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PELATIHAN PEMBUATAN APLIKASI BERBASIS KECERDASAN BUATAN BAGI SISWA SMK NEGERI 4 KENDAL Sulastri; Eri Zuliarso; Yohanes Suhari; Yunus Anis
Seminar Nasional Teknologi dan Multidisiplin Ilmu (SEMNASTEKMU) Vol 1 No 2 (2021): SEMNASTEKMU
Publisher : Universitas Sains dan Teknologi Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/semnastekmu.v1i1.121

Abstract

Pembinaan pendidikan kejuruan merupakan salah satu upaya pemerintah dalam pemenuhan sumber daya manusia level menengah yang berkualitas yang siap bekerja dalam bidang tertentu. Kecerdasan buatan merupakan fenomena yang menggabungkan teknologi siber dan teknologi otomatisasi, dimana konsep penerapannya berpusat pada konsep otomatisasi yang dilakukan oleh teknologi tanpa memerlukan tenaga kerja manusia dalam proses pengaplikasiannya. Teknologi kecerdasan buatan sangat perlu diperkenalkan pada Sekolah Menengah Kejuruan yang akan menghasilkan sumber daya manusia yang bekerja pada bidang tertentu secara profesional yaitu otomatisasi. Kegiatan pengabdian bagi siswa SMK Negeri 4 Kendal bertujuan mengenalkan konsep kecerdasan buatan, melakukan pelatihan pembuatan aplikasi yang berbasis kecerdasan buatan dengan menggunakan tool teachable machine. Kegiatan dilakukan secara daring dengan menggunakan google meet. Pelaksanaan kegiatan pengabdian terdiri dari 2 tahap. Tahap pertama pengenalan konsep kecerdasan buatan serta contoh-contoh implementasinya di kehidupan sehari-hari dengan menggunakan metode ceramah. Tahapan kedua yaitu pelatihan mengoperasikan pengolahan citra dengan teknologi kecerdasan buatan dengan contoh-contoh yang riil yaitu membedakan gambar beberapa jenis ikan, membedakan gambar seseorang yang bermasker dan yang tidak bermasker dengan menggunakan Teachable Machine (https://teachablemachine.withgoogle.com/). Hasill survey evaluasi kegiatan didapat bahwa 80 % peserta menyatakan materi pelatihan menarik dan sesuai dengan keinginan peserta pelatihan.
Penerapan Model Waterfall Dalam Pengembangan Sistem Informasi Aset Destinasi Wisata Berbasis Website Yunus Anis; Artin Bayu Mukti; Azis Nur Rosyid
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 2 (2023): Oktober 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i2.1287

Abstract

The development of this asset information system is aimed at a tourist destination. Candirejo is a village in the Borobudur area that holds a variety of tourism potential and assets that are able to provide interesting education and experiences for tourists. Candirejo Tourism Village is managed by the Candirejo Tourism Village Cooperative (KDWC) which is a legal entity. As village village manager, KDWC also has the duty and responsibility of managing member assets and village assets that are used for the benefit of the village village. Asset inventory in the form of data collection, recording and reporting of physical assets, notes and documents, has not been carried out properly, still relying on books, paper, physical files and recording using software such as spreadsheets and word processors which are commonly used in the office world. The waterfall model is used to develop systems that suit these needs. The stages in the waterfall model have proven capable of producing a website-based tourist destination asset information system in the form of a dashboard for asset management, asset form, asset classification, person in charge and asset profile
Mengukur E-Participation Masyarakat di Era Transformasi Digital dengan Metode Multi Factor Evaluation Process (MFEP) Retnowati, Retnowati; Wahyudi, Eko Nur; Anis, Yunus
JUSIFO : Jurnal Sistem Informasi Vol 8 No 2 (2022): JUSIFO (Jurnal Sistem Informasi) | December 2022
Publisher : Program Studi Sistem Informasi, Fakultas Sains dan Teknologi, Universitas Islam Negeri Raden Fatah Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19109/jusifo.v8i2.13774

Abstract

The digital transformation era provides an opportunity for the public to exercise their right to information, where public agency is required to provide documents and information through Pejabat Pengelola Informasi dan Dokumen (PPID). This openness promises an important role for public participation through electronic access to information (E-Information), access to electronic consultations (E-Consultation), and participation in electronic decision-making (E-Decision Making). These three indicators are referred to as E-Participation. However, their implementation has encountered obstacles, leading to the need for research on E-Participation in the current community environment. This study employs a Soft System Methodology approach, specifically the Multi-Factor Evaluation Process (MFEP) method. The objective is to identify the indicators and criteria used in E-Participation, and to determine the level of E-Participation usage in Central Java based on the indicators used. The criteria used in this study pertain to the willingness of both the government and society, as well as the availability of infrastructure and information. The ranking results of the level of E-Participation indicate that public E-Participation is at an average level, where E-Information is the highest strengthening indicator, followed by E-Consultation, and E-Decision Making is the lowest.
Metode Waterfall dalam Pengembangan Sistem Inventaris Guna Meningkatkan Efisiensi Manajemen Stok Barang Anis, Yunus; Wahyudi, Eko Nur; Kurniawan, Harnanda Cahya
Jurnal Teknologi Dan Sistem Informasi Bisnis Vol 6 No 2 (2024): April 2024
Publisher : Prodi Sistem Informasi Universitas Dharma Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jteksis.v6i2.1351

