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Optimization Fuzzy Inference System based Particle Swarm Optimization for Onset Prediction of the Rainy Season Noviandi, Noviandi; Ilham, Ahmad
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol. 5, No. 1, February 2020
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1254.492 KB) | DOI: 10.22219/kinetik.v5i1.985

Abstract

Rainfall which is occurred in an area explain the Onset Rainy Season (ORS). ORS is a characteristic of the rainy season which is important to know, but the characteristics of the rain itself is very difficult to predict. We use the method of Fuzzy Inference System (FIS) to predict ORS. Unfortunately, FIS is weak to determine parameters so that influences the working FIS method. In this study, we use PSO to optimize parameter of the FIS method to increase perform of the FIS method for onset prediction of the rainy season with the predictor Sea Surface Temperature Nino 3.4 and Index Ocean Dipole. We used coefficient correlation to determine the relationship between two variables as predictors and RMSE as evaluate to all methods. The experiment result has shown that the work of FIS-PSO after optimizing produced the good work with the coefficient correlation = 0.57 and RMSE = 2.96 that is the smallest value that is better performance if compared with other methods. It can be concluded that the method proposed can increase the onset prediction of the rainy season.
PEMANFAATAN APLIKASI ZOOM DAN GOOGLE MEET SEBAGAI MEDIA DAKWAH PADA MASA PANDEMI COVID-19 Noviandi, Noviandi; Nisa, Puspita Chairun; Sari, Linda Purnama
Jurnal Pengabdian Masyarakat AbdiMas Vol 7, No 03 (2021): Jurnal Pengabdian Masyarakat Abdimas
Publisher : Universitas Esa Unggul

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47007/abd.v7i03.4126

Abstract

Covid -19 merupakan penyakit yang sangat berbahaya, karena penyakit ini dapat berpindah dalam jarak kurang dari satu meter.  Di Indonesia sendiri, covid-19 selalu meningkat. Peningkatan tersebut membuat pemerintah melakukan beberapa kebijakan salah satunya adalah Pembatasan Sosial Berskala Besar (PSBB). Salah satu dampak dari kebijakan PSBB adalah membatasi kegiatan dakwah yang dilakukan secara konvensional. Pelaksanaan pengabdian masyarakat ini dilakukan secara daring melalui aplikasi zoom. Peserta diajarkan pemahaman daring lalu menerangkan bagaimana menggunakan aplikasi Zoom meet dan Google meet. diharapkan agar para peserta yang mengikuti bisa menambah wawasan tentang manfaat aplikasi Zoom meet dan Google meet saat berdakwah dan melakukan aktivitas majelis secara online saat pandemi Covid-19. Kata kunci: Covid-19, Pembatasan Sosial Berskala Besar (PSBB), Zoom meet, Google meet
SENTRA WISATA KULINER KHAS KOTA PONTIANAK Noviandi, Noviandi; Pebriano, Valentinus; Muazir, Syaiful
JMARS: Jurnal Mosaik Arsitektur Vol 10, No 1 (2022): Maret
Publisher : Program Studi Arsitektur Fakultas Teknik Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jmars.v10i1.51643

Abstract

Pontianak has numbers of culinary tourism potentials. The diversity factor and the significant development of culinary tourism have the potential to become the branding of Pontianak. Currently, the rise of fast food culinary and the absence of a representative culinary tourism container is a challenge for the development of culinary tourism in Pontianak. The design of Pontianak typical culinary tourism center can be the answer to these problems. The right location in the city's arterial road area and near settlements for easy access to the location and easy to identify. The choice of location is on Jalan Letkol Sugiono, South Pontianak District. The design starts from the analysis of commercial, recreational and educational functions. The design method consists of five stages, namely the idea stage, data collection, analysis, synthesis and design. The result of the design is a culinary tourism center with five floors. Space division based on space program and space hierarchy. The application of the neo vernacular theme is manifested in the composition, facade, and interior of the building.
IMPLEMENTASI SISTEM PAKAR DIAGNOSIS TINGKAT STRESS UNTUK SISWA SMA NEGERI 33 JAKARTA DALAM PROSES PEMBELAJARAN SELAMA PANDEMI COVID-19 Noviandi, Noviandi; Widiastuti, Mariyana; Aryani, Diah
Jurnal Pengabdian Masyarakat AbdiMas Vol 9, No 02 (2022): Jurnal Pengabdian Masyarakat Abdimas
Publisher : Universitas Esa Unggul

