was made to create a wide range of experiments , in order to create a new system and further simplify the system works . Among them there is a monitoring system or monitoring system using a camera .Monitoring System is a system that can oversee all activities or events that occur in a particular room or area that is considered essential to safeguard , so in this study were made based application development SmartCam auto detect movement and SMS Alert with the aim to utilize image and video capturing in order to control the state of the house without having to always be in the house . SmartCam applications built using the software windows 7 operating system and programming language Visual Basic Net 2010.The aim of this research is to build the SmartCam applications to detect motion and sending the alert through sms? while the owner was not in place and anticipate crime by identifying it early .
SISTEM INFORMASI GEOGRAFIS LETAK PENYEBARAN TEMPAT PARIWISATA DI KABUPATEN MAJALENGKA DENGAN MENGGUNAKAN METODE DIJKSTRA Ade Bastian; Abdul Kholik; Miftahuddin Al-Aziz
PROCEEDING STIMA PROCEEDING STIMA 2.0
Publisher : PROCEEDING STIMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (841.334 KB)

Abstract

The tourism sector is one of the productive potential until today continuously developed. Potential and tourist wealth in Majalengka that many tourist attractions but the lack of promotion of the government prompted the authors to develop a Geographic Information System. Majalengka has a wide range of tourist attractions that have the charm of each, both natural and cultural charm can certainly be used as capital to further develop this area as a tourist destination. Therefore, the provision of accurate data about the condition of the tourist attractions in Majalengka indispensable. In terms of tourists or visitors, travel information is needed to plan a trip from the residence or place of origin to the place of destination. In addition to in order to get a clear picture of the state of the places to be visited, tourists also can set up costs and the appropriate equipment for the trip in order to avoid things that are not desirable. Information concerning, among other tourist attractions, accommodations, and distance to the sights. Besides aiming to market the tourism products, also aims to provide complete information for potential tourists to be able to visit the tourist place. The development of tourism in Majalengka would bring many benefits to society, which is economically, socially and culturally. The elements of a well-managed tourism can provide benefits to the area.Keywords : Tourism, Geographic Information System, Majalengka District.
Treasure Hunter Game Buah Maja Menggunakan Scirra Construct 2 Ade Bastian; Dadan Zaliluddin; Devi Sukrisna
SMARTICS Journal Vol 5 No 2: SMARTICS Journal (Oktober 2019)
Publisher : Universitas PGRI Kanjuruhan Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (853.97 KB) | DOI: 10.21067/smartics.v5i2.3683

Abstract

Majalengka is one of the regencies located in West Java Province. With the diversity of cultures and tourist attractions in Majalengka, the author intends to make a game that can accommodate several aspects of Majalengka so that it can be better recognized by the public, especially the Majalengka community itself. This research aims to introduce Majalengka to the outside community and the Majalengka community itself, through Majalengka icons and their natural wealth in the form of legendary Gincu and Maja Fruit. The system development method used is a development method using the MDLC (Multimedia Development Life Cycle) method. Questionnaires were given to people who had tried playing the Treasure Hunter Buah Maja, a questionnaire was made aimed at finding out the people's response to the game. With a result of 77.5%, the community stated when they first tried the application to be easy to use. 80.8% of the people expressed interest in using the Treasure Hunter Buah Maja game. And as much as 85% of the people stated that this game was quite entertaining.
Game Edukasi Pengenalan Gangguan Psikologis Remaja Menggunakan Metode DGBL-ID Tri Ferga Prasetyo; Ade Bastian; Tika Sifana
Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI) Vol 3, No 2 (2020): OKTOBER 2020
Publisher : Program Studi Teknik Informatika, Fakultas Teknik. Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (741.319 KB) | DOI: 10.32672/jnkti.v3i2.2030

