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Implementasi Augmented Reality (AR) Pada Pengenalan Masjid Agung Islamic Center Berbasis Android Nurbaita, Nurbaita; Fathda, T. Sy. Eiva; Nurjayadi, Nurjayadi; Efendi, Yoyon
CSRID (Computer Science Research and Its Development Journal) Vol 13, No 3 (2021): CSRID OKTOBER 2021
Publisher : Universitas Potensi Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22303/csrid.13.3.2021.180-191

Abstract

Masjid Agung Islamic center merupakan salah satu masjid yang terbesar di Rokan Hulu. Pembangunan-nya digagas oleh Bupati Rokan Hulu Drs. H. Achmad, M. Si, dan menjadi ikon Kabupaten Rokan Hulu. Meskipun perkembangannya mulai menjamah ke berbagai aspek bidang namun perkembangan dibidang promosi jasa atau barang masih belum maksimal. Penelitian ini bertujuan untuk merancang dan menerapkan aplikasi pengenalan Masjid Agung Islamic Center berbasis android Menggunakan teknologi Augmented Reality sebagai media promosi. Augmented Reality (AR) adalah teknologi yang menggabungkan benda maya baik itu berupa dua dimensi ataupun tiga dimensi ke dalam sebuah lingkungan nyata, dan lalu memproyeksikan benda-benda maya tersebut ke dalam waktu nyata. Pembuatan AR pada Masjid Agung Islamic Center menggunakan metode Multimedia Development Life Cycle (MDLC), jenis AR yang digunakan markerless AR yang meliputi Concept, Design, Material Collecting, Assembly, Testing, dan Distribution. Hasil penelitian adalah aplikasi pengenalan Masjid Agung Islamic Center berbasis android ini dapat menjadi media untuk memperkenalkan masjid agung Islamic center
ICT and Education for Refugees in Transit Wahyuni, Dewi Sari; Fatdha, T Sy Eiva
SALTeL Journal (Southeast Asia Language Teaching and Learning) Vol. 2 No. 2: July 2019
Publisher : Association of Language Teachers in Southeast Asia (ALTSA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35307/saltel.v2i2.27

Abstract

Refugees in transit often have no access to formal education. Indonesia as one of transit countries has allowed these community school-age children to join public school. Unfortunately, teenagers and adults do not have similar consent. As most of them are stranded for a long time to skip their basic education, there should be a bridge so that they still can catch up with their secondary or even higher education level. During their uncertain waiting time, some international and national organizations and local institutions have provided them with private classes in specific subjects. The problem is these classes are unaligned with the lesson grade in host country formal education institution, which is categorized based on learners’ ages. Moreover, they are placed in separated places (detention centre, interception, community housings) which cost time and fare to get these refugees in one education centre. The alternative solution for handling this situation is by having blended learning, a combination of online learning platform and face-to-face meeting managed by teachers both from the host country and refugees. These students although they are limited by any means, have been familiar with ICT such as Microsoft Office, Photoshop, Multimedia and Internet. The online learning platform will muddle through time and distance in order to support them to take Package A, B, C (National Elementary, Junior and Senior High School Equivalency) tests as these tests are admitted at work and further study in host country as well as their destination countries without age limitation.
Workshop Aplikasi Multimedia Kreatif dalam Pembuatan Video Animasi 3D pada SMK Bina Insan Siak Hulu Rahmaddeni; T.Sy Eiva Fatdha; Susanti; Koko Harianto
J-PEMAS - Jurnal Pengabdian Masyarakat Vol. 1 No. 1 (2020): Jurnal Pengabdian Masyarakat J_PEMAS
Publisher : STMIK Amik Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (563.993 KB)

Abstract

Salah satu perkembangan multimedia yang kreatif terlihat dalam sebuah animasi 3D. Multimedia yang kreatif dimanfaatkan juga dalam dunia pendidikan. Pada dunia pendidikan multimedia digunakan sebagai media pengajaran, baik dalam kelas maupun secara sendiri-sendiri atau otodidak oleh siswa dalam mengembangkan minatnya. Objek yang menjadi tempat pelaksanaan workshop multimedia kreatif dalam pembuatan video animasi 3D yakni pada SMK Bina Insan Siak Hulu pada jurusan administrasi perkantoran. Alasan pemilihan jurusan ini dari beberapa jurusan yang ada disekolah tersebut karena dalam kurikulum bidang administrasi perkantoran, kompetensi yang dimilikinya salah satunya kemampuan dalam menyajikan presentasi yang menarik. Presentasi yang diberikan dengan dukungan multimedia yang kreatif dapat membantu memberikan pengalaman yang bermakna bagi siswa sendiri karena penggunaan media yang dapat mempermudah siswa. Hasil yang diperoleh dari kegiatan ini berdampak positif kepada siswa sendiri karena memiliki skill yang lebih dari skill yang ada pada jurusan tersebut dan berdampak juga nantinya pada mutu lulusan sekolah SMK Bina Insan Siak Hulu.
Pelatihan Image Editing Menggunakan Aplikasi Lightroom Guna Meningkatkan Kreatifitas Siswa/I SMK Global Cendekia Aniq Noviciatie Ulfah; Nora Lizarti; T. Sy Eiva Fathda; Rini Yanti; Hadi Asnal
J-PEMAS - Jurnal Pengabdian Masyarakat Vol. 1 No. 2 (2020): Jurnal Pengabdian Masyarakat J_PEMAS
Publisher : STMIK Amik Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (777.625 KB)

