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BUSINESS MODELS BASED ON TECHNOLOGY FOR STARTUP Saputra, Dhanar Intan Surya; Indartono, Kuat; Handani, Sitaresmi Wahyu
Journal of Innovation in Business and Economics Vol 3, No 02 (2019): Journal of Innovation in Business and Economics
Publisher : Faculty of Economics and Business, University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (738.777 KB) | DOI: 10.22219/jibe.v3i02.10168

Abstract

The many and existence of startups in Indonesia and the world continue to increase, along with the increasing use of technology and the internet. This encourages startups, newcomers to compete and survive to attract the attention of consumers. One of the determinants of startups' success is the business models, especially those related to technology. The use of the right business model will bring the impact of consumer or user trust on the startup. In this paper, the author presents a theoretical reviews related to some technology-based business models trends that can be used by a startup in starting his business as well as how to determine the right business model.
SMART-In English: Learn English Using Speech Recognition Saputra, Dhanar Intan Surya; Handani, Sitaresmi Wahyu; Indartono, Kuat; Wijanarko, Andik
Journal of Robotics and Control (JRC) Vol 1, No 4 (2020): July
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18196/jrc.1423

Abstract

English is an international language and important to learn. For someone learning English sometimes is a difficulty, especially in pronunciation. Therefore, SMART-In is a prototype of Android App that uses Speech Recognition technology by utilizing services from the Cloud Speech API (Application Programming Interface). SMART-In English can be used as an alternative to English learning, especially in the pronunciation of a word. Using speech recognition can display the score of the pronunciation spoken by the user, recorded, show a level the pronunciation of the word and display the correct pronunciation.
IoT-Based Smart Air Conditioner as a Preventive in the Post-COVID-19 Era: A Review Saputra, Dhanar Intan Surya; Suarnatha, I Putu Dody; Mahardika, Fajar; Wijanarko, Andik; Handani, Sitaresmi Wahyu
Journal of Robotics and Control (JRC) Vol 4, No 1 (2023)
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18196/jrc.v4i1.17090

Abstract

The Internet of Things (IoT) refers to physical objects with sensors, computing power, software, and other technologies that communicate and exchange data with other devices, platforms, and systems over the Internet or other communication networks. Remarkable developments in IoT have paved the way for new possibilities, enabling the creation and automation of innovative services and advanced applications and constituting a collection of crucial enabling technologies for smart homes. In this New-Normal Era, the concept of an IoT-based Smart Air Conditioner (AC) as a Preventive Effort against COVID-19 is a proposed innovation and application. The Smart AC is designed based on the analysis of existing problems and is equipped with literature obtained in the study. The purpose of this study is to review the research literature on IoT-enabled Smart AC to emphasize the main trends and open problems of integrating IoT technology to create sustainable and efficient Smart homes. The IoT-based Smart AC was designed and equipped with air quality filter features, human sensors, temperature control, voice control, Cloud Storage, and Solar Panel services that can be controlled via smartphone devices. From the framework and study results, the IoT offers many benefits. The IoT-based Smart AC concept is one step ahead of existing AC products.
cARica: enhancing travelling experiences in wonosobo through location-based mobile augmented reality Saputra, Dhanar Intan Surya; Murjiatiningsih, Lilis; Hermawan, Hellik; Handani, Sitaresmi Wahyu; Wijanarko, Andik
Journal of Soft Computing Exploration Vol. 4 No. 1 (2023): March 2023
Publisher : SHM Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52465/joscex.v4i1.97

