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Analisis Pengembangan Aplikasi Augmented Reality Untuk Pengenalan Organ Pernapasan Manusia Lestari, Ayu; Trisnadoli, Anggy; Dewi, Meilany
JURIKOM (Jurnal Riset Komputer) Vol 6, No 4 (2019): Agustus 2019
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (161.552 KB) | DOI: 10.30865/jurikom.v6i4.1375

Abstract

A human respiratory organ is a vital tool in the human body. But until now most learning media only use torso as a teaching aid, learning module and pictures to display objects of respiratory organs to students. It is also not possible to see some of these objects directly. One of them is like human breathing learning material. Breathing or so-called respiration is an event that the body lacks oxygen (O2) and then oxygen outside the body is inhaled (inspired) through the respiratory organs. However, not many students know the human breathing organ is actually. Some only know from media images such as encyclopedia books. The existence of Augmented Reality technology will be very useful for the process of recognition of human respiratory organs in the form of three-dimensional objects. The application of human respiratory organs helps children to be able to learn independently at home so that children can learn in detail about the human respiratory organs. For this reason, an Augmented Reality introduction to human respiratory organs based on Android was made as a substitute for learning media for pictures and books that will display human respiratory organs and related information in them. With this application, it is expected to be able to introduce breathing organs to elementary school students in a more real form in three dimensions. Researchers design and build Educational augmented reality applications with the Markerless Augmented Reality method. The application is built using Blender as modeling, Adobe Photoshop, Audacity, Unity3D, Visual Studio, Vuforia SDK to form Augmented Reality
Simulasi Proses Pengolahan Data pada Komputer Berbasis Multimedia dalam Bentuk 3 Dimensi Ade Sukma Aulia; Shumaya Resty Ramadhani; Anggy Trisnadoli
Journal of Applied Informatics and Computing Vol 3 No 1 (2019): Juli 2019
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (973.65 KB) | DOI: 10.30871/jaic.v3i1.1304

Abstract

Computer is electronic device that are able to receive, process inputs, and produce output in the form of information.Studying data processing can be obtained from various sources ranging from studying with the experts or reading books.The learning process so far is difficult to understand if it is just an explanation or conventional teaching aids, so that students have their own constraints in understanding the lesson.Therefore media information is built in the form of simulating data processing on multimedia-based computers in 3D.The information provided in the simulation video is in accordance with the reference that has been validated by the lecturer in the field of operating system competence. In testing the Paired Sample t-Test there was an increase in the value of the quiz when using the application rather than using the book in understanding the material of the text data processing by 20.77% and the processing of sound data by 23.16%.And the survey of satisfaction with the application was carried out on 30 students and obtained an overall average yield of 91.70%.So based on the research carried out as a whole the application can be as an interactive alternative media in learning the processing of data on a computer based on the actual process that occurs on a computer in the form of 3-dimensional animation.
Penerapan Teknik UV Mapping dan Texture Painting Dalam Pembuatan Film Animasi 3D Bujang Buta Setiawan, M Iqbal; Trisnadoli, Anggy; Nugroho, Erwin Setyo
TEKNIK Vol 40, No. 1 (2019): Mei 2019
Publisher : Diponegoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1568.035 KB) | DOI: 10.14710/teknik.v39i3.22758

Abstract

The use of UV Mapping and Texture Painting Technique in Indonesia is a country that is rich in folklore. Bujang Buta is one of the folklore originating from the city of Kampar. Many people do not know about the existence of detailed folklore. In this study raised the Bujang Buta folklore which will be attractively packaged in the form of 3D animated films. In the 3D animation film there are many techniques to make it, one of which is the UV Mapping and Texture Painting techniq ues that make 3D animated films more colorful. Making this animated film uses the Blender 3D application as its main medium. Based on the results of testing and analysis, the 3D animated film Bujang Buta Folklore has been verified by LAMR experts (Lembaga Adat Melayu Riau). The UV Mapping and Texture Painting technique has been successfully implemented into the making of the Bujang Buta 3D animated film. And based on the results of a questionnaire that has been given to 37 general public and 6 people who fo llow the organization there are 10 moral messages in the 3D animated film Bujang Buta.
PENGEMBANGAN GAME EDUKASI MOBILE
MAKHLUK HIDUP KELAS REPTILIA UNTUK SISWA SMP Rizalni, Risya Listya; Trisnadoli, Anggy; Zul, Muhammad Ihsan
Jurnal Nasional Pendidikan Teknik Informatika (JANAPATI) Vol 8, No 2 (2019)
Publisher : Jurusan Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (757.829 KB) | DOI: 10.23887/janapati.v8i2.17880

