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Training on using the website of Batuah Village, Loa Janan, Kutai Kartanegara Karyo Budi Utomo; Bambang Cahyono
Community Empowerment Vol 7 No 1 (2022)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (428.536 KB) | DOI: 10.31603/ce.6612

Abstract

The profile of Batuah village and its potential have not been published in a structured manner until now. Information is still distributed to the public in the traditional manner. Furthermore, it is difficult for potential investors to obtain accurate information. The use of information technology as a front line in improving public information delivery has not been fully exploited. To address these issues, the service team created the Batuah village website and provided training to village staff, RT heads, and BPD personnel on how to use it. As a result, it is easier for the Batuah village government to communicate information to the community, stakeholders can easily discover Batuah village's potential, and the community can easily obtain the most up-to-date information on village government policies.
Pelatihan Penggunaan Sistem Aplikasi Layanan Prima Desa Suka Rahmat, Teluk Pandan, Kutai Timur Noor Alam Hadiwijaya; Muhammad Farman Andrijasa; Bambang Cahyono; Ahmad Rofiq Hakim; Irwansyah Irwansyah; Agus Triyono
Jurnal ETAM Vol. 2 No. 2 (2022): OCTOBER
Publisher : Politeknik Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46964/etam.v2i2.285

Abstract

Permasalahan utama desa Suka Rahmat adalah profil desa dan potensi yang dimiliki desa Suka Rahmat belum terpublikasi secara terstruktur selain itu proses pelayanan kepada masyarakat masih dilakukan secara konvensional, keberadaan teknologi informasi sebagai garda terdepan dalam optimalisasi pemberian layanan prima kepada masyarakat belum termaksimalkan. guna mengatasi permasalahan tersebut, tim mengembangkan website desa Suka Rahmat serta mengembangkan sistem aplikasi pelayanan prima untuk kemudikan memberikan pelatihan kepada staf desa, ketua RT serta warga masyarakat Suka Rahmat untuk proses penggunaan kedua aplikasi tersebut. dampak dari diimplementasikanya kedua aplikasi tersebut maka diperoleh manfaat, Masyarakat lebih mudah dalam mendapatkan pelayanan dan tidak harus datang ke kantor desa untuk pendapatkan pelayanan, Waktu pelayanan menjadi lebih pendek dan tidak ada lagi penumpukan antrian, Warga desa Suka Rahmat yang membutuhkan surat pengantar ataupun surat keterangan bisa dilakukan dimana saja karena sistem berbasis online, serta Implementasi protokol Kesehatan sebagai antisipasi dari penyebaran pandemic Covid-19 dapat lebih maksimal.
Analisis Keamanan Privasi pada Media Sosial: Studi Kasus Penggunaan Data Pribadi di Facebook dan Instagram Desty Endrawati Subroto;  Rifky Lana Rahardian; Caren Orlanda Ventayen; Abiyasa Eka Saputra; Bambang Cahyono
Journal of Innovative and Creativity Vol. 6 No. 1 (2026)
Publisher : Fakultas Ilmu Pendidikan Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joecy.v6i1.6347

