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Penerapan Metode Image-to-Speech melalui Kamera dalam Aplikasi berbasis Kecerdasan Buatan untuk Orang dengan Disleksia Daniel Aprillio; Anna Bella Atmadjaja; Bryan; Mychael Wijaya; Theresia Ratih Dewi Saputri
Jurnal Informatika Universitas Pamulang Vol 9 No 1 (2024): JURNAL INFORMATIKA UNIVERSITAS PAMULANG
Publisher : Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/informatika.v9i1.39173

Abstract

Dyslexia occurs worldwide despite the culture or language. Dyslexia affects about 9% - 12% of the population, with 2% - 4% of the population experiencing significant reading impairments. This research aims to develop an artificial intelligence-based application using the Image-to-Speech method that can convert digital text into audible sound for individuals with dyslexia without requiring their brain to process the writing. This method can assist people with dyslexia in daily life challenges such as reading traffic signs, books, or documents. Results from 10 experiments on the implementation of the proposed method indicate that individuals with dyslexia can scan the text they want to read using a camera from a smartphone or laptop. The expirements also shows that the application can convert text in image form into sound comprehensible to those with dyslexia, thus facilitating their recognition of digital writing with 90% accuracy. The application also demonstrates efficiency in terms of data processing time. The average time required for image to audio conversion is 0.22 seconds, with an average memory usage of 163.2 MiB.
The Impact of BTS-GOJEK Sales Promotion on Impulsive Buying Behavior among Indonesian ARMY (BTS Fanbase) Bryan; Alvin, Silvanus
Open Access Indonesia Journal of Social Sciences Vol. 6 No. 5 (2023): Open Access Indonesia Journal of Social Sciences
Publisher : HM Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37275/oaijss.v6i5.185

Abstract

Gojek is a start-up company known for its accessibility, facilitated by a practical mobile application that allows users to book various services easily. These services include transportation, food delivery, same-city package delivery, and bill payments through the e-money feature, Gopay. Promotional events involving a collaboration with BTS, a popular K-pop group, have been found to significantly influence impulsive buying behavior in the community. Through the BTS collaboration, Gojek effectively enhances its brand image, particularly among BTS fans, resulting in increased transactions on the Gojek platform. This effect can be attributed to the combination of the collaboration with BTS, attractive promotional offers such as discounts and cashbacks, which successfully capture the attention of the public and prompt impulsive buying behavior. Additionally, Gojek distributes limited edition BTS collaboration merchandise, which further garners the attention of ARMY, the passionate fanbase of BTS. The findings demonstrate the substantial impact of BTS GOJEK event promotion on impulsive buying behavior among Indonesian ARMY, shedding light on the efficacy of collaborative promotional strategies in influencing consumer decisions.
The Impact of BTS-GOJEK Sales Promotion on Impulsive Buying Behavior among Indonesian ARMY (BTS Fanbase) Bryan; Alvin, Silvanus
Open Access Indonesia Journal of Social Sciences Vol. 6 No. 5 (2023): Open Access Indonesia Journal of Social Sciences
Publisher : HM Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37275/oaijss.v6i5.185

Abstract

Gojek is a start-up company known for its accessibility, facilitated by a practical mobile application that allows users to book various services easily. These services include transportation, food delivery, same-city package delivery, and bill payments through the e-money feature, Gopay. Promotional events involving a collaboration with BTS, a popular K-pop group, have been found to significantly influence impulsive buying behavior in the community. Through the BTS collaboration, Gojek effectively enhances its brand image, particularly among BTS fans, resulting in increased transactions on the Gojek platform. This effect can be attributed to the combination of the collaboration with BTS, attractive promotional offers such as discounts and cashbacks, which successfully capture the attention of the public and prompt impulsive buying behavior. Additionally, Gojek distributes limited edition BTS collaboration merchandise, which further garners the attention of ARMY, the passionate fanbase of BTS. The findings demonstrate the substantial impact of BTS GOJEK event promotion on impulsive buying behavior among Indonesian ARMY, shedding light on the efficacy of collaborative promotional strategies in influencing consumer decisions.
RANCANG BANGUN APLIKASI POLA MAKAN DASH BAGI PENDERITA HIPERTENSI Bryan; Saputri, Theresia Ratih Dewi
IT Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi Vol 3 No 2 (2024): IT-Explore Juni 2024
Publisher : Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24246/itexplore.v3i2.2024.pp177-193

Abstract

Hipertensi merupakan salah satu penyakit tidak menular yang umum terjadi di dunia. Salah satu penyebab umum hipertensi adalah pola makan yang tidak sehat. Dalam menanggapi hal tersebut, Dietary Approach to Stop Hypertension (DASH) disarankan sebagai pola makan yang efektif untuk mengurangi tekanan darah. Meskipun telah terbukti efektif, penderita hipertensi masih belum dapat menerapkan pola makan tersebut secara konsisten. Salah satu faktor penghambat penerapan pola makan DASH adalah ketidaktahuan penderita hipertensi dalam memodifikasi pola makan sesuai anjuran yang ada. Berdasarkan permasalahan tersebut, penelitian ini bertujuan untuk merancang pembuatan aplikasi pola makan DASH bagi penderita hipertensi berbasis mobile yang dapat memberikan rencana makan sesuai pola makan DASH. Rencana makan dalam jangka waktu tujuh hari yang dibuat setiap harinya meliputi sarapan, makan siang, dan makan malam. Menu makanan akan dirancang dan disesuaikan dengan jumlah kebutuhan kalori harian. Penderita juga dapat memantau asupan natrium sesuai dengan makanan yang telah dikonsumsi. Sebelum mengembangkan aplikasi, usability testing dilakukan menggunakan metode heuristic evaluation untuk mengevaluasi desain pada prototype. Pengembangan aplikasi dilakukan menggunakan metode waterfall model dengan arsitektur BLoC. Aplikasi mobile dikembangkan menggunakan bahasa pemrograman Dart, framework Flutter, Bloc, Firebase, dan Edamam untuk sistem operasi Android. Pengujian black box kemudian dilakukan dengan metode functional testing. Setiap fitur yang diujikan berhasil berjalan sesuai yang diharapkan dan dinyatakan lolos pengujian. Hasil penelitian menunjukkan bahwa aplikasi Milda dapat digunakan oleh penderita hipertensi untuk menjalankan pola makan sehat dengan memberikan rencana makan sesuai dengan pola makan DASH. Rencana makan yang diberikan mendorong penderita hipertensi untuk memulai atau mencoba kembali pola makan DASH. Selain itu, variasi menu makanan yang menarik juga mendorong penderita hipertensi untuk lebih konsisten dalam menjalankan pola makan DASH.