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47007/abd.v9i02.6014

Abstract

Dampak pandemi covid 19 mengharuskan pemerintah pusat, pemerintah daerah danlembaga terkait membuat suatu kebijakan dengan melaksanakan pembelajaran jarak jauh(daring) dan tatap muka (luring) dengan protokol kesehatan guna memutus mata rantaipenyebaran covid 19. Namun pembelajaran daring yang dilaksanakan di rumah oleh siswamempunyai berbagai macam kendala diantara sarana dan prasarana yang tidak memadaisehingga siswa merasa tertekan dalam proses pembelajaran, daya serap siswa yang tidakmaksimal terhadap materi yang diberikan karena kondisi dan lingkungan pembelajaranterkadang tidak mendukung untuk belajar dan ketidakmampuan orang tua untuk mendampingiproses pembelajaran di rumah. Berdasarkan permasalahan yang dialami oleh siswa SMA 33Jakarta, perlu dilakukan kegiatan pengabdian yang efektif selama enam bulan. Kegitanpengabdian ini dibagi menjadi empat aktivitas, 1) Sosialisasi program kerja 2) Mengedukasisiswa SMA 33 tentang stress dan resiko stress dalam belajar, 3) Mengimplementasikan aplikasisistem pakar stress, dan 4) melakukan evaluasi terhadap kinerja sistem.
Implementation of the Multimedia Development Life Cycle (MDLC) in Solar System Application Design Aryani, Diah; Noviandi, Noviandi; Siti Fatonah, Nenden; Akbar, Habibullah
International Journal of Science, Technology & Management Vol. 5 No. 4 (2024): July 2024
Publisher : Publisher Cv. Inara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46729/ijstm.v5i4.1123

Abstract

Augmented Reality (AR) technology has had an impact on changes in the world of education, especially improving the quality of education which has positively influenced the learning and teaching process, with the use of tools in education it has proven effective in improving the learning and teaching environment in the classroom and even changing the way we view education. This research aims to design a solar system application as an alternative AR-based learning media by integrating 3D models, animation and video to improve the learning experience of students, especially students of SDN Larangan 5 Tangerang. This is based on the lack of student learning experience, especially regarding the solar system material which is still lacking and not yet varied because so far SDN Larangan 5 has not used technology, especially AR technology in the learning process and still uses book texts and videos. This research used the Multimedia Development Life Cycle (MDLC) method and usability testing was carried out using the System Usability Scale (SUS) method with a total of 33 respondents with a test result of 78 which indicates the level of user satisfaction with the solar system application that has been tested on the respondents.
APLIKASI RUKUN WARGA BERBASIS ANDROID DENGAN MENGGUNAKAN FRAMEWORK FLUTTER Anggoro, Sofyan Wahyu; Noviandi, Noviandi
Jurnal Sistem Informasi, Teknologi Informatika dan Komputer Volume 15 No 1, September Tahun 2024
Publisher : Universitas Muhammadiyah Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24853/justit.15.1.260-272

