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Pemanfaatan Teknologi Virtual Reality (VR) Dalam Pembelajaran Pada Lembaga Kursus Dan Pelatihan Rumah Tik Labuhanbatu Ernawati, Andi; Sitorus, Zulham; Wijaya, Rian Farta; Aulia, Ananda; Siregar, Andree Risky Yuliansyah; Sofyan, Siti Nurhaliza
Jurnal Pengabdian Masyarakat Gemilang (JPMG) Vol. 4 No. 1 (2024): Januari 2024
Publisher : HIMPUNAN DOSEN GEMILANG INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58369/jpmg.v4i1.152

Abstract

Learning using technology continues to develop along with developments in technology itself. One technology that is increasingly being used in learning is virtual reality (VR). Virtual Reality is a technology that produces a digital environment that resembles the real world and allows users to interact with that environment. Including in Labuhanbatu Regency, where virtual reality media has been used as a learning medium. However, if we observe that the use of virtual reality as a learning medium has not been distributed thoroughly to every level of student, only the student level can access learning using virtual reality. And if we look more deeply, the virtual reality media content that is presented is able to improve the quality of student learning for each level because virtual reality media will really help improve the imagination and mindset of students at all levels to become more effective and efficient. In Labuhanbatu Regency there are many course and training institutions, judging from the area and the number of course and training institutions in Labuhanbatu Regency, the introduction of virtual reality learning media in Labuhanbatu Regency should be managed generally for all levels of students as a basis for community service activities (PKM). . This activity aims to provide training to students in Labuhanbatu Regency about learning methods using virtual reality technology through videos on cellphones using the Millea Lab Viewer application and VR Player with a virtual box device. Activities carried out focus on introducing and training virtual reality for learning. The methods used include training for students at all levels at the Labuhanbatu Tik House course and training institution regarding the features and concepts of virtual reality, the goals, benefits and practices of using virtual reality. After attending the training, students at the Tik Labuhabatu home course and training institution experienced an increase in their knowledge about virtual reality, as well as their ability to improve the quality and creative imagination in learning virtual reality media content in Labuhanbatu Regency Keywords: virtual reality; learning; content, lkprumahtik, Labuhanbatu
Implementasi Algoritma Naïve Bayes Dalam Menganalisis Jumlah Live Stream VTuber Skem Aulia, Ananda; Tanjung, Miftah Rusydi; Iqbal, Muhammad; Wijaya, Rian Farta
Bulletin of Information Technology (BIT) Vol 4 No 4: Desember 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v4i4.899

Abstract

YouTube is evidence of the development of leading digital technology in the media and entertainment sector. YouTuber is a term for those who create content or broadcast live on YouTube media. Not all YouTubers are able to express themselves directly in the content they create. For this reason, Virtual YouTubers were created, which are 2-dimensional or 3-dimensional virtual characters created using computer software to make it easier for YouTubers to interact with viewers. This research aims to analyze the live broadcasts of VTuber HoloH3ro, namely Kaela Kovalskia, Vestia Zeta, and Kobo Kanaeru, which contain schemes during the live streaming. With a large amount of data for each live stream time, a Naïve Bayes algorithm is needed through the use of range and frequency features, so accuracy results will be obtained which will be tested using the Confusion Matrix. The dataset used was taken from the kaggle.com site regarding the scheme live stream schedule conducted by HoloH3ro.
Implementasi Sistem Pendukung Keputusan dalam menentukan Kecamatan Terbaik Menggunakan Algoritma Entropy dan Additive Ratio Assessment (ARAS) Ernawati, Andi; Ofta Sari, Ayu; Sofyan, Siti Nurhaliza; Aulia, Ananda; Sitorus, Zulham; Khairul
Bulletin of Information Technology (BIT) Vol 4 No 4: Desember 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v4i4.1066