Abstract

Mekarsari Minimarket was founded by the owner of the Al Asror Islamic boarding school with the aim of making it easier for Al-Asror Islamic boarding school students and local residents to get the goods they need. To be able to estimate the number of goods that must be provided to consumers, appropriate inventory data is needed for consideration. To obtain this data, an inventory information system is needed that suits your needs. In this research, an inventory information system for the Mekarsari minimarket was developed using the Waterfall method. The stages of the waterfall method are requirements analysis, system design, program writing, and program testing. Needs analysis was carried out by direct observation, interviews with minimarket owners and employees, and literature study. The system is designed based on the analysis results and displayed in the form of use cases and flowcharts. The system was created using the PHP, CSS programming language. The database used for the system is MySQL. After that the system was tested using the black box method. Having an inventory information system can help minimarket owners make the right business decisions based on available data.
OPTIMALISASI PENGGUNAAN SCRIBUS UNTUK DESAIN GRAFIS EDITORIAL MAHASISWA TEKNOLOGI REKAYASA MULTIMEDIA GRAFIS Yunus Anis, Yunus Anis; Hersatoto Listiyono; Sri Mulyani; Sunardi; Vici Tiara Anjarsari
Servis : Jurnal Pengabdian dan Layanan kepada Masyarakat Vol. 3 No. 2 (2025): Juni
Publisher : CV. Nature Creative Innovation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58641/servis.v3i2.145

Abstract

Editorial graphic design is a vital skill in the creative industry, especially for producing magazines, brochures, and other publication media. However, the high cost of commercial software licenses such as Adobe InDesign poses a major barrier for students of the Multimedia Graphic Engineering Technology (TRMG) study program in developing editorial design competencies. This community service activity aims to optimize the use of Scribus, an open-source desktop publishing (DTP) software, as a legal and functional alternative for editorial design. The program involved an initial needs assessment, module development, a three-day intensive training, hands-on practice, and pre- and post-training evaluations. The results show a significant improvement in students’ understanding and skills in creating digital publication layouts using Scribus. Additionally, the quality of editorial designs produced by participants improved in terms of visual composition and content structure. This initiative also promotes the ethical and professional use of free-license software. It is expected that Scribus can be integrated into editorial design courses within the TRMG curriculum and support the ongoing development of student portfolios.
Optimalisasi pengelolaan desa wisata melalui pendampingan berbasis Business Model Canvas bagi masyarakat Candirejo Kabupaten Magelang Retnowati, Retnowati; Anis, Yunus; Anindita, Mira
KACANEGARA Jurnal Pengabdian pada Masyarakat Vol 7, No 1 (2024): Februari
Publisher : Institut Teknologi Dirgantara Adisutjipto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28989/kacanegara.v7i1.1834

Abstract

Deswita Candirejo menghadapi persoalan keberlangsungan hidupnya seperti melestarikan budaya lokal, keterlibatan masyarakat, infrastruktur dan fasilitas, persaingan dan diferensiasi, pemasaran dan promosi. Deswita Candirejo memerlukan dukungan pengelolaan manajemen. Pengabdian kepada masyarakat berupa pendampingan dalam bentuk workshop untuk mempertajam identifikasi potensi wisata dengan pendekatan metode Business Model Canvas (BMC). Dimensi konsep model bisnis yang diterapkan mengacu pada segmentasi pelanggan, proposisi nilai, saluran distrubusi, hubungan pelanggan, pendapatan. Tahap pendampingan adalah pendahuluan dan kajian awal, penyusunan tim, workshop, analisis & rancang ulang model bisnis, implementasi. Hasil rancang ulang dilakukan melalui analisis SWOT berdasarkan konsep BMC, yaitu kekuatan-peluang pengembangan paket wisata tematik dan pemandu berkualitas, promosi sepanjang tahun dan pemanfaatan teknologi; diversifikasi aktivitas, inovasi pengalaman wisata, pemanfaatan kemitraan dan promosi, desa wisata; mengoptimalkan kekuatan-peluang untuk menghadapi ancaman persaingan dan tabrakan musim, termasuk pemanfaatan teknologi dan kemitraan; strategi promosi khusus dan peningkatan kualitas edukasi. Hasil pendampingan berupa naskah kepada pihak berwenang sebagai pertimbangan untuk perencanaan strategis.
Optimalisasi Penggunaan GIMP untuk Desain Grafis Digital Mahasiswa Teknologi Rekayasa Multimedia Grafis Yunus Anis, Yunus; Sri Mulyani; Hersatoto Listiyono; Sunardi
JURNAL ABDIMAS SERAWAI Vol. 5 No. 2 (2025): Jurnal Abdimas Serawai (JAMS)
Publisher : Program Studi Administrasi Fakultas Ilmu Sosial dan Ilmu Politik Universitas Muhammadiyah Bengkulu 

