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KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) ISSN: 2252-9063
ISSN : 22529063     EISSN : 26857006     DOI : -
Core Subject : Science, Education,
Articles 1,159 Documents
Hubungan Antara Motivasi Memasuki Dunia Kerja Dan Kemandirian Siswa Terhadap Kesiapan Kerja Siswa Kompetensi Keahlian Multimedia (Studi Kasus: SMK Negeri Se-Kabupaten Buleleng Tahun Ajaran 2012/2013) Komang Ayu Arisma Dewi; Made Windu Antara Kesiman; Dessy Seri Wahyuni
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 6 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i6.19646

Abstract

Penelitian ini bertujuan untuk (1) mengetahui hubungan antara motivasi memasuki dunia kerja terhadap kesiapan kerja siswa kompetensi keahlian Multimedia di SMK Negeri seKabupaten Buleleng, (2) mengetahui hubungan antara kemandirian siswa terhadap kesiapan kerja siswa kompetensi keahlian Multimedia di SMK Negeri se-Kabupaten Buleleng, (3) mengetahui hubungan antara motivasi memasuki dunia kerja dan kemandirian siswa secara bersama-sama terhadap kesiapan kerja siswa kompetensi keahlian Multimedia di SMK Negeri se-Kabupaten Buleleng. Jenis penelitian ini merupakan penelitian ex post facto, yang terdiri dari dua variabel bebas dan satu variabel terikat. Populasi dalam penelitian adalah peserta didik kompetensi keahlian Multimedia di SMK Negeri se-Kabupaten Buleleng yaitu pada SMK Negeri 3 Singaraja dan SMK Negeri 1 Sukasada. Sampel dari penelitian ini adalah wakil dari populasi sebanyak 177 peserta didik. Pengumpulan data menggunakan metode angket. Uji coba intrumen penelitian dilakukan di SMK Negeri 2 Seririt sebanyak 70 peserta didik kompetensi keahlian Multimedia. Selanjutnya data yang terkumpul dianalisis menggunakan statistik parametrik dengan uji prasyarat normalitas, linearitas dan keberartian arah regresi, serta multikolinieritas. Hasil Penelitian adalah (1) terdapat hubungan positif dan signifikan antara motivasi memasuki dunia kerja terhadap kesiapan kerja siswa kompetensi keahlian Multimedia yang ditunjukkan dengan sumbangan sebesar 32,8%, (2) terdapat hubungan positif dan signifikan antara kemandirian siswa terhadap kesiapan kerja siswa kompetensi keahlian Multimedia yang ditunjukkan dengan sumbangan sebesar 18,7%, (3) terdapat hubungan positif dan signifikan antara motivasi memasuki dunia kerja dan kemandirian siswa secara bersama-sama terhadap kesiapan kerja siswa kompetensi keahlian Multimedia yang ditunjukkan dengan sumbangan sebesar 35,6%.
Aplikasi Automated Text Summarization (ATS) Pembuat Lead (Teras) Berita dengan Text to Speech (TTS) Menggunakan Algoritma TF-IDF dan Vector Space Model Ni Komang Mika Karmila; Made Windu Antara Kesiman; I Gede Mahendra Darmawiguna
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 6 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i6.19648

Abstract

When reading the newspaper, people only tend to choose some news to be read. This is done because of the limited time which is had by the society. By reading the leads (the terrace) of the news, people can judge the whole content of the news. This phenomenon becomes a challenge for the journalists (news writers) to write an interesting leads that can attract the readers as much as possible. However, making a lead is not an easy thing. This study aimed to (1) design a lead maker application and (2) apply the lead maker application design. The method which was used in this research was development. The lead maker application has two main processes, namely the process of summarization by applying TF-IDF and Vector Space Model algorithm as well as the process of reading the summarize by utilizing MBROLA and the diphone database id1 which is generated by eSpeak. The product of this research was the lead maker application that can create and read a summary of a news article in Indonesian language, in .docx and .txt format. The testing result of the lead maker application showed that it run its function well in terms of functional and conceptual/ structural aspects. This application is implemented by using the Java programming language which is expected to ease the task of the journalists to make the news leads, especially in terms of processing time’s efficiency.
AUGMENTED REALITY BOOK PENGENALAN BARONG BALI Gede Sukra Ardipa; Padma Nyoman Crisnapati; I Made Gede Sunarya; Made Windu Antara Kesiman
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 6 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i6.19650