Abstract

Salah satu dampak dari meningkatnya penggunaan smartphone adalah meningkatnya interaksi antara pengguna dan gadget. Sebagian besar pengguna merupakan anak remaja, dengan tujuan penggunaan untuk memainkan permainan. Namun, sebagian besar permainan yang tersedia di Playstore adalah jenis permainan yang belum memiliki efek positif bagi penggunanya terutama remaja. Masa remaja dianggap sebagai waktu di mana individu berusaha untuk membuat identitas mereka sendiri dan menerima informasi dari luar diri mereka sendiri tanpa berpikir lebih lanjut. Akibatnya, beberapa remaja rentan terhadap gangguan psikologis. Gangguan psikologis remaja adalah salah satu gangguan kesehatan mental yang paling mungkin dialami oleh kebanyakan remaja. Ada beberapa penyebab gangguan psikologis pada remaja termasuk depresi, kecemasan, dan sosial diri yang menarik. Kurangnya pengetahuan publik tentang tanda, gejala gangguan psikologis remaja, memiliki perlakuan yang salah kepada penderita. Penelitian ini bertujuan untuk mendidik beberapa gangguan psikologis pada remaja dalam bentuk desktop dan game kuis berbasis android di mana ada informasi dan visualisasi tentang gangguan psikologis pada remaja. Metode pengembangan sistem yang digunakan dalam pembuatan game edukasi ini adalah DGBL-ID (digital game based learning intructional design).
Designing Environment Care Adventure Game Based on Android Using Construct 2 Ade Bastian; Yofi Awwaluddin; Whydiantoro; Budiman
Jurnal Mantik Vol. 4 No. 4 (2021): February: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mantik.Vol4.2021.1136.pp2311-2317

Abstract

This lack of public concern for the environment makes education important for environmental education or environmental cleanliness, especially in early childhood, is very necessary as a personality formation and care for the environment, so that our environment and nature are always maintained. To provide education today, you must use media as a learning tool because currently technology has developed rapidly and considering that there are so many smartphone users that can be used and used as educational media tools. So that in this study an educational adventure game based on android has been developed with a short level, easy control and an increased level of difficulty. This game aims to provide education by picking up trash and sorting organic, inorganic, and hazardous waste properly. The method used in the development of this game is the Rational Unified Process (RUP), which includes several phases, namely Inception, Elaboration, Contruction, Transition. While the data collection method uses the method of observation, interviews, and literature study. The result of this research is an adventure game application that cares for the environment towards waste which is expected to be a medium of learning and education for the community, especially for early childhood so that they can find out how important it is to keep their environment clean and to preserve it and develop children's character who is sensitive to environmental cleanliness.
New Normal After Education Game Design Pandemic Uses Approaches Agile Scrum Application of Finite State Machine (FSM) Method Tri Ferga Prasetyo; Ade Bastian; Lidya Tresna Wahyuni
IJISTECH (International Journal of Information System and Technology) Vol 5, No 2 (2021): August
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (929.249 KB) | DOI: 10.30645/ijistech.v5i2.122

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Game is an application that infers human behavior into software, and players who play the game feel they are entering the game world. Games can be used as a medium for information and education. The current rise of Covid-19 requires every individual to implement health protocols in their daily life. This term is called new normal. New normal is a change in behavior to continue carrying out normal activities but with the addition of implementing health protocols to prevent Covid-19 transmission. Unfortunately, in everyday life, the application of the new normal is less effective so that in one area, new cases have emerged and the PSBB must be re-applied. The new normal themed educational game can be a fun information medium for the community, with the New Normal After Pandemic educational game, it is hoped that it can educate the public in implementing health protocol rules. This game was created using Construct 2 software because it is based on HTML 5 which is specifically for 2D platforms. 2D designs are created using Corel Draw X7, Easy Paint Tools SAI and Adobe Photoshop. The final result of this study is a game application that applies the FSM (Finite State Machine) control system design method in each level rule and uses the Agile Scrum system development method with a process of 2x sprint iterations
Prototype of Blind Aid Tool With The Haar Like Feature Ade Bastian; Dony Susandi; Usup Suparma
IJISTECH (International Journal of Information System and Technology) Vol 3, No 2 (2020): May
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1248.911 KB) | DOI: 10.30645/ijistech.v3i2.44

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Every human being is born perfectly but not all humans are born perfect, some of us are born have a deficiency in blindness. Blind people are someone whose vision is impaired from birth or because of an illness that causes their vision to be disrupted. Blind people need tools for their daily activities usually in carrying out blind activities using tools as a tool. Tools that are now widely circulating only as a detector can not yet identify objects, for that blind people neeed a tool that can identify the object. To make this happen, a prototype design research is done. Blind assitive devices use the haar like feature and extreme contour methods. Prototyping method is chosen so that users can play an active role during the process of designing, testing and implementing tolls. Contour is a curve or image that has similarities with objects or objects with functions using OpenCv. The conclusion of the detection results using the haar like feature method is the form of a string then processed using pygame so that the blind are able to know the object in fron of it.
IMPLEMENTASI TEKNIK MOTION GRAPHIC DAN VFX TERHADAP VIDEO EDUKASI CYBERBULLYING Ade Bastian; Dadan Zaliluddin; Dadan Romadhoni; Yucky Putri Erdiyanti
INFOTECH journal Vol. 8 No. 2 (2022)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/infotech.v8i2.2329

