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Pengembangan Game Action Sejarah Kerajaan Siak Sri Indrapura Bergenre Role Play Game Ahmad Fauzan; Nazruddin Safaat H; Muhammad Irsyad; Pizaini Pizaini
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Vol 11, No 3: Desember 2022
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35889/jutisi.v11i3.999

Abstract

Many people do not know how the history of the Kingdom of Siak Sri Indrapura was founded. There are also very few historical sources in written form, most historical sources are still in oral form. There fore the author builds a game that can be used by the public, which contains elements of the history of the Siak kingdom. This is intended so that the history of the Siak kingdom does not just disappear. This is very important to do so that people want to preserve and know the history of the Siak Kingdom. This game was built using the Research & Development method and using Unreal Engine 4 software which can be run on the Desktop platform, the results of testing with BlackBox and the User Acceptance Test to test it obtained a value of 93%. These results state that the Action Game History of the Work of Siak Sri Indrapura with the genre of Role Play Game (RPG) developed can be a fun learning medium and increase people's desire to know more about the history of the Kingdom of Siak in Riau.Keywords: Siak Kingdom; Role Play Game; Desktop Platform; Unreal Engine 4; Blackbox TestingAbstrakBanyak masyarakat yang belum mengetahui bagaimana sejarah Kerajaan Siak Sri Indrapura berdiri. Sumber sejarah juga masih sangat sedikit dalam bentuk tulisan, kebanyakan sumber sejarah masih dari bentuk lisan. Oleh karena itu penulis membangun sebuah game yang dapat digunakan oleh masyarakat, dimana di dalamnya mengandung unsur sejarah kerajaan Siak. Hal ini bertujuan agar sejarah kerajaan Siak tidak hilang begitu saja, Ini sangat penting dilakukan agar masyarakat mau melestarikan dan mengetahui sejarah Kerajaan Siak. Game ini di bangun dengan metode Research & Development dan menggunakan software Unreal Engine 4 yang di dapat dijalankan pada platform Dekstop, hasil dari pengujian dengan BlackBox dan User Acceptance Test untuk mengujinya didapatkan nilai 93%. Hasil ini menyatakan bahwa Game Action Sejarah Kerjaan Siak Sri Indrapura bergenre Role Play Game (RPG) yang dikembangkan dapat menjadi media pembelajaran yang menyenangkan serta meningkatkan keinginan masyarakat untuk lebih mengenal sejarah Kerajaan Siak di Riau.
Perancangan User Interface Game Sejarah Kerajaan Siak Menggunakan Metode Design Thinking Fahmi Kasri; Nazruddin Safaat H; Muhammad Irsyad; Pizaini Pizaini
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Vol 11, No 3: Desember 2022
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35889/jutisi.v11i3.997

Abstract

Designing user interface for game in the process is mostly done without observing the user, causing many problems, such as many features that are not in accordance with needs, and causing difficulties for users in operation. A certain technique is needed in designing a game user interface that can meet the needs and provide an interesting experience to its users. This paper presents the user interface design of the Siak Kingdom History game using the Design Thinking method. This method is an innovation-based product design method by knowing user needs. The usability testing of this design uses the System Usability Scale method which is an analytical method in measuring the ease of the game by involving the end user. The usability test results obtained a score of 87.5 which is included in the Excellent category, meaning that the user interface design of this game already has elements of usability with a good level of effectiveness, efficiency, and user satisfaction.Keywords: User interface design; Design Thinking; usability; System Usability Scale AbstrakMendesain user interface untuk game dalam prosesnya banyak dilakukan tanpa melalui observasi kepada pengguna, sehingga menyebabkan banyak masalah, seperti banyak fitur yang tidak sesuai dengan kebutuhan, serta memunculkan kesulitan bagi pengguna dalam pengoperasiannya. Diperlukan suatu teknik tertentu dalam mendesain user interface game yang dapat memenuhi kebutuhan dan memberikan pengalaman yang menarik kepada penggunanya. Paper ini menyajikan desain user interface pada game Sejarah Kerajaan Siak dengan menggunakan metode Design Thinking. Metode ini merupakan metode desain produk berbasis inovasi denan cara mengetahui kebutuhan pengguna. Pengujian usability dari rancangan desain ini menggunakan metode System Usability Scale yang merupakan metode analisa dalam mengukur kemudahan game dengan melibatkan pengguna akhir. Hasil pengujian usability didapatkan skor 87,5 yang termasuk dalam kategori Excellent, artinya desain user interface game ini telah memiliki unsur usability dengan tingkat efektifitas, efisiensi, dan kepuasan pengguna yang baik.
Model Game Pengenalan Budaya Riau Berbasis Android Sebagai Media Pembelajaran Bagi Anak Usia Dini Deny Dewana Hastanto; Nazruddin Safaat H; Muhammad Irsyad; Pizaini Pizaini
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Vol 11, No 3: Desember 2022
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35889/jutisi.v11i3.1005