Abstract

Pemanfaatan teknologi di bidang komputerisasi saat ini telah menyuguhkan berbagai kemudahan diantaranya adalah sebagai tempat menyalurkan bakat, minat dan hobi bagi seseorang. Salah satu aplikasi yang diminati pada saat ini adalah aplikasi untuk mengedit foto. Banyak sekali aplikasi untuk mengedit foto, mulai dari yang mudah sampai yang sulit. Selain itu pada saat ini kebutuhan akan editing foto sangatlah tinggi. Namun banyak siswa SMK yang tidak tahu cara mengedit foto dengan baik dan benar. Sehingga diperlukan sebuah pelatihan untuk siswa tentang editing foto menggunakan Lightroom. Pelatihan ini dilaksanakan dengan tujuan mengasah kreatifitas para siswa dalam berkehidupan sehari-hari, serta menambah pengetahuan dan keterampilan yang diperlukan untuk melakukan dalam editing foto
Pelatihan Pengenalan Pemograman Android untuk Pemula pada Siswa-Siswi SMK N 2 Pekanbaru Junadhi Junadhi; Susanti; Helda Yenni; Fransiskus Zoromi; T.Sy Eiva Fatdha
J-PEMAS - Jurnal Pengabdian Masyarakat Vol. 2 No. 1 (2021): Jurnal Pengabdian Masyarakat J_PEMAS
Publisher : STMIK Amik Riau

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

Abstract

Era revolusi industri 4.0 membuat teknologi semakin berpengaruh dalam setiap aspek kehidupan manusia saat ini, termasuk pada dunia pendidikan. Dunia pendidikan dituntut harus mengikuti perkembangan teknologi yang sedang berkembang pesat salah satunya adalah pemrograman Android. Dari pertimbangan tersebut, maka timbul sebuah gagasan untuk memberikan pelatihan pemrograman Android kepada siswa-siswi SMK Negeri 2 Pekanbaru. Tujuan Pelatihan ini diharapkan menjadi salah satu solusi persiapan siswa-siswi untuk bisa menjadi Android Developer. Berkarir sebagai Android Developer merupakan salah satu pilihan bagi peminat IT karena salary dan peluang kerja yang lebih luas dan juga menjadi salah satu cara dalam membekali diri pada era revolusi industri 4.0. Pelatihan ini membahas mengenai konsep-konsep pemrograman Android, karir Android Developer, praktek pemrograman serta tips dan trik terkait dengan pemrograman Android.
Application of usability testing for analyzing the quality of 'Keluarga' pharmacy system in Pekanbaru M. Khairul Anam; muhammad Fuad; Helda Yenni; Syarifah Eiva Fatda; Hadi Asnal; Hamdani Hamdani
ILKOM Jurnal Ilmiah Vol 13, No 3 (2021)
Publisher : Prodi Teknik Informatika FIK Universitas Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33096/ilkom.v13i3.870.244-251

Abstract

Family Pharmacy is a line of business that sells medicines in the city of Pekanbaru. Drug sales at these pharmacies are carried out offline by directly coming to the pharmacy and online through the Family Pharmacy application which can be downloaded via the google play store. However, the facilities offered by the Family Pharmacy application have not been able to provide user satisfaction, so that it has not fulfilled the initial goal of making the application, namely being able to increase drug sales and obtain a high level of satisfaction. Therefore, the author took the opportunity to conduct research in order to determine the quality of the application using the usability testing method. The analysis of the Family Pharmacy application aims to find out the shortcomings of the application that has been built, both in terms of learnability, efficiency, memorability, error, and satisfaction. The results obtained that the family pharmacy application has good quality according to users with 72.5% learnability, 74.2% efficiency, 74.4% memorability, 70.1% errors, and 71.4% satisfaction. However, the weakness of the Family Pharmacy application is that the majority of Family Pharmacy customers do not know about the Family Pharmacy application.
RANCANGAN MULTIMEDIA INTERAKTIF UNTUK PENGUASAAN VOCABULARY BAHASA INGGRIS LEVEL ELEMENTARY Syarifah Eiva Fatdha
JURNAL TEKNOLOGI DAN OPEN SOURCE Vol 1 No 2 (2018): Jurnal Teknologi dan Open Source, December 2018
Publisher : Universitas Islam Kuantan Singingi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (454.003 KB) | DOI: 10.36378/jtos.v1i2.13