Abstract

Perkembangan teknologi di dunia maya dapat diterapkan dalam pembuatan multimedia. Multimedia dapat memberikan informasi dengan cara yang lebih efektif dan menarik perhatian. Multimedia edukasi saat ini terus dikembangkan salah satunya melalui pembuatan video edukasi. Video edukasi merupakan suatu tampilan multimedia yang dirancang untuk menginformasikan pesan dan bertujuan untuk mendidik, memberikan ilmu pengetahuan, serta mengembangkan potensi diri yang ada dalam diri setiap manusia. Cyberbullying sebagai tindakan mengintimidasi menggunakan media atau perangkat elektronik, tindakan perundungan di media sosial adalah tindakan yang disengaja oleh pelaku dengan maksud atau tujuan yang menyebabkan timbulnya kerugian, tindakan yang selalu dilakukan secara konsisten atau berulangulang. Masih banyaknya pihak yang menganggap tindakan cyberbullying merupakan tindakan wajar mendorong produksi video edukasi ini. Mengkombinasikan ilustrasi, foto atau bentuk seni digital lainnya yang divisualisasikan menjadi video motion graphic. Penelitian ini menggunakan metode Pipeline Production berupa edukasi penanganan cyberbullying. Video Live action dibantu dengan visual effect untuk menambah dinamis.
PELATIHAN CAKAP BERMEDIA DIGITAL DI KAWASAN ARGAPURA BUMI MANDIRI JABAR DIGITAL SERVICE DISKOMINFO JABAR Ade Bastian; Dony Susandi; Harun Sujadi; Dadan Zaliluddin; Tri Ferga Prasetyo; Ii Sopiandi
BERNAS: Jurnal Pengabdian Kepada Masyarakat Vol. 3 No. 3 (2022)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (326.245 KB) | DOI: 10.31949/jb.v3i3.2681

Abstract

The community as one of the elements of the nation utilizes digital connectivity in order to connect Indonesia with a mindset, global business opportunities, and a new future. Indonesia's digital transformation is realized by preparing digital talent as the main driver of productive use of digital connectivity. Modern society is currently faced with the challenges of using the internet and digital media that are useful as well as opportunities for various problems. Cakap with Digital Media is one of the programs from the Ministry of Communication and Information to improve the community's ability to deal with disruption. Through the Office of Communication and Information Technology of West Java Province, these activities are outlined in several activities, one of which is Digital Village through Jabar Digital Service (JDS) activities. Based on a survey on the implementation of internet infrastructure assistance (Tower Desa), there are several areas that have been built, one of which is the Argapura Bumi Mandiri area which consists of 14 (fourteen) villages. The Ministry of Communication and Information Technology's Digital Literacy activities will continue to be pursued through Digital Media Cakap training activities in the Argapura Bumi Mandiri area.
RANCANG BANGUN APLIKASI SISTEM PENDUKUNG KEPUTUSAN PENENTUAN MASYARAKAT MISKIN MENURUT KRITERIA KEMENSOS (Studi Kasus: Kelurahan Tonjong) Ade Bastian; Nadya Pratiwi Aisha Bakhtiar
Prosiding Industrial Research Workshop and National Seminar Vol 9 (2018): Industrial Research Workshop and National Seminar
Publisher : Politeknik Negeri Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1287.998 KB) | DOI: 10.35313/irwns.v9i0.1076

