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Pengenalan alat musik tradisional Bangka dengan Marker-Based Augmented Reality Juniawan, Fransiskus Panca; Sylfania, Dwi Yuny; Pradana, Harrizki Arie; Laurentinus, Laurentinus
Register: Jurnal Ilmiah Teknologi Sistem Informasi Vol 5, No 2 (2019): July-December
Publisher : Information Systems - Universitas Pesantren Tinggi Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2408.504 KB) | DOI: 10.26594/register.v5i2.1498

Abstract

Dengan berkembangnya teknologi, kesadaran akan pentingnya alat musik tradisional menjadi berkurang. Demikian juga dengan alat musik tradisional Bangka yang mulai kehilangan popularitasnya. Kondisi saat ini, para remaja di Bangka kebanyakan tidak dapat memainkan alat musik tradisionalnya. Begitu juga dengan anak-anak yang belum mengetahui dan bahkan tidak mengenal alat musik tradisional daerah mereka. Jika kondisi ini dibiarkan, dikhawatirkan keberadaan alat musik tradisional Bangka akan hilang, begitu juga dengan sumber daya manusia yang dapat memainkannya. Untuk menghindari hal tersebut, dibuatlah aplikasi pengenalan alat musik tradisional Bangka menggunakan Augmented Reality (AR). AR dipilih karena dapat memberikan gambaran alat musik secara real time dalam bentuk 3D sesuai dengan pergerakan kamera smartphone yang dinamis. Empat objek 3D alat musik yakni dambus, rebab, rebanatamborin, dan gong yang dibuat menggunakan Autodesk Maya. AR yang dibangun menggunakan metode berbasis marker. Metode ini dipilih agar lebih mudah digunakan oleh pengguna yang mayoritasnya adalah anak-anak. Selain itu, kelebihan metode ini memiliki tingkat akurasi posisi yang sangat tinggi. Unity sebagai engine untuk penerapan AR 3D modelling pada sistem Android dan Vuforia SDK sebagai engine pembentuk marker augmented reality. Pengujian fungsional memiliki hasil 100% dengan sistem yang berjalan baik. Hasil pengujian kinerja deteksi objek AR berdasarkan intensitas cahaya diketahui bahwa smartphone yang memiliki dua kamera di bagian belakang dapat mendeteksi objek dengan intensitas cahaya 0 Lux pada malam hari dengan kondisi gelap, sedangkan yang hanya memiliki satu kamera tidak dapat mendeteksi objek. Pengujian warna marker mendapatkan hasil modifikasi warna marker pink, kuning, dan hitam yang masih memungkinkan untuk pendeteksian objek, walaupun objek yang tampil tidak stabil. Dari pengujian kertas marker diketahui bahwa jenis kertas tidak berpengaruh terhadap pendeteksian objek. Pengujian beta dilakukan dengan cara membagikan kuesioner terkait pengalaman pengguna dalam penggunaan sistem. Hasil survei diketahui pengguna merasa sangat setuju dengan nilai sebesar 80%, bahwa penggunaan sistem dapat membantu mereka dalam mengenal alat musik tradisional Bangka.   With the incessant development of technology, awareness on the importance of traditional musical instruments has declined. Similarly, teenagers living in Bangka no longer play their traditional musical instruments, and children are not exposed to their cultural heritage. However, if this continues, it is feared that the existence of traditional Bangka musical instruments will soon go extinct. To avoid this, researchers have proposed an application to identify this media using Augmented Reality (AR). This technique was chosen due to its ability to provide visuals of musical instruments in real time using 3D models in accordance with the dynamic movement of smartphone cameras. This comprises of four 3D objects namely dambus, rebab, rebanatamborin, and gong, which were designed and developed using Autodesk Maya. AR is built using marker-based methods, which was chosen for easy use because majority of its users are children, and its high level of accuracy. Unity was utilized as an engine for its implementation in the Android system, and Vuforia SDK as augmented reality marker-builder engine. Functional testing showed 100% results which means that the system is running well. From the results of the AR object detection performance test based on light intensity it is known that a smartphone with two cameras in the backside has the ability to detect objects with a light intensity of 0 Lux in dark rooms, while the other smartphone with one camera failed to detect the objects. Color testing obtained a modification of marker colors comprising of pink, yellow, and black which are still able to detect objects, although not stable. The paper test marker has no effect on object detection. Beta testing questionnaires were used to obtain information related to user experience. From the survey results, it is known that users strongly agree (80%) that the use of the system helps them to recognize traditional Bangka musical instruments.
Implementasi Sistem Informasi Akademik Berbasis Android pada SMA Negeri 1 Tempilang Sylfania, Dwi Yuny; Juniawan, Fransiskus Panca; Agusti, Leny
JEPIN (Jurnal Edukasi dan Penelitian Informatika) Vol 5, No 3 (2019): Volume 5 No 3
Publisher : Program Studi Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jp.v5i3.33276

