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Run Length Encoding Compresion on Virtual Tour Campus to Enhance Load Access Performance Bastian, Ade; Mardiana, Ardi; Berliani, Mega; Firmansyah, Mochammad Bagasnanda
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.
Pengembangan Game Augmented Reality Pembelajaran Bahasa Pemrograman Dasar Menggunakan Agile Scrum Bastian, Ade; Sarmidi; Zaliluddin, Dadan; Firmansyah, Mochammad Bagasnanda
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.
Advancing Animal Health: A Web-Based Expert System Utilizing Forward Chaining for Disease Diagnosis Sarmidi, Sarmidi; Bastian, Ade; Taufiq, Muhammad; Rusyn, Volodymyr; Arshad, Adnan; Siti Sundari, Ristina
West Science Information System and Technology Vol. 2 No. 02 (2024): West Science Information System and Technology
Publisher : Westscience Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58812/wsist.v2i02.1207

Abstract

The increasing prevalence of animal diseases, along with the increasing need for animal products, highlights the urgent need for efficient diagnostic tools in veterinary medicine. The aim of this research is to create an expert system that uses a forward chaining algorithm to diagnose animal diseases. The forward chaining algorithm is a deductive reasoning approach that starts with existing facts and uses expert tree rules for hypotheses. This process continues until the desired goal is achieved or no additional conclusions can be drawn. Even though there are developments in expert systems, there are still shortcomings in implementing the forward chain for rapid and precise diagnosis of livestock diseases. This work aims to fill this gap by developing an expert system that improves the accuracy and efficiency of disease diagnosis in the livestock industry. A database of animal diseases and symptoms was created by observing and interacting directly with farmers. The system architecture is specifically intended to optimize data processing and user engagement, enabling rapid diagnosis and treatment recommendations. This test shows a level of accuracy and precision, thereby reducing the possibility of misdiagnosis. The capacity of expert systems to provide fast and reliable diagnoses has the potential to improve livestock health management, thereby helping farmers maintain animal welfare and productivity. The results of this work advance the field of veterinary diagnostics and propose other uses of expert systems in animal health management.
PENGEMBANGAN APLIKASI MEDIA PEMILIHAN DESAIN BATIK MAJALENGKA MENGGUNAKAN TEKNOLOGI AUGMENTED REALITY BERBASIS ANDROID ZAPAR SIDIK, SIDIK; BASTIAN, ADE
SEMINAR TEKNOLOGI MAJALENGKA (STIMA) Vol 4 (2019): Inovasi Desa Menuju Era 4.0 : Merangsang Inovasi Desa Melalui Pemanfaatan Internet of
Publisher : Universitas Majalengka

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Abstract

The development of information technology is so rapid, allowing the implementation of more efficient ways for the production, distribution, and consumption of goods and services. With the advancement of technology and information, it also makes humans in dealing with other parties as if they are no longer limited by time and place, one of them is mobile marketing based on augmented reality that has high potential to attract users' interests, because it allows users to interact in all contexts of daily life. With that, android based augmented reality application will be made with the MDLC and marker based tracking method. .
RANCANG BANGUN GAME SIMULASI PEMBUATAN KECAP TRADISIONAL MAJALENGKA MENGGUNAKAN METODE MDLC BERBASIS ANDROID Purnama, Crisda; Ade Bastian
SEMINAR TEKNOLOGI MAJALENGKA (STIMA) Vol 5 (2021): STIMA 5.0 Kebangkitan Nasional Digital Era Industri 4.0
Publisher : Universitas Majalengka

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Abstract

Majalengka is one of the regencies located in West Java Province with various cultures and culinary. The use of traditional soy sauce is less attractive than the use of modern soy sauce, thus the authors designed a simulation game for making traditional soy sauce Majalengka using the Multimedia Development Life Cycle (MDLC) method. Games are currently in great demand by various groups, especially children, which are used as educational tools to improve children's abilities, for example in the culinary field, which aims to create a conservation medium in the form of android-based educational games. With the existence of the traditional Majalengka soy sauce simulation game, it can make it easier for the introduction of making traditional soy sauce, this traditional soy sauce making simulation game is expected to be able to introduce the traditional Majalengka soy sauce to the community, especially in the Majalengka area.
RANCANG BANGUN MODEL PENGENALAN EMOSI SUARA UNTUK PROMOSI PARIWISATA DI MAJALENGKA Rifki, Muhammad; Bastian , Ade; Mardiana, Ardi
SEMINAR TEKNOLOGI MAJALENGKA (STIMA) Vol 9 (2025): Seminar Teknologi Majalengka (STIMA) 9.0 Tahun 2025
Publisher : Universitas Majalengka

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Abstract

Emotion plays a crucial role in human communication, and recognizing emotions from speech (Speech Emotion Recognition or SER) has broad applications in various fields. This study designs and implements a speech emotion recognition application to support tourism promotion events in Majalengka. A 1D Convolutional Neural Network (CNN) model is developed using public SER datasets (RAVDESS, CREMA-D, SAVEE, TESS) combined and augmented to improve cultural generalization. Key audio features, such as Mel Frequency Cepstral Coefficients (MFCC), are extracted for effective emotion classification. The resulting system achieves an accuracy of 74.4% on test data, successfully recognizing emotions like angry, sad, neutral, and happy with good precision. This automated emotion analysis assists judges in evaluating participants’ speeches objectively and efficiently. The integration of SER technology in tourism events demonstrates an innovative strategy to enhance the promotion of local culture and improve the overall visitor experience in Majalengka.
SIMULASI PERANCANGAN ANIMASI 2D ALUR PEMBUATAN GULA CAKAR TRADISIONAL KHAS MAJALENGKA MENGGUNAKAN METODE MDLC Aripin, Ali Maulana Hapid; Bastian, Ade
SEMINAR TEKNOLOGI MAJALENGKA (STIMA) Vol 9 (2025): Seminar Teknologi Majalengka (STIMA) 9.0 Tahun 2025
Publisher : Universitas Majalengka

