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Implementation Of Augmented Reality As A Media To Improve DSLR Camera Knowledge Novian, Arif Tri; Hidayah, Agung Kharisma; Apridiansyah, Yovi; Sunardi, Dandi
Jurnal Komputer, Informasi dan Teknologi Vol. 3 No. 2 (2023): Desember
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v3i2.1266

Abstract

The Augmented Reality Implementation application is an application or computer software designed in general to make it easier to learn about Multimedia material at SMK N 03 Padang Jaya school. AR has the advantage of being interactive and real time so that AR is widely implemented in various fields. The purpose of this study is to provide information on augmented reality technology to increase DSLR camera knowledge so that students can find out and make it easier for students to learn the shape of a DSLR camera, namely telephoto, camera body, lighting, and tripod. This application was created using the Blender application for making 3D models, and the Vuforia engine for making Maker, and Unity is the final step for building 3D models and Maker into an Android-based application. The results of this research can be seen that applying Augmented Reality technology can make it easier to study DSLR cameras so as to provide detailed information as expected based on the menu being tested.
Designing An Android Attendance Application For Employees Of The Sub-District KUA Putri Hijau North Bengkulu Rohman, Mohammad Abkar Nur; Sunardi, Dandi; Wijaya, Ardi; Saputera, Surya Ade
Jurnal Komputer, Informasi dan Teknologi Vol. 4 No. 1 (2024): June
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v4i1.1808

Abstract

This thesis aims to design an Android application specifically developed for attendance activities at the Kantor Urusan Agama (KUA) Putri Hijau District North Bengkulu, using the MIT App Inventor platform. This application is expected to be more efficient than the old application and can provide convenience for employees who want to run attendance and make it easier for the admin to recap attendance data. To achieve this research, researchers use the Prototype method with code block programming development in MIT App Inventor and use Googel maps assistance in validating attendance locations. In the implementation process, the author will focus on designing an interface that is simple and easy to understand, ensuring compatibility with Android devices, and integrating features that are relevant to the needs of Attendance and Licensing. The importance of creating an application that can be accessed without difficulty by users without a conventional programming background is a major concern. Therefore, this research will prioritize the use of visual programming provided by MIT Inventor, enabling application development without the need for in-depth knowledge in programming. The result of this research is an Android Attendance application design that can be used by Admin and Employees at the Office of Religious Affairs Putri Hijau District, North Bengkulu. This application is expected to provide benefits for KUA Admins and Employees in terms of reducing the number of employees.
PENGEMBANGAN TEKNOLOGI AUGMENTED REALITY UNTUK MEDIA PEMASARAN FURNITURE MURIA JAYA BERBASIS ANDROID Hidayah, Agung Kharisma; Rifqo, Muhammad Husni; Sunardi, Dandi; Aminudin, Rahmad
Jurnal Media Infotama Vol 20 No 1 (2024): April 2024
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmi.v20i1.5453

Abstract

Currently, many shops or furniture companies in Bengkulu, in terms of promoting their products to consumers and buyers, still use conventional methods, starting from offering products directly or using 2D image catalogues, one of which is Muria Jaya. Muria Jaya already has an augmented reality application for its marketing media, but the application only displays 3D models, zooms in and out on products, rotates products without any information about the product. From the augmented reality application that already exists at Muria Jaya, the application will be developed by adding voice explanations for a product, changing the color of the product in the application which makes the product more lively and attractive. This makes it easier for buyers to see the product and also determine the color when making a decision to buy a product.
Pembelajaran Sholat Berbasis Mobile Android Pada Siswa SMP Negeri 07 Mukomuko Sunardi, Dandi; Sonita, Anisya; Muntahanah, Muntahanah; Sandi, Zainove
Jurnal Media Infotama Vol 20 No 1 (2024): April 2024
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmi.v20i1.5593

Abstract

Prayer is a medium of communication between humans (Muslims) and Allah Subhanahu Wa Ta'ala, and there are other ways and media. This second pillar of Islam becomes the act of worship of one's servant to his Creator, a way to be close to oneself based on the wisdom of the movements that exist and are carried out in prayer, whether it is obligatory prayer or sunnah prayer. The junior high school stage is a time where students and students grow up so they need to learn to pray in more detail, complete with the pillars and sunnah contained in the prayer service. But at the same time, students are more fond of playing games and social media so that the desire to learn is slightly reduced because they are in the puberty phase who always prioritize hobbies over studying. Learning about prayer worship at the 07 Mukomuko State Junior High School is only taught in religious lessons and the curriculum is general prayer worship, which is limited to the pillars of prayer, movements and readings in prayer itself which are the same as prayer books that are widely circulated in the community. Learning to pray is important because there are several sunnahs in praying that must be done so that students can worship more solemnly and increase the value of the reward in their prayers. There is also etiquette when praying in congregation which is not taught at school but must be known so that it can help provide more knowledge when students pray in congregation in their respective mosques. For this reason, technological assistance is needed that can provide this knowledge more attractively to students. One of them is to use android technology which is currently in vogue. By building a more interesting prayer learning application, it can increase student interest in learning it. The application will provide knowledge with videos, pictures and readings to make it more interesting so that the desire to learn increases. The android mobile-based prayer learning application for students of SMP Negeri 07 Mukomuko was built using the java and xml programming languages ​​in the android studio 4.1 software. Applications can display prayer guidance, ablution, prayer and remembrance. The application is presented in two modes, namely reading and video. The application is built in offline mode so it does not require internet data to use.
Aplikasi Pedoman Hidup Islami Warga Muhammadiyah Berbasis Dekstop Bagi Dosen dan Karyawan Universitas Muhammadiyah Bengkulu Sunardi, Dandi; Rifqo, Muhammad Husni; Muntahanah, Muntahanah; Supriyadi, Anisyah Oktariani
Jurnal Media Infotama Vol 20 No 1 (2024): April 2024
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmi.v20i1.5600

