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Mixed Reality Sandbox Game Development for Improving Disability Children Fine Motor Skill Lukman Hakim; Muhamad Fuad Al Haris; Eka Mistiko Rini; Dedy Hidayat Kusuma
TEPIAN Vol 4 No 2 (2023): June 2023
Publisher : Politeknik Pertanian Negeri Samarinda

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

Abstract

One of the categories of disabled children is a double disability with two or more barriers, such as blind and deaf (Multiple Disabilities with Visual Impairments / MDVI). MDVI children with vision lower or less than Normal vision (low vision) tends to experience motor problems due to a lack of received external stimuli. From previous research, the three learning areas of MDVI children with low vision improved gradually, but the motor skills that support these activities are not optimal. This is because motor movement exercises are not enough just to be presented in visual form but require natural movement from body movements. Therapeutic use playing with sand is effective in stimulating motor movements in children. But its application to MDVI children with low vision has not been tested. In addition, loop repetitive motor training reduces motivation to practice because the training environment is monotonous. Provides an interactive training environment and supports the stimulus aspect visuals such as lighting, contrast, object size, and visualization distance can increase motivation and exercise compliance. The use of a virtual environment (virtual environments / VE) such as mixed reality (MR) can provide a training environment adaptive and produces deeper sensations in the brain (immersion) for exercise extremity motor movements. However the use of interventions is Unprecedented interactive and dynamic practice environment sand-based games applied to help exercise motor skills in MDVI children with low vision. The development of serious games is proposed using a mixed reality-based sandbox game device (MR-Sandbox) for motion therapy upper limb motor skills for MDVI children with low vision by combining reinforcement of visual stimuli to stimulate the activation of the corticospinal nervous system through combining real and virtual activities (mixed reality) and creative visualization using sand media (virtual topography) in promoting fine motor movements. This study uses a quasi-experimental design research method, pre-test, and post-test. The sampling technique uses purposive sampling of 12 MDVI respondents with low vision (eight men, eight women) in the sand-type educational game intervention group. The Assessment uses sheets Denver II instrument, which is taken from the aspect of acceptable motor measurement. Data analysis is the t-test of 2 dependent samples and the t-test of 2 independent models for bivariate.
Sistem Prediksi Kebutuhan Obat di Puskesmas Menggunakan Metode Least Square Devit Suwardiyanto; Mohammad Nur Shodiq; Dedy Hidayat Kusuma; Tovia Oktalita Sari
Jurnal Informatika: Jurnal Pengembangan IT Vol 4, No 1 (2019): JPIT, Januari 2019
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/jpit.v4i1.1085

Abstract

The Puskesmas is a health service center at the first level in the community. Medication is an important requirement in health agencies, including health centers. The Puskesmas must provide medicine for patients for a period of a month. As well, the puskesmas also has to plan drug requests for the period of the following month. The problem that often arises is about drug supplies. If the demand for drugs is too much, it will cause the drug to be removed for a long period of time, so that it will result in drug expiration. Likewise, if the demand for drugs is too little then it becomes less good, which results in less optimal service to the community. During this time, planning for drug demand for use in the next period, still using instinctive techniques by the head of the health center of the puskesmas. So, this will lead to excess or even reduced drug supply. In this study a system that is able to predict future drug needs was built. The results of this prediction can be used as a reference for drug requests to the health department. The method used to predict is the Least Square method, while the system to control the upper and lower limits uses the Minimum Maximum Stock Level (MMSL) method. The test system for prediction errors in this study uses Mean Absolute Percentage Error (MAPE). This systems was implemented using the PHP language and visualized on a web-based basis. The system test results showed an average prediction error rate of 12.70%. The existence of this system is expected to be able to assist the planning process of drug needs in the future at the puskesmas.
Mixed Reality Sandbox Game Development for Improving Disability Children Fine Motor Skill Lukman Hakim; Muhamad Fuad Al Haris; Eka Mistiko Rini; Dedy Hidayat Kusuma
TEPIAN Vol. 4 No. 2 (2023): June 2023
Publisher : Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51967/tepian.v4i2.1319

