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Perancangan Video Iklan Sebagai Media Promosi Pada Jasa Bordir Komputer Berbasis Animasi 3D Amartya, Zilla; Khairani, Sumi; Sarudin, Sarudin
Journal of Computer Science and Informatics Engineering Vol 3 No 1 (2024): Januari
Publisher : Ali Institute of Research and Publication

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55537/cosie.v3i1.715

Abstract

The embroidery services business in Indonesia, starting from mid-2009, has begun to show its prospects. Until early 2016, the embroidery service business was growing rapidly since the advent of computer embroidery. Currently, many computer embroidery service owners are competing for the continuity of the service. Competition cannot be separated from advertising media aimed at promoting products and services. The problem in this research is how to promote computer embroidery services in increasing business productivity, how to introduce the public to computer embroidery services and how to design promotional advertising videos based on 3D animation. The computer embroidery business currently only relies on catalogs, where catalogs are only able to display information in the form of images in 2 dimensions to carry out promotions, so it needs to be developed further to create an attractive computer embroidery business model so that consumers are interested in using computer embroidery services. Consumers will be very interested if the catalog can present a form of visualization in the form of a 3-dimensional model that can be seen from various sides. This research implements 3D animation for marketing computer embroidery services using Blender software, the results of which will be used as promotional media. This research uses Blender software and aims to produce 3D animated advertising videos in order to market and promote computer embroidery services as well as as a medium of information and promotion to the public or consumers of computer embroidery services. The results of this research are in the form of advertising videos as promotional media for 3D animation-based computer embroidery services.
Implementasi Augmented Reality Book (Arbook) Sebagai Media Pembelajaran Mikrokontroler Elektronika Dasar Berbasis Android Lubis, Arif Rahman; Dafitri, Haida; Khairani, Sumi
Jurnal Komputer Teknologi Informasi dan Sistem Informasi (JUKTISI) Vol. 2 No. 2 (2023): September 2023
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juktisi.v2i2.132

Abstract

Saat ini, masih banyak sistem pembelajaran yang masih menggunakan dengan cara manual seperti membaca buku dan presentasi, maka dari itu hadirlah sebuah teknologi yang berbaisi Augmanted Reality Book yang dapat mempermudah mahasiswa memahami materi mikrokontroller. Augmented Reality adalah salah satu teknologi yang sedang ramai dikembangkan dan diterapkan pada saat ini. Aplikasi ini merupakan pengenalan teknologi Augmanted Reality tentang alat-alat mikrokontroller elektronika dasar sebagai media pembelajaran. Dari hasil imlepementasi ini peneliti menghasilkan sebuah aplikasi yang berbasis android yang dapat menampilkan gambar 3D Ketika di scan dengen beberapa tahap yaitu menginstal aplikasi ARbook di Smartphone android kemudian melakukan scan marker pada sebuah buku dan menghasilkan objek 3D pada aplikasi Augmanted Reality Book.
Pelatihan Teknik Affine Cipher untuk Keamanan Data Teks Nurjamiyah, N; Lubis, Husni; Lubis, Ihsan; Irwan, Dedy; Khairani, Sumi
Jurnal TUNAS Vol 5, No 2 (2024): Edisi April
Publisher : LPPM STIKOM Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jtunas.v5i2.113

Abstract

The development of computer technology nowadays has progressed very rapidly in line with the development of computer and telecommunication technology, making communication more open and information exchange faster, however not all developments in communication technology have had a positive and beneficial impact. One of the negative impacts of technological development is the existence of wiretapping, with the presence of encrypted tapping, the security aspect in exchanging important information. The problem of sending messages (e-mail), be its agencies, education, government, private and others, must contain confidential information, so encryption of the message is required. Encryption of information is important to support information security, because it can guarantee message security. Therefore, encryption is needed by users who have information that is guaranteed its confidentiality. One way to store data sent via email is to use cryptography. The Affine Cipher is an extension of the Caesar Cipher which multiplies the plaintext by a value and adds a shift. Creating an application by implementing cryptography using the Affine Cipher is one way of maintaining the confidentiality of information and is very important. The results obtained from this research are that the application created can change the content of existing messages and can store information that is available when sending e-mails. The process of encoding messages using the Affine Cipher algorithm is successfully used to hide secret messages into text.
Perancangan Video Promosi dengan Teknik Camera Movement Terhadap Efektivitas Penggabungan Video Mieska Rachmadina Lubis; Khairani, Sumi; Rismayanti, Rismayanti
Journal of Computer Science and Informatics Engineering Vol 1 No 3 (2022): Juli
Publisher : Ali Institute of Research and Publication

