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SISTEM INFORMASI LAPORAN KEUANGAN PADA SMK NEGERI 1 ENDE BERBASIS WEB Alexander Gebo; Putu Wirayudi Aditama; Ida Bagus Gede Sarasvananda; I Putu Hendika Permana
Jurnal Krisnadana Vol 1 No 3 (2022): Jurnal Krisnadana - Mei 2022
Publisher : Yayasan Sinergi Widya Nusantara (Sidyanusa)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1376.178 KB) | DOI: 10.58982/krisnadana.v1i3.150

Abstract

SMK Negeri 1 Ende merupakan sekolah menengah kejuruan yang terletak di Jl. Anggrek KM 03 Kabupaten Ende, Nusa Tenggara Timur. Sekolah Menengah Kejuruan ini berdiri sejak tahun 1965. Berdasarkan hasil wawancara yang dilakukan dengan petugas bendahara SMK Negeri 1 Ende sampai saat ini pencatatan laporan keuangan masih menggunakan buku besar harus merekap satu persatu dari masing-masing transaksi. Kemudian dari hasil rekapan tersebut yang dicatat pada buku besar barulah diproses penginputan dengan sistem pencatatan laporan keuangan terkomputerisasi yang sederhana yaitu menggunakan software Microsoft Excel, sehingga dalam pengolahan datanya mengalami terjadinya hambatan proses kesalahan seperti pencarian data, pencatatan dan perhitungan data transaksi mengalami proses perhitungan yang berulang – ulang dari tiap transaksi. Dengan proses pencatatan laporan keuangan yang secara manual, besar kemungkinan masih mengalami hambatan dalam pencatatan transaksi dan pengelolaan data laporan keuangan seperti kehilangan data atau penyalahgunaan data oleh pihak yang tidak bertanggung jawab karena proses pengelolaan data transaksi yang ada masih belum terjamin keamanannya. Untuk mengatasi permasalahan yang ada, perlu dibuatkan sistem informasi laporan keuangan untuk membantu petugas bendahara dalam proses penginputan dan pencatatan laporan keuangan pada SMK Negeri 1 Ende.
Augmented reality to INSTIKI building recognition using marker based method Putu Wirayudi Aditama; Ketut Laksmi Maswari; I Kadek Agus Aristia Permana
Jurnal Mantik Vol. 7 No. 2 (2023): Agustus: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mantik.v7i2.4014

Abstract

The fourth industrial revolution has been initiated by advances in augmented and virtual technologies. AR technology can simulate the actual world in a virtual setting, allowing for more effective trials. In the context of educational institutions such as the Indonesian Institute of Business and Technology (INSTIKI), there are still many locations where information is disseminated through media such as brochures. The objective of this study is to use Augmented Reality (AR) to introduce facilities in the INSTIKI campus building via a marker-based method. The contribution of this study is the application of augmented reality (AR) technology to improve the community's access to information about campus building facilities and specifications. The results of this study are augmented reality (AR) applications for the introduction of INSTIKI campus buildings that have undergone compatibility testing, distance testing, and user response testing with a total average score of 88.9%, which is a very good rating. In order for this augmented reality (AR) application to function as a digital media to promote the INSTIKI campus, the average value of 88.9% must be derived from the percentage of respondents who rated the application as either very good or decent.
Digitalisasi Warisan Benda Bersejarah Pada Kawasan Pura Pucak Penulisan Menggunakan Metode Waterfall Putu Wirayudi Aditama; Ni Komang Dani Juniantari; I Made Subrata Sandhiyasa; Ida Bagus Gede Sarasvananda; I Gede Iwan Sudipa
Journal of Information System Research (JOSH) Vol 4 No 4 (2023): Juli 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i4.3733