Abstract

One of the categories of disabled children is a double disability with two or more barriers, such as blind and deaf (Multiple Disabilities with Visual Impairments / MDVI). MDVI children with vision lower or less than Normal vision (low vision) tends to experience motor problems due to a lack of received external stimuli. From previous research, the three learning areas of MDVI children with low vision improved gradually, but the motor skills that support these activities are not optimal. This is because motor movement exercises are not enough just to be presented in visual form but require natural movement from body movements. Therapeutic use playing with sand is effective in stimulating motor movements in children. But its application to MDVI children with low vision has not been tested. In addition, loop repetitive motor training reduces motivation to practice because the training environment is monotonous. Provides an interactive training environment and supports the stimulus aspect visuals such as lighting, contrast, object size, and visualization distance can increase motivation and exercise compliance. The use of a virtual environment (virtual environments / VE) such as mixed reality (MR) can provide a training environment adaptive and produces deeper sensations in the brain (immersion) for exercise extremity motor movements. However the use of interventions is Unprecedented interactive and dynamic practice environment sand-based games applied to help exercise motor skills in MDVI children with low vision. The development of serious games is proposed using a mixed reality-based sandbox game device (MR-Sandbox) for motion therapy upper limb motor skills for MDVI children with low vision by combining reinforcement of visual stimuli to stimulate the activation of the corticospinal nervous system through combining real and virtual activities (mixed reality) and creative visualization using sand media (virtual topography) in promoting fine motor movements. This study uses a quasi-experimental design research method, pre-test, and post-test. The sampling technique uses purposive sampling of 12 MDVI respondents with low vision (eight men, eight women) in the sand-type educational game intervention group. The Assessment uses sheets Denver II instrument, which is taken from the aspect of acceptable motor measurement. Data analysis is the t-test of 2 dependent samples and the t-test of 2 independent models for bivariate.
APLIKASI PRESENTASI CERDAS MENGGUNAKAN GERAK TANGAN DENGAN MYO ARMBAND Kusuma, Dedy Hidayat; Shodiq, Mohammad Nur
Seminar Nasional Ilmu Terapan Vol 1 No 1 (2017): Seminar Nasional Ilmu Terapan (SNITER) 2017
Publisher : Universitas Widya Kartika Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (422.75 KB)

Abstract

Perkembangan teknologi untuk mendukung sistem pembelajaran saat ini berlangsung sangat cepat sehingga muncul teknologi inovasi yang interaktif untuk dunia pendidikan. Salah satu teknologi yang diimplementasikan adalah aplikasi presentasi interaktif dalam kelas multimedia atau sistem presentasi cerdas. Teknologi ini memungkinkan untuk mengontrol pergerakan dan penekanan tombol mouse dengan cara alami menggunakan gerak tangan (hand gestures). Kemampuan ini dapat menggantikan peran dan fungsi mouse yang konvensional, dan memfasilitasi kinerja guru dalam menerapkan teknologi interaktif di dalam kelas. Dalam penelitian ini, untuk membangun sistem presentasi cerdas dibagi menjadi 2 tahapan yaitu: 1) Pengenalan gerak tangan; 2) Pembuatan aplikasi pengontrol presentasi. Sensor Myo armband yang terpasang pada lengan penyaji digunakan untuk membaca gerak tangan. Sinyal electromyography yang dikirimkan sensor Myo armband melalui koneksi bluetooth ke komputer untuk dikenali sesuai dengan pola yang telah ditetapkan sebelumnya. Hasil pengenalan pola selanjutnya diolah oleh aplikasi pengontrol yang dibangun dan dipergunakan untuk mengendalikan presentasi Microsoft Power Point. Dengan adanya aplikasi ini diharapkan dapat membuat presentasi lebih efisien, menarik dan juga membuat pembelajaran lebih interaktif serta dapat membantu penyaji dalam memaparkan materi presentasinya.
Pembuatan Desain Smartship untuk Perjalanan dari Pantai Indramayu Boedi Herijono; Sutrisno, Imam; Projek Priyonggo; Fahmi Umasangadji; Ardiansyah; Dedy Hidayat Kusuma
Bulletin of Community Engagement Vol. 4 No. 2 (2024): Bulletin of Community Engagement
Publisher : CV. Creative Tugu Pena

