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Analisis Efektivitas Aplikasi e-Batik Dalam Upaya Memperkenalkan Batik Indonesia Kepada Dunia Anak Agung Ngurah Krisnanda Putra; Wayan Suparta
WIDYAKALA: JOURNAL OF PEMBANGUNAN JAYA UNIVERSITY Vol 6, No 2 (2019): Urban Development & Urban Lifestyle
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat UPJ

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (817.801 KB) | DOI: 10.36262/widyakala.v6i2.203

Abstract

Batik adalah salah satu identitas yang dimiliki oleh orang Indonesia yang telah diakui dan ditetapkan oleh UNESCO. Ini membuktikan bahwa batik sudah menjadi salah satu bentuk kekayaan budaya Indonesia yang harus dilestarikan. Untuk mencegah budaya Indonesia diakui oleh negara lain, peneliti ingin membuat aplikasi yang disebut e-Batik. Dalam penelitian ini, pengujian dan analisis dilakukan untuk mengetahui seberapa efektif aplikasi e-Batik dalam memperkenalkan batik Indonesia ke dunia. Untuk tujuan ini, peneliti menggunakan metode penelitian kuantitatif dengan teknik pengumpulan data dengan mendistribusikan kuesioner. Berdasarkan feedback dari 33 responden yang rata-rata berusia 17 hingga 20 tahun dan pembahasan yang telah dilakukan, dapat disimpulkan bahwa data yang diperoleh terbukti valid dan reliabel sehingga data tersebut dapat dipercaya untuk digunakan dalam penelitian. Hasil penelitian menunjukkan bahwa nilai tertinggi yang diperoleh dari pengujian efektivitas aplikasi e-Batik dengan menggunakan skala Likert adalah 96,212 dan terendah adalah 81,818 dari 100. Ini menunjukkan bahwa aplikasi e-Batik terbukti efektif dalam memperkenalkan batik ke dunia.
Estimation of Atmospheric Water Vapor from ANFIS Technique and Its Validation with GPS Data Wayan Suparta; Kemal Maulana Alhasa
JURNAL INFOTEL Vol 11 No 1 (2019): February 2019
Publisher : LPPM INSTITUT TEKNOLOGI TELKOM PURWOKERTO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/infotel.v11i1.426

Abstract

Adaptive neuro-fuzzy inference system (ANFIS) is a prospective approach in modeling weather parameters based on learning from historical data used. This study presented the comparison of tropospheric precipitable water vapor (PWV) between ANFIS and Global Positioning System (GPS) for areas in Pekan, Pahang, Malaysia. The PWV value was estimated with the ANFIS model with the surface meteorological data as inputs. The accuracy of PWV from ANFIS has been validated with PWV from GPS measurements for the period of 2010. The result showed that the ANFIS PWV has a similar trend with the GPS PWV (r = 0.999 at the 99% confidence level) and found a difference of 0.024%. The PWV from ANFIS was calculated 0.035% higher compared to GPS PWV and found a similar character in two seasonal monsoons. This indicates that the PWV obtained with ANFIS model agreed very well with GPS measurements and it can be implemented to monitor atmospheric variability as well as climate change studies in the absence of GPS data.
Development of quadcopter for atmospheric data collection Wayan Suparta; Trie Handayani
JURNAL INFOTEL Vol 14 No 1 (2022): February 2022
Publisher : LPPM INSTITUT TEKNOLOGI TELKOM PURWOKERTO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/infotel.v14i1.727

Abstract

This research aims to develop a quadrotor system as unmanned aircraft vehicles (UAVs, or drones) for monitoring atmospheric conditions in a targeted area. The system consists of an APM 2.8 arducopter flight controller, Ublox NEO M8N GPS module with compass, Racerstar 920kV 2-4S Brushless Motor, Flysky Receiver FS-iA6B with FS-i6 Remote Control Transmitter, DJI F450 quadcopter frame kits with tall landing gear skid, and a LiPo Battery 3300 mAh 35C. The system is set up and run through a Mission Planner. As for monitoring atmospheric conditions, the system consists of an Arduino Uno ATmega328P, BME280 sensors, and several modules (DS3231 Real-Time Clock (RTC), micro SD card, and 16×2 LCD). Our vehicle with a total weight of 1 kg can fly into space and maneuver to an altitude of more than 200 meters in an average of 10 minutes. Atmospheric conditions such as air temperature, relative humidity, air pressure, altitude, and precipitable water vapor can be measured and logged properly from drones. By this development, the system can be applied in the future to detect or measure weather extremes, air pollution, or monitoring aerial topography automatically when equipped with gas sensors and cameras, respectively.
Prediksi Kebutuhan Energi Listrik 25 Tahun Mendatang di Kabupaten Gunung Kidul, Yogyakarta Suparta, Wayan; Dulhadi, Dulhadi; Badawi, Achmad
Jurnal Teknik Elektro Indonesia Vol 5 No 1 (2024): JTEIN: Jurnal Teknik Elektro Indonesia
Publisher : Departemen Teknik Elektro Fakultas Teknik Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtein.v5i1.543