Abstract

Penelitian ini bertujuan menganalisis keamanan privasi pada media sosial melalui studi kasus penggunaan data pribadi di Facebook dan Instagram, dengan fokus pada kesadaran privasi, praktik kontrol pengguna, titik paparan data yang dominan, serta hambatan yang menyebabkan risiko privasi berulang. Pendekatan penelitian menggunakan metode kualitatif deskriptif dengan pengumpulan data melalui wawancara semi-terstruktur pada pengguna Facebook, Instagram, dan pengguna yang mengombinasikan keduanya. Analisis data dilakukan melalui pengodean tematik menggunakan codebook yang mencakup kesadaran jejak digital, personalisasi konten/iklan, kontrol audiens, penggunaan lokasi dan tag, izin aplikasi pihak ketiga, pengalaman insiden, serta strategi keamanan akun.Hasil penelitian menunjukkan bahwa sebagian besar informan telah memiliki kesadaran privasi pada level dasar, terutama terkait jejak digital dan fenomena personalisasi konten. Namun, kesadaran tersebut belum sepenuhnya terkonversi menjadi perilaku protektif yang konsisten. Kontrol privasi yang paling umum dilakukan adalah pengaturan visibilitas akun, pembatasan audiens konten, dan seleksi pertemanan/pengikut, sedangkan kontrol lanjutan seperti evaluasi izin aplikasi, pengelolaan tag/mention secara ketat, serta penguatan keamanan akun belum menjadi kebiasaan rutin. Titik paparan data paling sering muncul melalui fitur interaksi sosial, termasuk aktivitas grup/komunitas di Facebook, tag/mention dan penyebaran ulang konten di Instagram, serta pesan langsung yang rentan terhadap phishing dan manipulasi sosial. Hambatan utama yang teridentifikasi adalah literasi privasi yang terbatas dan kompleksitas pengaturan privasi yang dianggap rumit atau tidak efektif.Penelitian ini menyimpulkan bahwa peningkatan privasi memerlukan literasi berbasis keterampilan, panduan tindakan praktis, serta penyederhanaan kontrol privasi oleh platform agar pengguna mampu menerapkan perlindungan secara konsisten.
Implementation of Web Inventory Tracking and Monitoring for PT Sucofindo Samarinda Branch: Implementasi Web Inventory Tracking dan Monitoring untuk PT Sucofindo Cabang Samarinda Chitta Putra Rihesvar Krishna; Muhammad Zainul Rohman; Bambang Cahyono
JATI EMAS (Jurnal Aplikasi Teknik dan Pengabdian Masyarakat) Vol. 8 No. 4 (2024): Jati Emas (Jurnal Aplikasi Teknik dan Pengabdian Masyarakat)
Publisher : DPD Jatim Perkumpulan Dosen Indonesia Semesta

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

Abstract

Logistics is a role in the corporate world that discusses the distribution flows management, maintenance, and storage of goods or materials. PT Sucofindo Samarinda Branch as a service company in the field of testing, inspection, and certification in various sectors requires a goods management website in order to adapt to the digital era. This need arises from user problems such as the difficulty of monitoring the flow of goods in real time, limited information on available goods, and the inefficiency of manual submission of goods. This company requires several functions on the web, starting from the ability to accommodate various types of goods information, monitor the movement and management of goods, track the position and quantity of goods, and to apply for permission to use or request goods from branches. The initial design of this web system was designed using Figma, then the design was built using Adobe Dreamweaver based on the Conceptual Data Model (CDM) diagram. The web also includes a database using PHPMyAdmin and Xampp to connect the web database without connecting to the web server, and implementing the entire system into the CodeIgniter framework. This system works as an information center in storing important data with a comfortable, simple, and clear UI design to improve the efficiency of supply chain management. Although web-based, human involvement is still the main element in providing accurate monitoring and periodic tracking. This activity provides a comprehensive solution to improve the quality of the goods management process at PT Sucofindo Samarinda Branch.
Vision-AI Roadside Unit Simulator with SUMO Integration for Visually Impaired Mobility Optimization Bambang Cahyono; Fara Triadi; Karyo Budi Utomo
Journal of Embedded Systems, Security and Intelligent Systems Vol 7 No 2 (2026): June 2026
Publisher : Program Studi Teknik Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/jessi.v7i2.2625

Abstract

Purpose – This study develops and evaluates a low-cost Vision-AI-based roadside unit simulator integrated with SUMO to support adaptive traffic signal control and safer crossing for visually impaired pedestrians. Design/methods/approach – The proposed system combines a Raspberry Pi 4 edge platform, a camera sensor, YOLOv5s-based vehicle detection, and SUMO traffic simulation through the TraCI interface. Three control strategies were compared: fixed-time control, SUMO adaptive control, and the proposed Vision-AI-assisted control. Experiments were conducted under low, medium, and high traffic density scenarios, with 30 simulation runs for each condition. Performance was measured using average waiting time, queue length, travel time, pedestrian crossing success rate, detection accuracy, latency, and statistical significance testing. Findings - The proposed system outperformed both baseline methods across all scenarios. It reduced vehicle waiting time by up to 41%, queue length by approximately 35%, and travel time by around 22% compared with fixed-time control. The assistive crossing mechanism increased pedestrian crossing success from 62% to 93%. The edge platform achieved 18–22 FPS, latency below 85 ms, and mAP@0.5 of 0.87. Research implications/limitations – The findings demonstrate the feasibility of low-cost edge-based intelligent transportation systems, although validation remains limited to simulation and a single-intersection case. Originality/value – This study integrates Vision-AI traffic perception, adaptive signal control, and accessibility-aware pedestrian support within one simulation framework.
Pelatihan Desain UI/UX Sebagai Upaya Peningkatan Literasi Dan Keterampilan Digital Siswa Pondok Ibnul Qoyyim Balikpapan Subhan Hartanto; Bambang Cahyono; Muhammad Farman Andrijasa; Agusdi Syafrizal; Hendriyanto Hendriyanto
Jurnal Pengabdian Masyarakat Vol. 5 No. 1 (2026): Juni 2026
Publisher : Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/japamas.v5i1.427