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51278/bce.v4i2.1378

Abstract

This research aimed to design an efficient and environmentally friendly smartship to support maritime transportation activities in Pantai Indramayu. Research methods included literature review, 3D modeling, and numerical simulation. Results demonstrated that the proposed smartship design can reduce fuel consumption by up to 20% compared to conventional vessels of similar size. Additionally, the developed autonomous navigation system enables the ship to operate independently under various weather conditions. In conclusion, this smartship design holds significant potential to enhance operational efficiency and reduce environmental impact within Indonesia's maritime industry  
Si Imun: Sistem Informasi Imunisasi bagi Puskesmas Berbasis Web Hidayat Kusuma, Dedy; Andayani, Sri; Nur Shodiq, Moh.; Yuliandoko, Herman; Fuad Al Haris, Muhammad; Arief Wardhany, Vivien; Kumala, Dana
Applied Information Technology and Computer Science (AICOMS) Vol 4 No 1 (2025)
Publisher : Pengelola Jurnal Politeknik Negeri Ketapang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58466/aicoms.v4i1.1869

Abstract

Indonesia is one of the countries that mandates complete basic immunization for children aged 0–9 months. This immunization is essential to prevent infectious diseases in children. Moreover, the immunization schedule plays a crucial role in the development of a child's immune system. If immunization is administered earlier than scheduled, it may render the vaccination invalid, requiring it to be repeated. Conversely, delayed immunization can lead to a weakened immune response in the child. Therefore, adherence to the immunization schedule is critical to ensure the effectiveness of the immunization process. At present, the dissemination of immunization schedules by the Posyandu (integrated health service post) managed by the Sumberberas Public Health still relies on traditional methods which are often ineffective in reaching all intended recipients. In response to this issue, a web-based immunization scheduling information system is needed to facilitate more efficient and comprehensive dissemination of information. The system is enhanced with an SMS gateway to deliver schedule reminders, enabling timely communication of immunization schedules to parents, even without face-to-face contact. This information system also generates validation reports to support decision-making regarding the necessity of re-immunization, as well as child growth charts to monitor the development of each child over time
Studi analisis Bibliometrik dan Sistimatik Literatur Review pada Wireless Power Transfer di Peralatan Kesehatan Implan Yuliandoko, Herman; Hidayat Kusuma, Dedy; Hilmi, Mustofa
Applied Information Technology and Computer Science (AICOMS) Vol 4 No 1 (2025)
Publisher : Pengelola Jurnal Politeknik Negeri Ketapang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58466/aicoms.v4i1.1872

Abstract

This study conducted a bibliometric and systematic literature review analysis related to Wireless Power Transfer (WPT) which is currently a research trend in the application of embedded medical devices in the patient's body. Using the VoS Viewer tool for visualization of bibliometric network analysis and R Studio for statistics, this study aims to identify key trends, research gaps, and research directions and opportunities in the field of WPT for implantable medical devices. The results of the analysis show that topics related to the use and efficiency of WPT technology in medical applications and implantable devices are often the focus of the existing literature. Research related to power transfer and biomedical implants is the main subject in the development of WPT technology, especially in improving power transfer efficiency, reducing electromagnetic interference to patients or SAR, and optimizing device design. The research gap found is related to the need to develop a smaller, more efficient WPT system that is able to meet the needs of long-term implantable medical devices. Future research opportunities include improving flexible implant technology, more efficient power delivery, and developing WPT systems for wider medical applications.
Pelatihan dasar-dasar robotik di Sekolah Kreatif SD Muhammadiyah 19 Rogojampi untuk meningkatkan kreativitas siswa serta pemahaman robotika Yuliandoko, Herman; Kusuma, Dedy Hidayat; Pamuji, Dian Ridlo; Shodiq, Moh. Nur
Cahaya Pengabdian Vol. 1 No. 2 (2024): Desember 2024
Publisher : Apik Cahaya Ilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61971/cp.v1i2.120