Abstract

Abstrak— Sistem informasi akademik pada sebuah sekolah merupakan hal yang sangat penting, terlebih bagi pihak sekolah, siswa dan orangtua.  Namun, penerapan sistem informasi akademik belum menjangkau seluruh institusi pendidikan, contohnya SMA Negeri 1 Tempilang.  Sistem informasi akademik pada sekolah tersebut masih bersifat manual sehingga orangtua/wali siswa harus mendatangi sekolah secara langsung untuk memantau perkembangan akademik siswa.   Oleh karena itu, penulis membangun sebuah aplikasi akademik berbasis Android, dimana para wali murid dan siswa bisa melihat informasi mengenai profil sekolah, jadwal mata pelajaran, absensi siswa dan raport siswa melalui aplikasi tanpa harus mendatangi sekolah.  Penelitian ini menggunakan model penelitian waterfall dengan empat tahapan. Dengan adanya aplikasi akademik berbasis Android pada SMA Negeri 1 Tempilang diharapkan mampu mempermudah orangtua dan siswa dalam mendapatkan informasi akademik yang lebih akurat, efektif dan efisien,  serta mempermudah pihak sekolah dalam mendistribusikan informasi mengenai perkembangan akademik siswa. Dari hasil pengujian Black Box didapat hasil bahwa sistem yang dibangun dapat bekerja dengan baik sesuai dengan fungsinya. Selain itu, penulis menyebarkan kuesioner untuk menguji kualitas dari sistem yang dibangun.  Dari hasil pengujian kualitas sistem didapat hasil dengan nilai 3,05 yang artinya setuju terhadap kualitas sistem.
Implementasi E-Complaint Mahasiswa dan Civitas Akademika Berbasis Client Server Sylfania, Dwi Yuny; Perkasa, Eza Budi; Juniawan, Fransiskus Panca
Jurnal Informatika Vol 7, No 2 (2020): September 2020
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (658.617 KB) | DOI: 10.31294/ji.v7i2.8919

Abstract

Fasilitas akademik dan non akademik, infrastruktur IT dan jaringan, dan sumber daya manusia telah disediakan bagi mahasiswa dan civitas akademika untuk mendukung perkuliahan.  Seiring berjalannya waktu dan intensitas pemakaian, fasilitas tersebut mengalami kendala dan penurunan kualitas.  Selama ini, mahasiswa, dan civitas akademika menyampaikan keluhan melalui kotak saran, dan grup di whatsapp.  Namun, sarana tersebut dinilai kurang efektif karena keluhan terkadang bersifat menyimpang sehingga mengganggu anggota grup lainnya.  Oleh karena itu, diperlukan adanya aplikasi yang mampu menampung segala bentuk keluhan.  Penelitian ini menggunakan model waterfall dengan konsep client server.  Mahasiswa dan civitas akademika berperan sebagai client, memilih bidang keluhan dan mengirimkannya melalui smartphone Android.  Pihak terkait berperan sebagai server dan menerima keluhan melalui smartphone Android dan mencetak laporan keluhan melalui halaman web.  Penelitian ini bertujuan agar mahasiswa dan civitas akademika dapat menyalurkan segala bentuk keluhan pada aplikasi yang terpusat dan terintegrasi, sehingga dapat ditangani dengan baik dan cepat, serta pihak terkait memiliki laporan sebagai bahan evaluasi guna memberikan pelayanan terbaik bagi mahasiswa dan civitas akademika. Hasil dari pengujian blackbox menunjukkan bahwa sistem berjalan dengan baik sesuai dengan fungsionalitasnya.
Implementasi Aplikasi Monitoring Nilai dan Kegiatan Siswa Berbasis Android dengan Metode Prototype Juniawan, Fransiskus Panca; Sylfania, Dwi Yuny; Rian Chrisna Putra, Rendy; Sulaiman, Rahmat
Jurnal Komtika (Komputasi dan Informatika) Vol 5 No 1 (2021)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/komtika.v5i1.5119