Abstract

The introduction of Riau culture for an early age is still in the form of visualization in the form of books and stories, because Riau culture has many customs that can be introduced, it is a pity if it is not introduced to early childhood, therefore it is hoped that related parties will cooperate in formulate strategies so that Riau culture can be introduced to early childhood. This is important because children must be nurtured to love and know their local culture from an early age. Riau culture referred to in this game include: Salaso Jatuh Kembar House, Cekak Musang Clotes, Jenawi Sword, Zapin Dance, Gambus and Patin Fish Curry. The material comes from Giyarto's book Selayang Pandang Riau. This game is built using the Multimedia Development Life Cycle (MDLC) method and uses the unity software which can later be run on an android smartphone, testing using Blackbox and User Acceptance Testing (UAT) to test the effectiveness of the game. From the results of the UAT test, it was obtained a value of 94% stating that the "Introduction to Riau Culture Game as an Android-Based Learning Media" can be used as a new learning method and increase interest in learning Riau culture.Keywords: Game Applications; Cultural Introduction; Multimedia Development Life Cycle; Unity AbstrakPengenalan budaya Riau untuk usia dini masih berupa visualisasi dalam bentuk buku dan cerita, dikarenakan budaya Riau banyak memiliki adat-istiadat yang bisa diperkenalkan, sangat di sayangkan jika itu tidak diperkenalkan kepada anak usia dini, oleh karena itu di harapkan kepada pihak terkait bekerja sama dalam merumuskan strategi supaya budaya Riau dapat diperkenalkan kepada anak usia dini. Hal itu penting dilakukan karena anak harus dibina untuk mencintai dan mengetahui budaya lokalnya sejak dini. Budaya Riau yang dimaksud dalam game ini antara lain, Rumah Salaso Jatuh Kembar, Pakaian Cekak musang, Pedang Jenawi, Tari Zapin, Alat Musik Gambus dan Gulai Ikan Patin materi tersebut berasal dari buku Selayang Pandang Riau ciptaan Giyarto. Game ini dibangun dengan metode Multimedia Development Life Cycle (MDLC) dan menggunakan software unity yang nantinya dapat di jalankan di smartphone android, pengujian menggunakan Blackbox dan User Acceptance Testing (UAT) untuk menguji ke efektifan game tersebut. Dari hasil pengujian UAT didapatkan nilai 94% menyatakan bahwa Game Pengenalan Budaya Riau Sebagai Media Pembelajaran Berbasis Android dapat dijadikan motode pembelajaran yang baru dan meningkatkan minat untuk mempelajari budaya Riau.
Perancangan Storyboard Pada Game Edukasi Kerajaan Siak Sri Indrapura dengan Genre RPG Menggunakan Metode Balanced design Afdhalel Vickro; Nazruddin Safaat H; Muhammad Irsyad; Pizaini Pizaini
Jurnal Pendidikan dan Teknologi Indonesia Vol 3 No 1 (2023): JPTI - Januari 2023
Publisher : CV Infinite Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jpti.266

Abstract

Pada saat ini informasi tentang sejarah telah banyak terdapat dalam buku dan artikel, namun sebagian besar informasi tersebut berupa tulisan yang membuat masyarakat kurang tertarik untuk membaca. Selain itu sangat sulit untuk menemukan orang terutama anak-anak yang mengetahui tentang sejarah Kerajaan Siak Sri Indrapura. Game edukasi merupakan salah satu media yang bersifat menghibur dan juga dapat digunakan sebagai sarana informasi dan pembelajaran yang efektif. Sebuah game edukasi yang baik adalah game yang memiliki konsep dan tujuan yang jelas. Konsep ini biasanya disajikan dalam bentuk storyboard. Storyboard merupakan visualisasi ide dari aplikasi yang akan dibangun sehingga dapat menyampaikan ide cerita maupun alur game yang akan dibangun. Balanced design merupakan salah satu metode yang dapat digunakan untuk membuat storyboard. Metode ini menerapkan keseimbangan dalam tiga aspek, yaitu content model, task model, dan evidence model. Atas dasar tersebut maka dibangunlah sebuah desain storyboard menggunakan metode balanced design pada game edukasi Kerajaan Siak Sri Indrapura. Game ini memiliki genre Role Playing Game (RPG) yaitu game yang berbasis pada cerita. Cerita pada game ini didasarkan untuk mengembalikan barang/item kerajaan yang hilang dari Kerajaan Siak Sri Indrapura, selain itu game dikemas dengan menyelesaikan berbagai misi untuk meraih kemenangan. Setelah melakukan perancangan storyboard pada game dapat mengimplementasikan sebuah game yang mengintegrasikan dan menggabungkan cerita sejarah kerajaan dalam komponen permainan. Hasil setelah melakukan pengujian dengan UAT adalah 93% sehingga game ini dapat menjadi sarana efektif untuk edukasi sejarah Kerajaan Siak.
Implementasi Data Mining Memprediksi Penjualan Crude Palm Oil Berdasarkan Kapasitas Tangki Menggunakan Multiple Linear Regression Ana Komaria Baskara; Alwis Nazir; Muhammad Irsyad; Yusra Yusra; Fitri Insani
Jurnal Sistem Komputer dan Informatika (JSON) Vol 4, No 3 (2023): Maret 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/json.v4i3.5665

