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PEMBUATAN MOBILE TOUR GUIDE MUSEUM SANGIRAN DENGAN AUGMENTED REALITY BERBASIS MARKERLESS TRACKING Purnomo, Fendi Aji; Pratisto, Eko Harry; Hartatik, Hartatik; Purbayu, Agus; Ariani, Hana Septi
Jurnal Simetris Vol 6, No 2 (2015): JURNAL SIMETRIS VOLUME 6 NO 2 TAHUN 2015
Publisher : Universitas Muria Kudus

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Abstract

ABSTRAK   Museum Purbakala Sangiran merupakan salah satu museum yang menyimpan benda purbakala. Digitalisasi objek purbakala merupakan salah satu usaha pelestarian yang dilakukan.  Tujuan dari penelitian ini adalah untuk melakukan digitalisasi informasi benda-benda purbakala di ruang pamer Museum Sangiran dengan menggunakan teknologi Augmented reality berbasis Android. Metodologi penelitian dalam pengembangan Augmented reality untuk Mobile Guide Museum Sangiran menggunakan metode waterfall, yaitu tahap analisis, perancangan, desain & script, serta pengujian dilakukan melalui survey kuisioner. Analisis pengujian aplikasi terhadap daya tarik pengunjung dilakukan berbasis angket kuisioner dengan skala butir pertanyaan menggunakan skala Likert dengan skala 6. Hasil analisis berupa validitas dan realibilitas menghasilkan alpha cronbach 0,97 sehingga semua butir pertanyaan dinyatakan valid dan reliable. Tanggapan responden terhadap aplikasi Mobile Guide Museum Sangiran bernilai setuju-sangat setuju diwujudkan dalam 5 aspek yaitu ketertarikan terhadap aplikasi 93%, kemudahan mendapatkan informasi 97%, kemudahan navigasi 100%, interaktifitas aplikasi 94%, dan inovasi aplikasi 97%. Kata kunci: benda purbakala, markerless, mobile augmented reality.
PERANCANGAN GAME “RUNTHINK” SEBAGAI ALAT PENINGKATAN KEMAMPUAN BERHITUNG ardhi, ovide decroly wisnu; Pratisto, Eko Harry; Bahtiar, Firma Sahrul; Munandar, Noris Sugeng
JTET (Jurnal Teknik Elektro Terapan) Vol 5, No 1: (April 2016)
Publisher : Teknik Elektro - Politeknik Negeri Semarang

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Abstract

Aritmatika merupakan cabang matematika yang mempelajari operasi dasar bilangan. Kemampuan dasar aritmatika diperlukan sebagai dasar perhitungan yang lebih kompleks. Penelitian ini bertujuan untuk merancang sebuah aplikasi dengan bentuk game sebagai upaya dalam meningkatkan kecepatan penghitungan menggunakan operator matematika dalam bentuk hiburan. Penelitian ini menekankan pada operasi aritmatika penjumlahan dan pengurangan dalam bentuk game dengan judul “RunThink”. Metode Software Development Life Cycle (SDLC) diterapkan dalam pengembangan aplikasi dengan tahapan pengembangan konsep dan storyboard, perancangan desain, dan pengujian (Jogiyanto, 2006).Game “RunThink” memiliki jenis endless game. Subyek pengujian aplikasi didapat sebanyak 16 pengguna dimana semuanya berpendapat game “RunThink” membantu mempercepat perhitungan aritmatika.Kata kunci: aritmatika, game, hiburan, penjumlahan, pengurangan
PEMBUATAN GAME EDUKASI PETUALANGAN SI GEMUL SEBAGAI PEMBELAJARAN PENGENALAN DAERAH SOLO RAYA PADA ANAK Purnomo, Fendi Aji; Pratisto, Eko Harry; Taufiqurrakhman NH, Taufiqurrakhman NH; Sahrul, Firma; Lestari, Inda Puji
Simetris: Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol 7, No 2 (2016): JURNAL SIMETRIS VOLUME 7 NO 2 TAHUN 2016
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (753.151 KB) | DOI: 10.24176/simet.v7i2.774