Abstract

Proses administrasi pada rukun warga 09 saat ini masih bersifat manual, hal ini mengakibatkan kurang maksimalya proses administrasi yang berjalan pada RW  09. Berdasarkan latar belakang yang sudah disebutkan tujuan penelitian ini adalah untuk mengembangkan aplikasi rukun warga berbasis android dengan menggunakan flutter dan mengetahui performa state management Cubit dalam mengembangkan aplikasi rukun warga. Aplikasi ini akan dikembangkan untuk smartphone bersistem operasi android, dan dikembangkan dengan menggunakan framework Flutter, untuk state management yang digunakan adalah state management Cubit. Agile software developmenet digunakan untuk metode pengembangan aplikasi, sedangkan pengujian aplikasi ini menggunakan metode system usability scale (SUS). Hasil dari penelitian ini adalah aplikasi ini dapat berjalan baik di smartphone android dan fitur-fitur di dalam aplikasi ini dapat digunakan dengan baik. Pada pengujian SUS didapatkan rata-rata hasil atau skor SUS sebesar 70,83. Berdasarkan  tabel SUS skor yang didapatkan dari segi NPS, berada pada posisi “Passive”. Untuk segi acceptability, aplikasi ini berada pada posisi “Marginal” tepatnya marginal mendekati “Acceptable”, dan adjective rating berapa pada posisi “OK” yang mendekati “Good”, lalu aplikasi ini mendapatkan grade “C”.  Dalam pengujian performa state management Cubit, untuk ukuran aplikasi sebesar 26,7 MB, untuk penggunaan CPU didapatkan nilai rata-rata senilai 37%, dan konsumsi memori rata-rata sebesar 297,3 MB
Applied WebQual 4.0 to Evaluate SMART System in RSAB Harapan Kita Noviandi, Noviandi
Journal of Intelligent Computing & Health Informatics Vol 2, No 1 (2021): March
Publisher : Universitas Muhammadiyah Semarang Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26714/jichi.v2i1.6963

Abstract

Website hospital applications are one of the technological developments that affect service quality. Therefore it is necessary to evaluate the quality of the information system provided in the hospital. The method used is webqual 4.0 with usability, information quality, and service interaction quality. Data collection was carried out used a questionnaire given to 232 health workers at RSAB Harapan Kita who interacted with the SMART application. The analysis technique used is descriptive analysis technique with a quantitative approach and cross-sectional research design. The results of this study were 74.1% stated that the quality of the application was good and 25.9% said that the quality of the application was not good, as much as 43.5% stated that the quality was sufficient when viewed from the usability dimension, 40.9% in the information quality dimension, and 40. 1% for the service interaction quality dimension. The SMART application at RSAB Harapan Kita does not yet contain clear instructions or references, does not perfectly present relevant information, and the officer states that they do not feel safe about personal information on the SMART application.
Game Edukasi Berbasis Augmented Reality (AR) Menggunakan Metode Marker-Based Tracking dalam Perancangan Aplikasi Tata Surya Aryani, Diah; Noviandi, Noviandi; Fatonah, Nenden Siti; Akbar, Habibullah
JUKI : Jurnal Komputer dan Informatika Vol. 6 No. 2 (2024): JUKI : Jurnal Komputer dan Informatika, Edisi Nopember 2024
Publisher : Yayasan Kita Menulis

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Augmented Reality (AR) technology has had a positive impact on education, particularly in improving the quality of learning and creating an interactive learning environment. This research aims to design a solar system application based on AR as an alternative learning media that integrates 3D models, animations, and videos to enhance the learning experience of students, especially at SDN Larangan 5 Tangerang. The background of this research is the lack of variety in teaching the solar system material at the school, which still relies on textbooks and videos without utilizing AR technology. The method used in this study is Marker-Based Tracking, which involves the use of specific markers to detect objects and display information as well as 3D models of the planets in the Solar System on the device screen. By using this method, the application provides a more interactive and immersive learning experience. For usability testing, the System Usability Scale (SUS) method was used, involving 33 respondents, including teachers, students, and parents. The test results yielded a score of 78, indicating a high level of user satisfaction with the application. This study is expected to be a first step in the application of AR technology to support learning innovation, particularly in enhancing students' understanding of the solar system concept
Perancangan Sistem “Online Fashion Shop” Berbasis Android Menggunakan Metode Agile Jemmy, Jemmy; Noviandi, Noviandi
Jurnal Locus Penelitian dan Pengabdian Vol. 4 No. 9 (2025): : JURNAL LOCUS: Penelitian dan Pengabdian
Publisher : Riviera Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58344/locus.v4i9.4917