Abstract

Balinese Barong is one of the most famous culture items in bali, even so,many Balinese do not know that there are many kinds of barong in Bali. That is caused by people's interest on learning barong as Balinese culture is low. One factor that caused this phenomenon is because of technology development. The purpose of this research is to design and implement applications that can be used as a medium for learning and introduce Balinese Barong with more interactive and attractive by utilizing technology. The research method used is the research and development, to develop Augmented Reality applications Book introduction Balinese Barong, using the waterfall model to the system testing phase. This application uses a library that is able to play sound vuforia explanation and featuring Balinese Barong 3D objects into a real environment with the help of books and android smartphones. The results of this research is a book that contains information and images related to the Balinese Barong and also functioned as a marker of Book-based Augmented Reality applications android capable of displaying objects in the form of Barong Bali just above the 3 dimensional marker complete with voice narration explanation. This application can be used as a medium to introduce and preserve the national culture
Augmented Reality Book Pengenalan Perangkat Gamelan Bali I Kadek Yostab Mariyantoni; Padma Nyoman Crisnapati; I Gede Mahendra Darmawiguna; Made Windu Antara Kesiman
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 5 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i5.19651

Abstract

Balinese gamelan are being abandoned by teenagers, one of contributing factor is the development of technology. The destination of this research is to utilize technology in a way to develop applications that can be used as a media for learning and introduce Balinese gamelan instruments with a more interactive and interesting. The research method used is the research and development, to develop an Augmented Reality Book application for introduction the Balinese gamelan instrument, using the waterfall model until the system testing phase. This application uses library vuforia that can be play a sound and display 3D objects Balinese gamelan instruments in a real environment with the help of books and android smartphones. The final result is a book that contains information and images related to Balinese gamelan (specially gong kebyar) which functioned as a marker and also Augmented Reality Book application android based device that is capable of displaying objects gamelan gong kebyar in 3-dimensional form just above the marker complete with the sound of the device gamelan and voice narration explanation. This application can be used as a media to introduce and preserve the national culture.
Aplikasi Motion Detection untuk Home Security System dengan Pelaporan Otomatis Berbasis SMS Gateway I Gede Made Adi Arta Wibawa; I Gede Mahendra Darmawiguna; I Made Gede Sunarya
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 6 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i6.19652

Abstract

Changes due to the influence of human activity more modern era, requiring to leave the house more often. Such a situation is often the target of crime. This study aims to develop a software that can be used as a home security system that is used to monitoring the situation around by a camera equipped with the ability to detect the presence of motion by applying spatial domain method. The methods of spatial domain itself is a method used to examine and analyze the differences between the point processing images with image references comparator continuously captured by the camera. In the spatial domain methods, there are three main processes, namely the determination of a reference image, making the image periodically, and make comparisons between image references with comparable image by comparing each pixel that is in the same location. The applications of Surveillance Camera System is developed by using the Java programming language editor of NetBeans IDE 7.3, and JMF 2.1.1e and SMSLib-v3.5.3 library. Whenever the application detects a movement, then the application will automatically perform the recording directly into the form of a video and then uploaded to the internet so that users can directly access wherever they are, Surveillance Camera System software will be more efficient in terms of storage requirements for each time motion recording process. Furthermore, the application will notify the user via message feature. Motion detection by application Surveillance Camera System can detect human movement is 100% stable on lighting conditions is the level of detection sensitivity is set at 20.
Implementasi Vigenére Cipher pada AJAX (Asynchronous Javascript and XML) Ida Bagus Redy Santiawan; I Gede Mahendra Darmawiguna; Made Windu Antara Kesiman
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 6 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i6.19653

Abstract

This studi aimed to : (1) designing Vigenére Cipher in AJAX (Asynchronous Javascript and XML), (2) implementing Vigenére Cipher in AJAX (Asynchronous Javascript and XML). In designing and implementing the system, it was used 2 main methods in implementation of the encryption and decryption. On the encryption method, plaintext as input and ciphertext as output, and then on the decryption method ciphertext as input and plaintext as output. The test has been done with network sniffing ie capture the data passing on the network. In designing and implementing the application design, it was used a waterfall method which is usually called as a classic life cycle model. This is a classic model which creates the software systematically and sequentially that includes some stages namely: (1) requirements definition, (2) system and software design, (3) implementation and unit testing, and (4) integration and system testing. The implementation and testing in this study was a Vigenére Cipher Aplication that were using a PHP for server side and a Javascript for client side. Based on the data of the system performance test, obtained that the system can hide the data sent to the network.
Pengembangan Media BBC (Belajar Balita Cerdas) Rentang Umur 2-3 Tahun Berbasis Video Animasi I Kadek Agus Darma Putra; I Made Gede Sunarya; I Gede Mahendra Darmawiguna
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 6 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i6.19654

