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PERMAINAN CATUR INGGRIS BERBASIS ANDROID MENGGUNAKAN ALGORITMA MINIMAX Pratama, Deni Fajar; Tamatjita, Elizabeth Nurmiyati; Nugraheny, Dwi
Compiler Vol 5, No 2 (2016): November
Publisher : Sekolah Tinggi Teknologi Adisutjipto Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (147.683 KB) | DOI: 10.28989/compiler.v5i2.167

Abstract

Today development of computer technology is growing rapidly, especialy in term of the game are certainly not stranger for the fans, from children to adults. The game has a positive impact that could indirectly hone the ability o f the brain and improve memory and patience.  Catur Inggris is a strategy game like chess origin from Pekanbaru city, Riau province is generally played by two people, but more simple. Catur Inggris is based on Android with the programming C # language. Catur Inggris using Minimax algorithm with three difficulty levels that is, easy, medium, and hard. Minimax algorithm is an algorithm that using Depth-First Search method to find solutions step with limited depth. The results obtained from the test results using the algorithm method Minimax with Depth-First Search managed to generate possible winning position. Results obtained from tests using Minimax algorithm is 80% with five depth o f Depth-First Search tree four wins for the computer and a victory for the player, therefore Minimax algorithm can work well Catur Inggris game, and results test for user with 30 respondents get results 84%, therefore Catur Inggris game had a very good response from the users
Pengembangan Kewirausahaan Bagi UP2K-PKK Kelurahan Prawirodirjan Gondomanan Yogyakarta Untuk Mendukung Pemasaran Produk Menggunakan Instagram Aryanto, Salam; Sudaryanto, Sudaryanto; Sajati, Haruno; Kusumaningrum, Anggraini; Nugraheny, Dwi; Wintolo, Hero
KACANEGARA Jurnal Pengabdian pada Masyarakat Vol 2, No 2 (2019): Juli
Publisher : Sekolah Tinggi Teknologi Adisutjipto

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (697.99 KB) | DOI: 10.28989/kacanegara.v2i2.442

Abstract

Pengabdian pada masyarakat ini difokuskan pada ibu-ibu guna Upaya Peningkatan Pendapatan Keluarga PKK (UP2K PKK) yang merupakan salah satu program penanggulangan kemiskinan dengan sasarannya kaum perempuan di Kelurahan Prawirodirjan Kecamatan Gondomanan Kotamadya Yogyakarta Propinsi Daerah Istimewa Yogyakarta. Permasalahan yang dihadapi oleh ibu-ibu Upaya Peningkatan Pendapatan Keluarga PKK (UP2K PKK) diantaranya adalah melakukan inovasi baik produk, kemasan dan jaringan pemasaran. Dari hasil pelatihan dan pendampingan, 75% atau 21 peserta pengabdian masyarakat memiliki kemampuan yang baik dalam teknik pemasaran produknya, dan dari 21 peserta tersebut sebanyak 14% sangat aktif dalam melakukan pemsaran melalui instagram.
Identification of the Use and Utilization of Information Technology for the Residents of Tegalrejo Berbah Sleman Yogyakarta Nugraheny, Dwi
SENATIK STT Adisutjipto Vol 4 (2018): Transformasi Teknologi untuk Mendukung Ketahanan Nasional [ ISBN 978-602-52742-0-6 ]
Publisher : Sekolah Tinggi Teknologi Adisutjipto

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (312.079 KB) | DOI: 10.28989/senatik.v4i0.172

Abstract

The usage Information Technology of smartphones is increasingly prevalent in various parts of the world, especially the Indonesian people themselves are competing to buy the latest type of smartphone because of user dissatisfaction with the smartphone features offered. This can be seen through users of various ages, ranging from children, teenagers to adults. Likewise for the residents of the Tegalrejo area, the use of information and communication technology has become popular in the community. The purpose of this study was to identify the results of data processing using and utilizing information technology via smartphone by the people of Berbah Sleman Tegalrejo using the quicksort method. Identification results to find out the use and utilization of information technology through smartphones with features that have been used effectively and efficiently by the residents of Tegalrejo Berbah Sleman so as to make a digital literacy community.
Simulator Modules for Learning Maintenance of Avionics Components in Solid State Cockpit Voice Recorder (SSCVR) PN. 980-6022-001 and Aircraft Battery PN. 405CH Saputri, Dwinny Puspa Dinar; Nugraheny, Dwi
Compiler Vol 8, No 2 (2019): November
Publisher : Sekolah Tinggi Teknologi Adisutjipto Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (791.006 KB) | DOI: 10.28989/compiler.v8i2.521

