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Pembuatan Animasi 2 Dimensi “Waspada SMS Penipuan” Menggunakan Teknik Frame by Frame Nisa Brian Sulaeman; Ade Bastian
Prosiding Industrial Research Workshop and National Seminar Vol 13 No 01 (2022): Vol 13 (2022): Prosiding 13th Industrial Research Workshop and National Seminar
Publisher : Politeknik Negeri Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (317.512 KB) | DOI: 10.35313/irwns.v13i01.4306

Abstract

Animasi frame by frame adalah teknik yang menciptakan ilusi gerakan dengan membuat perubahan bertahap diantara setiap keyframe Seiring dengan perkembangan zaman, kebutuhan animasi sudah semakin berkembang dari yang awalnya sebagai media hiburan, kini dapat juga menjadi media penyampaian informasi. Banyak informasi yang dapat disampaikan menggunakan animasi salah satunya yaitu informasi mengenai phising atau penipuan. Phising menjadi salah satu kejahatan internet yang sering terjadi di indonesia. Berdasarkan hasil laporan terbaru Hootsuite dan We Are Social, pengguna internet Indonesia mencapai 202,6 juta hingga Januari 2021. Bila dibandingkan pada 2020, maka ada kenaikan 15,5 persen atau lebih dari 27 juta orang dalam 12 bulan terakhir. Berdasarkan beberapa permasalahan yang melatarbelakangi penelitian ini peneliti membuat sebuah animasi tentang bahaya phising yang berjudul ”Waspada SMS Penipuan” agar dapat dijadikan sebagai pengetahuan kepada masyarakat pengguna internet di Indonesia. Menggunakan teknik Frame by frame dan menggunakan metode pengembangan sistem Multimedia Depelovment Life Cycle (MDLC). Animasi ini bertujuan menambah pengetahuan kepada masyarakat tentang bahaya phising atau penipuan melalui SMS dan juga menciptakan sebuah karya animasi pendek 2D dengan menggabungkan unsur cerita, visual, serta audio yang sesuai. Peneliti menghasilkan animasi Waspada SMS Penipuan yang telah di distribusikan kepada masyarakat melalui social media dan di tayangkan secara langsung.
Sentiment Analysis Against Political Figure’s Billboard During Pandemic Using Naïve Bayes Algorithm Ade Bastian; Ardi Mardiana; Dinda Sri Wulansari
Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) Vol 7 No 1 (2023): February 2023
Publisher : Ikatan Ahli Informatika Indonesia (IAII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29207/resti.v7i1.4643

Abstract

In the midst of the Covid-19 Pandemic, many Indonesians have reacted negatively to the placement of political individuals' billboards with very huge sizes on the streets. The early political campaign that was run was thought to be contentious. On social media like Twitter, the majority of people freely share their thoughts. The purpose of this study is to investigate how the general public reacted to the placement of billboards advertising political figures during the epidemic and to categorize those responses. It is envisaged that it would also provide advice for connected parties that may be used when making judgments regarding the policy of constructing billboards for political figures during a pandemic based on the results of data analysis. Twitter users tend to be more expressive because of the character limits, which means they have sentimental or emotional values. Using the Nave Bayes Algorithm, it is possible to do sentiment analysis on the sentiment data by categorizing user comments into positive, negative, and neutral attitudes. Regarding the sentiments expressed on billboards showing political leaders during the pandemic, tweets were sorted into three categories: liked, unfavorable, and neutral. The accuracy rate from Naive Bayes categorization of political personalities during the pandemic on social media Twitter was 83.3% with a precision value of 89%, recall 83%, and f-1 score of 82%.
PENGEMBANGAN PROTOTIPE TROLI OTOMATIS MENGGUNAKAN ARDUINO UNO R3 BERBASIS ANDROID Tantri Wahyuni; Wildan Rohmanudin; Ade Bastian
J-ENSITEC Vol. 7 No. 02 (2021): May 2021
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (211.279 KB) | DOI: 10.31949/jensitec.v7i02.1432

Abstract

The presence of robotics technology aims to create an effective and efficient life, making human work easier. Automatic trolley prototype designed to assist shopping activities in a supermarket, designed to provide the best service and for the efficiency of the shopping process itself. Automatic trolley ptototypes are made by integrating software and hardware. Using an android application to run an automatic system, the Bluetooth signal activated by the user can move the automatic trolley that has been installed on the Arduino Uno R3 by utilizing an ultrasonic sensor. Using a DC motor with a maximum speed of 48m / m. The automatic trolley prototype is designed with a scale of 50cm length, 30cm height and 20cm width.
TEKNIK MOTION GRAPHICS PADA VIDEO PROFIL PRODI INFORMATIKA UNIVERSITAS MAJALENGKA Nana Sutrisna; Ade Bastian
J-ENSITEC Vol. 7 No. 02 (2021): May 2021
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (234.262 KB) | DOI: 10.31949/jensitec.v7i02.1435