Abstract

Sampai saat ini kelurahan Tonjong Kecamatan Majalengka, Kabupaten Majalengka melakukan pendataankeluarga miskin masih menggunakan cara manual, yaitu pengisian form dalam bentuk kertas yangmembutuhkan waktu yang lama. Pengambilan keputusan pun dilakukan seringkali tidak berdasarkan ketentuanyang ada. Maka diperlukan suatu sistem pendukung keputusan dengan mengambil kriteria dari KementrianSosial dan masyarakat Republik Indonesia untuk menentukan apakah suatu keluarga dikategorikan miskin atautidak agar penilaian dapat dilakukan dengan lebih objektif. Dari 14 kriteria yang ada hanya 10 yang diterapkandalam sistem. Suatu keluarga dikatakan miskin, jika 9 atau lebih kriteria terpenuhi. Sistem ini dibuat dalambentuk aplikasi dekstop dengan menggunakan bahasa pemrograman java, database Xampp, dan tools NetBeans.Dalam pengembangan sistem digunakan metode RUP (Rational Unified Process). Hasil dari sistem pendukungkeputusan ini adalah data keluarga dalam bentuk digital dan keputusan penentuan miskin atau tidak miskinsebuah keluarga secara komputerisasi. Sistem ini diharapkan dapat membantu pihak kelurahan Tonjongmemperbaiki sistem yang sebelumnya manual dengan sistem dekstop yang lebih efektif dalam prosespelaksanaannya.
Co-Authors Abu Bakar, Abib Maftuh ade rahmawati Adnan Arshad Alam, Muhammad Quthbul Aldri Frinaldi Ardi Mardiana Ardi Mardiana Ardi Mardiana Arif Yusuf Budiman Aripin, Ali Maulana Hapid Arshad, Adnan Asep Rachmat Asyhari, Muhammad Fiddiana Azkiya, Muhammad Azkal Badhel, Yasser Gibran Berliani, Mega Budiman Budiman Cesoria, Yola Zerlinda Dadan Romadhoni Dadan Zaliluddin Dadan Zaliluddin Destiani, Putri Devi Sukrisna Diana Surya Heriyana Didin Rudini Didin Rudini Dimas, Fadli Dinda Sri Wulansari Dony Susandi Erdiyanti, Yucky Putri Fahmi Aziz, Muhamamad Fernanda, Billy Adrian Firmansyah, Mochammad Bagasnanda Fitriani, Nadila Fitriyani, Rofi Hafsari, Zacky Haq, Rosdiana Harti, Adi Oksifa Rahma Harun Sujadi Hermawan, Dicky Ii Sopiandi, Ii Indra Permana, Indra Indradewa, Rhian Jabbar, Fathir Abdul Khoerunissa, Salsa Koswara, Engkos Kusumadewi, Intan Latiful Abror Lia Milana Lidya Tresna Wahyuni Mega Berliani Miftahuddin Al-Aziz Mochammad Bagasnanda Firmansyah Mochammad Bagasnanda Firmansyah Muhammad Fahmi Ajiz Muhammad Iqbal Rizmaya Muhammad Iqbal Rizmaya Muhammad Rifki Muhammad Rifki Muhammad Syifa Al Maroghi Muhammad Taufiq Muhammad Taufiq Nadya Pratiwi Aisha Bakhtiar Nana Sutrisna Nana Sutrisna Nia Kurniati Nisa Brian Sulaeman Nugraha, Algi Nugraha, Faisol Nugraha, Rezha Nunu Nurdiana, Nunu Nurfajriah, Riska Nurhilda, Pebby Nurhimah, Enung Pangarsi Dyah Kusuma Wardani, Siti Pangestu, Arki Aji Pauzan, Muh Permana, Iip Indra Prahara, Ervin Gusti Dwi Priyadi, Deni Purnama, Crisda Putra, Agam Maulana Rahayu, Syifaa Puspita Riepah, Ipah Rifki, Muhamamad Riki Riyanto Ristina Siti Sundari Rohmanudin, Wildan Rusmanto, Ayu Hafidzah Rusyn, Volodymyr Safari Yonasi Salwa, Alya Jihan Sandi Fajar Rodiansyah Sarmidi Sarmidi Sarmidi Sarmidi Satria Winata Sidik Zapar Sidik Sudjana, Muhammad Ridwan Shaleh Tantri Wahyuni Tarsono, Ano Tika Sifana Tresna Irawan, Eka Tri Ferga Prasetyo Usup Suparma Vini Arifiani Rohmat Volodymyr Rusyn Wahid, Abrar Wahyuni, Kartika Sri Wahyuni, Lidya Tresna Whydiantoro Wildan Rohmanudin Wiranagari, Relifa G Yofi Awwaluddin Yunus, Riza M ZAPAR SIDIK, SIDIK