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Abstract

Majalengka has a unique culinary heritage in the form of gula cakar, but the process of making it is rarely documented, so it could be forgotten as time goes by. This study aims to design a 2D animation that simulates the traditional process of making gula cakar as an educational and cultural preservation tool. The method used is the Multimedia Development Life Cycle (MDLC), which includes the stages of concept, design, material collection, assembly, and distribution. Data was collected through direct observation, interviews with artisans, and literature reviews, which were then translated into storyboards, character designs, and frame-by-frame animations using Blender and CapCut software. The research outcome is a 2D animated video systematically showcasing the steps of gula cakar production, from ingredient preparation, processing, to product cutting. The animation was distributed through digital platforms such as YouTube and social media to ensure widespread access. The findings indicate that a digital approach can enhance visual appeal while documenting local knowledge. Compared to conventional methods such as oral storytelling, animated media has proven more effective in conveying information, increasing appreciation, and expanding the reach of promoting Majalengka's traditional culinary culture.
PERANCANGAN WEBSITE PROFIL TOKO DAN KATALOG PRODUK DI ALFANET COMPUTER Rahayu, Syifaa Puspita; Bastian , Ade
SEMINAR TEKNOLOGI MAJALENGKA (STIMA) Vol 9 (2025): Seminar Teknologi Majalengka (STIMA) 9.0 Tahun 2025
Publisher : Universitas Majalengka

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Abstract

This practical work report discusses the design and implementation of a company profile website and product catalog for Alfanet Computer. The main objective of this project is to create an online platform that provides complete and structured information about the store, product specifications, availability, and prices. The research was conducted using the Waterfall development method, starting from requirements analysis, system design with UML, implementation using HTML, CSS, JavaScript, and PHP, to testing through the black-box method. The website enables store owners to manage product data efficiently and allows customers to access product information anytime and anywhere without visiting the store. The results of this project show that the developed website successfully displays store profiles and product catalogs in a more systematic and user-friendly manner. This system is expected to help Alfanet Computer improve service quality and support business development by expanding access to information through digital media.
Pengenalan Kearifan Lokal di Majalengka dengan Media Video Game Menggunakan Unity Engine Nugraha, Algi; Bastian, Ade
SEMINAR TEKNOLOGI MAJALENGKA (STIMA) Vol 9 (2025): Seminar Teknologi Majalengka (STIMA) 9.0 Tahun 2025
Publisher : Universitas Majalengka

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Abstract

Indonesia is rich in cultural heritage, yet modernization has caused younger generations to show greater interest in foreign cultures rather than local traditions. This issue highlights the need for innovative approaches to preserve and promote local wisdom. This study aims to introduce Majalengka’s local culture through the development of an interactive video game “PENA: Desa Terlarang.” The research employed the Game Development Life Cycle (GDLC) method, consisting of initiation, pre-production, production, testing, beta, and release stages. Data were collected through field research at the Majalengka Creative Center (MCC) and literature studies to integrate cultural values into the game’s narrative and design. The resulting game adopts an adventure-horror genre with puzzle elements, allowing players to explore traditional stories, interact with cultural artifacts, and solve challenges inspired by local myths. Technical implementation was carried out using Unity Engine and Blender for modeling, supported by design patterns such as Finite State Machine, Observer, and Singleton to manage game logic and events. The findings show that the game not only provides entertainment but also effectively educates players about local culture while enhancing reasoning skills through gameplay. This research demonstrates that video games can serve as a creative and engaging medium for cultural preservation.
PERANCANGAN WEBSITE INFORMASI PENYEWAAN ALAT OUTDOOR HIKING (STUDI KASUS CERITA OUTDOOR MAJALENGKA) Cesoria, Yola Zerlinda; Bastian, Ade
SEMINAR TEKNOLOGI MAJALENGKA (STIMA) Vol 9 (2025): Seminar Teknologi Majalengka (STIMA) 9.0 Tahun 2025
Publisher : Universitas Majalengka

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Abstract

This research aims to develop a Web-based Information System for Outdoor Hiking Equipment Rental at Cerita Outdoor Majalengka. The study addresses challenges in manual processes, including stock management errors, inefficient data recording, and reliance on WhatsApp communication. Using the Laravel framework and the Waterfall method, the system was designed to optimize stock and transaction management while improving customer convenience. The website allows users to register, log in, browse products with details, and place rental orders by selecting dates and durations. Payments are supported via bank transfer and confirmed by the admin. Meanwhile, admins can manage stock, monitor transactions, and access real-time records more efficiently. The system also supports structured transaction documentation, reducing errors and saving time. Test results show that the system successfully simplifies operations, enhances data accuracy, and increases customer satisfaction by providing a faster and more reliable rental service.
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