Abstract

In the context of regional development and decision making related to determining the best village, the use of a Decision Support System (DSS) with the application of the Entropy and Additive Ratio Assessment (ARAS) algorithms is a very important approach. The main objective of this research is to propose and implement a method that utilizes the Entropy algorithm to evaluate criteria weights and ARAS to rank villages based on predetermined criteria. This approach begins the process by identifying relevant criteria to determine the best village in an area. Next, the Entropy algorithm is used to measure the level of importance or relative weight of each predetermined criterion. This step helps in assessing how informative each criterion is in the decision-making process regarding determining the best Village. After determining the criteria weights using Entropy, the approach continues with the application of the ARAS method. ARAS is used to rank villages based on normalized values ​​from previously determined criteria. The data normalization process is carried out to ensure the validity of comparisons between villages. The final result of this approach is a ranking of villages indicating the best villages based on the criteria considered. This method was tested in a case study using a dataset involving a number of relevant criteria for assessing village development potential. Experimental results show that the use of the Entropy and ARAS algorithms in the Decision Support System provides an effective and informative framework for decision makers in determining the best Village. In conclusion, this approach provides a solid foundation to support a more effective and precise decision-making process in regional development based on clearly defined criteria.
Application of the C45 Algorithm to Predict Student Academic Scores Ernawati, Andi; Sitorus, Zulham; Aulia, Ananda; Ayu Ofta
Bulletin of Information Technology (BIT) Vol 5 No 2 (2024): Juni 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v5i2.1251

Abstract

Student grades are the results of teaching and learning activities on a campus. So you can know your target for completing your studies. This research uses the C4.5 Algorithm which can help predict the results of student assessments. The dataset consists of student achievement index, place of residence, discipline, lecturer's role in lectures. From 40 datasets we have obtained a decision on student academic achievement and obtained performance results from accuracy results of 86.36% with class precision predicate Yes=84.62%, No=88.89% and class recall Yes=91.67%, No=80.00%.
Implementation of E-Commerce System as SME Development Strategy in the Digital Era Saputra, Maulian; Susilawati; Nurhaliza Sofyan, Siti; Aulia, Ananda; Ernawati, Andi; Oftasari, Ayu; Farta wijaya, Rian
Bulletin of Information Technology (BIT) Vol 5 No 3: September 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v5i3.1545

Abstract

The implementation of e-commerce systems has become one of the main strategies in the development of Small and Medium Enterprises (SMEs) in the digital era. E-commerce allows SMEs to expand market reach, improve operational efficiency, and strengthen relationships with consumers through better data access. In addition, this digital platform offers benefits such as distribution cost savings, business process automation, and improved customer service. However, challenges in e-commerce adoption for SMEs include limited digital literacy, uneven technology infrastructure, and cybersecurity issues. To achieve the full potential of e-commerce, support from the government and private sector in the form of adequate policies, infrastructure, and training is required. This research aims to identify the benefits, challenges and solutions in implementing e-commerce for SMEs, in order to improve their competitiveness in an increasingly competitive global market.
Analisis Data Mining Dalam Pemilihan Smartphone dan Klasifikasi di Berbagai Perangkat Menggunakan Random Forest Aulia, Ananda; Wahyuni, Sri
Bulletin of Information Technology (BIT) Vol 5 No 4: Desember 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v5i4.1703