Abstract

The number of smartphone and internet users in Indonesia is currently very large. This is become the basis for the use and development of mobile-based applications for the advantage of education. However, not all High Schools in Indonesia have a mobile-based system. Another problem is that most of them still use conventional methods in implementing teaching and learning activities, and reporting learning outcomes to parents. This is also still the case at SMA Negeri 1 Pangkalanbaru, Bangka Tengah. This problem is what we want to raise and solve by developing applications that can solve these problems. The research was developed using the Prototype method which consists of stages of Data Collection, Rapid Planning, Prototype Design, and Prototype Testing. By using the UML tool, results are obtained in the form of parents who can monitor grades, school information, and school announcements. In addition, students can take attendance online, register for extracurricular activities, and view announcements. From the testing results it is known that the system performance is running well as it should.
Pengenalan alat musik tradisional Bangka dengan Marker-Based Augmented Reality Juniawan, Fransiskus Panca; Sylfania, Dwi Yuny; Pradana, Harrizki Arie; Laurentinus, Laurentinus
Register: Jurnal Ilmiah Teknologi Sistem Informasi Vol 5, No 2 (2019): July
Publisher : Information Systems - Universitas Pesantren Tinggi Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26594/register.v5i2.1498

Abstract

Dengan berkembangnya teknologi, kesadaran akan pentingnya alat musik tradisional menjadi berkurang. Demikian juga dengan alat musik tradisional Bangka yang mulai kehilangan popularitasnya. Kondisi saat ini, para remaja di Bangka kebanyakan tidak dapat memainkan alat musik tradisionalnya. Begitu juga dengan anak-anak yang belum mengetahui dan bahkan tidak mengenal alat musik tradisional daerah mereka. Jika kondisi ini dibiarkan, dikhawatirkan keberadaan alat musik tradisional Bangka akan hilang, begitu juga dengan sumber daya manusia yang dapat memainkannya. Untuk menghindari hal tersebut, dibuatlah aplikasi pengenalan alat musik tradisional Bangka menggunakan Augmented Reality (AR). AR dipilih karena dapat memberikan gambaran alat musik secara real time dalam bentuk 3D sesuai dengan pergerakan kamera smartphone yang dinamis. Empat objek 3D alat musik yakni dambus, rebab, rebanatamborin, dan gong yang dibuat menggunakan Autodesk Maya. AR yang dibangun menggunakan metode berbasis marker. Metode ini dipilih agar lebih mudah digunakan oleh pengguna yang mayoritasnya adalah anak-anak. Selain itu, kelebihan metode ini memiliki tingkat akurasi posisi yang sangat tinggi. Unity sebagai engine untuk penerapan AR 3D modelling pada sistem Android dan Vuforia SDK sebagai engine pembentuk marker augmented reality. Pengujian fungsional memiliki hasil 100% dengan sistem yang berjalan baik. Hasil pengujian kinerja deteksi objek AR berdasarkan intensitas cahaya diketahui bahwa smartphone yang memiliki dua kamera di bagian belakang dapat mendeteksi objek dengan intensitas cahaya 0 Lux pada malam hari dengan kondisi gelap, sedangkan yang hanya memiliki satu kamera tidak dapat mendeteksi objek. Pengujian warna marker mendapatkan hasil modifikasi warna marker pink, kuning, dan hitam yang masih memungkinkan untuk pendeteksian objek, walaupun objek yang tampil tidak stabil. Dari pengujian kertas marker diketahui bahwa jenis kertas tidak berpengaruh terhadap pendeteksian objek. Pengujian beta dilakukan dengan cara membagikan kuesioner terkait pengalaman pengguna dalam penggunaan sistem. Hasil survei diketahui pengguna merasa sangat setuju dengan nilai sebesar 80%, bahwa penggunaan sistem dapat membantu mereka dalam mengenal alat musik tradisional Bangka.   With the incessant development of technology, awareness on the importance of traditional musical instruments has declined. Similarly, teenagers living in Bangka no longer play their traditional musical instruments, and children are not exposed to their cultural heritage. However, if this continues, it is feared that the existence of traditional Bangka musical instruments will soon go extinct. To avoid this, researchers have proposed an application to identify this media using Augmented Reality (AR). This technique was chosen due to its ability to provide visuals of musical instruments in real time using 3D models in accordance with the dynamic movement of smartphone cameras. This comprises of four 3D objects namely dambus, rebab, rebanatamborin, and gong, which were designed and developed using Autodesk Maya. AR is built using marker-based methods, which was chosen for easy use because majority of its users are children, and its high level of accuracy. Unity was utilized as an engine for its implementation in the Android system, and Vuforia SDK as augmented reality marker-builder engine. Functional testing showed 100% results which means that the system is running well. From the results of the AR object detection performance test based on light intensity it is known that a smartphone with two cameras in the backside has the ability to detect objects with a light intensity of 0 Lux in dark rooms, while the other smartphone with one camera failed to detect the objects. Color testing obtained a modification of marker colors comprising of pink, yellow, and black which are still able to detect objects, although not stable. The paper test marker has no effect on object detection. Beta testing questionnaires were used to obtain information related to user experience. From the survey results, it is known that users strongly agree (80%) that the use of the system helps them to recognize traditional Bangka musical instruments.
Push Notification Penghubung Orang Tua dan Guru Berbasis Android Menggunakan Firebase Cloud Messaging Fransiskus Panca Juniawan; Dwi Yuny Sylfania; David Wijaya
Journal of Information System and Informatics Vol 2 No 2 (2020): Journal of Information Systems and Informatics
Publisher : Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33557/journalisi.v2i2.74

