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Perancangan Buku Mewarnai Interaktif Berbasis Teknologi Augmented Reality Dengan Unity Region Capture Ronan Rizky Mayrendra; Bhanu Sri Nugraha
Jurnal Informatika dan Komputer Vol 13 No 1 (2023): April
Publisher : Sekolah Tinggi Ilmu Komputer PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55794/jikom.v13i1.94

Abstract

Coloring activities are one of the activities most liked by early childhood, by coloring they can express their abilities based on their unlimited imagination. On the other hand, rapid technological developments actually make young children prefer to play smartphones by watching videos or playing games that are not beneficial for growth and development. Based on the problems above, the authors developed an application prototype for smartphones where this application can be integrated with mammal coloring books. This application uses Augmented Reality technology so that later there are virtual objects that appear as if they were in the real world. Using design and production methods users can see colored objects in 3D and look as if they were real. This application was made for Android mobile devices, and is expected to be especially useful for increasing children's creativity in the field of coloring, on the other hand it also encourages children who are addicted to smartphones to use smartphones for more useful activities. The test results stated that the interactive coloring book design could run smoothly as planned.
PELATIHAN DIGITALISASI SISTEM PRAKTIK KERJA LAPANGAN (PKL) PADA SMKN 1 BANTUL Lukman; Bhanu Sri Nugraha; Angga Intueri Mahendra; Dewi Dini Damayanti; Ambar Rahmawati
Jurnal Abdi Insani Vol 13 No 2 (2026): Jurnal Abdi Insani
Publisher : Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/abdiinsani.v13i2.3565

Abstract

SMKN 1 Bantul merupakan salah satu Sekolah Menengah Kejuruan Vokasi yang ditetapkan sebagai salah satu Sekolah Pusat Keunggulan oleh Kementerian Pendidikan, Kebudayaan, Riset, dan Teknologi yang terletak di kabupaten Bantul Daerah Istimewa Yogyakarta. Dalam upaya mencetak lulusan yang kompeten, siap kerja, berdaya saing, dan berkarakter, pihak sekolah melalui program Praktik Kerja Lapangan (PKL) memberikan kesempatan kepada para siswa agar memiliki pengalaman nyata di dunia kerja, dunia usaha dan dunia industri. Sayangnya pengelolaan manajemen PKL di sekolah masih dilakukan dengan manual mulai dari penempatan siswa, ploting dudika, rekap kegiatan PKL sampai dengan penilaian PKL yang dilakukan antara guru pendamping PKL dan mitra dudika terhadap aspek-aspek nilai PKL. Metode pelaksanaan pengabdian yang pertama adalah pembuatan sistem yang disesuaikan dengan proses bisnis yang ada di sekolah serta parameter-parameter yang ada, setelah sistem telah jadi, maka dilanjutkan dengan pelaksanaan sosialisasi dan pelatihan digitalisasi sistem PKL yang telah dibuat, yang ditujukan untuk para pengguna sistem dan pihak sekolah sebagai admin. Pengabdian ini akan menghasilkan sebuah sistem informasi pengelolaan PKL di sekolah yang juga akan dilengkapi dengan modul cara penggunaan sistem agar lebih memudahkan siapa pun pengguna sistem kedepan. Kesimpulan dari pengabdian ini berhasil dilaksanakan untuk sosialisasi penggunaan sistem informasi untuk manajemen PKL di SMKN 1 Bantul, Dimana kualitas sistem menunjukkan sebesar 95% yang diambil dari rata-rata pengujian dari 4 aktor dan 4 parameter pengujian.
A Conceptual Ontology Framework for Culturally-Adaptive Mobile Learning Interfaces: Integrating the Indonesian Wellbeing Scale Bhanu Sri Nugraha; Muhammad Suyanto; Kusrini; Ema Utami
Elinvo (Electronics, Informatics, and Vocational Education) Vol. 10 No. 1 (2025): May 2025
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/elinvo.v10i1.83437

Abstract

This research addresses the lack of cultural sensitivity in existing Adaptive User Interface (AUI) frameworks, which predominantly rely on Western-centric paradigms and often overlook the collective and spiritual dimensions of student well-being. To bridge this gap, this study proposes a conceptual ontology framework that operationalizes the Indonesian Wellbeing Scale (IWS) into computational adaptation logic for mobile learning applications. Adopting a Design Science Research approach utilizing the NeOn methodology, we formally modeled multidimensional context factors—specifically spiritual observances, social relations, and self-acceptance—into a machine-readable semantic taxonomy. The proposed ontology was rigorously validated using a two-tiered verification strategy: logical consistency checking via the HermiT reasoner and functional validation through Competency Questions (CQs) mapped to SPARQL queries. The results demonstrate that the framework successfully infers complex user needs and triggers appropriate interface adaptations, such as prioritizing community interactions during social isolation or scheduling spiritual alerts, without logical conflicts. This study contributes a validated computational model for Culturally-Adaptive User Interfaces, providing a robust semantic foundation for future physical implementation and empirical user evaluation.
An Ontology-Driven Adaptive User Interface Framework for Indonesian Student Wellbeing Bhanu Sri Nugraha; Muhammad Suyanto; Kusrini Kusrini; Ema Utami
INTENSIF: Jurnal Ilmiah Penelitian dan Penerapan Teknologi Sistem Informasi Vol 10 No 1 (2026)
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/intensif.v10i1.26404

Abstract

Background: The personalization of digital learning environments to support student wellbeing presents a significant challenge due to the need for integrating multi-dimensional contextual factors. Existing adaptive user interface (AUI) approaches often rely on ad-hoc rule-based systems or simpler adaptive mechanisms, lacking the formal semantic grounding required to handle the intricate interdependencies between diverse wellbeing dimensions and corresponding UI adaptations. Objective: This research aimed to design, develop, and formally validate a novel semantic framework for a context-aware AUI specifically tailored to provide a formal foundation for supporting multidimensional student wellbeing factors. Methods: The methodology involved creating a detailed "Context Mapping" table to establish relational scenarios between student contexts, wellbeing factors, and UI adaptations. Subsequently, a Semantic Taxonomy was engineered and implemented as a Web Ontology Language (OWL) model in Protégé. Its relational data retrieval capabilities were demonstrated via the SPARQL Protocol. The principal outcome of this investigation is the formal validation of the ontology using the HermiT reasoner. This study utilized a comprehensive literature review to formulate its context mapping, followed by a formal modeling and validation methodology. Results: Using the HermiT reasoner conclusively determined that the model is both coherent and consistent. The research successfully translated qualitative Indonesian student wellbeing requirements into a formal, computationally tractable semantic framework. Conclusion: The developed semantic framework provides a validated foundation for the deployment of intelligent, context-aware applications designed to enhance Indonesian student wellness in higher education. This research successfully multi-dimensional requirements for a context-aware student wellbeing application into a robust, and scalable framework.