Abstract

Abstract− Smartphone technology continues to develop rapidly, driving the need for effective analysis methods to assist users in selecting devices that suit their needs. This research aims to implement data mining using the Random Forest method in the process of selecting smartphones and classifying devices based on their technical specifications. The Random Forest method was chosen because of its reliable ability to handle data with a large number of attributes, produce an accurate classification model, and minimize the risk of overfitting. The dataset used includes technical specifications of various smartphones, such as camera resolution, chipset, RAM capacity, screen resolution, and support for 4K video recording. The research process involved data collection, pre-processing to handle missing values ​​and data transformation, as well as model training using the Random Forest algorithm.  The research results show that the Random Forest method is able to classify devices with high accuracy, helping users determine smartphones that meet their criteria, such as support for 4K video recording and overall performance. Additionally, this research provides insight into the importance of certain attributes in smartphone selection. Thus, implementing data mining using Random Forest can be an effective solution in supporting data-based decision making in the field of consumer technology. Keywords: Data Mining, Random Forest, Smartphone, Classification, Technical Specifications
Analisys of Trends And Patterns of Hololive ID Vtubers on Content Variation for Monetization Optimization Using Multiple Linear Regression Algorithm Aulia, Ananda; Iqbal, Muhammad; Khairul, K
Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Vol 10, No 1 (2025): Edisi Februari
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jurasik.v10i1.885

Abstract

YouTube, as a new form of mass media in the advancement of increasingly sophisticated technology, caters to a diverse audience seeking daily information. Many YouTube users leverage this platform as a medium for creativity and income generation, such as through video blogs, educational videos, gaming videos, and various other content. Not all YouTubers can express themselves directly or through livestreaming; some use virtual 2D or 3D characters created with computer software, utilizing technologies such as Face Tracking and Hand Tracking. Hololive Production is a Japanese VTuber agency owned by the Japanese technology company Cover Corporation. Hololive Indonesia (Hololive ID) was established to produce Indonesian-language VTuber content and has garnered significant attention from fans in Indonesia and worldwide. VTuber content primarily revolves around video game topics, indicating a strong interest among VTuber fans in gaming-related content. Moreover, the analysis results show that multiplayer games enabling interaction among VTubers or even with viewers are highly favored, further supporting the popularity of gaming topics among VTuber enthusiasts. The Multiple Linear Regression algorithm has been widely used for sales predictions related to buyer patterns and trends. The performance measurement is influenced by the amount of data and the number of attributes.
Pelatihan Penerapan Design Thinking untuk Meningkatkan Kompetensi Kreatif dan Pola Pikir Peserta Didik Kesumawati, Nila; Destiniar, Destiniar; Misdalina, Misdalina; Fahriza Fuadiah, Nyiayu; Marhamah, Marhamah; Aulia, Ananda; Ayu Septiani, Widya
KOMUNITA: Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol 4 No 2 (2025): Mei
Publisher : PELITA NUSA TENGGARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.60004/komunita.v4i2.173

Abstract

Design Thinking is a creative approach to solving human-centered problems, emphasizing empathy, ideation, prototyping, and testing solutions. This approach is useful in creating student-centered learning innovations, providing positive experiences, and increasing learning engagement and outcomes. In the context of education, Design Thinking helps educators understand student needs through five stages: empathy, definition, ideation, prototype, and testing. Implementation of this method allows learning to be more effective, efficient, and interesting. This Community Service (PkM) is designed to socialize the concept of Design Thinking to educators through the delivery of materials and direct practice. The stages of activity include preparation, implementation: pretest, delivery of materials along with examples of design thinking concepts, creating interview instruments, reflection, and posttest, and program evaluation. Participants are trained to understand the concept of Design Thinking, identify implementation challenges, and create instruments to find and solve educational problems. The results obtained from this PkM activity are: (1) the average increase in understanding of the material on Design Thinking using N-Gain is 0.50, included in the moderate category (2) recapitulation of participant satisfaction with the PkM activities that have been carried out by the PkM team of the Mathematics Education and PPG Study Program obtained an average of 83.7% of participants strongly agree and 36.3% agree. From the results of this PkM activity, it can improve the competence of educators in implementing Design Thinking as an innovative learning method that is centered on students, so that "Design Thinking can Develop Creative Competence and Student Mindsets.
REVITALISASI PENGOBATAN TRADISIONAL “SEMEUMBO” DI TENGAH ARUS MODERNISASI KESEHATAN DI DESA MEURIA TANJONG, KECAMATAN PADANG TIJI, KAB PIDIE, ACEH Aulia, Ananda; Saputri, Yuni
Education Enthusiast : Jurnal Pendidikan dan Keguruan Vol 5, No 1 (2025): Vol, 5 No 1 (2025): Februari
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Jabal Ghafur