Abstract

Meningkatnya kebutuhan energi listrik di wilayah Kabupaten Gunung Kidul disebabkan oleh tumbuhnya industri dan pariwisata seperti perumahan, kafe, dan mulai dibangunnya pabrik-pabrik baru. Untuk mengantisipasi keadaan tersebut, penelitian ini diawali dengan menganalisis bagaimana pasokan energi listrik hingga 25 tahun ke depan dapat terpenuhi. Analisis dilakukan dengan menggunakan regresi linier yang memperhitungkan pertumbuhan beban daya listrik pada kategori beban sosial, rumah tangga, dunia usaha, industri dan pariwisata dengan menggunakan data tahun 2019-2021. Hasil penelitian menunjukkan bahwa pada tahun 2046, kebutuhan listrik akan mencapai 103.521 MVA dimana kebutuhan energi listrik harian sebesar 2.112 GWH dengan rata-rata pertumbuhan tahunan sekitar 1,8%. Artinya, dalam 25 tahun ke depan perlu adanya peningkatan daya listrik sebesar 31.521 MVA dibandingkan saat ini.
Framework of Mobile Game Design as an Assistive Technology for Children with Motor Disabilities Melyani Melyani; Yaya Heryadi; Agung Trisetyarso; Bachtiar Saleh Abbas; Wayan Suparta; Ford Lumban Gaol
Journal of Games, Game Art, and Gamification Vol. 4 No. 1 (2019): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v4i1.7460

Abstract

Computer games have emerged in the past decade as potential media beyond entertainment. Despite its popularity, game accessibility remains a major concern of various researchers. Children population with motor disabilities is a potential target for developing entertainment or therapeutic support games due to their interest to play. This paper presents: (1) a framework for mobile games for children with motor disability using simple hand postures and (2) Xgboost decision tree as a hand posture recognizer (98.48 percent training accuracy and 96.76 percent testing accuracy) as a prototype of hand posture-based commands as assistive technology to interact with games.
Gamification of Decentralized Ledger for Credit Card Application using Blockchain Rohmat Taufiq; Agung Trisetyarso; Wayan Suparta; Bachtiar Saleh Abbas
Journal of Games, Game Art, and Gamification Vol. 4 No. 1 (2019): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v4i1.7461

Abstract

We propose a credit card application using blockchain to improve the approval, transparency and security process. Some studies explain the use of blockchain technology in credit card applications but have not described the concept and architecture. Therefore, this study describes and describes the architecture of using credit cards for credit card applications. The motivation of this research is to explain the implementation of blockchain technology, especially the decentralization process of ledgers in credit card applications. Next, we propose architecture and algorithms for credit card applications using blockchain. The conclusion in this study is a decentralized ledger for credit card applications that allows peer-to-peer transactions, decentralized credit card applications that are not bound by geographical boundaries, have two advantages for debtors and the banking industry. In addition, the architecture is made using a credit card for application credit cards and an explanation of how the architecture works.
Predicting the Effect of Violent Gameplaying to Violent Behavior Intention among Females using Tree Regression and AdaBoost Tree Regression Maniah Maniah; Yaya Heryadi; Agung Trisetyarso; Bachtiar Saleh Abbas; Wayan Suparta; Ford Lumban Gaol
Journal of Games, Game Art, and Gamification Vol. 4 No. 2 (2019): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v4i2.7468

Abstract

The issue on the effect of violent video game to aggressive behavior has gained wide interest from various communities. This paper presents some results of predicting quantitative measure of aggressive behavior from variables that measure violent video game playing. Experiment results showed that Decision Tree Regression (DTR) and Adaptive Boosting Tree Regression (AB-DTR) models predicted aggressive behavior intentions with high accuracy. For predicting Hostile variable: DTR’s training and testing RMSE (0.0, 0.0); AB-DTR’s training and testing RMSE (0.08, 1.08). For predicting Instru variable: DTR’s training and testing RMSE (0.0, 2.18); AB-DTR’s training and testing RMSE (0.0, 3.30) respectively.
A Preliminary Survey of Game Developer’s Perception on Game Clone : Case Study: GameDevID Dodick Zulaimi Sudirman; Wayan Suparta
Journal of Games, Game Art, and Gamification Vol. 5 No. 1 (2020): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v5i1.7473

Abstract

If a developer uses trademarked content from other game such as images and music, it will be illegal. But it is fine for the developer to copy the gameplay and make innovative changes to improve the game. This is a good practice that boosts innovation in the video game industry that relies on creativity. The problem is when a developer decided to use the legality to simply copy other works with no spirit of innovation. This act of legal plagiarism is called video game clone. We need to have a more understanding of Indonesia game developer’s perception toward game cloning and plagiarism. Based on the survey, it can be concluded that Indonesia game developer, in general, has no problem with the act of game cloning. Although, more effort and focus could be given to protecting both creators and consumers from the negative intent of using game clone legality
Gamification Framework for Programming Course in Higher Education Winanti Winanti; Bachtiar Saleh Abbas; Wayan Suparta; Yaya Heryadi; Ford Lumban Gaol
Journal of Games, Game Art, and Gamification Vol. 5 No. 2 (2020): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v5i2.7479

Abstract

This paper presents a gamification framework for higher education, especially for programming language courses to increase user motivation, pleasure and satisfaction so that learning objectives can be achieved. Although student and lecturer motivation, pleasure, and satisfaction tend to increase compared to conventional techniques, gamification is not a panacea. The success of its application depends on the skill of the lecturer in choosing a game mechanic to give a sense of playing to the learning process in a more interesting way. The technique is done by dividing the class into two parts where one class uses the conventional method and one class uses the gamification method and the results will be evaluated through the assessment results before using the gamification method and after using the gamification method. The framework in this paper adds to the existing framework activities, namely adding in the field of baseline analysis, learning materials and tools used in gamification, where previous papers from three activities have not been discussed in detail. The results obtained turned out that using the gamification technique of student learning outcomes on average 15 to 25 better than using conventional techniques.