Abstract

Perkembangan teknologi digital menuntut generasi muda untuk memiliki keterampilan yang relevan dengan kebutuhan industri, salah satunya dalam bidang desain antarmuka pengguna (User Interface/UI) dan pengalaman pengguna (User Experience/UX). Namun, pemahaman dan keterampilan siswa dalam merancang produk digital masih terbatas. Oleh karena itu, kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan literasi digital dan keterampilan desain UI/UX siswa Pondok Ibnul Qoyyim Balikpapan melalui pelatihan berbasis praktik menggunakan aplikasi Figma. Kegiatan ini diikuti oleh 30 siswa dan dilaksanakan melalui beberapa metode, yaitu ceramah untuk penyampaian konsep dasar UI/UX, demonstrasi penggunaan Figma, serta praktik langsung dalam merancang antarmuka aplikasi sederhana. Evaluasi kegiatan dilakukan menggunakan pre-test, post-test, observasi, dan penilaian hasil desain peserta. Hasil evaluasi menunjukkan adanya peningkatan pemahaman peserta terhadap konsep UI/UX dengan rata-rata nilai yang meningkat dari 58,3 pada pre-test menjadi 84,7 pada post-test, atau mengalami peningkatan sebesar 45,3%. Selain itu, 86,7% peserta berhasil menyelesaikan rancangan prototipe antarmuka aplikasi sesuai dengan instruksi yang diberikan. Hasil tersebut menunjukkan bahwa pelatihan mampu meningkatkan pemahaman konseptual dan keterampilan praktis siswa dalam merancang produk digital yang berorientasi pada pengguna. Dengan demikian, kegiatan pelatihan UI/UX ini memberikan kontribusi positif dalam penguatan literasi digital dan pengembangan kompetensi teknologi informasi bagi siswa Pondok Ibnul Qoyyim Balikpapan.
Pembelajaran Jalur Evakuasi Menggunakan Augmented Reality Pada Jurusan Teknologi Informasi Harahap Muhammad Fauzan Anwar; Farindika Metandi; Bambang Cahyono
JURNAL VOKASI TEKNIK Vol 2 No 03 (2024): November Issue | JUVOTEK JURNAL
Publisher : CV MEDAN TEKNO SOLUSI

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Abstract

Learning about evacuation routes in the Department of Information Technology (IT) is still considered monotonous because it is delivered through conventional media such as guidebooks or presentations. Learning evacuation routes using augmented reality (AR) in the IT Department presents information related to occupational health and safety in the form of a 3D application for Android-based smart phones, including information on K3, first aid, fire, personal protective equipment, emergency contacts, and evacuation routes in 3D. This research aims to provide a better and interactive understanding of evacuation routes. The method used is SDLC with agile model and blackbox testing to ensure the application features function properly. The results show that the use of AR significantly improves understanding compared to conventional media and can be used indoors and outdoors with appropriate light intensity and camera distance. In conclusion, learning evacuation routes using AR in the IT Department was built with Unity 3D and Vuforia Engine, and can be used as an interactive learning media and K3 introduction for students and lecturers.
Rancang Bangun Aplikasi Penyewaan Alat “Linda Rental” Berbasis Website Muhammad Reyhan Awliya Sudjana; Bambang Cahyono; Subhan Hartanto
JURNAL VOKASI TEKNIK Vol 3 No 03 (2025): November Issue | JUVOTEK JURNAL
Publisher : CV MEDAN TEKNO SOLUSI

