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VIRTUAL REALITY PENGENALAN KAMPUNG TRADISIONAL MINANG KABAU BERBASIS ANDROID Rini Sovia; Muhammad Reza Putra; Randy Permana; Adiddo Restiady
Sebatik Vol 23 No 1 (2019): JUNI 2019
Publisher : STMIK Widya Cipta Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (393.832 KB)

Abstract

Teknologi Virtual Reality merupakan salah satu teknologi yang memungkinkan komputer untuk menyimulasikan suatu lingkungan virtual yang dapat berinteraksi dengan pengguna secara realtime dan berkelanjutan. Tidak sama seperti teknologi simulasi lainnya yang hanya mengandalkan interaksi melalui monitor dan input device seperti mouse dan keyboard, Virtual Reality lebih membawa pengalaman yang lebih baik kepada pengguna seolah – olah pengguna benar – benar berada dilingkungan Virtual tersebut. Virtual Reality menggabungkan pengindraan manusia seperti vision ( penglihatan ), Pendengaran, Sentuhan dan juga penciuman yang tergabung didalam suatu dunia virtual berbentuk 3D. Penerapan teknologi Virtual Reality saat ini telah merambah berbagai displin ilmu dan bidang seperti edukasi atau pendidikan, kesehatan, Militer , Psikologi, dan juga Hiburan. Pada penelitian ini, Virtual Reality dimanfaatkan sebagai media untuk mengedukasi masyarakat umum dan khususnya generasi muda suku Minangkabau untuk lebih mengenal kebudayaan yang telah mereka terima secara turun temurun. Melalui teknologi ini, lingkungan virtual 3D akan menyimulasikan keadaan kampung tradisional minangkabau dan mengajak pengguna untuk berinteraksi secara langsung dengan lingkungan virtual tersebut. Sistem Virtual Reality akan menampilkan dan memperkenalkan kembali bentuk struktur bangunan tradisional Minangkabau yang mulai saat ini sudah mulai jarang ditemui dalam kehidupan nyata.
SISTEM PAKAR CERTAINTY FACTOR DALAM MENDIAGNOSIS INDIKASI PENYAKIT KATARAK PADA ANAK Randy Permana; Rini Sovia; Hanippa Prima Putra
Sebatik Vol 24 No 1 (2020): Juni 2020
Publisher : STMIK Widya Cipta Dharma

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Abstract

Sistem pakar merupakan salah satu bagian dari cabang ilmu kecerdasan buatan yang mengombinasikan pengalaman dan mesin inferensi untuk mendapatkan suatu pengetahuan. Dengan membangun sistem pakar, pengguna bisa mendapatkan pengetahuan yang bersumber dari sistem sama seperti bertemu dengan seorang pakar yang sebenarnya. Terdapat banyak kasus yang dapat dipecahkan oleh sistem pakar antara lain : kesehatan, pertanian, peternakan, otomotif, eletronik dan masih banyak lagi yang lainnya. Pada penelitian ini sistem pakar menerapkan metode certainty factor atau yang disebut dengan faktor kepastian, merupakan metode berbentuk metrik untuk membuktikan apakah suatu fakta yang diberikan pengguna pasti atau tidak dengan yang terdapat di dalam sistem pakar. Kasus yang akan dipecahkan oleh sistem pakar ini adalah pendeteksian secara dini terhadap penyakit katarak yang rentan menyerang bayi maupun anak di bawah umur. Penyakit katarak pada anak umumnya disebabkan oleh beberapa hal seperti kelahiran bayi secara prematur, Ibu yang mengandung mengidap rubella atau toksoplasma, dan juga termasuk makanan yang dikonsumsi oleh ibu yang sedang mengandung. Hasil dari Sistem pakar ini akan menyimpulkan apakah seorang anak menderita penyakit katarak Congenital, Juvenile, Traumatic ataupun tidak sama sekali berdasarkan gejala yang dipilih oleh seorang pengguna berdasarkan nilai keyakinan yang dimiliki oleh seorang pengguna.
Designing a Star Schema for Optimizing the Total Sales of Motorcycles Eka Praja Wiyata Mandala; Randy Permana; Dewi Eka Putri
Journal of Computer Scine and Information Technology Volume 7 Issue 4 (2021): JCSITech
Publisher : Universitas Putra Indonesia YPTK Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/jcsitech.v7i4.23

