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Aplikasi Augmented Reality (AR) Sebagai Media Pembelajaran Siklus Embrio Manusia Berbasis Android Safar, Safar; Permadi, Jaka; Utomo, Hendrik Setyo
Jurnal Humaniora Teknologi Vol. 4 No. 1 (2018): Jurnal Humaniora Teknologi
Publisher : P3M Politeknik Negeri Tanah Laut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34128/jht.v4i1.41

Abstract

Augmented Reality (AR) combining real things and virtual things into 3D’s objects that are appeared on a display screen. AR technology in mobile (smartphones and tablets) can applied for learning media. Specially for Android that have many users from students in Indonesia. The used of mobile among students is still not optimal, because the most of them only use it for communication, social media and playing games. The purpose of development AR based Android for learning media of human embrio cycles is to create a learning environment that is more interactively. From this media the students can interacting directly with cyber objects so that they can learn delightly. The development application performs 3D’s objects and videos virtually from markers that is described as pictures in student’s textbooks. Application will detect markers and then displaying 3D’s models in the screen of the mobile real time and it can performs sounds. The apllication is developed by some softwares like Blender, Unity and Vuforia.
Implementation of EVE-NG in Increasing the Effectiveness of Project-Based Learning in the Network Computer Engineering Technology Study Program Utomo, Hendrik Setyo; Sholeha, Eka Wahyu; Supriyanto, Arif; Rusmana, Deni; Majid, Al
Brilliance: Research of Artificial Intelligence Vol. 4 No. 2 (2024): Brilliance: Research of Artificial Intelligence, Article Research November 2024
Publisher : Yayasan Cita Cendekiawan Al Khwarizmi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/brilliance.v4i2.4817

Abstract

The increasing demand for practical skills in computer networks has made hands-on learning a crucial element in information technology education. This study focuses on evaluating the usability of EVE-NG, a network simulation platform, to optimize project-based learning for students in the Computer Engineering and Network Program (TRKJ) at Politeknik Negeri Tanah Laut. The students, in their third semester, were selected as respondents, as they were enrolled in the Computer Networks 3 course, which is relevant to the practical use of EVE-NG. A usability analysis was conducted using five key indicators: Learnability, Memorability, Efficiency, Errors, and Satisfaction, assessed through questionnaires. The findings revealed that EVE-NG performs adequately across all indicators, with average scores ranging from 2.82 to 3.04, indicating good usability overall. Learnability and Memorability were rated as "good," though some users reported challenges in adapting to certain interface elements. Efficiency was rated "fair," with some feedback highlighting the need to improve workflow speed. The Errors indicator showed relatively low user mistakes, suggesting that the system is generally intuitive, although some interface ambiguities remain. Satisfaction received the highest score, reflecting user contentment with the platform, though improvements in system speed and interface clarity were suggested. The results provide essential insights into the current usability of EVE-NG and offer recommendations for further enhancements. With targeted improvements, EVE-NG can offer a more efficient and user-friendly experience, better supporting practical, real-world network simulation tasks in educational settings.
Design and Implementation Plagiarism Checker Application with DetectGPT using Scheduler Algorithm Supriyanto, Arif; Utomo, Hendrik Setyo; Rahmanto, Oky
Brilliance: Research of Artificial Intelligence Vol. 3 No. 2 (2023): Brilliance: Research of Artificial Intelligence, Article Research November 2023
Publisher : Yayasan Cita Cendekiawan Al Khwarizmi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/brilliance.v3i2.3275

Abstract

The increasing use of Generative AI in the field of writing in the academic world creates problems in the field of plagiarism. this problem has prompted an urgent need for plagiarism detection tools. However, not all universities are able to implement a system that is able to detect sentences or paragraphs resulting from generative AI. Recent research seeks to overcome this obstacle using AI itself, specifically through the DetectGPT model. However, the implementation of this technology has limitations, such as requiring large computing resources and quite a long examination time. Using a GPU can speed up the process, but not all users can implement it. Solutions to minimize processing time include using more than one worker, however, scheduling is essential to maximize plagiarism detection efficiency. This research proposes the implementation of the above system with the help of the scheduler. The results obtained in this system prototype are an average waiting time for checking of 457,778 seconds to complete 10 tasks with the help of 3 workers running at the same time.
Implementation of Web Based Leave Information System at PT Arutmin Indonesia Tambang Kintap Maulana, Dhiya Ulhaq; Supriyanto, Arif; Utomo, Hendrik Setyo; Rahmanto, Oky
Brilliance: Research of Artificial Intelligence Vol. 4 No. 1 (2024): Brilliance: Research of Artificial Intelligence, Article Research May 2024
Publisher : Yayasan Cita Cendekiawan Al Khwarizmi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/brilliance.v4i1.3754

Abstract

Leave is one of the rights that must be given to employees by a company. The leave application process at PT Arutmin Indonesia Tambang Kintap is still done manually, starting from the leave application to the results of the leave decision. The process of checking employee leave balances, leave applications, approvals and leave reports still relies on previous leave files. This kind of management process is often complained about because it is felt to be less effective and efficient when searching, changing, deleting data and data redundancy often occurs. Therefore, the aim of this research is to build and implement an employee leave information system which is expected to be able to help the process of managing leave in the Company. This information system was designed using ERD, DFD using the waterfall system development model. This system was built based on a website using the My database. SQL Based on the results of system functionality testing, this leave information system can function well without any problems.