Abstract

Information in the form of an agenda made by the teacher is an important thing that parents should know, but the fact is that parents are mostly late in getting all of this information. With the real time features that have been developed in mobile applications today, this problem can be overcome. This study aims to implement the push notification function in applications used by parents and teachers in school. This application is useful as a connector that provides an agenda between users, so all parents can find out the information agenda in real time. We are using prototyping method which consists of the stages of gathering needs, building prototyping, evaluating prototyping, coding, system test, system evaluating, and system implementation. The system built runs well that proved by the blackbox testing carried out. The results of the test show that all the features of the system run intact and well.
Augmented Reality as Learning Medium for Preservation of Traditional Musical Instruments in Bangka Fransiskus Panca Juniawan; Dwi Yuny Sylfania
EMITTER International Journal of Engineering Technology Vol 7 No 2 (2019)
Publisher : Politeknik Elektronika Negeri Surabaya (PENS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24003/emitter.v7i2.416

Abstract

Nowadays the use of technology is something that can be found anywhere. This condition has an impact on the loss of awareness of the Indonesian cultural treasures value in the form of traditional tools. No exception to traditional musical instruments on Bangka Island which began to lose its popularity. At present, most teenagers on Bangka Island cannot play traditional musical instruments. Likewise with the children who do not know and not even know their own regional musical instruments. With the continuation of this condition, it is feared that the existence of traditional Bangka musical instruments will disappear, as well as human resources that can play it. Augmented Reality (AR) is a visual technology that can display objects in 3D. The advantage of this technology is being able to give a display of real-time musical instrument in the form of dynamic 3D visualization of objects and it is in accordance with the movements of the user's smartphone camera. AR has also been applied in various cases as a solution to problem-solving. Therefore, to overcome this problem, an application to preserve the traditional Bangka musical instruments using Augmented Reality (AR) is forming. The 3D objects of musical instruments are made using Maya. Unity is also used as an engine for the application of 3D modeling on the Android system, and Vuforia SDK as it’s augmented reality engine. The results of performance testing obtained 100% running well. From the results of testing the user experience with the HARUS method, it is proven that the system has comprehensibility aspects of 75.98% and manipulability aspects of 80.74% so that the total value HARUS be 78.36%.
SMS Security Improvement using RSA in Complaints Application on Regional Head Election’s Fraud Dwi Yuny Sylfania; Fransiskus Panca Juniawan; Laurentinus Laurentinus; Harrizki Arie Pradana
Jurnal Teknologi dan Sistem Komputer Volume 7, Issue 3, Year 2019 (July 2019)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (306.924 KB) | DOI: 10.14710/jtsiskom.7.3.2019.116-120

