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Prototype Alat Pengontrol Pergerakan Tripod Berbasis Mikrokontroler Indah Monisa; Ade Zulkarnain Hasibuan; Rachmat Aulia; Munjiat Setiani Asih
ALGORITMA : JURNAL ILMU KOMPUTER DAN INFORMATIKA Vol 5, No 2 (2021): November 2021
Publisher : UIN Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30829/algoritma.v5i2.10595

Abstract

This study aims to design a microcontroller-based tripod movement controller. Lots of people carry a camera when they are traveling or traveling. They brought cameras to make documentation while traveling for collection. While traveling, sometimes many travelers who travel alone or solo travelers have difficulty when they want to take pictures of themselves. Usually we will ask for help from other people who are around the place to take pictures so that the photos we take are good. If you are in a crowded place, of course this will not be a problem. However, if you are really alone, of course it will be difficult to do that. To overcome this, usually people use a tripod so he can take pictures of himself. The author tries to provide a solution to the problems that have been detailed previously by creating a system that can help photographers take pictures more easily. The system that will be made in the design of this microcontroller-based tripod movement controller uses bluetooth as a source of communication between the two Bluetooth pieces in building the system. wireless and to adjust the movement of the tripod in the specified direction using a servo motor, remote control as a remote controller, By connecting Arduino nano with bluetooth and a servo motor, the tripod can be moved remotely via the remote control. The purpose of this research is to develop a tool as an alternative that makes it easier for photographers to take pictures with a steady position. Keywords: Tripod, Bluetooth, Motor Servo, Remote Control, Arduino Nano 
Rancang Bangun Aplikasi Penjualan Material Bangunan Menggunakan Metode Least Squares Berbasis Android Rizki Ramadhan; Rachmat Aulia; Risko Liza
Hello World Jurnal Ilmu Komputer Vol. 1 No. 3 (2022): Edisi Oktober
Publisher : Ilmu Bersama Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56211/helloworld.v1i3.126

Abstract

Perusahan tersebut adalah suatu perusahaan yang bergerak dibidang penjualan material bangunan. Transaksi yang terdapat dalam perusahaan tersebut cukup banyak, sehingga menimbulkan permasalahan tidak singkronnya informasi yang berkaitan dengan stok bahan material. Misalnya terjadinya kekurangan stok bahan material saat proses transaksi penjualan. Hal ini dikarenakan tidak ada sistem untuk membantu perencanaan menyediakan stok material bangunan pada bulan dan tahun berikutnya. Maka dari itu peneliti ingin membangun aplikasi yang dapat menyelesaika masalah pada perusahaan tersebut dengan merancang program yang digunakan untuk memprediksi (meramalkan) terkait penyediaan stok dibulan berikutnya menggunakan metode least squares. Metode least squares adalah salah satu metode pendekatan yang paling penting dalam dunia ke teknikan untuk regresi ataupun pembentukan persamaan dari titik-titik data diskretnya. Keuntungan menggunakan metode least squares dapat melakukan peramalan penjualan di masa mendatang dengan menggunakan data yang ada di masa lampau. Selanjutnya metode ini diharapkan berjalan dengan baik sehingga dapat membantu perusahaan dalam menyediakan stok material dengan tepat tanpa kendala.
Pelatihan Wondershare Filmora 9 Untuk Peningkatan Promosi UMKM profile Lab.Scarpe di Bandar Khalipah, Kec. Percut Sei Tuan, Kabupaten Deli Serdang, Sumatera Utara Haida Dafitri; Nur Wulan; Rachmat Aulia; Ilham Faisal; Adelia Atmaja
Jurnal TUNAS Vol 4, No 1 (2022): Edisi November
Publisher : LPPM STIKOM Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jtunas.v4i1.84

