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Sistem Informasi Praktek Kerja Lapangan Jurusan TI Prodi Manajemen Informatika Roni Putra; Yori Adi Atma; Ardian Firosha; Sumema; Zalna Mustika
JITSI : Jurnal Ilmiah Teknologi Sistem Informasi Vol 4 No 4 (2023)
Publisher : SOTVI - Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/jitsi.4.4.188

Abstract

Setelah melakukan uji implementasi untuk melihat respon penggunaan dari sistem maka di buatlah kuesioner, total data yang terkumpul sebanyak 55 responden dari mahasiswa program studi manajemen informatika angkatan 2020, sebanyak 26,75% menjawab Baik Sekali, 58,44% menjawab Baik, 13,51% menjawab Cukup dan 1,30% menjawab Kurang. Dari hasil kuesioner dapat di simpulkan persentase paling tinggi adalah Baik sehingga sistem informasi pengusulan PKL layak untuk di gunakan. Untuk kendala teknis dan gangguan dari penggunaan sistem 0,15% menjawab tidak pernah, 30,91% menjawab jarang, 49,09% menjawab kadang-kadang dan 5,45% menjawab sering, dari persentase tersebut bisa di simpulkan jarang terjadi kendala teknis atau error saat aplikasi di gunakan
Augmented Reality Applications for Cultural Heritage Using Kinect Sensor Afyenni, Rita; Erianda, Aldo; Wahyuni, Putri; Firosha, Ardian; Gusman, Taufik; Sumema
International Journal of Advanced Science Computing and Engineering Vol. 6 No. 3 (2024)
Publisher : SOTVI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/ijasce.6.3.221

Abstract

There are quite a number of advantages gained from Microsoft Kinect which is a motion sensing device that also includes AR applications to aid in the preservation and promotion of cultural assets. In this work, a batik model was developed with the help of Microsoft Kinect by utilizing its core components consisting of a depth sensor, an RGB camera and a microphone array to allow motion tracking, gesture recognition, and voice command functionalities of the device.The depth sensing features of the device, in particular the structural light employed, transition to Time-of-Flight technology has improved the efficiency and applicability of the device towards AR. Kinect has the ability to create an immersive AR experience by accurately mapping virtual objects to the user’s environment, leveraging body joint tracking to create a 3D skeletal model. It is required to take into consideration the kinnect positioning technique which has importance in allowing 3D objects and models to align. Therefore, the conclusion addresses Kinect as it relates to human-computer interaction, in particular, concerning its potential to change body interaction in real time and how it sets the stage for future systems that require an active interaction across a number of fields including culture and heritage.
Visual Branding of Sikapak Timur Village Pariaman as Media Promotion Based on Visual Complexity Effect on Social Media Firosha, Ardian; Gusman, Taufik; Sumema; Rotama, Hendra
International Journal of Advanced Science Computing and Engineering Vol. 5 No. 3 (2023)
Publisher : SOTVI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/ijasce.5.3.187

Abstract

Visual Complexity Effect is a term used in psychology to describe how people react to complex visual information. Typically, the more complicated or complex the visual information, the more difficult it is for people to process and understand it. The effects of visual complexity can also affect reaction times, cognitive abilities, and decision making. In everyday life, data visualization and complex graphs can be a challenge for many people, especially if they are not used to that type of information. Therefore, graphic designers and application developers try to minimize visual complexity so that it can be understood and used easily by users.
Similarity Judul Tugas Akhir Menggunakan Metoda Cosine, Jaccard, Rabin-Karp Pada Jurusan TI Roni Putra; Sumema; Mustika , Zalna
JITSI : Jurnal Ilmiah Teknologi Sistem Informasi Vol 5 No 4 (2024)
Publisher : SOTVI - Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/jitsi.6.1.291

Abstract

Plagiarism can occur anywhere and can be committed by anyone. For example, plagiarism by students when creating college assignments, where they unintentionally use someone else’s writing or ideas and forget to cite the source. Based on the above explanation, it is necessary to develop an information system to assess the percentage of plagiarism for proposed titles. After conducting an implementation test to measure the similarity accuracy and processing speed, a comparison was made between the proposed titles and the existing data, totaling 940 titles. The results showed a similarity rate of 84.13% with the Rabin-Karp method, 61.24% with the Cosine method, and 42.86% with the Jaccard method. In terms of processing speed, the Rabin-Karp method ranked first with a time of 0.5023 seconds, followed by the Cosine method with 0.5095 seconds, and the Jaccard method with 0.5103 seconds. From the test results, Jaccard Similarity is more suitable for short texts with unique word sets, but it is less precise for longer texts with important word distributions. Meanwhile, the Rabin-Karp method is not designed to measure general text similarity; instead, it is intended for fast and precise substring searches in pattern matching contexts
Promosi Soft Sell Prodi D4 Animasi Politeknik Negeri Padang Menggunakan Desain Karakter Sebagai Intellektual Property Hendra Rotama; Sumema; Taufik Gusman; Ardian Firosha; Sofia Yose
Besaung : Jurnal Seni Desain dan Budaya Vol. 10 No. 2 (2025): Besaung: April-July
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v10i2.5516

Abstract

An effective strategy is required to ensure that the identity of a newly established academic program stands out and appears distinct from its competitors. One approach that can be used in soft selling promotion is the development of intellectual property (IP) in the form of character design. Character design not only serves as a visual element, but also acts as a medium to convey messages that represent the identity and uniqueness of the new academic program. The use of IP in the form of character design, implemented through a soft selling strategy, allows for the persuasive delivery of information without directly pressuring the target audience.