Abstract

Perkembangan administrasi setelah Orde Baru pemerintah telah menghapus tingkat Karesidenan di Indonesia termasuk Karesidenan Surakarta. Akibatnya nama Karesidenan Surakarta berubah menjadi Eks-Karesidenan Surakarta atau Wilayah Solo Raya. Wilayah Solo Raya terdiri dari tujuh Kabupaten tiga di antaranya berbatasan langsung dengan kota Solo yaitu Boyolali, Sukoharjo dan Karanganyar. Tiga yang lain tidak berbatasan langsung yaitu Wonogiri, Sragen dan Klaten. Masing-masing daerah memiliki slogan, tempat wisata dan makanan khas yang berbeda, namun masih banyak masyarakat yang kurang mengenalnya. Hasil observasi menunjukkan bahwa kebanyakan anak-anak usia sekolah dasar belum mengetahui daerah-daerah mana saja yang masuk dalam daerah Solo Raya. Saat ini teknologi semakin berkembang secara pesat dan penggunaan gadget dapat difungsikan sebagai media edukasi. Dalam penelitian ini telah dikembangkan Game Edukasi berjudul Petualangan Gembul untuk mengenal daerah di Solo Raya Berbasis Android. Metode yang digunakan dalam pengembagan game ini adalah Software Development Life Cycle (SDLC) Water Fall dimulai dari analisis, perancangan, pembuatan, pengujian dan pemeliharaan. Model permainan yang disajikan level pertama berupa adventure yang dilengkapi latar belakang daerah khas masing-masing, level kedua berupa kuis tanya jawab dan level ketiga berupa game puzzel yang berisi foto khas daerah untuk ditata ulang. Pengujian yang dilakukan meliputi pengujian perangkat terhadap 3 perangkat android yang berbeda spesifikasinya dan pengujian hasil pembuatan game melalui kuisioner dalam aspek penyampaian informasi dan desain visual game. Hasil penelitian menyebutkan bahwa 75% game tersebut memudahkan dalam mengenal daerah Solo Raya dan 79% menyebutkan bahwa tampilan game tersebut menarik. Kata kunci: game, android, anak, solo raya.
PEMBUATAN MOBILE TOUR GUIDE MUSEUM SANGIRAN DENGAN AUGMENTED REALITY BERBASIS MARKERLESS TRACKING Purnomo, Fendi Aji; Pratisto, Eko Harry; Hartatik, Hartatik; Purbayu, Agus; Ariani, Hana Septi
Simetris: Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol 6, No 2 (2015): JURNAL SIMETRIS VOLUME 6 NO 2 TAHUN 2015
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (658.774 KB) | DOI: 10.24176/simet.v6i2.469

Abstract

Museum Purbakala Sangiran merupakan salah satu museum yang menyimpan benda purbakala. Digitalisasi objek purbakala merupakan salah satu usaha pelestarian yang dilakukan. Tujuan dari penelitian ini adalah untuk melakukan digitalisasi informasi benda-benda purbakala di ruang pamer Museum Sangiran dengan menggunakan teknologi Augmented reality berbasis Android. Metodologi penelitian dalam pengembangan Augmented reality untuk Mobile Guide Museum Sangiran menggunakan metode waterfall, yaitu tahap analisis, perancangan, desain dan script, serta pengujian dilakukan melalui survey kuisioner. Analisis pengujian aplikasi terhadap daya tarik pengunjung dilakukan berbasis angket kuisioner dengan skala butir pertanyaan menggunakan skala Likert dengan skala 6. Hasil analisis berupa validitas dan realibilitas menghasilkan alpha cronbach 0,97 sehingga semua butir pertanyaan dinyatakan valid dan reliable. Tanggapan responden terhadap aplikasi Mobile Guide Museum Sangiran bernilai setuju-sangat setuju diwujudkan dalam 5 aspek yaitu ketertarikan terhadap aplikasi 93%, kemudahan mendapatkan informasi 97%, kemudahan navigasi 100%, interaktifitas aplikasi 94%, dan inovasi aplikasi 97%.
Network Nerves Mock Backpropagation Prediction Graduation Student Elementary School With Practice Values Exam Rahmawati Sunaryo, Azzahra; Abelia, Nevanda; Hastono, Tri; Pratisto, Eko Harry
APPLIED SCIENCE AND TECHNOLOGY REASERCH JOURNAL Vol. 2 No. 2 (2023): Applied Science and Technology Research Journal
Publisher : Lembaga Penelitian dan Pengabdian Mayarakat (LPPM) Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/astro.v2i2.5798

Abstract

The backpropagation method is a computer technique to help predict and sort data. This method is usually used to change the connection between parts of the computer's brain in the hidden layer. Meanwhile, the Nervous System Network (ANN) is an information-processing system that is very similar to the function of human brain cells. Value is a benchmark for a student's graduation, if the student's score is getting better, the more opportunities for the student's graduation. In predicting this pass using the method of Artificial Neural Networks (ANN), namely Backpropagation, and using Matlab software with the MSE (Mean Square Error) result of 0.099512.
Design Build a Spider Robot Detector Fire Arduino based Furqon, M. Hafizul; Wahyu Ciptadi, Prahenusa; Hardyanto, R. Hafid; Pratisto, Eko Harry
APPLIED SCIENCE AND TECHNOLOGY REASERCH JOURNAL Vol. 1 No. 2 (2022): Applied Science and Technology Research Journal
Publisher : Lembaga Penelitian dan Pengabdian Mayarakat (LPPM) Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (300.126 KB) | DOI: 10.31316/astro.v1i2.4644