Abstract

Kelas reptilia merupakan bagian dari materi klasifikasi makhluk hidup yang terdapat pada mata pelajaran Biologi untuk siswa-siswi SMP kelas VII. Dalam proses belajar mengajar, media pembelajaran merupakan salah satu unsur terpenting selain metode pembelajaran. Manfaat media pembelajaran adalah melancarkan interaksi antara guru dengan siswa sehingga kegiatan pembelajaran akan lebih efektif dan efisien. Penyampaian materi pelajaran ini masih menggunakan sistem tradisional, sehingga kreativitas siswa kurang berkembang. Selain itu, untuk memahami ciri-ciri hewan kelas reptilia hanya dilihat dari gambar yang ada pada buku pelajaran. dan siswa sering mendapatkan nilai buruk bahkan harus melakukan remedial pada materi pelajaran tersebut. Oleh karena itu, dibangun sebuah game edukasi dengan tampilan model hewan 3D untuk pembelajaran materi klasifikasi makhluk hidup kelas reptilia. Berdasarkan pengujian manfaat belajar yang telah dilakukan ke siswa SMP kelas VII, didapatkan bahwa siswa yang menggunakan aplikasi game mengalami peningkatan pemahaman sebesar 40.5%.  Pada pengujian fungsional, didapatkan bahwa fungsi pada aplikasi dapat berjalan sesuai dengan hasil yang diharapkan. Serta berdasarkan pengujian umpan balik pengguna dapat disimpulkan bahwa game edukasi ini dapat membantu siswa dalam memahami materi perbedaan makhluk hidup berdasarkan ciri-ciri makhluk hidup kelas reptilia.
Rancang Bangun Sistem Informasi Monitoring Menggunakan Metode Agile dengan Dynamic System Development Model Guna Mendukung Gender Mainstreaming Strategy (Studi Kasus: Politeknik Caltex Riau) Salsabila, Syevira; Trisnadoli, Anggy; Muslim, Istianah
TEKNIK Vol 40, No. 3 (2019): Desember 2019
Publisher : Diponegoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (877.265 KB) | DOI: 10.14710/teknik.v40i3.25704

Abstract

Gender merupakan isu yang harus diperhatikan oleh setiap institusi pendidikan. Kesenjangan gender dalam berbagai masalah terkait pengelolaan institusi akan menimbulkan dampak terhadap ketidakadilan gender. Solusi dari permasalahan tersebut adalah adanya dokumen Rencana Strategi Pengarusutamaan Gender (Renstra PUG) pada setiap institusi pendidikan. Penelitian ini bertujuan untuk membangun sebuah Sistem Informasi Monitoring menggunakan metode Agile dengan model Dynamic System Development Model (DSDM) guna Mendukung Gender Mainstreaming Strategy. Studi kasus pada Politeknik Caltex Riau.  Sistem informasi yang dibangun mampu menampilkan informasi yang update dan akurat. Ini mendukung pimpinan institusi dalam pengambilan keputusan dan penentuan kebijakan terhadap gender. Hasil penelitian telah diuji secara fungsional dan divalidasi oleh expert
Pengembangan Game Edukasi Pengenalan Bahasa Inggris Dasar untuk Anak TK Prima Ramadhayani Sandri; Anggy Trisnadoli; Erwin Setyo Nugroho
SMATIKA JURNAL Vol 9 No 02 (2019): SMATIKA Jurnal : STIKI Informatika Jurnal
Publisher : LPPM STIKI MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/smatika.v9i02.384

Abstract

The children have been introduced to English during they were in kindergarten. There are several ways that teachers can do with the students such as singing, drawing using media and doing some questions and answer. Language is the main tool for communicating in human life, both individually and social collectively. Student's language in the 4-6 years old is still not maximal, so parents and teachers play an important role in helping students to interact. Kindergarten students have started to be introduced to basic English, according to EPI (English Proficiency Index,) Indonesia is still ranked 51st out of 88 countries in the world in 2018. And it included in the low skill group. The way of learning is still using props as learning media. Therefore, technology is needed to help kindergarten students in learning basic English using 3D objects for their material. Based on the analysis of observations to kindergarten students was obtained an increase of 32.74%. In the analysis of the black box test results, it was found that all functions in the application can run smoothly according to the expected of the results. Furthermore, as the results of the analysis of interviews with kindergarten teacher stated that the game for the introduction of basic English is very helpful for the teaching and learning process.
Rekayasa Kebutuhan Kualitas Perangkat Lunak untuk Peningkatan Nilai Kualitas Game Edukasi berbasis Mobile dengan Tema Pariwisata Trisnadoli, Anggy; Lestari, