Claim Missing Document
Check
Articles

Found 23 Documents
Search

PENERAPAN SMART E-COMMERCE GUNA PENGEMBANGAN PRODUK LOKAL DESA TAHUNAN KECAMATAN TEGALOMBO PACITAN Fauzan Fasykur; Mohammad Bhanu Setyawan
ADIMAS Jurnal Pengabdian Kepada Masyarakat Vol 3, No 1 (2019): Maret
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2062.044 KB) | DOI: 10.24269/adi.v3i1.1484

Abstract

As the Country with the 8th largest internet user in the World, it makes its own opportunity for entrepreneurs in Indonesia to market their products through the internet. The opportunity is still very open because macroeconomic growth will increase with the presence of digital business. One form of media to market local products is to use e-commerce, which grows too, which means that opportunities are still very broad. E-commerce with all its growth can touch various sectors starting from agriculture, industry, public sector, populist economy and so on can be used to develop all potential in the region. As in the Tegalombo Annual Village, Pacitan Regency, which has a mountainous / hilly geographical area, has all the abundant agricultural potential and human resources that are quite capable but have not been exposed to the maximum. For example the results of empon-empon processing and the results of youth creativity that impressed the road in place due to constrained marketing problems and the development of various local products. With the existence of e-commerce it is very possible to overcome the obstacles in marketing these local products. Supported by internet connectivity that is already connected in the village, ecommerce only requires creative hand touches to realize e-commerce as a solution for developing all village potential.
RANCANG BANGUN MEDIA PEMBELAJARAN BAHASA INGGRIS BERBASIS ANDROID MENGGUNAKAN TEKNOLOGI AUGMENTED REALITY UNTUK SEKOLAH DASAR (STUDI KASUS MI MA’ARIF PATIHAN KIDUL) Mita Bela Franciska; Mohammad Bhanu Setyawan; Ismail Abdulrazzaq Zulkarnain
KOMPUTEK Vol 2, No 2 (2018): Oktober
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (978.15 KB) | DOI: 10.24269/jkt.v2i2.140

Abstract

Tujuan dari penelitian ini adalah untuk mengembangkan aplikasi media pembelajaran interaktif menggunakan teknologi augmented reality yang dapat membantu siswa sekolah dasar kelas 1 dalam memahami pelajaran bahasa inggris. Aplikasi ini dapat menampilkan objek 3D yang menarik dan disertai dengan suara serta teks. Selain itu user interface serta objek 3D dibuat semenarik mungkin karena pada tahap pendidikan anak usia sekolah dasar siswa cenderung lebih tertarik dengan suatu hal yang terdapat gambar animasi serta warna-warna cerah. Hal ini akan membuat siswa lebih mudah mengingat suatu bentuk atau tulisan yang memiliki  warna menarik dan bentuk yang komunikatif. Penelitian ini menggunakan metode perancangan waterfall, dimana alur penelitian akan mengikuti tahap berurutan yang ada di waterfall. Aplikasi ini akan dibangun dengan menggunakan Unity 3D dan Vuforia SDK.
Epoch Optimization on Rice Leaf Image Classification Using Convolutional Neural Network (CNN) MobileNet Fauzan Masykur; Mohammad Bhanu Setyawan; Kuntang Winangun
CESS (Journal of Computer Engineering, System and Science) Vol 7, No 2 (2022): July 2022
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/cess.v7i2.37336