Abstract

Motorcycle sales have increased significantly, motorcycle manufacturers are competing to produce the latest models which are then sold to consumers. As a result, motorcycle dealers are overwhelmed with more and more data, not knowing what to do with it. Motorcycle dealers also have difficulty calculating the total sales of motorcycles. We try to provide solutions to deal with data overflow. We propose designing a star schema as the basis for creating a data warehouse. To create a star schema, we propose a four-step sequence in creating an effective star schema, starting from requirements analysis and reporting, understanding business processes, connecting and matching business processes with suitable entities and determining the dimensions of the business processes. We get a star schema with 1 fact table, motorcycle_sales and 11 of dimension tables, such as brand, color, customer, customer_contract, distributor, district, motorcycle, repair_workshop, sell_location, type and time. The star schema is an optimized model that provides the best performance in presenting more complex information
Perancangan Aplikasi Sistem Pendukung Keputusan Pemilihan Ikan Budidaya Air Tawar Menggunakan Metode Simple Additive Weight (Saw) Berbasis Web(Studi Kasus : Balai Perikanan Budidaya Air Tawar (Bpbat) Sungai Gelam Jambi) Vera Arnelis Syam; Randy Permana; Shary Armonitha Lusinia
Jurnal KomtekInfo Vol. 5 No. 1 (2018): Komtekinfo
Publisher : Universitas Putra Indonesia YPTK Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1039.178 KB) | DOI: 10.35134/komtekinfo.v5i1.15

Abstract

Saat ini banyak orang yang mulai memandang budidaya ikan air tawar sebagai mata pencaharian mereka. Dengan melakukan kegiatan budidaya, maka kebutuhan manusia akan ikan selalu tersedia sesuai permintaan. Pemilihan jenis ikan budidaya sangat penting untuk meningkatkan hasil panen dan mencegah gagal panen, sehingga lebih menguntungkan pembudidaya dalam membudidayakan ikan. Pemanfaatan sistem pendukung keputusan sangat membantu dalam pemilihan ikan terbaik untuk dibudidayakan berdasarkan kriteria yang telah ditentukan. Pada sistem pendukung keputusan ini menggunakan metode simple additive weight (SAW), metode ini dapat menyelesaikan penelitian dengan mencari nilai bobot untuk setiap kriteria, kemudian dilakukan proses ranking untuk menentukan alternatif terbaik. Hasil dari penelitian ini adalah terbentuknya sebuah aplikasi sistem pendukung keputusan pemilihan ikan budidaya air tawar, sehingga memudahkan calon pembudidaya untuk memilih jenis ikan yang akan dibudidayakan berdasarkan hasil pemeringkatan dari aplikasi ini.
Sales Management System Design And Promotion Media (Marketplace) Sales Of Umkm, Padang City (Perancangan Sistem Manajemen Penjualan Dan Media Promosi (Marketplace) Penjualan Umkm Kota Padang) Aulia Hadi; Randy Permana
Jurnal KomtekInfo Vol. 6 No. 2 (2019): Komtekinfo
Publisher : Universitas Putra Indonesia YPTK Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (643.228 KB) | DOI: 10.35134/komtekinfo.v6i2.54

Abstract

Padang city as we know it is a tourist city which is a lot of tourist destinations of both domestic and foreign tourists. Therefore, more than 50% of the people of Padang city choose to trade as the basis of their lives. But now as technology develops, people are more dominant or want everything to be easy. Including for shopping. In a very large number of MSMEs that have not been touched by the community. Therefore, with technology, the sales system that was previously done traditionally can be input in an integrated system. Market Place is a form of modern market today. Does not need a place but can accommodate all SMEs in the city of Padang. With this Market Place, it is expected that the community can reach out to the Padang city MSMEs even further and the sales and promotion systems of these MSME products can be spread more widely and make the revenue generated from the sales of MSMEs be increased and maximum again and the management of the sales system can be well managed. With this marketplace application, it is expected that MSME entrepreneurs who do not have a permanent place can increase their income. There are at least 88.8 percent contributing to economic growth in Southeast Asia. In Indonesia, there are approximately 59.2 million MSME actors by contributing 56 percent of the country's add up to the economy. However, from the add up to UMKM, only 3.97 percent million MSMEs have entered online
Augmented Reality Introduction to Computer Hardware using Tracking Method in UPI "YPTK" Computer System Labor, Padang Ravhis Al Amin; Randy Permana; M.Hafizh
Jurnal KomtekInfo Vol. 7 No. 3 (2020): Komtekinfo
Publisher : Universitas Putra Indonesia YPTK Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (661.415 KB) | DOI: 10.35134/komtekinfo.v7i3.81