Abstract

This research was aims : 1) designed and implemented BBC (Smart Toddler Lesson) media during 2 - 3 years old with animation video based 2) Known Toddler Responses and teacher towards BBC  with animation video based. Subjects were toddlers aged 2-3 years by 9 people. the subject of this research was development research. The data was submit : Responses Data toward (BBC) Media Development Animation video style with used questionnaire. The data was analysed descriptively. His lesson Media was produced by used Adobe Flash CS3 and also some supporting software such as Corel Draw X5 for made and edited picture. Audacity for sound cultivate, Camtasia studio 6 for video cultivate and DVD style for animation video convertion to DVD. Form The result of this research was show that toddler responses and teacher toward BBC Media was categorize positively
3D TUDE MOVIE SERIES “VIDEO GAME” Ketut Tri Sutrisna Oka; Padma Nyoman Crisnapati; Made Windu Antara Kesiman; I Gede Mahendra Darmawiguna
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 6 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i6.19655

Abstract

The development of multimedia technology is growing rapidly that supports people to maximize their creativity in any purpose. One of the achievements in the development of multimedia technology is 3 dimensional movies so called as 3D animation. Base on the fact that 3D animation film mostly watched by children, researcher developed a 3D animation film with the title of “Video Game”. Moral value that tried to show in this 3D animation film is children should not disregard their study because of video games and they should put studying in first priority as it could brings them to a better future. The method of this research is Diagram Block that described every step in whole process of making “Video Game” 3D animation film. This Diagram Block method consisted of three main processes, 1) Pre Production (idea of the story, writing/synopsis, output format establishment, character designing, supporting image designing, and storyboard making), 2) Production (modeling, texturing , rigging, skinning, action/animation, lighting, and rendering), 3) Post Production (Recording and merging process). The final product of “Video Game” 3D animation film is in DVD format. The goals that expected to be reached of this film development are to bring a good value to support children psychology development and to introduce 3D animation technology to the viewer.
Pengaruh Metode Pembelajaran Questions Students Have (QSH) terhadap Hasil Belajar Teknologi Informasi dan Komunikasi (TIK) Siswa Kelas VIII SMP Negeri 1 Sukasada Tahun Ajaran 2012/ 2013 Wayan Santra; Luh Putu Eka Damayanthi; I Gede Mahendra Darmawiguna; I Made Gede Sunarya
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 5 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i5.19656

Abstract

The purpose of this study was to determine whether there were differences in Information Communication Technology (ICT) learning outcomes between the groups of students who were taught by using Questions Students Have learning methods and a group of students who were taught by using conventional methods. This was a quasi-experimental study and the non equivalent post- test only control group was used as the design. The population of this study was the entire students of SMP Negeri 1 Sukasada in the academic year of 2012/2013. The total sample used in this study was 67 students. These samples were taken from VIII.H class as the experimental group and VIII.G class as the control group. The data of students’ learning outcome was collected using a multiple-choice test method for measuring the cognitive, and then it was analyzed by conducting precondition test which included normality test and homogeneity test, t-test. Based on the data analysis, the result of normality and homogeneity test of both group are having normal and homogeneous distribution. There is a significant effect of learning outcomes between students who were taught by using Questions Students Have learning methods and a group of students who were taught by  using conventional methods. The mean score of students who are taught by using conventional learning method is 26.63 with a standard deviation of 3.63 and the mean score of students who are taught by using Questions Students Have learning methods is 32.88 with a standard deviation of 3.84. This shows that the students who are taught by using Questions Students Have learning methods have higher learning outcomes than conventional learning methods.
Aplikasi Pembelajaran Pengenal Aksara Bali Menggunakan Metode Template Matching Made Sulatri Dewi; Made Windu Antara Kesiman; I Made Gede Sunarya
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 5 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i5.19657

Abstract

This research aimed to design and develop an application identifier balinese character learning that can be used to facilitate for people to recognize text characters Balinese more efficiently in term of time and place. This application is developed by using the template matching method. Input of this application is the writing of user using a digital pen, touchpad or mouse and the output is the image of Balinese character that has the smallest error value. Implementation of this template matching method produces a software called Balinese Character Matching. This application was developed using the PHP programming language which is a web programming language that can be used by many users without the limitations of space and time. In this application there are two main processes namely preprocessing and recognition by template matching methods. Preprocessing process consists of grayscale, thresholding and size normalization. In the size normalization conducted the search process limits, cropping, scaling, and labeling of 1 and 0. Testing program conducted by admin (person whose data is stored in the database) and user (person whose data is not stored in the database). For admin who test the program obtained more accurate result with an average of 95.45%, while the result of testing on the user obtained an average of 86.25%.

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