Abstract

One of the determinants of the success of UMKM is the importance of promotion. Promotion can be done conventionally by making brochures, flyers or banners but can also be done digitally through mass media. Making a promotional video for UMKM profiles is one of the ways to promote to the public by utilizing digital promotions in the form of videos. In the new normal era, promotions in the digital field are in great demand, and services without leaving the house are an alternative that will be chosen by the public. This research is intended to introduce an UMKM in order to promote these UMKM digitally to help increase sales in order to improve the economy after the Covid-19 pandemic. Making an interesting UMKM Video Profile is one of them by using the Wondershare Filmora 9 video editor application, but unfortunately the owner and workers in the field of UMKM do not know the use and utilization of these applications. For this reason, the writer and the team were asked to provide training in making UMKM profiles with the Wondershare Filmora application. It is hoped that this training can help UMKM owners and workers provide ideas in making interesting and interactive UMKM video profiles so that later they can increase revenue and sales of UMKM Lab Scarpe Products in Bandar Khalipah, Percut Sei Tuan District, Deli Serdang Regency, North Sumatra. The training was carried out such as providing information and the use of Wondershare Filmora 9, in making UMKM video profiles.
Aplikasi Ujian Tryout Berbasis Client Server Menggunakan Linier Congruent Method (LCM) Pada Sekolah Menengah Kejuruan Haida Dafitri; Rachmat Aulia; Ari Usman; Jihan Nabila Fathia
Explorer Vol 3 No 2 (2023): July 2023
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/explorer.v3i2.694

Abstract

Tryout in the scope of education in Indonesia is a trial that is usually carried out before facing the actual exam, or among students refers to a trial before facing a computer-based national exam (UNBK). The problem that has been identified is the implementation of the exam is still applying a traditional system that uses exam paper and fills in the answers themselves using pencils and pens. Therefore, this research focuses on designing a tryout exam application applying the linear congruent method held in schools, especially vocational high schools (SMK). This method is an algorithm used to generate random numbers. The function is to randomize questions, which can be defined as a mechanism for randomizing questions to create new questions that are different from the last. Hopefully, this application can help schools in terms of making, multiplying and distributing questions being tested. In addition, the results can be printed directly using a computer
Penerapan Algoritma Vertical Bit Rotation Dalam Pengamanan Data Sekolah Aulia, Rachmat; Dafitri, Haida; Irwandi, Bayu; Liza, Rizko
Building of Informatics, Technology and Science (BITS) Vol 3 No 4 (2022): March 2022
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (350.527 KB) | DOI: 10.47065/bits.v3i4.1340

Abstract

Cryptography is a science based on mathematical techniques related to security and information such as confidentiality, data integrity and entity authentication. In other words, it means to conduct the process of encoding libraries that act as ciphers, and converting the original text into illegal it. The implementation of encryption process requires a public and a secret key. One of the cryptography techniques applied in the research is the Algorithm of Vertical Bit Rotation (VBR). The VBR is a technique that implements an asymmetric key, which it has a same value in term of data encryption and decryption. The technique is also applied in the shape of an application designed in this research, then have ability to run encryption and decryption process in the format of text file, that providing data security to avoid eavesdropping and illegal access from irresponsible parties. The result done by using VBR is it may run well so have ability to restore the condition of the data in plaintext, then in addition information, encrypted data cannot be returned to its pure form without using a valid key
PENYANDIAN TEXTS CHAT VIA INTERNET DENGAN ALGORITMA VIGENERE CIPHER BERBASIS ANDROID Aulia, Rachmat; Sembiring, Arnes; Zakir, Ahmad; Siregar, Budi Arisa Utomo
Jurnal Sistem Informasi Kaputama (JSIK) Vol. 3 No. 2 (2019): Volume 3, Nomor 2, Juli 2019
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59697/jsik.v3i2.772