Abstract

Epoch pada proses klasifikasi citra menggunakan algoritma deep learning convolutional neural network (CNN) merupakan proses yang mutlak dibutuhkan untuk mencapai akurasi paling optimal dan loss yang kecil. Penentuan epoch akan mempengaruhi bobot (weight) pada neural network serta berpengaruh pada kurva yang dihasilkan. Proses training dataset citra pada neural network akan melalui satu rangkaian perhitungan dari awal sampai akhir hingga akan dikembalikan lagi ke proses awal dengan sebutan sekali putaran atau 1 epoch. Proses pembelajaran dari dataset diperlukan beberapa kali update bobot sehingga akan kurang optimal jika epoch dilakukan hanya sekali putaran. Pada makalah ini akan dipaparkan klasifikasi citra daun tanaman padi yang menggunakan arsitektur CNN MobileNet dengan beberapa kali epoch untuk menghasilkan hasil yang paling optimal. Citra daun dibagi menjadi 4 kelas yakni healthy, brownspot, hispa dan leafblast. Setiap kelas di kelompokkan menjadi 2 kelompok yaitu data training dan data validasi dengan presentase data training 70% dan data testing30%. Sedangkan epoch yang ditentukan sebanyak 50, 100 dan 150 kali. Pada epoch 150 menghasilkan nilai akurasi tertinggi senilai 1,000 dan loss senilai 0,0037 yang artinya semakin besar nilai epoch akan menghasilkan akurasi terbaik pada klasifikasi citra daun padi menggunakan MobileNet. 
Hoax News Analysis for the Indonesian National Capital Relocation Public Policy with the Support Vector Machine and Random Forest Algorithms Aang Kisnu Darmawan; Mohammad Waail Al Wajieh; Mohammad Bhanu Setyawan; Tri Yandi; Hoiriyah Hoiriyah
Journal of Information System and Informatics Vol 5 No 1 (2023): Journal of Information Systems and Informatics
Publisher : Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51519/journalisi.v5i1.438

Abstract

The decision of the Indonesian government to relocate the nation's capital outside Java to the North Penajam Paser Regency has sparked controversy and misinformation on social media platforms. While sentiment analysis studies have been conducted on this topic, no research has yet analyzed the issue of hoaxes related to the relocation of the national capital. This study aims to fill this gap by analyzing hoaxes related to the relocation of the Indonesian national capital on Twitter. The study utilizes data crawling, filtering with Hoax Booster Tools (HBT) ASE, data labeling, preprocessing, and TF-IDF weighting. The data is then classified using Support Vector Machine (SVM) and Random Forest (RF) algorithms, and the results of both algorithms are compared. The study found that 85% of tweets had a positive sentiment and 15% had a negative sentiment. Furthermore, the SVM algorithm outperformed the RF algorithm with an accuracy of 95.24% compared to 86.90%. This study contributes to the understanding of the hoax issues related to the relocation of the Indonesian state capital and provides recommendations for government policies to address community concerns.
Rekayasa Aplikasi Eposal Menggunakan Algoritma Base64 Untuk Menyimpan Data Pengguna Adi Fajaryanto Cobantoro; Mohammad Bhanu Setyawan; Hardiyan Oktavianto
Jurnal Komtika (Komputasi dan Informatika) Vol 7 No 1 (2023)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/komtika.v7i1.8711

Abstract

E-commerce merupakan kegiatan jual beli yang menggunakan media internet. Kerap ditemukan adanya data pribadi pelanggan yang bersifat rahasia seperti nama lengkap, alamat dan nomor telepon tersimpan pada database E-commerce. Selain itu data-data credential lain juga sering kali bocor pada aplikasi berbasis internet. Kebocoran data dapat disebab oleh, konfigurasi perangkat lunak yang salah, social engineering, Recycled Passwords, Physical Theft of Sensitive Devices, Software Vulnerabilities, dan Use of Default Passwords. Banyak kasus kebocoran data di Indonesia disebabkan oleh konfigurasi perangkat lunak yang salah, sehingga untuk mengamankan data harus memiliki keahlian dibidang keamanan. Salah satu langkah pencegahan kebocoran data adalah Encrypt All Data. Yang dimaksud Encrypt All Data disini adalah mengenkripsi semua data yang ada di dalam database. Metode enkripsi tersebut salah satunya adalah Algoritma Base64. Algoritma Base64 merupakan algoritma yang menggunakan kode ASCII dalam proses encoding maupun decodingnya. Pada proses Enkripsi dan Dekripsi, Algoritma Base64 menggunakan dua buah tabel bantu yaitu tabel ASCII dan tabel index Base64. Pada tahap awal dilakukan proses perubahan kata menjadi kode ASCII. Tahap kedua, kode ASCII tersebut akan diubah ke dalam kode biner 8bit. Tahap ketiga, kode biner 8bit dibagi menjadi kode biner 6 bit. Tahap keempat, blok-blok tersebut dikembalikan lagi ke bentuk desimal, kemudian disesuaikan dengan tabel Index Base64. Sedangkan untuk proses dekripsi, merupakan kebalikan dari proses enkripsi dengan proses yang sama. Tahap kedua, dilakukan perubahan dari kode Index ke dalam kode biner 6. Tahap ketiga, membuat kode biner 6bit menjadi kode biner 8bit. Tahap keempat yaitu mengubah biner 8 ke ASCII. Tahapan selanjutnya adalah mengubah kode ASCII ke kode desimal. Alur algoritma Base64 pad apenelitian ini akan diimplementasikan pada aplikasi Eposal di Toko Mina Alumunium. Proses implementasi ini dengan menambahkan satu fungsi “base64_encode” untuk setiap data yang masuk ke dalam database. Fungsi tersebut dimasukkan kedalam salah satu proses yang ada pada aplikasi Eposal yaitu proses simpan data konsumen Mina Alumunium. hasil yang diperoleh adalah bahwa setiap data yang dimasukkan ke dalam Eposal Mina Alumunium atau karakter yang diinputkan tersebut disimpan didalam database berbentuk enkripsi data acak. Sehingga jika ada penyusup yang berhasil masuk ke dalam database, penyusup tersebut tidak bisa membaca data yang ada di dalam database.
PEMANFAATAN TRAINER INTERNET OF THINGS UNTUK MENINGKATKAN KOMPETENSI GURU VOKASI DI SMK NEGERI PONCOL Arief Rahman Yusuf; Angga Prasetyo; Mohammad Bhanu Setyawan
GANESHA: Jurnal Pengabdian Masyarakat Vol. 4 No. 2 (2024): Juli 2024
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Tunas Pembangunan Surakarta (UTP)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36728/ganesha.v4i2.3675