Abstract

Data mining is a process of discovering information from data that can be used to improve business, product development, and other decision-making processes. One application of data mining is in PT. Kerry Sawit Indonesia, which is an agribusiness company in the Wilmar Group that deals with processing crude palm oil (CPO). Sales of CPO are crucial for palm oil plantation companies. To increase efficiency and profitability, palm oil plantation companies can predict CPO sales to optimize sales and CPO inventory. One method that can be used to predict CPO sales is through data mining techniques. In this study, the data mining technique used is multiple linear regression. Multiple linear regression is used to determine the relationship between the tank capacity variable and CPO sales. The data used in this study are CPO production data, CPO sales data, and tank capacity data obtained from palm oil plantation companies over the last five years. The results of the Multiple Linear Regression calculation in this case study show that the coefficient of determination (R-squared) value is 0.9546, indicating that 95.46% of the CPO delivery variability can be explained by the independent variables. Additionally, the MAPE and RMSE tests show that the regression model obtained has good accuracy in predicting CPO deliveries. Therefore, this regression model can be used to predict CPO deliveries in the future, considering the predetermined independent variable values.
Optimasi Convolutional Neural Network NASNetLarge Menggunakan Augmentasi Data untuk Klasifikasi Citra Penyakit Daun Padi Afiana Nabilla Zulfa; Jasril Jasril; Muhammad Irsyad; Febi Yanto; Suwanto Sanjaya
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 7, No 2 (2023): April 2023
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v7i2.6056

Abstract

Diseases that attack rice are one of the elements that can reduce rice production. Rice diseases include Blast, Brown Spot, Leaf Smut, and so on. Distinguishing rice disease from sight has a weakness because rice disease has similar symptoms and characteristics. Farmers lack knowledge in identifying rice disease types so that technology is needed that can help distinguish rice diseases. The method used for rice image classification in this study is the Convolutional Neural Network NASNetLarge architecture. There are two classification processes, namely the classification process using data augmentation and without data augmentation. The data consists of 4 classes, namely Healthy, Leaf Smut, Blast, and Brown Spot with a total of 440 original images and 1320 augmented images. This study uses data augmentation, namely Horizontal Flips, Vertical Flips, and Contrast. The results for the classification process without data augmentation obtained the highest accuracy, namely 94.31%, 100% precision, 100% recall, and 100% f1-score at a ratio of 80:20, learning rate 0.1, dense 256, batch size 32, and optimizer Adam. While the accuracy obtained in the classification process using data augmentation is 98.73%, 96.11% precision, 100% recall, and 98.01% f1-score at a ratio of 70:30, learning rate 0.1, dense 16, batch size 128, and the Adagrad optimizer. The accuracy results show that the data augmentation and hyperparameters used can increase the accuracy in classifying rice leaf disease images.
Klasifikasi Citra Stroke Menggunakan Augmentasi dan Convolutional Neural Network EfficientNet-B0 Nadila Handayani Putri; Jasril Jasril; Muhammad Irsyad; Surya Agustian; Febi Yanto
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 7, No 2 (2023): April 2023
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v7i2.5981

Abstract

A stroke is a sudden onset of brain dysfunction, lasting for 24 hours or longer, resulting from clinically focal and global brain dysfunction. As many as 15 million people die from stroke each year. The stroke patients need an immediate treatment to minimize the risk of brain damage. One of the proponents for the stroke diagnosis is through a computed tomography (CT) image. In recent years, the image processing techniques capable to detect stroke patterns in a brain image, it can be useful for doctors and radiologists in doing diagnosis and treatment. This study aims to compare the level of accuracy using augmentation and without augmentation and hyperparameters using the Convolutional Neural Network in the EfficientNet-B0 architecture to classify ischemic, hemorrhagic, and normal brain stroke images. The data augmentation is produced by rotating, horizontal flipping, and contrast tuning of the original data. Testing data is provided as much as 20% of the portion of the original and augmented data, and the other 80% is used for the training process to find the optimal model. The model search is based on the composition of the training and validation data with a ratio of 70:30, 80:20 and 90:10. The experimental results show that the best performance is obtained for the combined original and augmented images, with accuracies of 97%, 93%, and 94%, respectively, for the three types of data-test: original, augmented, and combined. The merging of original and augmentated images for training data has shown that the model is robust enough in producing high accuracy results.
Klasifikasi Citra Penyakit Daun Tanaman Padi Menggunakan CNN dengan Arsitektur VGG-19 Rahma Shinta; Jasril; Muhammad Irsyad; Febi Yanto; Suwanto Sanjaya
SAINS DAN INFORMATIKA : RESEARCH OF SCIENCE AND INFORMATIC Vol. 9 No. 1 (2023): Jurnal Sains dan Informatika : Research of Science and Informatic
Publisher : Lembaga Layanan Pendidikan Tinggi (LLDIKTI) Wilayah X