Abstract

Sukawana Village has many temples and has a very interesting historical heritage so that it is used as one of the tourism sites, this village has a temple called Pura Pucak Penulisan which is located in Sukawana Village, this temple has many historical objects that have not been known by the surrounding community. The solution to overcome these problems is the digitization of historical objects in Pura Pucak Penulisan, Sukawana Village. The system development method uses the Waterfall method because it can provide a structured solution approach in producing a website as a medium for digitizing historical objects in the Pucak Penulisan temple area, Sukanawa Village. The implications of research with digitization can help the surrounding community and other people find information about historical objects in Pura Pucak Penulisan without having to see it directly to the place. Based on the results of research 103 respondents from the community regarding the digitization of historical objects in Pura Pucak Penulisan showed 98.1% with the digitization of historical objects in Pura Pucak Penulisan which provided clear information about the historical objects in Pura Pucak Penulisan, this was also supported by 21 respondents from the Sukawana Village Office showing 85% considered it important to digitize historical objects in Pura Pucak Penulisan, to maintain its cultural assets. And in the black-box testing results get the expected results with the appropriate test.
Usability Testing on The Mobile Gras (Green Trash System) Application Using The Usability Scale System Method I Gusti Made Ngurah Desnanjaya; I Kadek Budi Sandika; Ida Bagus Gede Sarasvananda; Putu Wirayudi Aditama; I Komang Arya Ganda Wiguna
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol. 12 No. 3 (2023)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v12i3.68930

Abstract

This study focuses on the GRAS (Green Trash System) mobile application, developed under the KEDAIREKA program to enhance waste management efficiency. The application is an integral part of the GRAS smart waste system, designed to facilitate real-time monitoring and reporting of waste capacity issues. The primary objective is to streamline waste sorting processes and educate users, particularly students, about sustainable waste management practices. The system features innovative sensor technology that provides audio feedback for correctly sorted waste, thus reinforcing correct behaviors. To assess the application's effectiveness, we conducted a usability test using the System Usability Scale (SUS) method. Data were collected through questionnaires to evaluate the application's ease of use, efficiency, and user satisfaction. The results indicated a high level of usability, with most users experiencing seamless interaction with the application, affirming its potential as a tool for effective waste management education and practice.
Implementation of Virtual Reality Museum Lontar Prasi Bali As a Cultural Education Media Putu Wirayudi Aditama; Christina Purnama Yanti; I Gede Iwan Sudipa
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol. 12 No. 3 (2023)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v12i3.69620

Abstract

Lontar Prasi Bali is famous for its distinctive paintings on palm leaves, a cultural heritage that must be preserved and continued. Main problem occurred because 82.5% of 189 respondents consisting of elementary school students in Denpasar Selatan stated that they did not know about Lontar Prasi Bali. The aim of collecting data from elementary school student respondents is to increase insight into Lontar Prasi and the target of this research is to introduce VR-based lontar prasi culture to children, especially elementary school students. There needs to be collaboration between culture and technology so that people understand the story and provide education about Lontar Prasi Bali, one of which is by implementing VR. The design method used is MDLC Multimedia Development Life Cycle (MDLC) which consists of concept, design, material collection, assembly, testing and distribution. The results of research using Likert scale stated that the use of VR showed that 84.75% of respondents stated Strongly Agree with the Lontar Prasi Museum Virtual Reality Application.
Rancang Bangun Tempat Sampah Pintar untuk Meningkatkan Manajemen Sampah Berbasis Mikrokontroler Desnanjaya, I Gusti Made Ngurah; Sandika, I Kadek Budi; Sarasvananda, Ida Bagus Gede; Aditama, Putu Wirayudi; Wiguna, I Komang Arya Ganda
IJEIS (Indonesian Journal of Electronics and Instrumentation Systems) Vol 13, No 2 (2023): October
Publisher : IndoCEISS in colaboration with Universitas Gadjah Mada, Indonesia.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22146/ijeis.89969