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Abstract

This study aims to improve the quality of service provided by Cv. Linda Lestari. Cv. Linda Lestari offers rental services for various products such as chairs and tables. Cv. Linda Rental rents party equipment for weddings, school farewells and other events. In the implementation of ongoing work at Cv. Linda Lestari, errors often occur in checking the stock of equipment, the number of shipments does not match the number requested by consumers and reports still occur errors because they are still recording manually. By building a party equipment information system at Cv. Linda Lestari can make it easier for consumers to see information related to party equipment at Cv. Linda Lestari, there are no errors in checking the stock of equipment recorded in the data with the equipment available in the warehouse, the equipment sent matches that requested by consumers, there are no differences in recording the return of party equipment and in terms of recording damaged/lost equipment, there are no errors in recording payment transactions and reports due to loss/damage to files.
Rancang Bangun Game Edukatif Pengenalan Hewan Khas Kalimantan Menggunakan Unity Engine Dhea Puspita; Muhammad Farman Andrijasa; Bambang Cahyono
JURNAL VOKASI TEKNIK Vol 3 No 1 (2025): April Issue 2025 Issue | JUVOTEK JURNAL
Publisher : CV MEDAN TEKNO SOLUSI

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Abstract

Among children at elementary school level, the introduction of typical Kalimantan animals is still limited, especially at State Elementary School 009 Samarinda Seberang, Mangkupalas Village, East Kalimantan. The learning media at this school still relies on books as the main source. As a solution to this problem, this research aims to create media that can introduce typical Kalimantan animals to children aged 9-12 years, through desktop-based educational games using Unity software with the Game Development Life Cycle (GDLC) method which consists of five stages: Initiation, Pre-production, Production, Testing, and Release. This research was carried out at State Elementary School 009 Samarinda Seberang, Mangkupalas District, East Kalimantan, by carrying out alpha and beta testing, the scenario test results for alpha testing showed 100% results and beta testing with a questionnaire of 50 respondents using a Likert scale for children showed results of 97.1% of children agreeing that this game helps get to know typical Kalimantan animals and for teachers with 11 respondents showing 93% agree that this game helps children get to know 12 typical Kalimantan animals such as the Mahakam Porpoise, Horned Hornbill, Gibbon, Sentarum Langur, Proboscis Monkey, Orangutan, Clouded Leopard, Red Cat, Sun Bear, Capapuya Frog, Pangolin and Pygmy Elephant. The result of this research is an educational game introducing typical Kalimantan animals in desktop-based 3D which has been uploaded via the itch.io platform.
Pembuatan Animasi 2d Iklan Layanan Masyarakat ”Pentingnya Sosial Media Bagi Para Umkm” Teknik Motion Graphic Tania Pretty Karina Arsely; Bambang Cahyono; M.Zainul Rohman
Jurnal Informatika dan Teknik Elektro Terapan Vol. 14 No. 3 (2026)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jitet.v14i3.10963

Abstract

Dengan perkembangan teknologi saat ini khususnya dunia digital dan internet membuat peluang bagi para pelaku bisnis UMKM untuk memasarkan barang/jasa yang dijual, sebagai salah satu strategi pemasaran yang cocok dengan kondisi perekonomian saat ini adalah digital marketing. Penelitian ini berfokus pada pembuatan animasi 2D berbentuk iklan layanan masyarakat dengan tema ”Pentingnya Sosial Media Bagi Para UMKM” menggunakan Teknik Motion Graphic. Yang bertujuan mengedukasi, motivasi, serta memberikan gambaran kepada para UMKM dalam mempromosikan usaha atau bisnis mereka melalui sosial media. Metode yang digunakan dalam penelitian ini adalah Multimedia Development Life Cycle (MDLC) yang memiliki enam tahap yaitu konsep, desain, pengumpulan bahan, pembuatan, pengujian, dan distribusi. Penelitian ini menggunakan teknik pengumpulan data berupa observasi, wawancara, dan dokumentasi. Penelitian ini telah menghasilkan sebuah video berupa Animasi 2D mengenai tentang ”Pentingnya Sosial Media Bagi Para UMKM” dengan menggunakan Teknik Motion Graphic. Hasil video yang telah di buat selanjutnya dipublikasikan di laman youtube dari unggahan tersebut dapat diketahui jumlah mencapai view 63 dan berdasarkan hasil kuesioner yang telah diisi oleh responden sebesar 91% (sangat setuju) yakni informasi yang terdapat didalam video Animasi 2D telah tersampaikan