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55537/cosie.v1i3.179

Abstract

Promosi merupakan salah satu cara untuk meningkatkan atau memperkenalkan produk. Pemilihan media promosi terhadap suat produk dapat memberikan informasi lebih pada calon pembeli, salah satunya video. Penulis menemukan adanya permasalahan pada salah satu pelaku usaha yang menggunakan video sebagai media promosi dan hasil video tidak efektif atau tidak sesuai dengan yang diharapkan, perancangan video promosi serta menemukan kriteria dan teknik pergerakan kamera dikira dapat membantu objek untuk mencapai hasil video yang efektif dan sesuai yang diharapkan, pemilihan teknik pergerakan video yang tepat juga dapat mendukung keserasian pada proses penggabungan video.
Sistem Pakar Diagnosis Diabetes Mellitus Tipe 1 - 2: Forward Chaining - Bayes Chiuloto, Kalvin; Khairani, Sumi; Hutahuruk, Annisa; Dafitri, Haida
JATISI (Jurnal Teknik Informatika dan Sistem Informasi) Vol 11 No 4 (2024): JATISI (Jurnal Teknik Informatika dan Sistem Informasi)
Publisher : Lembaga Penelitian dan Pengabdian pada Masyarakat (LPPM) STMIK Global Informatika MDP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/jatisi.v11i4.9099

Abstract

Diabetes mellitus (DM) is a chronic disease characterized by hyperglycaemia and can lead to serious complications. In North Sumatra, the prevalence of DM reached 5.3%, with 74% of the patients unaware of the condition. The lack of knowledge and restricted access to health care is a challenge in the treatment of DM. The research aims to develop an expert system for early diagnosis of DM types 1 and 2 using the Forward Chaining and Bayes Theorem methods. The system is designed to provide accurate diagnosis and timely information, helping the field community in detecting DM risks early. The implementation of this expert system is expected to raise public awareness of DM symptoms, provide easy access to information, and help in early diagnosis without having to visit a health facility. The use of a combination of Forward Chaining and Bayes methods aims to improve diagnostic accuracy. The system is expected to be an effective tool in the prevention and early treatment of DM in North Sumatra
Utilization Of Computers As Digital Literacy For Students Of Saifullah An-Nadliyah Namorambe Islamic Boarding School Khairani, Sumi; Chiuluto, Kalvin; Dafitri, Haida; Aulia, Rachmat; Musa, Masniza Binti; Nurjamiyah, N
Jurnal TUNAS Vol 6, No 1 (2024): Edisi November
Publisher : LPPM STIKOM Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jtunas.v6i1.114

Abstract

AbstractThis program aims to enhance the digital literacy of students at Pondok Pesantren Saifullah An-Nadliyah Namorambe through computer training. The training covers basic computer skills, word processing software, internet use, and ethical social media practices. The method used includes hands-on training and practice, with skills assessment before and after the sessions. The results show that the students have become more proficient in using computers, searching for information, and using social media responsibly. The program also sparked an increased interest in technology among the students. However, challenges such as limited computers, unstable internet access, and a lack of qualified IT instructors remain. Ongoing support from the pesantren, donors, and the local government is crucial. Overall, the program has a positive impact by preparing students for the digital era. Additionally, the program aims to strengthen the institution's international reputation and expand collaboration with foreign institutions. The two-day training in collaboration with Politeknik Sultanah Bahiyah Malaysia (PTSB) is expected to enhance the students' computer skills and establish computer studies as a mandatory subject at the modern pesantren..
PENERAPAN METODE FINITE STATE MACHINE PADA GAME EDUKASI SEJARAH “LEGACY OF SISINGAMANGARAJA XII” MENGGUNAKAN RPG MAKER MV Prayogo, M. Fahrozy; Usman, Ari; Khairani, Sumi
SKANIKA: Sistem Komputer dan Teknik Informatika Vol 8 No 1 (2025): Jurnal SKANIKA Januari 2025
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/skanika.v8i1.3285

Abstract

Legacy of Sisingamangaraja XII" is an educational game designed to enhance young people's understanding of the struggle of Sisingamangaraja XII, an Indonesian national hero who fought against Dutch colonialism in the 19th century. This research employed the ADDIE model (Analyze, Design, Develop, Implement, Evaluate) to ensure the game's effectiveness. Developed using RPG Maker MV and the Finite State Machine (FSM) method, the game successfully increased interactivity by regulating the dynamic behavior of Non-Playable Characters (NPCs), enabling dialogues, providing clues, and responding to player actions realistically. The results of the evaluation showed that 81% of respondents felt positive about their gaming experience, 82% experienced an increase in historical understanding, and 84% considered the game to be an effective learning medium. FSM proved to enhance the depth of interaction and realism in gameplay, providing an immersive and enjoyable learning experience. This research concludes that "Legacy of Sisingamangaraja XII" is an effective and innovative interactive learning tool with potential for application to other historical materials.
Perancangan Aplikasi Kamus Bahasa Inggris-Aceh dan Aceh-Inggris Menggunakan Metode Binary Search Berbasis Android Khairani, Sumi; Sari, Yunita
SNASTIKOM Vol. 2 No. 1 (2023): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2023
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (486.104 KB)