Abstract

Sampah merupakan masalah yang sering dihadapi olah warga Indonesia terutama dalam melakukan pengelolahan sampah, sampah yang tidak dikelolah dengan baik akan menyebabkan mudahnya penyebaran penyakit dan tempat yang bau serta kotor. Pada penelitian ini dibuat sebuah alat untuk mengatasi masalah tersebut yaitu tempat sampah pintar berbasis Arduino uno sebagai mikrokontroler dan sensor proximity dan infrared sebagai pemilah sampah. Tempat sampah pintar ini berguna untuk memilah sampah sesuai dengan jenisnya yaitu dibagi dalam 3 jenis, dimulai dengan sampah logam, sampah organik dan sampah non-organik. Metode yang digunakan dalam melakukan penelitian ini yaitu metode sekunder atau dengan mencari refrensi seperti jurnal maupun buku-buku. Sedangkan metode dalam melakukan pengumpulan data yaitu menggunakan metode SDLC (System Development Live Cycle) yang dimulai dari planing hingga maintance. Alat tempat sampah pintar ini dilakukan 30 kali pengujian dan memiliki status berhasil semua, dengan dilakukan 10 kali pengujian sampah jenis logam, 10 kali pengujian sampah jenis organic dan 10 kali sampah jenis non-organik. Pengujian dilakukan guna untuk mengetahui alat berjalan sesuai dengan yang diinginkan.
Using Real-Time Ray Tracing in Game Action-Adventure ANGKARA "The Rise of Asura" Aditama, Putu Wirayudi; Anggara, I Gede Adi Sudi; Alparizi, Jilmi
Sinkron : jurnal dan penelitian teknik informatika Vol. 8 No. 3 (2024): Research Artikel Volume 8 Issue 3, July 2024
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v8i3.13826

Abstract

The pressing problems facing the games industry in Indonesia are first, the lack of developers who can meet the needs of the local market and the lack of adaptation of local content in games. Second, how to improve the optimization of the Ray Tracing process? To overcome these challenges, this research aims to design and build an action-adventure game model using Unreal Engine 5. By developing the Real-Time Ray Tracing (RTRT) feature. The game design will also utilize the latest technology such as Ray Tracing, and artificial intelligence to create an immersive and realistic gaming experience.  The method used in this research is GDLC (Game Development Life Cycle). The results of research using black box testing with components, character responsiveness, basic attacks, interaction with the environment, defense, enemy behavior, and optimization of Ray Tracing state that it has been validated.
Perancangan Media Informasi Berbasis Video Dokumenter Pengenalan Produk Bio Gas Kelompok Tani Simantri Sandakan, Sulangai, Petang Putra, I Putu Satria Udyana; Asana, I Made Dwi Putra; Santika, Putu Praba; Atmaja, Ketut Jaya; Putu Wirayudi Aditama; Suandana, Ni Putu Widantari; I Wayan Krishna Sangging Wiguna
ASPIRASI : Publikasi Hasil Pengabdian dan Kegiatan Masyarakat Vol. 2 No. 1 (2024): Januari : ASPIRASI : Publikasi Hasil Pengabdian dan Kegiatan Masyarakat
Publisher : Asosiasi Periset Bahasa Sastra Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/aspirasi.v2i1.344

Abstract

The province of Bali, Indonesia, as a tropical destination with abundant natural resources, exhibits a serious focus on the agriculture and livestock sectors. The Simantri program, as a local government innovation, aims to accelerate the adoption of agricultural technology in rural communities. Bio gas, as a renewable energy alternative, emerges as a crucial solution amid the challenges posed by unsustainable fossil fuels. The Simantri Farmers Group in Br. Sandakan, Sulangai Village, faces challenges in introducing their bio gas products to the community. In the Community Service activity, a documentary video was created as an effective informational medium, successfully introducing, enhancing understanding, and raising awareness about the use of bio gas among the community. The video not only promoted the product but also strengthened the role of Simantri in village development and tourism potential. The success of this activity reaffirms that utilizing video-based informational media is an effective step in introducing innovations, enhancing understanding, and supporting the well-being of the local community.
Digitalisasi Prasasti dan Pelinggih Desa Baturan Gianyar Berbasis Augmented Reality Based Marker Sarasvananda, Ida Bagus Gede; Aditama, Putu Wirayudi; Iswara, Ida Bagus Ary Indra; Desnanjaya, I Gusti Made Ngurah
SINTECH (Science and Information Technology) Journal Vol. 6 No. 3 (2023): SINTECH Journal Edition December 2023
Publisher : Prahasta Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/sintechjournal.v6i3.1448