Abstract

Tujuan dari penelitian ini adalah untuk menentukan cara tercepat bagi pengguna untuk memasukkan dan mengambil barang. Hal ini akan memungkinkan pengecer dan penjual untuk mengambil barang lebih cepat dan mengikuti tren gaya dan jenis pakaian baru yang terus muncul di toko-toko LC Collection. Pelanggan yang ingin menanyakan tentang barang tertentu sebelum melakukan pembelian tetap harus menghubungi lokasi LC Collection melalui telepon atau email. Penjualan saat ini relatif lambat karena klien sering kali hanya bertanya tentang produk dan berhenti sebelum menyelesaikan pembelian. Pertanyaan berikutnya menyangkut catatan keuangan atau data konsumen, yang masih dimasukkan secara manual, yang sering kali menyebabkan ketidakakuratan dalam pembuatan laporan keuangan atau laporan transaksi. Para peneliti menggunakan pendekatan kualitatif dalam penelitian ini, memanfaatkan sumber data dari observasi, wawancara, dan tinjauan pustaka. Mereka mempelajari desain sistem ritel mode daring berbasis Android menggunakan metodologi Agile. Metode pengumpulan data yang digunakan oleh penulis melibatkan banyak teknik, salah satunya adalah identifikasi manual masalah sistem selama pengumpulan LC. Pengembangan prototipe merupakan pendekatan pengembangan perangkat lunak yang digunakan dalam penelitian "Merancang Sistem Toko Daring Berbasis Android Menggunakan Metode Agile". Aplikasi e-commerce yang dibuat penulis mampu memenuhi tuntutan LC Collection, seperti yang ditunjukkan oleh hasil penelitian. Selain itu, disajikan pula hasil pengujian 20 Test Case dengan menggunakan teknik Black Box Testing. Hasil yang diharapkan dari uji coba tersebut belum tercapai karena tidak ada satupun Test Case yang berstatus gagal.
SOSIALISASI TEKNOLOGI AUGMENTED REALITY DALAM MENINGKATKAN HASIL BELAJAR SISWA PADA LINGKUP PENGAJARAN YANG TERINTEGRASI Aryani, Diah; Suharti, Dwi Sloria; Noviandi, Noviandi; Ariessanti, Hani Dewi
Universal Raharja Community (URNITY Journal) Vol. 4 No. 1 (2024): URNITY (Universal Raharja Community)
Publisher : UNIVERSITAS RAHARJA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/urnity.v4i1.3047

Abstract

Because of its emphasis on superimposing virtual information on top of real environments, augmented reality (AR) technology in education has emerged as a cutting-edge and promising field in both research and practice. This sets learning in a different context from traditional learning and opens up a whole new creative realm for learning.. The gap between teaching methods and the technological environment is increasing as a result of students' disinterest and low motivation when using traditional teaching approaches as well as teachers' reluctance to implement learning with technology. The lack of knowledge and ability of teachers at SDN Larangan 5, Tangerang City in the use and use of integrated technology in classroom teaching is still limited, especially for Augmented Reality (AR) technology, so boredom and lack of variety in the disclosure of their teaching materials often occur, which has an impact on learning outcomes. which is not optimal. This community service activity aims to achieve knowledge transfer by socializing learning content by utilizing Augmented Reality (AR) technology using a smartphone or tablet which will later be used to see and observe objects from the markers that have been provided. This activity uses the Community-Based Participatory Action Research (CBPAR) method with three core stages of the CBPAR action cycle, namely: planning, implementation and evaluation. And the results of the analysis of this activity state that there has been an increase in knowledge and interest regarding the use of technology, especially Augmented Reality (AR) technology which is included in learning activities with analysis results of 50%. Keywords: Augmented Reality, Community Based Participatory Action Research (CBPAR), learning content