Abstract

Abstrak Penguasaan kosakata merupakan hal mendasar yang harus dikuasai seseorang dalam pembelajaran bahasa inggris. Bagaimana seseorang dapat mengungkapkan sesuatu apabila ia tidak memahami kosakata dari bahasa tersebut. sehingga penguasaan kosakata bahasa merupakan hal mutlak dimiliki oleh seorang pembelajar. Demikian sebaliknya tanpa memiliki kosa kata yang memadai seorang akan kesulitan mencapai kompetensi berbahasa Inggris, dengan kondisi diatas penggunaan kamus bahasa Inggris menjadi solusi untuk memperbanyak kosakata dalam bahasa Inggris. Namun seringkali seseorang menjadikan alasan bahwa belajar bahasa Inggris menjadi membosankan mengingat tebalnya kamus serta monotonnya tampilan kosa kata yang ada pada kamus yang digunakan, model pembelajaran dengan menghapal pun akan dijauhi, Melihat kendala-kendala di atas maka penulis mencoba mencari media baru dalam pembelajaran bahasa Inggris yaitu implementasi multimedia interaktif ,agar pembelajar tidak bergantung pada kamus atau dapat belajar mandiri sehingga hal ini akan memudahkan pencapaian kompetensi berbahasa sekaligus meningkatkan pemahaman seseorang akan kosakata bahasa Inggris terutama pada tingkat pemula.
PENERAPAN METODE STUDENT TEAMS ACHIEVEMENT DIVISION (STAD) DALAM MEDIA PEMBELAJARAN MULTIMEDIA KREATIF Syarifah Eiva Fatdha; Marlis Alamsyah
JURNAL TEKNOLOGI DAN OPEN SOURCE Vol 3 No 2 (2020): Jurnal Teknologi dan Open Source, December 2020
Publisher : Universitas Islam Kuantan Singingi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36378/jtos.v3i2.807

Abstract

In today's technological developments, it is certain that every activity in human life has taken advantage of the role of technology, including in the world of education. However, there are still many schools that have not implemented technology as a means of supporting education, in general the existing learning models still convey material through traditional methods. So that it has a direct impact on students, namely by lack of student interest in learning, student activity is less and tends to be passive and learning outcomes are low. To improve this, the researchers applied creative multimedia learning media and used the Student Teams Achievement Division (STAD) method. This research was an action research using multimedia. Each meeting includes stages including planning, implementing actions, observing and reflecting. Through the application of a creative multimedia learning model using the Student Teams Achievement Division (STAD) method, it is hoped that it can improve teacher skills, student activities and learning outcomes for elementary school students in general and in learning. The application of the learning model can be used as a solution to improve the quality of learning in certain subjects.
Design for Android-Based Virtual Tour Application Using Polygonal Modeling and Extrude Face Syarifah Eiva; Muhammad Iqbal
JAIA - Journal of Artificial Intelligence and Applications Vol. 1 No. 1 (2020): JAIA - Journal of Artificial Intelligence and Applications
Publisher : STMIK Amik Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (938.89 KB) | DOI: 10.33372/jaia.v1i1.623

Abstract

STMIK Amik Riau is the first Computer College in Riau under the Kopertis Region 10 which has an activity based on the information technology sector. This certainly requires the campus management to take advantage of technological developments in every academic activity. STMIK Amik Riau has quite a lot of facilities and infrastructure to support academic activities. However the problem is that the introduction to campus area system has not followed the current competition trend, because the campus introduction system used is still web-based and utilizes social media such as Facebook and Instagram. In order to improve the services of the campus, a virtual tour application that presents android-based campus area information is designed. This application is designed android based by using Polygonal Modeling and Extrude Face Polygonal modeling is an approach to modeling objects using points that determine the area of ​​a surface so that it can create fields from three-dimensional (3D) models. With the application of Android-based technology, the resulting application is expected to be easily accessed because almost all levels of society nowadays have used a Android smart phones. This certainly facilitates the public and students in obtaining information about the shape of the building and the area around campus
Virtual Tour Three Dimensions (3D) With Polygonal Modeling At Sang Nila Utama Museum T Sy Eiva Fatdha; Naufal Dzaky Raza; Yoyon Efendi
JURNAL TEKNOLOGI DAN OPEN SOURCE Vol 5 No 2 (2022): Jurnal Teknologi dan Open Source, December 2022
Publisher : Universitas Islam Kuantan Singingi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36378/jtos.v5i2.2578

Abstract

Sang Nila Utama Museum is an institution that functions as a place for the storage, care, safeguarding and use of objects of human culture and natural products to support efforts to protect and preserve cultural wealth. Based on the results of the surveys and interviews conducted, there are currently problems, namely 1) There is no system to present information about the collection of objects in the museum visually in 3D. 2) Due to the outbreak of Covid 19 virus, the museum management had to close the museum so far, so the public is not able to visit the museum to get information about the collection of historical relics in the Sang Nila Utama Museum. Based on the problems described above, an Android-based application for a virtual tour of exhibitions of historical objects was developed. The virtual tour is a result of the development of multimedia information technology and 3D technology that can present a 3D atmosphere. In developing this system, the Multimedia Development Life Cycle (MDLC) method was applied, which consists of several phases, namely: concept, design, material procurement, compilation, testing and distribution. This application will later run on the Android platform and use a mobile stick controller as a medium for navigation, allowing users to walk through the museum space to see a collection of historical relics in three-dimensional (3D) visual form. It is expected that this research will be one of the solutions to overcome the problems encountered in trying to improve services to the community.