Abstract

The rapid development of information technology has had a positive impact on the general public. Company profile is an explanation of the agency in general. It contains information, vision, and mission of an agency. Company profile has an important role for an agency because it can present the vision and mission of the agency or what it wants to offer. The company profile video is the most complete media, because the video has an element of motion, a real visualization. In addition, the benefits of this company profile video are as a presentation tool to shorten the meeting so there is no need to ask in detail about the agency's profile, vision and mission. Motion graphics is a branch of graphic design, where in motion, design elements such as shape, shape, size, direction, texture contained in it, are intentionally moved or given movement to make it look alive. It is very interesting to promote agencies with motion graphics and information and promotion media have been made in the form of a company profile video for the Informatics Study Program, Majalengka University. Which consists of 6 scenes with a video duration of 1 minute 42 seconds. As a promotional media about the Universitas Majalengka Informatics Study Program to the general public.
Perancangan Game Kasada Aksara Dan Bahasa Sunda Sebagai Media Edukasi Menggunakan Unity Berbasis Android Didin Rudini; Ade Bastian; Dadan Zaliluddin
J-ENSITEC Vol. 9 No. 02 (2023): May 2023
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (922.056 KB) | DOI: 10.31949/jensitec.v9i02.4069

Abstract

The utilization of information technology as an educational medium is one of the efforts that can be chosen to preserve the Sundanese script and language because it is very relevant to modern times like now. Educational media in the form of Android-based Games can be a means of entertainment as well as provide information about the Sundanese script and language, besides that it is effortless to access because it is enough to use a device that uses the Android operating system. The type of Game chosen is a puzzle Game and a Game of arranging letters into words so that it can train the memory and accuracy of the users of this Game. The Game interface design process uses the Figma application and Adobe Illustrator, then the Game design process uses the Unity application. It is utilizing Android-based Games as educational media will provide a more enjoyable and flexible learning experience.
Pemanfatan Game Sebagai Media Belajar Pengenalan Ragam Rumah Adat Di Indonesia Berbasis Android: Indonesia Muhammad Iqbal Rizmaya; Ade Bastian; Tri Ferga Prasetyo
J-ENSITEC Vol. 9 No. 02 (2023): May 2023
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (865.491 KB) | DOI: 10.31949/jensitec.v9i02.4117

Abstract

Technological developments that continue to move very quickly, giving birth to various kinds of innovations that can be useful for life. Game is one of the products of computer technology, games that are in great demand and use, such as entertainment, learning media, promotional media and many more. has 34 provinces with a variety of customs and culture in each province. Every province in Indonesia has traditional houses which have their own uniqueness, and therefore it is very unfortunate if Indonesian citizens, especially children, do not know about them. Therefore there must be media that can reach both adults and children in introducing Indonesian customs and culture, especially traditional houses. Therefore a game was made "Educational Game for Various Indonesian Traditional Houses", which aims to be a learning medium by using technology and can also attract children's interest in traditional houses.
Run Length Encoding Compresion on Virtual Tour Campus to Enhance Load Access Performance Ade Bastian; Ardi Mardiana; Mega Berliani; Mochammad Bagasnanda Firmansyah
JOIN (Jurnal Online Informatika) Vol 8 No 1 (2023)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v8i1.1000

Abstract

Virtual tour is one of the rapidly growing applications of multimedia technology which is used for various purposes, including the dissemination of information in an interesting way. The education sector is also not spared from using virtual tour media for promotional purposes, and campuses are no exception to this rule. Large virtual tour content causes high access speed, ultimately reducing the level of comfort experienced by users. This study aims to compress panoramic images displayed on a campus virtual tour using a lossless compression method and the Run Length Encoding (RLE) algorithm. First, panoramic images are combined into one, then individual images are compressed. When recreating a virtual campus tour, compressed images are used so that the amount of data transferred is smaller. The load access speed index increases from 7,233 seconds to 3,789 seconds when images are compressed from 64 bits to 8 bits, with a compression percentage of 27%. The findings from this research are that the RLE algorithm has not been able to compress large files effectively even though it is quite successful in increasing the load access of the virtual tour website.
Penerapan Algoritma K-Means Clustering Analysis Pada Penyakit Menular Manusia (Studi Kasus Kabupaten Majalengka) ADE BASTIAN
Jurnal Sistem Informasi Vol. 14 No. 1 (2018): Jurnal Sistem Informasi (Journal of Information System)
Publisher : Faculty of Computer Science Universitas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (962.998 KB) | DOI: 10.21609/jsi.v14i1.566