Abstract

Pengabdian ini bertujuan memberi penguatan kemampuan guru-guru SMK Negeri Poncol melalui pelatihan implementasi metode Pembelajaran Berbasis Proyek berbasis produk dengan pemanfaatan Trainer IoT. Jumlah guru yang berpartisipasi pada kegiatan ini sebanyak 25 dari jurusan Teknik Komputer Jaringan, Tata Busana dan Tata Boga. Metode pelaksanaan pelatihan menggunakan ceramah interaktif, praktek langsung dan tanya jawab dengan tahapan sebagai berikut: mempersiapkan syarat administratif seperti survei lapangan, pembuatan proposal dan kerja sama dengan SMKN Poncol. Setelah itu dilanjutkan pelatihan kepada guru dengan memberikan materi dasar IoT, praktek dan simulasi dan diakhiri dengan pembuatan produk berbasis IoT. Evaluasi hasil pelatihan menggunakan metode Kirkpatrick dengan indikator positif pelatihan peserta yang dinilai. Hasil dari penilaian peserta terhadap pelatihan trainer IoT sebesar 83,4% yang artinya peserta menunjukkan nilai positif yang tinggi.
PENERAPAN ALGORITMA LINEAR SEARCH DI APLIKASI SECONDHAND Agustin, Nely Dwi; Cobantoro, Adi Fajaryanto; Setyawan, Mohammad Bhanu; Nurfitri, Khoiru
NERO (Networking Engineering Research Operation) Vol 8, No 2 (2023): Nero - 2023
Publisher : Jurusan Teknik Informatika Fakultas Teknik Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21107/nero.v8i2.21089

Abstract

Inflation in Indonesia has been increasing year by year. The high inflation rate has an impact on the increasing production costs of finished goods, resulting in higher prices which this is not balanced by good sales of new products. This has led to a plan to create a secondhand e-commerce platform. This research aims to implement a search feature that facilitates the search for used goods based on keywords. The implementation process involves the use of the Linear/Sequential Search algorithm in the JavaScript programming language and PostgreSQL as the data storage used. In practice, when the keyword matches the data in the database, the search results will be displayed. If there is no data match, the search will not find any relevant products. The result of this research is the availability of the SecondHand application, with a search feature using the Linear/Sequential Search algorithm, which helps facilitate the interaction between sellers and buyers. The results of white box and postman/grey box testing show that the search feature and its functions work well, producing valid outputs, and have a short execution time of around 613.5 ms or 0.6135 seconds based on the results of five tests.Keywords : Linear/Sequential Search Algorithm, Used Goods, SecondHand.
PENGENALAN APLIKASI OBYEK WISATA TELAGA NGEBEL BERBASIS VIRTUAL REALITY DAN ALGORTIMA GREEDY Bhanu Setyawan, Mohammad; Permana Putra, Angga Dian; Sussolaikah, Kelik; Zulkarnain, Ismail Abdurrozaq; Cobantoro, Adi Fajaryanto
Jurnal Media Elektro Vol 13 No 1 (2024): April 2024
Publisher : Universitas Nusa Cendana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35508/jme.v13i1.15364