Abstract

Digitalization of the inscriptions and shrines of Batuan Gianyar Village based on Augmented Reality (AR) Markers is an innovative project that aims to preserve, promote and revive the cultural and historical heritage of Baturan Village, Gianyar, Indonesia, through the application of Augmented Reality technology. Baturan Village is known to have inscriptions and pelinggih which have high historical value. This research uses AR Marker technology to connect the physical world with digital content. The inscriptions and shrines of Baturan Village are marked with AR markers which allow users to access additional information about these objects via mobile devices. This AR application provides an immersive and interactive experience, allowing users to explore the history and meaning of inscriptions and shrines. The method used in developing this AR application is R & D. The results of this research after testing loading time using four different smartphones, Xiaomi Note8 Pro and iPhone 13, have a faster average loading time response compared to other smartphones.
PENGEMBANGAN KARAKTER MOBILE GAME PERANG PUPUTAN KLUNGKUNG Putra, Putu Satria Udyana; Efendi, Mochamad Arman; Putu Wirayudi Aditama; Dwi Novitasari; I Nyoman Anom Fajaraditya Setiawan
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 1 No. 1 (2022): April : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (837.251 KB) | DOI: 10.55606/jurrsendem.v1i1.199

Abstract

Combining culture and technology is one solution to digitizing an area's local wisdom. Technology is expected to be an educational medium for the younger generation to know the history and meaning of a historical story. The island of Bali has a lot of the previous history, one of which is about the Puputan Klungkung war. Based on the results of questionnaires to 40 respondents by simple random sampling, 77.5% of respondents did not know the history of the Klungkung puputan and its meaning. To maintain the history of the puputan war, it is necessary to introduce the next generation but keep abreast of technological developments so that the research aims to design a media in the form of a mobile game. This mobile game media was chosen because of its popularity in Indonesian society, both among children to adults, thus creating interest in playing media games. The game design adapts to the scheme of the design pattern by using simple, cultured, and informative concepts. This development resulted in the design of the character of the king of Klungkung and the Dutch army and the layout design of the game Puputan Klungkung.
Co-Authors Alexander Gebo Alparizi, Jilmi Anandita, Ida Bagus Gede Aristana, Made Dona Wahyu Asana, I Made Dwi Putra Atmaja, Ketut Jaya Baehaqi Ceryna Dewi, Ni Kadek Christina Purnama Yanti Christina Purnama Yanti Christina Purnama Yanti Christina Purnama Yanti Desak Made Dwi Utami Putra Dewa Ayu Novi Swijayanti Dwi Novitasari Efendi, Mochamad Arman I Dewa Gede Agung Pandawana I Gede Adi Sudi Anggara I Gede Iwan Sudipa I Gede Made Yudi Antara I Gusti Agung Indrawan I Gusti Made Ngurah Desnanjaya I Kadek Agus Aristia Permana I Kadek Budi Sandika I Komang Arya Ganda Wiguna I Komang Arya Ganda Wiguna I Komang Wiratama I Made Subrata Sandhiyasa I Nyoman Anom Fajaraditya Setiawan I Nyoman Anom Fajaraditya Setiawan, I Nyoman Anom I Nyoman Jayanegara I Nyoman Tri Anindia Putra I Nyoman Widhi Adnyana I Putu Hendika Permana I Wayan Krishna Sangging Wiguna Ida Bagus Ary Indra Iswara Ida Bagus Gede Sarasvananda Ida Bagus Gede Sarasvananda Ida Bagus Gede Sarasvananda Kadek Ayu Ariningsih Karyana, I Putu Ditha Ketut Laksmi Maswari Ketut Sepdyana Kartini Made Marthana Yusa Meinarni, Ni Putu Suci Mochamad Arman Efendi Ni Kadek Ceryna Dewi Ni Komang Dani Juniantari Ni Luh Sri April Yanti Ni Putu Ayu Nika Sari Ni Putu Widantari Suandana Ni Wayan Jeri Kusuma Dewi Parmana, I Putu Gede Briand Prabhawa , I Kadek Angga Surya Pramana, I Gusti Kadek Candra Adi Cahya Pramawati, I.D.A Tantri Putra, I Putu Satria Udyana Putra, Putu Satria Udyana Putu Praba Santika Putu Satria Udyana Putra Putu Sugiartawan Putu Surya Wedra Lesmana Rizkita Ayu Mutiarani Sandhiyasa, I Made Subrata Sandika, I Kadek Budi Sanusi, Rikcy Sarasvananda , Ida Bagus Gde Saraswati, Ni Wayan Sumartini Tahalea, Sylvert Prian Tika, I Gede Bagus Arya Merta Wiguna, I Komang Arya Ganda Yasa, I Wayan Adi Putra Yoga, I Gede Putra Sedana