Abstract

As a university under the auspices of the Muhammadiyah organization, the Muhammadiyah Islamic Life Guidelines (PHIWM) is a basic guide in daily life for lecturers and employees of Universitas Muhammadiyah Bengkulu (UM Bengkulu). The problem in this research is that not all lecturers and employees of Universitas Muhammadiyah Bengkulu have PHIWM books. This research aims to circulate this PHIWM application among lecturers and employees and of course make it easier for those who do not have a book and help practice the material in the book in the surrounding environment. The research method used in this research is qualitative. The development of this system includes the waterfall method and data collection methods such as interviews, literature reviews, observations, and literature studies. The results of testing the application obtained from black box testing that the application can run well without any errors so that the application is feasible to use and is very helpful for lecturers and employees who do not have a PHIWM book before now the PHIWM application is made. With the application, it is easy to access anywhere and anytime, especially using a laptop / PC.
Penerapan Sistem Pendukung Keputusan Berbasis Web Untuk Perencanaan Aktivitas Edukasi Dan Hiburan Di Panti Asuhan Menggunakan Metode Fuzzy AHP Zantohar, Moh Rere Velentino; Sunardi, Dandi; Witriyono, Harry; Muntahanah, Muntahanah
Jurnal Media Infotama Vol 20 No 1 (2024): April 2024
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmi.v20i1.5705

Abstract

Educational and entertainment activities in orphanages are important aspects in helping the physical, mental and social development of children living in these institutions. Orphanages often serve as homes for children who do not have access to a family or a stable educational environment. Therefore, organizing educational and entertainment activities in orphanages is a must to provide positive experiences to these children, helping them grow and develop well. for each individual. The proposed solution is to use a web-based decision support system. This system will help orphanage managers plan educational and entertainment activities more efficiently. The main advantage of using the Fuzzy Analytical Hierarchy Process (AHP) method in this system is its ability to overcome uncertainty and ambiguity that often arises in planning in orphanages. Fuzzy AHP allows assessment and decision making based on uncertain or fuzzy data. This will be especially useful in assessing children's preferences and needs that may be difficult to measure with precision.
Sistem Pakar Untuk Mendeteksi Gangguan Pencernaan Pada Manusia Vioneka, Ranti; Sunardi, Dandi; Hidayah, Agung Kharisma; Witriyono, Harry
Jurnal Media Infotama Vol 20 No 1 (2024): April 2024
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmi.v20i1.5771

Abstract

Currently, technology capable of absorbing human thought processes and patterns is known as artificial intelligence. An expert system is a component of artificial intelligence that contains knowledge and experience acquired from an expert in a particular field. The aim of this study is to develop a web-based expert system designed to detect digestive disorders in humans. Its purpose is to provide patients with information about their health status, correlated with their presenting symptoms, with a certain degree of accuracy. Through the use of this expert system, patients have the ability to identify potential digestive disorders based on individual symptoms or combinations of symptoms they may be experiencing. Additionally, it facilitates early detection of digestive disorders without the need to delay treatment until doctors or specialists are available. The method used is Forward Chaining, which involves collecting symptom data to determine the appropriate type of disease. Forward Chaining is a reasoning technique used in expert systems and rule-based systems. It begins with known events or conditions and then attempts to match these events with the IF (combination) clauses from the IF-THEN rules that are available.
Pembuatan aplikasi perpustakaan berbasis website pada SD Muhammadiyah 1 Kota Bengkulu : Pembuatan aplikasi perpustakaan berbasis website pada SD Muhammadiyah 1 Kota Bengkulu Dandi Sunardi; adidi; leddi; Muhammad Iqbal; Nur fath, Fath irsaz
JPMTT (Jurnal Pengabdian Masyarakat Teknologi Terbarukan) Vol. 4 No. 1 (2024): April
Publisher : Lembaga Penelitian Pengabdian Masyarakat Penerbitan dan Percetakan Indonesian Scholar Khiar Wafi (LPPMPP IKHAFI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54650/jpmtt.v4i1.536