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

Abstract

Penurunan produksi padi disebabkan oleh serangan hama dan penyakit yang biasa terdapat pada bagian daun. Penelitian terkait klasifikasi jenis penyakit daun padi telah banyak dilakukan. Penelitian ini menerapkan metode Convolutional Neural Network (CNN) dengan arsitektur VGG-19 untuk klasifikasi citra penyakit daun tanaman padi. Tujuan penelitian ini adalah untuk membandingkan hasil akurasi pengujian dari model yang menggunakan augmentasi dan tanpa augmentasi data. Data pada penelitian ini terbagi atas 4 kelas, yaitu blast, brown spot, leaf smut, dan healthy dengan jumlah data asli sebanyak 440 dan data augmentasi sebanyak 1320 citra. Hasil pengujian menunjukkan bahwa akurasi tertinggi menggunakan augmentasi data yang diperoleh sebesar 94.31%, sedangkan akurasi tertinggi tanpa augmentasi data yang diperoleh sebesar 93.18%. Hasil penelitian menunjukkan bahwa augmentasi dapat meningkatkan hasil akurasi. Penggunaan optimizer Nadam menghasilkan nilai akurasi yang lebih tinggi dibandingkan Adamax. Hyper Parameter yang digunakan juga berpengaruh terhadap hasil akurasi pengujian.
Desain Sistem Pemasaran Produk UMKM dengan Konsep UI/UX Menggunakan Metode Design Thinking Bebi Oktaviani; Reski Mai Chandra; Muhammad Irsyad; Pizaini Pizaini
Journal of Information System Research (JOSH) Vol 4 No 3 (2023): April 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i3.3387

Abstract

The contribution of UMKM to the Indonesian economy has a major role in increasing economic growth in Indonesia. The development of UMKM in Indonesia has always been a special concern of many Indonesian citizens, including the government itself. Therefore, we conducted this research with the hope that the resulting product can provide solutions according to the needs and desires of users. This research focuses on system development for marketing UMKM products by designing UI and UX using the Design Thinking method. This Design Thinking method is a comprehensive thinking process that focuses on finding solutions with an empathetic process for a particular human-centered need. This method has 5 stages, namely Empathize, Define, Ideate, Prototype, and Testing. The testing method used is the SUS (System Usability Scale) method. System recommendations built in the form of a prototype using the Figma application. The feature that distinguishes this application from other applications is the AR feature to clearly see the product to be purchased. In addition, users can also choose souvenirs typical of an area by pressing directly from the interactive map provided. The prototype that was built was successfully tested on 10 respondents with an application prototype worth 87.
Analisa Kinerja Layanan Internet Pada SMK Muhammadiyah 3 Terpadu Pekanbaru Menggunakan Metode Quality of Service Rendi Aulia Rahman; Iwan Iskandar; Muhammad Irsyad; Reski Mai Candra
JTKSI (Jurnal Teknologi Komputer dan Sistem Informasi) Vol 6, No 2 (2023): JTKSI (Jurnal Teknologi Komputer dan Sistem Informasi)
Publisher : STMIK Pringsewu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56327/jtksi.v6i2.1470

Abstract

The internet is a network that is used to connect computer devices to each other without being limited by the number users. The development the internet can be used for various means, one which is education. One of the schools that use the internet is SMK Muhammadiyah 3 Terpadu Pekanbaru. The school has a bandwidth speed of 300 Mbps originating from IndiHome and Dashnet. This study aims obtain information about the quality and existing internet services that this research hopes can be used as a reference by the administrators the internet network in schools. This study uses QoS (Quality of Service) parameters such as Delay, Jitter, Throughput, and Packet Loss. In addition, this study uses a software called wireshark. Wireshark functions to analyze data packets and quality on an internet network. The results this study get the index values of several QoS parameters. Based on the research, an index of 4 or in the very good category was obtained in terms of Delay, Jitter, Throughput, and Packet Loss both during busy and quiet hours. What's more, the school takes more advantage of the amount bandwidth available from IndiHome providers so they can drain school costs in procuring the network.