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A SISTEM PAKAR DIAGNOSA HAMA DAN PENYAKIT TANAMAN KELAPA SAWIT BERBASIS ANDROID MENGGUNAKAN METODE CERTAINTY FACTOR Adrian Terasta Ginting; Damar Nucahyono; M. Farman Andrijasa
Journal of Informatics and Computing (RANDOM) Vol. 1 No. 1 (2022): Journal of Informatics and Computing
Publisher : Politeknik Negeri Indramayu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (252.366 KB) | DOI: 10.31884/random.v1i1.1

Abstract

The current gadget is a device that has reached almost the majority of the community, including farmers. By implementing an expert system, it is hoped that farmers will have no difficulty in determining pests and diseases on their oil palm plants. An expert system is a program that will model the ability to solve problems like an expert so that efficiency and effectiveness are obtained in getting a solution to existing problems. The increase in oil palm yields certainly cannot be separated from good productivity, the increase will decrease if many oil palm plants are attacked by disease. In this study the certainty factor method was applied to accommodate the level of expert confidence so that it could be applied to create an Expert System for Diagnosing Pests and Diseases of Oil Palm Plants using the certainty factor method and obtained the percentage of confidence values for pests or diseases and their control solutions.  
Film Dokumenter Kehidupan Sosial Anak Asuhan Menggunakan Teknik Sinematik Elzar Nataniel Kalombak Parammak; Yusni Nyura; Damar Nucahyono
JURNAL VOKASI TEKNIK Vol 2 No 03 (2024): November Issue | JUVOTEK JURNAL
Publisher : CV MEDAN TEKNO SOLUSI

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Abstract

This research explores the social life of orphaned children in Samarinda City, wherefoster children have problems such as sexual harassment, domestic violence (KDRT), children of disaster victims, and neglected children. Therefore. This research will make a documentary film using Cinematic Techniques with the title Documentary Film on the Social Life of Foster Children. This Research will explore the lives of children in foster care, presenting an in-depth picture of social dynamics, internal conflicts, and the search for urban identity. In making this documentary, we used the Adobe Premiere Pro application for video editing. The aim of this research is to create aesthetic shots and improve image quality through cinematic techniques and convey messages about the social life of orphaned children in documentary films. The process of making a documentary film consists of pre production, production, post production and post distribution stages using cinematic techniques, which include the principles of Extreme Long Shot, Long Shot, Medium Long Shot, Close Up, and Medium Shot. the results of this research are a documentary film about the lives of children in foster care. Which has been uploaded to the youtube page https://www.youtube.com/watch?v=4WMW_MuSRVU&t=21s, with 1.500 views, 3 likes, subscribers 358.
Rancang Bangunmedia Pembelajaran Pengenalan Museum Mulawarman Berbasis Desktop Muhammad Awang Ghozali; Damar Nucahyono; Yusni Nyura
JURNAL VOKASI TEKNIK Vol 3 No 02 (2025): July Issue | JUVOTEK JURNAL
Publisher : CV MEDAN TEKNO SOLUSI

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Abstract

"Learning Media Design Introduction To The Mulawarman Museum Desktop Based" is a learning media that carries the concept of introducing the history and artifacts at the Mulawarman Museum in the form of educational games. This game aims to increase access and interest of visitors, especially students and young people, towards museums. The main problem faced is the low interest in direct visits to museums. By designing learning media, players can learn while playing, creating an interactive and educational experience. The development of this learning media was carried out using Godot Engine 4.0 and the Game Development Life Cycle (GDLC) method to ensure structured stages, including initiation, pre-production, production, alpha testing, beta testing, and release. The results of this research are in the form of learning media that can provide information about the Mulawarman Museum to students and the younger generation, as well as preserving history through modern technology. This educational game not only functions as a learning tool but also as a medium to increase the attractiveness of the Mulawarman Museum in the digital era. With a score of 79.6%, this game was well received by young respondents aged 11-24 years, proving its success in providing information, ease of play, excitement, and increasing interest in visiting. This learning media is able to enrich history learning methods and foster cultural awareness among the younger generation, making museums more relevant and attractive for students and young people.