Abstract

Analog-based robotic training is one of the educational innovations that improves students' creativity and critical thinking skills. This activity aims to describe the implementation of analog line follower robotic training at the Creative School of Muhammadiyah Elementary School 19 Rogojampi as an effort to foster students' creativity, interest, and skills in technology. The method used is descriptive with a participatory approach, involving grade VI students as participants. This training begins with a theory of introducing the basics of robotics and its supporting electronic components, followed by the practice of assembling a simple analog line follower robot. The results of the training showed that students were able to understand the basic concepts of robotics and succeeded in making a robot that could follow the path independently. In addition, this activity also increased students' creativity through technology. Analog Line Follower robotic training at the Creative School of Muhammadiyah Elementary School 19 Rogojampi has a positive impact on fostering students' interest in technology and building 21st-century skills such as collaboration and innovation. Similar programs are recommended to be implemented in other schools to support STEM (Science, Technology, Engineering, and Mathematics)-based learning. Keywords: creative, student, robotic, line follower, assembly
RANCANG BANGUN WEBSITE SEBAGAI SARANA INFORMASI DAN PROMOSI KEGIATAN AMAL USAHA PCM ROGOJAMPI Yuliandoko, Herman; Kusuma, Dedy Hidayat; Shodiq, Moh. Nur; Pamuji, Dian Ridlo
Jurnal Serina Abdimas Vol 2 No 3 (2024): Jurnal Serina Abdimas
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/jsa.v2i3.32218

Abstract

Muhammadiyah is one of the largest Islamic organizations in Indonesia. In Banyuwangi Regency, especially in Rogojampi District, Muhammadiyah represented by PCM Rogojampi has many charities ranging from education to health. In addition, PCM Rogojampi has many social or religious activities so that its growth dynamics are also very high. However, PCM Rogojampi does not yet have internet-based information or promotion media, making it quite difficult to promote its charities or activities. Therefore, an internet-based information and promotion media such as a website is needed so that it can further develop PCM Rogojampi's business charities. In addition, improving skills for PCM Rogojampi members in the field of internet-based information media is also needed because it is very important to support and operate PKM products that will be made. Therefore, training related to this PKM product is also needed for them. In this research the Design Science Research Method (DSRM) method is used which is very suitable for information system activities. So that in the end we get a website that suits user needs and increase employee skills in the field of information systems through training. ABSTRAK Muhammadiyah merupakan salah satu organisasi Islam terbesar di Indonesia. Di Kabupaten Banyuwangi, utamanya di Kecamatan Rogojampi, Muhammadiyah yang diwakili PCM Rogojampi memiliki banyak amal usaha mulai dari pendidikan sampai dengan kesehatan. Selain itu PCM Rogojampi memiliki kegiatan-kegiatan sosial ataupun keagamaan yang banyak sehingga dinamiki pertumbuhannya juga sangat tinggi. Namun demikian PCM Rogojampi belum memiliki media informasi ataupun promosi yang berbasis internet sehingga cukup menyulitkan untuk mempromosikan amal usahanya ataupun kegiatan-kegiatan yang dilakukannya. Oleh sebab itu diperlukan sebuah media informasi dan promosi yang berbasis internet seperti website sehingga dapat lebih mengembangkan amal usaha PCM Rogojampi. Selain itu, peningkatan keterampilan bagi anggota-anggota PCM Rogojampi dibidang media informasi berbasis internet juga dibutuhkan karena sangat penting untuk mendukung serta mengoperasikan produk PKM yang akan dibuat. Oleh sebab itu pelatihan terkait produk PKM juga diperlukan bagi mereka. Dalam penelitian ini menggunakan metode Design Science Research Method (DSRM) yang sangat sesuai dengan kegiatan-kegiatan sistem informasi. Sehingga diakhir didapatkan website yang sesuai kebutuhan pengguna serta meningkatnya keterampilan karyawan dibidang sistem informasi melalui pelatihan.