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36085/jams.v5i2.8281

Abstract

The need for digital graphic design skills is becoming increasingly important in the creative industry era. However, limited access to paid software such as Adobe Photoshop is a challenge for students, especially in the Multimedia Graphic Engineering Technology (TRMG) Study Program on Universitas Stikubank Semarang. This Community Service Activity aims to optimize the use of GIMP (GNU Image Manipulation Program), open source software, as an alternative solution in developing digital graphic design skills. The method of implementing the activity includes intensive training, direct practice, and evaluation of design work results. The results of the activity showed a significant increase in mastery of GIMP tools, creativity in making designs, and time efficiency in completing projects. This activity is expected to encourage students to be more independent and adaptive to various design software, as well as increase their readiness in facing the challenges of the world of work
Design and Development of a Data Warehouse for PT. CMS Using the Nine-Step Kimball Method Ardan Habib Amirullah; Yunus Anis
International Journal Software Engineering and Computer Science (IJSECS) Vol. 5 No. 1 (2025): APRIL 2025
Publisher : Lembaga Komunitas Informasi Teknologi Aceh (KITA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijsecs.v5i1.3453

Abstract

A fully automated and structured management system in today's era is very important to support more efficient use when making decisions in a company. PT Cipta Mulia Surabaya, a company involved in the construction, mechanical, and purchasing sectors, is also one of the companies that has a management system to manage company data. Since the establishment of this company, the management system used has not used technology that has been developed in the current era or the management system is still done semi-manually, so that it can cause less than optimal in making a decision or planning. To overcome this problem, researchers created an application entitled Data Warehouse Design and utilized the Nine Step Kimball method which consists of 9 (nine) stages. With this Data Warehouse Design and Construction, it is hoped that it can help management in decision making or simplify the planning process. In the process of creating this Data Warehouse Design and Construction system, the author uses a software that functions as a local server so that it can run an application that is being developed, the author himself uses XAMPP software as a local server, in addition to being a local server, XAMPP can also manage databases. While the software for the text editor, the author uses Visual Studio Code. It is expected that with this application system, the company's performance can be optimized
Penerapan Framework Bootstrap Dalam Sistem Informasi Rekam Medis Data Posyandu dengan Metode Waterfall Yunus Anis; Purwatiningtyas Purwatiningtyas; Retnowati Retnowati; Elsa Awalin Nur Fajrina
Jurnal Sistem Komputer dan Informatika (JSON) Vol. 4 No. 2 (2022): Desember 2022
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/json.v4i2.4833

Abstract

Bootstrap is a combined framework of CSS and JavaScript that is offered as an alternative among other frameworks with the intention of providing consistency to the interface development stage in building a website, one of which is the website at the Posyandu Kemuning Gajah Village. The problems that arise are related to recording visitor data manually in the register book, which is often done because there are so many things that must be recorded such as weight, developmental data for mothers, children under five, maternal development data, other personality data related to pregnant women and toddlers visiting posyandu. . For this reason, it is necessary to support an information system for recording participant activities so that the number of participants does not need to be developed in data processing and re-accessing so that data redundancy does not arise. The system that will be created using the bootstrap framework includes the participant registration process and data processing for posyandu participants, so that they are able to manage data and generate data reports in a valid and correct manner. Testing with the blackbox method shows that the entire system built from the implementation of the login form to the print report shows that everything has been successfully implemented in the system.
Perancangan Game Sederhana Perancangan Game Sederhana Menggunakan Scratch Programming Sebagai Media Pembelajaran Visual Bagi Anak Usia Dini Yunus Yunus Anis; Artin Bayu Mukti; Sri Mulyani
Bulletin of Information Technology (BIT) Vol 4 No 3: September 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v4i3.769

Abstract

This study aims to design a simple game using Scratch Programming as a visual programming language learning media for early childhood. This article describes the implementation stages of game design and the evaluation of learning media carried out. The literature review reviews the advantages of Scratch Programming as a learning medium for children and previous related research. In the implementation of game design, game concepts are designed using Scratch Programming, and simple game examples are generated. Evaluation of learning media is carried out to collect evaluation data from participants using relevant methods. The results of the evaluation of learning media and the discussion of research findings provide information about the effectiveness of game design using Scratch Programming. The results of this study indicate that designing simple games using Scratch Programming can be an interesting and effective learning medium for young children in learning visual programming languages. The implication of this research is further development in game design and the use of visual programming languages in early childhood education. Suggestions for further research are to involve more participants and explore more complex programming concepts.