Abstract

PT GMF AeroAsia Tbk is an international company that provides the largest maintenance facilities and services in Asia. The divisions in PT GMF AeroAsia Tbk one of which is the Avionics Shop division, where the division is a part that performs maintenance of avionics components such as Solid State Cockpit Voice Recorder (SSCVR), Flight Data Recorder (FDR), Aircraft Battery and all other electronic components that is in the plane. At the Avionics Shop at PT GMF AeroAsia Tbk for the maintenance training needs of the avionics component, a simulator is needed as a learning media about the process of introducing, assembling and dismantling a PN Solid State Cockpit Voice Recorder (SSCVR) component. 980-6022-001 and Aircraft Battery PN. 405CH. The simulator is built using Unity 3D and asset modeling using Blender. The results of the functionality test state that the simulator can run well according to its function. The results of the due diligence obtained an average value of 90.4 which is included in the category of "Very Good" and stated that the simulator has met the needs that underlie the design of the simulator, meets the needs of all interested parties, and can be run well on several different platforms.
VIRTUAL TOUR OF SADENG BEACH TOURISM ROUTE USING THE MULTIMEDIA DEVELOPMENT LIFE CYCLE METHOD Retnowati, Nurcahyani Dewi; Nugraheny, Dwi
Angkasa: Jurnal Ilmiah Bidang Teknologi Vol 12, No 1 (2020): Mei
Publisher : Sekolah Tinggi Teknologi Adisutjipto

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2927.194 KB) | DOI: 10.28989/angkasa.v12i1.578

Abstract

Gunung Kidul is a tourism potential area, one of which is a beautiful beach. Among the beautiful beaches and tourism potential is Sadeng beach. One way to publicize tourism is presented in the form of Virtual tour, so in this study the theme is about the Virtual tour of Sadeng Beach. Virtual tour of Sadeng Beach is one of the media that can be used to help prospective tourists explain about tourist routes from Bukit Bintang to Sadeng Beach, public facilities that are traversed, and detailed information about attractions. The virtual tour of Sadeng Beach tour route uses the Multimedia Development Life Cycle (MDLC) method which consists of determining the concept, design, determining material or data, making, testing, and evaluating. Virtual tour application test results show that this application can be run with a minimum Core i3 specifications with 4GB RAM and Windows 7 (64 bit) operating system with 5 screen resolution options and 6 graphics quality options. User test results with 30 respondents and calculations using a Likert scale showed 75.83% of this application included in the category of very good in terms of mentioning the time and distance from the beginning to the end of the tour.
COMPARISON OF QUICKSORT AND MERGESORT METHOD FOR USER INTERFACE AND USER EXPERIENCE ASSESSMENT IN ADISUTJIPTO COLLEGE OF TECHNOLOGY Abidin, Muhammad Zainal; Nugraheny, Dwi; Indrianingsih, Yuliani
Compiler Vol 9, No 1 (2020): Mei
Publisher : Sekolah Tinggi Teknologi Adisutjipto Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (720.459 KB) | DOI: 10.28989/compiler.v9i1.633

Abstract

This study is intended to assess the user interface and user experience on the Adisutjipto College of Technology website using the mergesort method and compared with the quicksort method in finding the highest value of several variables or elements that are categorized as good or good in order to improve the quality of the Adisutjipto College of Technology website. The results of the study show that the quicksort method is faster in the process of calculating questionnaire data than the merge method with an average time record of 0.476667 seconds for the quicksort method and 0.576667 seconds for the mergesort method. The results of the comparison of the two methods on the questionnaire website to assess the accuracy in terms of user interface and user experience on the Adisutjipto College of Technology website, that the mergesort method is more accurate than the quicksort method, the Usability category scores the highest, while the Expressive aesthentics category has the lowest value
PENDAMPINGAN PEMASARAN PRODUK MENGGUNAKAN INSTAGRAM BAGI PELAKU USAHA MIKRO KECIL MENENGAH (UMKM) DI KECAMATAN PATHUK GUNUNG KIDUL Sudaryanto, .; Sajati, Haruno; Kusumaningrum, Anggraini; Nugraheny, Dwi; Aryanto, Salam; Wintolo, Hero
KACANEGARA Jurnal Pengabdian pada Masyarakat Vol 3, No 1 (2020): Januari
Publisher : Sekolah Tinggi Teknologi Adisutjipto

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1056.314 KB) | DOI: 10.28989/kacanegara.v3i1.524