Abstract

Jurnal penelitian ini fokus pada pengembangan aplikasi perpustakaan berbasis web untuk SD MUHAMMADIYAH 1, dengan fokus khusus pada perpustakaan. Penelitian ini bertujuan untuk menciptakan sistem pengelolaan perpustakaan yang efisien dan mudah digunakan sehingga dapat membantu pustakawan dalam mengelola sumber daya perpustakaan, antara lain buku, anggota, dan transaksi. Metodologinya mencakup analisis menyeluruh terhadap sistem yang ada, desain dan pengembangan sistem baru, pengujian ketat, dan implementasi. Hasil yang diharapkan dari penelitian ini adalah aplikasi perpustakaan berbasis web yang fungsional dan efektif yang dapat mengefektifkan operasional perpustakaan, meningkatkan aksesibilitas dan pemanfaatan sumber daya perpustakaan, serta meningkatkan kepuasan pengguna. Penelitian ini diharapkan dapat memberikan kontribusi terhadap kemajuan sistem manajemen perpustakaan dan memberikan wawasan untuk penelitian masa depan di bidang ini.
PROTOTYPE APLIKASI REGISTRASI DONOR DARAH PALANG MERAH INDONESIA(PMI) KOTA BENGKULU MENGGUNAKAN METODE PROGRESSIVE WEB APP Irawan, Deo; Witriyono, Harry; Marhalim, Marhalim; Sunardi, Dandi
JATI (Jurnal Mahasiswa Teknik Informatika) Vol. 8 No. 5 (2024): JATI Vol. 8 No. 5
Publisher : Institut Teknologi Nasional Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36040/jati.v8i5.10922

Abstract

Proses registrasi donor darah yang manual dan tidak terintegrasi menyebabkan banyak masalah, seperti waktu tunggu yang lama, kesulitan untuk melacak informasi donor, dan kurangnya informasi aktual untuk calon donor. Akibatnya, proses ini mengurangi kenyamanan dan efisiensi layanan bagi pendonor dan petugas PMI. Penelitian ini bertujuan untuk mengembangkan dan menguji sebuah aplikasi registrasi donor darah berbasis PWA yang dapat meningkatkan kemudahan dan efisiensi proses registrasi donor darah di PMI. Selain itu, penelitian ini juga akan menganalisis sejauh mana aplikasi tersebut dapat membantu dalam mengelola data dan informasi tentang donor darah. Penelitian ini menggunakan pendekatan pengembangan perangkat lunak iteratif dan inkremental. Analisis kebutuhan, perancangan sistem, implementasi, dan pengujian aplikasi adalah langkah-langkah yang dilakukan. Data dikumpulkan melalui observasi langsung, wawancara dengan petugas PMI, dan survei kepada calon donor darah. Pengujian aplikasi dilakukan untuk mengukur kinerja, keandalan, dan tingkat kepuasan pengguna. Hasil penelitian menunjukkan bahwa aplikasi registrasi donor darah berbasis PWA berhasil memenuhi tujuan penelitian dan memberikan kontribusi positif bagi proses registrasi donor darah di PMI, dengan waktu tunggu yang lebih singkat dan akses informasi yang lebih cepat. Selain itu, integrasi data yang lebih baik memungkinkan petugas PMI untuk mengelola data donor dengan lebih efektif.
MENINGKATKAN LITERASI DIGITAL UNTUK GENERASI CERDAS DI DESA NAKAU, KABUPATEN BENGKULU TENGAH Kharisma Hidayah, Agung; Yetman Erwadi; Sri Handayani; Dandi Sunardi
Jurnal Gembira: Pengabdian Kepada Masyarakat Vol 2 No 04 (2024): AGUSTUS 2024
Publisher : Media Inovasi Pendidikan dan Publikasi

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

Abstract

Kegiatan ini bertujuan untuk meningkatkan literasi digital di Desa Nakau, Kabupaten Bengkulu Tengah, sebagai respons terhadap tantangan globalisasi teknologi yang semakin mempengaruhi kehidupan masyarakat pedesaan. Masalah utama yang dihadapi adalah rendahnya akses dan keterampilan dalam penggunaan teknologi digital di kalangan generasi muda dan komunitas umum di desa tersebut. Tujuan program ini adalah untuk memberdayakan masyarakat Desa Nakau dengan keterampilan digital yang diperlukan untuk berpartisipasi aktif dalam ekonomi digital dan masyarakat informasi. Metode yang digunakan meliputi kelas pelatihan intensif, workshop interaktif, dan sesi mentoring, yang dirancang untuk meningkatkan pemahaman teknis dan penerapan praktis literasi digital. Hasil dari program ini mencakup peningkatan signifikan dalam keterampilan digital peserta, seperti penggunaan internet, keamanan siber, dan pemanfaatan perangkat lunak produktivitas. Selain itu, program ini juga menciptakan pemimpin lokal yang mampu memfasilitasi pembelajaran berkelanjutan dalam komunitas mereka, serta meningkatkan partisipasi aktif masyarakat dalam transformasi digital.