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Di tengah pesatnya arus modernisasi kesehatan yang semakin mengedepankan pendekatan ilmiah dan teknologi, praktik pengobatan tradisional semeumbo mulai terpinggirkan. Semeumbo  adalah metode penyembuhan tradisional yang dilakukan oleh seorang praktisi dengan cara merajah tubuh pasien dan melaksanakan ritual spiritual untuk mengusir makhluk halus atau roh jahat yang diyakini sebagai penyebab penyakit. Penelitian ini bertujuan untuk merevitalisasi praktik Semeumbo sebagai bagian dari kearifan lokal yang memiliki potensi penting dalam melengkapi sistem kesehatan modern. Penelitian ini menggunakan metode kualitatif dengan pendekatan etnografis, melalui wawancara mendalam dengan praktisi semeumbo, tokoh adat, pasien, dan tenaga kesehatan, serta observasi partisipatif pada prosesi penyembuhan. Hasil penelitian menunjukkan bahwa Semeumbo  masih memiliki makna sosial dan spiritual yang kuat dalam masyarakat, serta dapat berkontribusi dalam pemulihan psikologis pasien, terutama dalam kasus-kasus yang berkaitan dengan gangguan non-medis seperti kesurupan. Kebaruan dari penelitian ini terletak pada upaya mengintegrasikan Semeumbo ke dalam wacana kesehatan komplementer yang tetap relevan dalam jangka panjang dan membuka peluang untuk penelitian lebih lanjut mengenai efektivitas serta pengembangan standar praktik yang dapat diterima secara luas. Revitalisasi Semeumbo  penting untuk menjaga keberlanjutan warisan budaya dan dapat menjadi alternatif penyembuhan yang harmonis dengan sistem kesehatan modern jika dikelola secara bijaksana.
DISAIN OTOMASI SISTEM FEEDING DAN DISCHARGED PADA KERNEL SRIER SILO UNTUK MENURUNKAN MOISTURE KERNEL PRODUKSI Rosyidi, Edwar; Aulia, Ananda; Ardi, Syahril
Technologic Vol 7 No 2 (2016): Technologic
Publisher : LPPM Politeknik Astra

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Kernel drier silo merupakan unit yang bertugas untuk menurunkan kadar air kernel dengan cara pemanasan serta penahanan di kernel drier silo secara kontinu. Untuk mencapai standar kadar air kernel produksi 5.5-6.5%, kernel di panaskan di dalam silo dalam jangka waktu tertentu. Selama ini sistem pemanasannya kernel drier silo menggunakan metode kontinu, dimana feeding berupa kernel mentah terus di masukkan ke dalam silo. Pemanasan di lakukan dengan suhu berkisar antara 97º - 110 ⁰C, silo yang berisi kernel matang akan dikirim untuk proses transfer ke kernel hopper. Hal tersebut membuat proses pemasakan kernel tidak maksimal karena tiap kernel tidak mendapat durasi yang seragam untuk pemanasan dan penahanan. Penelitian ini dilakukan untuk mengetahui faktor-faktor yang berpengaruh dalam proses pemanasan kernel yang bertujuan untuk mengurangi kadar air kernel sesuai standar. Memanfaatkan faktor retention time, maka perancangan alat terdiri dari silinder yang berfungsi sebagai pembuka dan penutup feeding serta discharged, timer sebagai pengatur jalannya silinder dan sensor capacitance level switch control sebagai pembaca level kernel didalam kernel drier silo. Hasil perancangan ini diharapkan dapat diterapkan dan berhasil mengurangi kadar air pada kernel produksi sesuai standar 5.5 -6.5%.