Abstract

Fire is an event that is not desired by every human being. Fires can cause significant losses, both material and life losses. Every fire process always causes a fire in a place or room where a fire occurs. A fire that is still not too big can be detected using a robot. Detection of the source of the fire in the kitchen room is still difficult because it is not yet known by the occupants of the house who are in another room or outside the house. Residents of the house have difficulty finding hotspots that are still small, so a robot is needed that can detect the presence of these hotspots. One of the robots that can be applied in this situation is the spider robot. This study aims to implement fire sensor technology to detect fire using Arduino. Methods of data collection using literature study and observation. The application development phase includes analysis, system design, implementation, and testing. This program is implemented using ultrasonic sensors, wi-fi modules, servos, and fire sensors. Ultrasonic sensors as a protection system from robots and IR flame sensors as sensors to detect fire. The spider robot can detect fire and provide warnings through sound alarms and can provide notifications via messages in the WhatsApp application. The fire detection robot made can detect a fire by notifying WhatsApp messages and alarms when the robot detects fire. The test results show the tool can run well. This can be proven by the value of the test results that have been carried out
System Information Management Sales of TB Prima Keloran Equipment and Goods with the Waterfall Method Dwi Baskara, Yusril; Wibawa; Putri, Puji Handayani; Pratisto, Eko Harry
APPLIED SCIENCE AND TECHNOLOGY REASERCH JOURNAL Vol. 3 No. 2 (2024): Applied Science and Technology Research Journal
Publisher : Lembaga Penelitian dan Pengabdian Mayarakat (LPPM) Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/astro.v3i2.7125

Abstract

In the digital era, many company switch to system information to improve efficiency and retrieval decision . However , Prima Keloran Building Store Still use method manual bookkeeping in management sales . This method face various weaknesses , such as risk error recording by employees , difficulties data access , and limitations in reporting as well as analysis sales . With growth business and increasing transaction volumes , the need will more system​ efficient become the more important . Implementation system information management sale with Waterfall method can become effective solution . This method follow step sequentially , starting from analysis need until implementation , so that allow developers to meet need specific shop in a way systematically . With system this , it is expected sales data management become more accurate and real-time, as well as analysis processes for planning strategic can made easier . Research This aims to design and implement capable system​ overcome constraint moment this and support development Prima Keloran Building Store business . With Thus , the implementation system This expected No only overcome existing problems , but also constructive ones a strong foundation for growth business in the future.
Design and User Analysis of a Learning Management System: Student Competency-Based Learning Pratisto, Eko Harry; Danoetirta, Daffa Raszya
Internet of Things and Artificial Intelligence Journal Vol. 5 No. 1 (2025): Volume 5 Issue 1, 2025 [February]
Publisher : Association for Scientific Computing, Electronics, and Engineering (ASCEE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/iota.v5i1.883

Abstract

The rapid evolution of digital technology in education has highlighted the need for robust platforms that support student competency-based learning, wherein each learner progresses at an individualized pace and demonstrates mastery of specific competencies. Building on evidence that personalized instruction improves engagement and learning outcomes, this study aims to develop a Learning Management System (LMS) capable of enhancing both formative and summative assessments. The primary objectives are to facilitate the uploading of learning materials, manage user roles (teachers, students, administrators), and provide flexible assignment distribution—all while promoting self-directed, sustainable learning. An Agile methodology was adopted to ensure iterative development and close collaboration with stakeholders, allowing for quick adaptations to evolving requirements. System architecture was designed using UML, focusing on role-based workflows and clear user interfaces. Throughout the process, regular sprints were conducted, incorporating continuous testing and feedback loops to refine functionality. The LMS was then evaluated through usability testing using the System Usability Scale (SUS). Findings from 80 student participants yielded an average SUS score of 81.75, which falls into the “very good” category, suggesting high user acceptance and ease of use. These results affirm the system’s effectiveness in supporting competency-based learning, as students can monitor individual progress in real-time and receive timely feedback from teachers. Moreover, teachers benefit from streamlined assessment processes, enabling them to devote more attention to pedagogical improvements. Although this research was conducted in a single school environment and over a relatively short period, the encouraging results indicate strong potential for broader implementation. Future development may integrate features such as learning analytics, gamification, and personalized content recommendations, thereby further enhancing adaptive learning experiences across diverse educational contexts.