Abstract

One feature of a smartphone device that is still often used is the exchange of messages such as text chat. This exchange of information generally knows no distance, can be far or close. This requires security of the confidentiality of information sent from the source to the target. One way to get the security of communication is by applying cryptographic techniques so that the message sent to the target can be secured. The cryptographic technique used in this study is Vigenere Cipher. The Vigenere Cipher algorithm is used to encode text conversations so that messages sent via the internet can be maintained as well as with confidentiality. The purpose of this study is to build a text conversation cryptographic application that can run on Android-based smartphone devices. The technique can encrypt text conversations into secret messages which then the results (messages) are sent using a message sending application such as SMS (Short Message Service), Whatsapp and Line. Then when the message arrives at the destination, the description is done automatically so that the original message can be read.
Implementasi Algoritma Deep Learning pada Aplikasi Speech to Text Online dengan Metode Recurrent Neural Network (RNN) Lubis, Nadhira; Siambaton, Mhd. Zulfansyuri; Aulia, Rachmat
sudo Jurnal Teknik Informatika Vol. 3 No. 3 (2024): Edisi September
Publisher : Ilmu Bersama Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56211/sudo.v3i3.583

Abstract

Pada era globalisasi, kemajuan teknologi informasi dan komunikasi telah membawa perubahan signifikan dalam berbagai aspek kehidupan manusia, termasuk cara kita berinteraksi dengan perangkat digital. Salah satu inovasi yang menonjol adalah teknologi Pengenalan Suara (Speech Recognition), yang merupakan bagian dari Web Speech API dalam bahasa pemrograman JavaScript. Teknologi ini mampu memahami dan memproses bahasa lisan, mengenali suara manusia, dan mengubahnya menjadi teks di komputer. Teknologi Pengenalan Suara memiliki peran penting dalam aplikasi Speech to Text Online. Teknologi ini diimplementasikan langsung di browser dan dapat diakses melalui Web Speech API dalam JavaScript. Karena manusia umumnya dapat berbicara lebih cepat daripada mengetik, aplikasi Speech to Text Online dirancang untuk memudahkan aktivitas yang berhubungan dengan pengetikan atau pembuatan catatan. Aplikasi ini menggunakan algoritma Deep Learning yang dilengkapi dengan metode Recurrent Neural Network (RNN). Metode RNN, sebagai bagian dari algoritma Deep Learning, memiliki kemampuan untuk mempelajari pola dari data yang kompleks dan abstrak. Hal ini membuatnya sangat efektif dalam pengenalan gambar, pemrosesan bahasa alami, pengenalan suara, dan banyak bidang lainnya. Oleh karena itu, RNN adalah metode yang tepat untuk diterapkan dalam algoritma Deep Learning pada aplikasi Speech to Text Online.  
ALGORITMA AES 128 DALAM MENGENKRIPSIKAN BERKAS BANSOS PADA KECAMATAN TIGABINANGA BERBASIS WEB Tarigan, Yusril Agita Prayoga; Aulia, Rachmat; Elhanafi, Andi Marwan
JURNAL UNITEK Vol. 17 No. 2 (2024): Juli - Desember
Publisher : Sekolah Tinggi Teknologi Dumai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52072/unitek.v17i2.943

Abstract

Kegiatan pembagian bantuan sosial (bansos) sering dilakukan pemerintah untuk membantu warga, di Kecamatan Tigabinanga pembagian dilakukan secara rutin untuk mendukung masyarakat. Namun, seiring dengan perkembangan teknologi, data digital seringkali menghadapi risiko keamanan, termasuk kemungkinan pengubahan atau akses tidak sah oleh pihak yang tidak bertanggung jawab. Untuk mengatasi masalah ini, diperlukan metode yang efektif untuk melindungi data. Salah satu solusi yang dapat diterapkan adalah teknik kriptografi. Penelitian ini mengusulkan penggunaan Algoritma AES (Advanced Encryption Standard) 128 untuk mengenkripsi file bansos. Aplikasi berbasis web ini dikembangkan menggunakan bahasa pemrograman PHP untuk memastikan keamanan data. Dengan penerapan Algoritma AES 128, aplikasi ini dapat menjaga kerahasiaan dan integritas data bansos, mencegah kebocoran informasi, dan melindungi data dari pencurian. Proses enkripsi yang diterapkan akan menghasilkan output yang tidak dapat diakses atau dibaca oleh pihak yang tidak berwenang. Dengan menggunakan aplikasi keamanan berkas, berkas-berkas bansos yang terdapat pada kecamatan Tigabinanga akan menjadi lebih aman dan akan mengurangi terjadinya kebocoran data
Pemanfaatan Augmented Reality Sebagai Media Interaktif Dalam Pameran Seni Lukisan Sutrisna, Sutrisna; Aulia, Rachmat; Sundari, Siti
Journal Global Technology Computer Vol 4 No 1 (2024): Desember 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/jogtc.v4i1.6437