Abstract

Micro, Small, Medium Enterprises (MSME) products in the Pathuk District of Gunung Kidul Regency covering of food, crafts and tourism. The SMEs living in the villages of Pathuk, Salam, Ngoro ngoro, Terbah, Nglanggeran, Semoyo, Pengkok, Putat, Bunder, and Nglegi attended training held at the Office of the Village Cooperation Agency (BKN) Pathuk District. Some participants have products that already have a Food License for Home Industry. The market asistance using Instagram for social media material involved alumni and students from the Adisutjipto College of Information Technology Department. The results in the form of marketing and promotion using Instagram with the hashtag #pkmdepartemeninformatikastta with good criteria results of 27.8%, enough by 61.1% and less good by 11.1%
Identification of the Use and Utilization of Information Technology for the Residents of Tegalrejo Berbah Sleman Yogyakarta Nugraheny, Dwi
SENATIK STT Adisutjipto Vol 4 (2018): Transformasi Teknologi untuk Mendukung Ketahanan Nasional [ ISBN 978-602-52742-0-6 ]
Publisher : Institut Teknologi Dirgantara Adisutjipto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28989/senatik.v4i0.172

Abstract

The usage Information Technology of smartphones is increasingly prevalent in various parts of the world, especially the Indonesian people themselves are competing to buy the latest type of smartphone because of user dissatisfaction with the smartphone features offered. This can be seen through users of various ages, ranging from children, teenagers to adults. Likewise for the residents of the Tegalrejo area, the use of information and communication technology has become popular in the community. The purpose of this study was to identify the results of data processing using and utilizing information technology via smartphone by the people of Berbah Sleman Tegalrejo using the quicksort method. Identification results to find out the use and utilization of information technology through smartphones with features that have been used effectively and efficiently by the residents of Tegalrejo Berbah Sleman so as to make a digital literacy community.
PENGENALAN KECERDASAN BUATAN: BAGAIMANA AI MEMPENGARUHI KEHIDUPAN MANUSIA Ningsih, Tri Widyastuti; Zulkifli, Zulkifli; Machsunah, Yayuk Chayatun Machsunah; Ayuningtyas, Astika Ayuningtyas; Retnowati , Nurcahyani Dewi; Nugraheny, Dwi
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 4 No. 6 (2023): Volume 4 Nomor 6 Tahun 2023
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v4i6.22405

Abstract

Pelatihan mengenai "Pengenalan Kecerdasan Buatan: Bagaimana AI Mempengaruhi Kehidupan Manusia" dilaksanakan secara daring dengan melibatkan peserta dari empat provinsi: Semarang, Kendari, Surabaya, dan Bantul Yogyakarta. Pelatihan bertujuan untuk meningkatkan pemahaman terhadap konsep kecerdasan buatan (AI) dan menjelajahi aplikasi praktisnya di berbagai sektor. Peserta, terdiri dari mahasiswa, dosen, dan masyarakat umum, aktif berpartisipasi dalam diskusi, kegiatan kelompok, dan demonstrasi praktis. Pelatihan ini menghasilkan peningkatan literasi AI, identifikasi aplikasi AI lokal, dan pembentukan jaringan untuk kolaborasi di masa depan. Umpan balik positif dan inisiatif tindak lanjut yang diidentifikasi menunjukkan keberhasilan pelatihan dalam membangun minat dan pengetahuan berkelanjutan tentang AI.
Game Drone 3D Berbasis Android Menggunakan Game Development Life Cycle (GDLC) Nugraheny, Dwi; Wibowo, Ilham Satrio; Retnowati, Nurcahyani Dewi; Sunaryo, Heri
MEANS (Media Informasi Analisa dan Sistem) Volume 8 Nomor 2
Publisher : LPPM UNIKA Santo Thomas Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54367/means.v8i2.3238

Abstract

Drone racing in Indonesia is starting to gain a lot of interest, but physically making a drone race is not cheap. So with the drone game in the form of an application, the aim is for users to feel the adrenaline interaction of a real drone race but in the form of a game. This Android-based drone race game was made using 3ds Max and Unity software. Application testing includes device testing, alpha testing and interactions which are uploaded to users for response. Testing on 9 devices with different Android versions showed that 7 Android versions with versions 6.0 to 12.0 of the drone race game were successfully run. Testing via alpha testing obtained results that all buttons functioned well. Meanwhile, beta testing is done by uploading the application to the itch.io website. In beta testing there were 130 views, 51 people downloaded it and out of 50 comments, 15 comments said this application was good.