Abstract

In the campaign period of regional heads election, fraud can occur, such as money politics, blaming campaign facilities, campaign time violations, and black campaign. This study implemented a secure SMS application for election fraud complaints as a tool for the society to report all forms of election fraud that have occurred to the election supervisory department safely. The RSA algorithm was applied to encrypt the messages for sender privacy protection. The application was able to perform the message randomization function properly with a 10.44% avalanche effect. Brute force attack using a 16-bit key length needs 3.7 milliseconds for each try to find 32.768 possible private keys.
Perbandingan kinerja RSA dan AES terhadap kompresi pesan SMS menggunakan algoritme Huffman Laurentinus Laurentinus; Harrizki Arie Pradana; Dwi Yuny Sylfania; Fransiskus Panca Juniawan
Jurnal Teknologi dan Sistem Komputer Volume 8, Issue 3, Year 2020 (July 2020)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jtsiskom.2020.13468

Abstract

Improved security of short message services (SMS) can be obtained using cryptographic methods, both symmetric and asymmetric, but must remain efficient. This paper aims to study the performance and efficiency of the symmetric crypto of AES-128 and asymmetric crypto of RSA with message compression in securing SMS messages. The ciphertext of RSA and AES were compressed using the Huffman algorithm. The average AES encryption time for each character is faster than RSA, which is 5.8 and 24.7 ms/character for AES and AES+Huffman encryption and 8.7 and 45.8 ms/character for RSA and RSA+Huffman, from messages with 15, 30, 60, and 90 characters. AES decryption time is also faster, which is 27.2 ms/character compared to 47.6 ms/character in RSA. Huffman compression produces an average efficiency of 24.8 % for the RSA algorithm, better than 17.35 % of AES efficiency for plaintext of 1, 16, 45, and 88 characters.
Penerapan Metode Participatory Learning and Action (PLA) pada Pelatihan Uji Kompetensi Kejuruan Fransiskus Panca Juniawan; Marini Marini; Dwi Yuny Sylfania; Fernandy Ricardo Antonius; Sandy Gautama
JPKMI (Jurnal Pengabdian Kepada Masyarakat Indonesia) Vol 2, No 4: November (2021)
Publisher : ICSE (Institute of Computer Science and Engineering)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36596/jpkmi.v2i4.215

Abstract

Abstrak: Ujian Kompetensi Keahlian (UKK) Nasional merupakan langkah pemerintah dalam meningkatkan keterampilan siswa Sekolah Menengah Kejuruan (SMK) hingga nanti menjadi salah satu penentu kelulusan siswa. Untuk membantu siswa dalam mempersiapkan UKK Nasional, SMK PGRI Pangkalpinang memberikan pelatihan yang berfokus pada peningkatan motivasi dan skill siswa dalam bidang multimedia. Kegiatan pelatihan dilaksanakan dengan metode Participatory Learning and Action (PLA) dimana partisipasi aktif dari siswa sangat diharapkan. Hal ini sesuai dengan fungsi PLA yang mengutamakan partisipasi, yang dapat berupa diskusi. Nantinya hasil diskusi inilah yang dijadikan acuan sebagai materi pengajaran kepada peserta. Kegiatan terdiri dari tahapan pra kegiatan, tahapan pelaksanaan kegiatan, dan tahapan evaluasi kegiatan. Tugas berupa simulasi UKK Nasional juga diberikan untuk mengetahui kesiapan siswa. Di akhir kegiatan juga diberikan survei post test untuk mengetahui tingkat keberhasilan kegiatan ini. Dari 10 pernyataan yang diberikan didapat nilai rataan sebesar 4,15 yang berarti siswa telah memahami materi yang diberikan dengan baik.Abstract: The National Skills Competency Examination (UKK) is one of government efforts to improve the skills of Vocational High School (SMK) students and become one of students' determinants of graduation. To assist students in preparing for the National UKK, SMK PGRI Pangkalpinang provides training that focuses on increasing students motivation and skills in the multimedia area. The training activities are conducted using the Participatory Learning and Action (PLA) method, where active participation from students is highly expected. This is in accordance with the PLA's function which prioritizes the participation, which can be held in the form of discussion. The results of this discussion will be used as a reference as teaching material to participants. The activity consists of the pre-activity stage, the activity implementation stage, and the activity evaluation stage. Assignments in the form of a National UKK simulation were also given to determine student readiness. At the end of the activity, a post-test survey was also given to determine the level of success of this activity. From the 10 statements given, the average value is 4.15, which means the students already understood the given material.