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Contact Name
Dewa Made Sri Arsa
Contact Email
dewamsa@unud.ac.id
Phone
-
Journal Mail Official
jurnal.merpati@unud.ac.id
Editorial Address
Gedung Teknologi Informasi-Fakultas Teknik Jalan Raya Kampus UNUD, Jimbaran, Badung, Bali
Location
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Bali
INDONESIA
Jurnal Ilmiah Merpati (Menara Penelitian Akademika Teknologi Informasi)
Published by Universitas Udayana
ISSN : 22523006     EISSN : 26852411     DOI : https://doi.org/10.24843/JIM
Core Subject : Science,
The journal publishes work from all disciplinary, theoretical and methodological perspectives. It is designed to be read by researchers, scholars, teachers and advanced students in the fields of Information Systems and Information Science, as well as IT developers, consultants, software vendors, and senior IT executives seeking an update on current experience and future prospects in relation to contemporary information and communications technology.
Articles 8 Documents
Search results for , issue "Vol. 5, No. 2 Agustus 2017" : 8 Documents clear
Aplikasi Virtual Reality Media Pembelajaran Sistem Tata Surya I Putu Astya Prayudha; Anak Agung Ketut Agung Cahyawan Wiranatha; I Made Sunia Raharja
Jurnal Ilmiah Merpati (Menara Penelitian Akademika Teknologi Informasi) Vol. 5, No. 2 Agustus 2017
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Udayana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (647.649 KB) | DOI: 10.24843/JIM.2017.v05.i02.p08

Abstract

Learning of the solar system is taught since primary school. The learning materials of the solar system are generally explained through blackboards and using books, causing a less of visualization of the solar system that becomes an obstacle in the learning process of the solar system. Develop Virtual Reality Application Learning Media of Solar System in this study aims to facilitate learning with the addition of visualization of the delivery of materials related to the solar system. The application is designed to combine entertainment and knowledge where users interact with virtual environments and see the existence of planets and planets information in the solar system with virtually mode. Application are developed with the delivery of text and voice learning to provide knowledge to users such as the distance the planet to the Sun, diameter, layers, and the constituents of the planet. Users agree Virtual Reality Application Learning Media of Solar System effectively facilitate learning related to the solar system system as evidenced by the questionnaire of 60% for agree value on the content aspect.
Aplikasi Markerless Augmented Reality Dewata Nawa Sanga Berbasis Android I Wayan Andis Indrawan; I Putu Agung Bayupati; Desy Purnami Singgih Putri
Jurnal Ilmiah Merpati (Menara Penelitian Akademika Teknologi Informasi) Vol. 5, No. 2 Agustus 2017
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Udayana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (466.438 KB) | DOI: 10.24843/JIM.2017.v05.i02.p04

Abstract

The culture of Hinduism in Bali is very preserved and maintained by the Hindus in Bali to remain dignified. Dewata Nawa Sanga is one of the Hindu Religion Concept embraced by the Hindus in Bali. Dewata Nawa Sanga means nine deities as a manifestation of God in charge of guarding and controlling the nine wind direction. The application of Augmented Reality Dewata Nawa Sanga developed to increase the knowledge of Hindus in Bali about the concept of Dewata Nawa Sanga, through a learning medium considering the importance of Dewata Nawa Sanga for Hindus in Bali. The application of Augmented Reality Dewata Nawa Sanga developed using the markerless method, so users simply rotate the Android devices to see the position of Deity in the nine wind directions and to know the information of each of the deities. Application of Augmented Reality Dewata Nawa Sanga provides education about detail elements about each Deity in nine wind direction through Information View feature in narrative form. The resulting application indirectly educates the user to know the direction of the controlled and guarded by nine Deity as a manifestation of the god through Augmented Reality display by using gyroscope sensors.
Perancangan Aplikasi Game Warung Sate Lilit Bali Berbasis Android Sebagai Media Pembelajaran Pengenalan Sate Lilit Secara Sederhana I Made Ageng Suyasa; Putu Wira Buana; I Ketut Adi Purnawan
Jurnal Ilmiah Merpati (Menara Penelitian Akademika Teknologi Informasi) Vol. 5, No. 2 Agustus 2017
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Udayana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (582.907 KB) | DOI: 10.24843/JIM.2017.v05.i02.p05

Abstract

The typical food of an area is one of the cultural heritage of regions that should be preserved and maintained so the extinction never crushed by the time. Sate lilit is one of the typical foods in Bali. Sate lilit is processed by meats that are chopped and blended using a wide range of the balinese wrapped around or taped in a stalk of bamboo and then baked in hot coals. Warung Sate lilit game are aiming to introduce the general public and younger generation in particular how to make sate in a simple one turn, as well as aimed at the medium of learning are expected to support the preservation of sate lilit of Bali. Warung Sate Lilit Bali game is expected to increase the interest of the younger generation about satay lilit as the typical food of Bali. Warung Sate Lilit Bali game be played by the drag and drop method, so the user simply choose the materials provided by, then comes the bar to determine the dose of materials that are required to fulfill orders from buyers. Warung Sate Lilit Bali game are provide learning via the information contained on the menu ingredient which has been available and also get learning to play, because at the time to drag and drop the materials, the players knowing what course the necessary materials for making the sate lilit turn a simple.
Aplikasi Pengontrol Robot Mobil Menggunakan Suara Berbasis Android I Putu Aix Cendana; Anak Agung Ketut Agung Cahyawan Wiranatha; Kadek Suar Wibawa
Jurnal Ilmiah Merpati (Menara Penelitian Akademika Teknologi Informasi) Vol. 5, No. 2 Agustus 2017
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Udayana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/JIM.2017.v05.i02.p01