Abstract

Technology Augmented Reality is one of the digital industries related to the industrial revolution 4.0. Augmented Reality allows the expansion of the perspective of an object by utilizing digital projections of the object. This technology utilizes sensory such as visual, auditory, haptic, somatosensory, and olfactory to support the delivery of information to users. One of the very potential fields in implementing Augmented Reality is the world of education. Augmented Reality allows students to get a more learning experience interactive and varied, so as to be able to encourage interest and curiosity in learning. In this study, Augmented Reality is used as a medium for learning the introduction of computer hardware to users (students) by utilizing the smartphone and hardware basics of a computer. Users will be presented with an expansion of information in both 3D visuals, audio and video to the device. The results of Augmented Reality are expected to be a supporting media in helping the teaching and learning process in the midst of preparation for facing the industrial revolution 4.0.
Penerapan Data Mining untuk Klasifikasi Hasil Panen Jamur Tiram Menggunakan Algoritma K-Nearest Neighbor Eka Praja Wiyata Mandala; Dewi Eka Putri; Randy Permana
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 7, No 1 (2023): Januari 2023
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v7i1.5252

Abstract

Oyster mushroom is a type of mushroom that can be consumed by humans. Lots of food products are made from processed oyster mushrooms. This makes mushroom farmers intensively cultivate oyster mushrooms because they see good economic prospects. However, not all mushroom cultivation processes can be successful so it will have an impact on the yield of the oyster mushrooms. So it is necessary to classify so that it is easier for mushroom farmers to determine the amount of yield from the oyster mushroom. The classification was carried out because of the difficulty of mushroom farmers in determining the amount of harvest by looking at the width of the mushroom caps, the number of mushroom caps to the mushroom harvest time. This study proposes a data mining technique to classify oyster mushroom yields using the K-Nearest Neighbors algorithm so that it can help mushroom farmers in determining the yield of oyster mushrooms being cultivated. This study used a dataset of 42 mushrooms as training data and 1 mushroom data to determine the classification of the crops. From the results of testing on 1 mushroom with a cap width of 8 cm, the number of caps is 14 pieces and the harvest time is 49 days, the results of classification results obtained from this mushroom are Less with a Mean absolute error of 0.1419, Root mean squared error of 0.2111, Relative absolute error of 36.2177% and Root relative squared error of 48.002%. The results of this research can help mushroom farmers in classifying oyster mushroom yields.
Augmented Reality dengan Model Generate Target dalam Visualisasi Objek Digital pada Media Pembelajaran Randy Permana; Eka Praja Wiyata Mandala; Dewi Eka Putri; Musli Yanto
Majalah Ilmiah UPI YPTK Vol. 30 (2023) No. 1
Publisher : Universitas Putra Indonesia YPTK Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/jmi.v30i1.143

Abstract

Augmented Reality (AR) is a digital technology that allows the creation of a combination between the real world and digital content projections to produce additional valuable information for users. This technology has begun to implement in various fields of human life like industry, health, military, entertainment, and education. AR technology will be applied to the education sector in this community service activity. This activity aims to introduce AR technology and a development model based on the Model Generate Target (MGT) to service partners, namely SMA INS Kayu Tanam. The Generate Target model is an AR application development concept by adopting the concept of Digital Twins, where digital content projections will be made similar to real objects. The projected digital content will serve as a descriptive object from the real world, so users can interact more flexibly with objects from the real world. The activity was carried out by providing an introduction to AR technology, installing AR design software, and practicing making simple AR applications using the MGT concept for partner service to the community. In this activity, the designed AR will use spherical objects in the real world and the resulting digital projection is a virus. Projection of digital content onto spherical objects will provide better information and learning experiences in viral object recognition because 3D objects will appear and be attached to real objects. The expected results of this community service activity are introducing AR technology to partners engaged in education and providing a new solution in implementing new digital content-based teaching media that can be applied to several subjects such as biology, chemistry, and glasses to community service partners.
CRM IN RETAINING CUSTOMERS TO INCREASE VISICOM STORE SALES WITH THE ANALYTICAL HIERARCHY PROCESS METHOD Vincensius Edward Litya; Randy Permana; Shary Armonitha
Jurnal Ipteks Terapan Vol. 17 No. 2 (2023): Jurnal Ipteks Terapan
Publisher : Lembaga Layanan Pendidikan Tinggi Wilayah X

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Abstract

Customer Relationship Management is a business strategy designed to optimize profits, income, and customer satisfaction to achieve ease of doing everything so that it is easy to access information about existing products. This development can have a good impact on business people, Customer Relationship Management (CRM) is one of the business strategies to meet these goals by combining CRM and analytic hierarchical process (AHP). For this reason, the author uses AHP to achieve this business strategy. So this study proposes combining the concept of DSS with CRM as an improvement in the company's business strategy process.By taking data at the Visicom store, the author finally gets data that can be applied to the AHP method to find product recommendations to customers.