Abstract

Kamus pada Smartphone Android lebih mudah di gunakan dibandingkan dengan kamus cetak konvensional, kerena saat ini pengguna membutuhkan banyak informasi secara mudah, cepat dan praktis. Selain kamus mempermudah proses pembelajaran bahasa Inggris-Aceh dan Aceh-Inggris lebih praktis dan bisa digunakan kapanpun dan di manapun. Pada penelitian ini penulis membuat sebuah aplikasi Kamus Bahasa Inggris-Aceh dan Aceh-Inggris berbasis Android menggunakan metode Binary Search.yang berisi kosa kata 700 kata. Perancangan aplikasi ini dibuat dengan kode xml, pada Androidstudio, java Android sebagai bahasa pemrograman dan SQLitesebagai pembuat database. Bagi masyarakat modern tidak perlu bersusah payah lagi untuk menemukan buku kamus bahasa Aceh-Inggris, karena sudah tersedia aplikasi kamus Android Online. Kamus Android Online ini sudah dapat dengan mudah di download pada website/mobile 9. Diharapkan aplikasi kamus ini dapat memberikan dampak yang positif kepada masyarakat global untuk kedepannya
VISUALISASI PENYEBARAN KANTOR DINAS YANG BERADA DI KOTA MEDAN MENGGUNAKAN METODE HAVERSINE Hasibuan, Raja Amru; Khairani, Sumi; Asih, Munjiat Setiani
Jurnal Teknologi Terapan and Sains 4.0 Vol 4 No 2 (2023): Jurnal Teknologi Terapan & Sains
Publisher : Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/tts.v4i2.11737

Abstract

Kantor dinas merupakan tempat dilaksanakannya berbagai kegiatan pemerintahan baik administratif pemerintahan itu sendiri maupun sebagai pusat pelayanan masyarakat. Kantor dinas Kota Medan berperan penting dalam mengambil keputusan dan kebijakan terhadap kegiatan masyarakat Kota medan. Sehingga diperlukan sarana prasarana pendukung dalam menjalankan kegiatan tersebut. Kota Medan yang merupakan pusat pemerintahan Provinsi Sumatera Utara tentunya memiliki banyak kantor dinas yang tersebar di berbagai kawasan. Untuk itu di perlukan suatu sistem yang dapat memecahkan masalah yang telah di jelaskan sebelumnya. Visualisasi adalah suatu teknik penggunaan komputer untuk menemukan metode terbaik dalam menampilkan data. Tujuan menggunakan visualisasi yaitu agar data yang ditampilkan dapat mempermudah peneliti untuk melihat data yang sulit dilihat dengan pemikiran sehingga peneliti bisa mengamati simulasi dan komputasi Metode Harvesine merupakan metode untuk mengetahui jarak antara dua  titik dengan memperhitungkan bahwa bumi bukanlah sebuah bidang datar namun adalah sebuah bidang yang memilki derajat kelengkungan. Metode Haversine menghitung jarak antara 2 titik berdasarkan panjang garis lurus antara 2 titik pada garis bujur dan lintang
Animasi 2D Sebagai Informasi Pelayanan E-KTP Kepada Masyarakat di Kantor Kecamatan Medan Denai Iskandar, Dicky; Harahap, herlina; Khairani, Sumi
Jurnal Ilmu Komputer dan Sistem Komputer Terapan (JIKSTRA) Vol 3 No 2 (2021): Edisi Oktober
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35447/jikstra.v3i2.436

Abstract

This animation design is an information about the process of making KTP in Medan Denai District Office. Many residents do not know the process of making a KTP. For this reason, a method of delivering a KTP information is needed. The solution is to make 2D animation using adobe animation CC 2018. The process of making animation itself requires a story idea, scenario, story dialogue and storyboard. This animation provides information about an information process for making a KTP and explains the requirements for making a KTP. And there is a new policy from the government regarding the child identity card process. With this 2D animation, it is easier for the public to know the process of making a KTP so that there are no misunderstandings for officers, so that officers can provide the best service for the community