Abstract

Wonosobo, as a Regency in Central Java Province, Indonesia, has attractions including the Dieng Plateau Theater Kalianget, and Menjer Lake. The research is intended to provide more experience for tourists who visit the tour through Location-Based Mobile Augmented Reality (MAR), an application we developed, cARica. This application includes experience travelling in Wonosobo and is aware of other information displayed through AR content. It was an alternative medium for tourism promotion to be easy, attractive, and inexpensive. It is a practical guide to attract tourists to visit tourist sites. In its development, we use the prototyping method so that each stage is carried out under the procedures that have been prepared. To get the point of Interest (PoI) points of tourist sites, use Global Positioning System (GPS) data taken through Google Maps to get the Latitude and Longitude of each object. The results of this study present that cARica is a Location-Based Mobile Augmented Reality service platform that can be accessed using an Android smartphone and has three-dimensional animated character content with the Wonosobo regency icon. cARica is a form of innovation in providing exceptional services and experiences for tourists and has the potential to be continuously developed.
Design of Instagram Comic Strips for Learning Media in Elementary School Iriane, Rara; Saputra, Dhanar Intan Surya; Indarto, Debi; Handani, Sitaresmi Wahyu; Indartono, Kuat
IJECA (International Journal of Education and Curriculum Application) Vol 5, No 3 (2022): December
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/ijeca.v5i3.11719

Abstract

Information was obtained based on the writer's interviews with the principal at SD Negeri   1 Rawalo elementary school. During the pandemic, students' interest in learning at SD Negeri 1 Rawaloelementary school was relatively low, especially for grade IV students. Especially for Mathematics, Natural Sciences, Social Sciences, Citizenship Education and Indonesian Language. Student interest is low during the pandemic because the learning media is less attractive. The principal wants engagingengaging learning media in the form of comics, such as on Instagram that is easily accessible while studying at home. This media is applied to increase student interest in learning during a pandemic, which must be by the characteristics of the material and learning objectives. Based on this background, the writer was inspired to make a digital comic as a learning medium for elementary school students in grade IV at SD Negeri 1 Rawaloelementary schoolschoolelementary school. The goal is the creation of comic learning media at SD Negeri 1 Rawaloelementary school. The system development method consists of three stages. The pre-production stage, the production stage, and the post-production stage.  The pre-production stage, at this stage is a process that includes determining ideas, themes and preparing storyboards. Storyboards are made with two-dimensional images of learning materials. At the production stage, comic character drawings are designed ,given backgrounds and coloring for characters using CorelDraw software. Then at the post production stage, the comic editing process begins using Adobe Photoshop software, starting from setting color balancing, giving shading, merging with comic text, after which the comics are exported and distributed on Instagram. In this research the evaluation of satisfaction learning media was carried out through a questionnaire and the questionnaire was calculated. The results of testing the comic learning media concluded that as many as 79.06%,  of and included in the category agree in the application of digital comics as a learning medium for grade IV at SD Negeri 1 Rawaloelementary school. And the post-production stage. The results of testing the comic learning media concluded that as many as 79.06%, of and included in the category agree with the application of digital comics as a learning medium for grade IV at SD Negeri 1 RawaloElementary school. And the post-production stage. The results of testing the comic learning media concluded that as many as 79.06% of and included in the category agree with the application of digital comics as a learning medium for grade IV at SD Negeri 1 RawaloElementary school.
VIDEO ANIMASI MOTION GRAPHIC DAN TIPOGRAFI KINETIK SEBAGAI MEDIA SOSIALISASI PENCEGAHAN VIRUS CORONA Krisbiantoro, Dwi; Handani, Sitaresmi Wahyu; Falah, Ilfa Jawahiril
Jurnal Bahasa Rupa Vol. 4 No. 2 (2021): Jurnal Bahasa Rupa April 2021
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v4i2.659

Abstract

Animation is a static image that is displayed sequentially so that the image becomes a moving image. Apart from being an entertainment, animation has also become a guide, an inspiration, as well as a means of socializing. Along with the development of technology, there are many techniques for making animation. These techniques aim to improve the quality of the image, as well as the animation movement itself. There is a lack of awareness to maintain health in society today. Many people do not understand the importance of maintaining health to stay healthy. Recently, there has been an unclear paradigm towards the transmission of the Covid -19 virus. The spread of a virus that is very mobile, will definitely have a bad impact. This is exacerbated by the state of unclear issues, where there is a lack of socialization of the preventive action of the Covid-19 virus, especially in Indonesia. Based on these things, in this study a socialization video was made about preventing the spread of the Covid -19 virus, based on 2-dimensional animation using kinetic typography techniques. So, the final result of this research is in the form of an animated video as a 2-dimensional based socialization media regarding the prevention of transmission of the Covid -19 virus to the public visually in the form of an animated video.