Abstract

Art exhibitions as a means of displaying creative works require innovation in the interaction between visitors to artworks. Currently, the use of augmented reality (AR) in art exhibitions is increasingly relevant and attracts attention as an interactive medium. However, challenges in its implementation still exist, including the lack of visitor engagement and limited physical space. The proposed solution is to use the marker-based tracking method in AR, which allows the integration of artworks with the environment through visual markers. This method allows visitors to interact directly with artworks through their mobile devices. In this context, the marker-based tracking method uses physical and visual markers, such as images or certain objects, to trigger AR elements. Visitors can access additional content, such as information about the artwork, multimedia interactions, or dynamic visualizations, by pointing their devices at the specified markers. This creates a new dimension in art, allowing visitors to interact directly with artworks through additional digital layers. The result is increased visitor interaction and participation in art exhibitions, resulting in a more immersive and dynamic experience. This system is expected to broaden the appreciation of art, encourage discussion, and enrich the visitor experience. The main goal is to enrich the visitor experience in understanding, appreciating, and enjoying artworks through interactive and innovative technology. Thus, the use of AR in art exhibitions with the marker-based tracking method not only creates a creative and immersive experience, but also opens up new potential in connecting art and technology to create a richer and more memorable experience. The results achieved from this study are in the form of providing a deeper experience to visitors in a painting art exhibition.
Implementasi Algoritma K-Nearest Neighbor pada Aplikasi Sistem Pakar dalam Mendiagnosa Penyakit Scabies pada Kucing Anggriani, Rani; Saripurna, Darjat; Aulia, Rachmat
sudo Jurnal Teknik Informatika Vol. 3 No. 3 (2024): Edisi September
Publisher : Ilmu Bersama Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56211/sudo.v3i3.585

Abstract

Scabies pada kucing merupakan masalah kesehatan yang umum terjadi dan membutuhkan penanganan yang tepat untuk mencegah penyebaran serta komplikasi. Scabies salah satu penyakit kulit yang disebabkan oleh tungau yang bersarang dan bertelur di kulit terutama pada kuping. Penyakit ini juga termasuk penyakit yang dapat menular dari kucing kekucing maupun dari kucing kemanusia. Kurangnya pengetahuan pemelihara kucing tentang penyakit scabies pada kucing maka dibangunlah aplikasi sistem pakar dalam mendiagnosa penyakit scabies pada kucing untuk memudahkan pemelihara kucing dalam mengetahui penyakit scabies pada kucing. Sistem pakar adalah suatu sistem yang dibangun dengan memanfaatkan kecerdasan buat yang  dapat berpikir seperti seorang pakar atau ahli. Sistem pakar ini berisikan pengetahuan mengenai penyakit scabies berdasarkan gejala yang dialami oleh kucing. Berdasarkan data yang penulis dapatkan maka digunakanlah algoritma K-Nearest Neighbor. Algoritma K-Nearest Neighbor merupakan suatu algoritma dengan sistem kerja mencari jarak terdekat atau tetangga antara data training dengan data uji berdasarkan nilai bobot yang telah ditetapkan. Algoritma K-Nearest Neighbor ini digunakan sebagai perhitungan pada aplikasi sistem pakar dalam mendiagnosa penyakit scabies.