Abstract

Ngebel Lake in Ponorogo Regency is a tourist destination that is usually visited by many local or non-local tourists. There is great potential to be developed again to introduce this tourist attraction to outside the region in order to attract tourists. Telaga Ngebel requires the main role of promotion and publication out, so it is very necessary for a technology that is able to realize the equal introduction of Telaga Ngebel attractions and is able to describe tourist objects in real terms. The solution is to utilize Virtual Reality technology that can package the potential of tourist attractions in an attractive, attractive and contemporary manner. The technology displays Telaga Ngebel attractions in 3600 with a 3-dimensional object model and the nearest wahan search feature using the Greedy Algorithm with a virtual reality display. In its preparation using SDLC (Software Development Life Cycle). The final result of making this application in the form of Virtual Reality Telaga Ngebel and also games using the greedy algorithm used as an implementation of games that present the charm of Telaga Ngebel. Based on the results of usability test research with the SUS method obtained a score of 51 or in adjective OK criteria.
PENERAPAN ALGORITMA SEQUENTIAL SEARCH PADA CHATBOT WHATSAPP UNTUK LAYANAN PENGADUAN APLIKASI SMEP Rahmawati, Dwi; Setyawan, Mohammad Bhanu; Prasetyo, Angga
Jurnal Media Elektro Vol 13 No 2 (2024): Oktober 2024
Publisher : Universitas Nusa Cendana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35508/jme.v13i2.18134

Abstract

SMEP, or Reporting Evaluation Monitoring System is a web-based application designed to provide information on the progress of goods and services procurement within the Ponorogo Regional Government. Currently, consultations related SMEP are conducted manually through the WhatsApp platform, but there is no mechanism to process information from the submitted reports. The Development Administration Divisioon identified the need to develop a chatbot whatsapp complaint service application, to strengthen interactive relationship with users. This application implements the Sequential Search algorithm to accelerate the database search process, aiming to significantly improve the quality of SMEP services. The development method used is Research and Development (R&D) with waterfall model development procedures. The Application was tested for functional suitability using media validity test sheets and obtaining a 100% validity percentage. Usability testing, using a questionnaire with 50 SMEP application users, resulted in an 89.67% validity persentage, thus qualifying as “Very Worthy” on the Likert scale. Based on testing results, it can be concluded that the Whatsapp chatbot for SMEP complaint services, which implements the sequential search algorithm, is highly effective and make positive contribution to improving the efficiency and effectiveness of SMEP services.
Otomasi Greenhouse Berbasis Mikrokomputer RASPBERRY PI Adi Fajaryanto Cobantoro; Mohammad Bhanu Setyawan; Miftahudin Agung Budi Wibowo
Jurnal Ilmiah Teknologi Informasi Asia Vol 13 No 2 (2019): Volume 13 Nomor 2 (8)
Publisher : LP2M INSTITUT TEKNOLOGI DAN BISNIS ASIA MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jitika.v13i2.360

Abstract

The entry of the industrial revolution era, many occur anthropogenic. One of the causes of ecological imbalances is the lack of reforestation in urban environments. Environmental conditions are the main thing to achieve production. The main factors that influence plant growth and development are temperature and humidity, in this case to reach the desired temperature and humidity is very difficult and difficult to control as needed. As if the temperature and humidity limit agricultural production. From the existing problems, building a greenhouse prototype can automatically control temperature and humidity according to the actual conditions in the plant. To achieve this condition use a control system that controls temperature and humidity automatically. The system works according to the value that has been determined then the value compared with the DHT22 sensor to measure air humidity and YL-69 as a controller of soil moisture and as a controller for watering plants automatically. The prototype testing was done using a computer and raspberry pi microcontroller by connecting the UTP cable to the raspberry pi to the laptop with an internet sharing connection. The prototype can run and can be controlled by telegram.