Abstract

Robot Mobil is a robot that is made using wheel drive equipment, so it can move and move position. Automobile robots can move and move positions automatically not only according to embedded programs, but can also be controlled directly remotely. Android-Based Robot Car-Based Controller App is a built-in app for controlling the movement of car robots using voice commands. Applications are made using Google's Speech API to convert voice-to-text inputs before being sent to a car robot. Applications can be used by connecting to the Internet (online) to be able to use Google's Speech API. The app can also be used without being connected to the Internet (offline) by downloading offline speech recognition language first. Response to the movement of the car robot after the spoken word on the application an average of 7 seconds online and 5 seconds offline in real-time.
Rancang Bangun Aplikasi Implementasi Ukiran Bali pada Objek Bangun Datar I Kadek Erik Priyanto; I Ketut Gede Darma Putra; Ni Made Ika Marini Mandenni
Jurnal Ilmiah Merpati (Menara Penelitian Akademika Teknologi Informasi) Vol. 5, No. 2 Agustus 2017
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Udayana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/JIM.2017.v05.i02.p06

Abstract

Carving art has an important role which is used as decoration of buildings, holy places in Bali and functional objects, but the efforts for cultural preservation still tend to be less. Tradition, decoration, and technology are the perfect combination to help preserve the variety of carving art, so that the application of Bali Carving Implementation in Two Dimentional Object is built. This application uses canvas which is an element of HTML that allows to manipulate bitmap area directly by using JavaScript. Library Fabric.js is used to simplify the manipulation of bitmaps on HTML5 canvas elements. Fabric.js allows the creation of objects, and image filters. Remove white is one filter that can be done. Remove white is used to remove white color, where the threshold value is used as the limit value of the application to remove the white color in the image so as to maximize the carving registration process on the application. The resulting application can be run on the browser and gives an illustration result of the carving implementation that can be saved in PNG file format.
Kajian Pendekatan Binary Log dalam Change Data Capture Muhammad Febrian Rachmadhan Amri; I Made Sukarsa; I Ketut Adi Purnawan
Jurnal Ilmiah Merpati (Menara Penelitian Akademika Teknologi Informasi) Vol. 5, No. 2 Agustus 2017
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Udayana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/JIM.2017.v05.i02.p02

Abstract

The online business era causes the form of transactions to occur so quickly that the information stored in the data warehouse becomes invalid. Companies are required to have a strong system, which is a system that is real time in order to be able to perform data loading into the media repository that resides on different hosts in the near-real time. Data Warehouse is used as a media repository of data that has the nature of subject-oriented, integrated, time-variant, and is fixed. Data Warehouse can be built into real time management with the advantages possessed and utilize Change Data Capture. Change Data Capture (CDC) is a technique that can be used as problem solution to build real time data warehousing (RTDW). The binary log approach in change data capture is made to record any data manipulation activity that occurs at the OLTP level and is managed back before being stored into the Data Warehouse (loading process). This can improve the quality of data management so that the creation of the right information, because the information available is always updated. Testing shows that Binary Log approach in Change Data Capture (BinlogCDC) is able to generate real time data management, valid current information, dynamic communication between systems, and data management without losing any information from data manipulation.
CBIR Penyakit Kulit dengan Metode Co-Occurrence Matrix dan Color Moments Ni Putu Chendy Widya Santi; I Ketut Gede Darma Putra; I Made Sunia Raharja
Jurnal Ilmiah Merpati (Menara Penelitian Akademika Teknologi Informasi) Vol. 5, No. 2 Agustus 2017
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Udayana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/JIM.2017.v05.i02.p07

Abstract

Content Based Image Retrieval (CBIR) is a technique for searching images from database based on information from the image which developed because the technique based on text-based is less effective for represent an image. CBIR skin disease in this research use 12 sample of skin disease images such as Acne, Acropustulosis, Alopecia, Dermatitis, Hemangioma, Herpes, Ichtyosis, Molluscum, Nummular, Skin Tag, Urticaria, and Vitiligo. Method use for this research is for extraction texture feature and color feature from a skin disease image. Texture feature is using co-occurrence Matrix which compute energy, contrast, entropy, homogeneity, and correlation until vector texture result. Extraction color use color moments to compute color space using three moments which result color feature from color distributions such as mean, standard deviation, and skewness. Final result showed the comparison of similarity computation of two methods is the acuration of Color Moments method is more robust than Co-occurrence Matrix Method for skin disease images.
Rancang Bangun Game Edukasi Perjalanan Dang Hyang Nirartha di Bali Ni Luh Candra Darmayanti; I Ketut Adi Purnawan; Putu Wira Buana
Jurnal Ilmiah Merpati (Menara Penelitian Akademika Teknologi Informasi) Vol. 5, No. 2 Agustus 2017
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Udayana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/JIM.2017.v05.i02.p03

Abstract

Dang Hyang Nirartha is a prominent Hindu religious leader in the Indonesian archipelago. Dang Hyang Nirartha gave many changes to the archipelago of one of the island of Bali. Dang Hyang Nirartha provides many changes in the adaptation of the Hindu Religion concept to the existing culture in Bali. Dang Hyang Nirartha's Travel Educational Game in Bali was developed to educate people about Dang Hyang Nirartha's journey in Bali, given the importance of Dang Hyang Nirartha's role for the people of Bali. Dang Hyang Nirartha's Travel Educational Game in Bali was developed using the accelerometer method, so that later the user simply tilts the smartphone to move the character up, down, left and right to avoid the enemy and can finish the game. The resulting game is able to convey the learning about Dang Hyang Nirartha's journey in Bali through the information displayed on every stage and gameplay that describes Dang Hyang Nirartha's travel conditions in Bali.

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