Abstract

Kesehatan merupakan hal yang berharga bagi manusia karena siapa saja dapat mengalami gangguan kesehatan, begitu  pula  pada manusia yang sangat  rentan  terhadap  berbagai  macam  penyakit namun penyebabnya tidak kita sadari. Algoritma  K-Means  tidak  terpengaruh  terhadap  urutan  objek yang digunakan, hal ini dibuktikan ketika penulis mencoba menentukan secara acak titik awal pusat cluster  dari  salah  satu  objek  pada  permulaan  perhitungan.  Jumlah  keanggotaan  cluster  yang dihasilkan  berjumlah  sama  ketika  menggunakan  objek  yang  lain  sebagai  titik  awal  pusat  cluster tersebut. Namun, hal ini hanya berpengaruh pada jumlah iterasi yang dilakukan. Pengelompokan  objek  (objek  clustering) adalah salah satu proses dari  objek  mining yang bertujuan untuk mempartisi objek  yang ada kedalam satu atau lebih  cluster  objek  berdasarkan karakteristiknya.Penelitian  ini  mengkaji bagaimana  penggunaan  Algoritma  K-Means Cluster  Analysis  dalam studi kasus penyakit menular manusia pada  suatu  objek. Penelitian ini mengkaji metode K-Means Cluster  Analysis dalam penyakit menular pada manusia berdasarkan set variabel  yang dibentuk per kecamatan tiap puskesmas yang jumlahnya ada 32 Kantor Puskesmas di Kabupaten Majalengka.
A Bibliometric Analysis of Food Fraud Ade Bastian
West Science Interdisciplinary Studies Vol. 1 No. 09 (2023): West Science Interdisciplinary Studies
Publisher : Westscience Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58812/wsis.v1i09.79

Abstract

Food fraud threatens consumer health, food integrity, and global food supply systems, making it a global issue. Recently, bibliometric analysis has become a useful method for appraising studies in food science and fraud detection. This systematic review employs bibliometric tools to examine food fraud research trends, notable authors, and significant research issues. This investigation searches different scientific databases for relevant 1931–2023 papers. VOSviewer was used to show co-author networks, keyword co-occurrence, pattern quotations, and other bibliometric indicators. The bibliometric study shows a decade-long growth in food fraud studies. This food fraud detection bibliometric study covers the research landscape. These studies help food fraud researchers, policymakers, and other stakeholders discover research trends, prominent authors, significant work, and collaborative networks. These findings can inform future research, information exchange, and evidence-based food safety and consumer protection decisions.
Pengembangan Game Augmented Reality Pembelajaran Bahasa Pemrograman Dasar Menggunakan Agile Scrum Ade Bastian; Sarmidi; Dadan Zaliluddin; Mochammad Bagasnanda Firmansyah
JOIN (Jurnal Online Informatika) Vol 8 No 2 (2023)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v8i2.1133

Abstract

The agile scrum methodology for augmented reality development increases project team efficiency. Private campus are frequently confronted with the dilemma of new students with various backgrounds that come not only from vocational high schools but also from high schools. First year students in the informatics study programme come not only from vocational informatics high schools, but also from high schools that specialize in social studies and languages. This is a difficult task in terms of imparting a comprehension of the fundamentals of programming. This study develops augmented reality in order to teach HTML and Javascript. By combining basic principles with gaming, the proposed augmented reality (AR) makes programming interesting. Players must comprehend their programming logic in order to be immersed in a virtual environment by answering coding bug questions. During usability testing, the System Usability Scale (SUS) assesses user happiness and AR knowledge. Participants from various programming backgrounds were tested on their knowledge of programming languages. According to usability research, 59% of people found AR programming languages useful for learning and understanding basic programming languages. AR and Agile Scrum make programming more enjoyable. This study demonstrates how augmented reality can be used to teach programming languages. These findings imply that Agile Scrum and AR methods can improve learning and programming foundations. More research and development could lead to more complete and complicated AR learning environments for programming instruction.
Co-Authors Abrar Wahid Abu Bakar, Abib Maftuh ade rahmawati Adnan Arshad Ai Komariah Alam, Muhammad Quthbul Aldri Frinaldi Ano Tarsono Ardi Mardiana 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 Billy Adrian Fernanda Budiman Budiman Cesoria, Yola Zerlinda Dadan Romadhoni Dadan Zaliluddin Dadan Zaliluddin Destiani, Putri Dety Sukmawati 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 Ida Marina Ii Sopiandi, Ii Imas Naimah Hasnah Indra Permana, Indra Indradewa, Rhian Jabbar, Fathir Abdul Khoerunissa, Salsa Koswara, Engkos Kovertina Rakhmi Indriana 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 Mukhlis 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 Riri Nurazizah Ristina Siti Sundari Rivki Anja Afrenda 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 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 Wildan Zhilal Manafi Wiranagari, Relifa G Yofi Awwaluddin Yunus, Riza M ZAPAR SIDIK, SIDIK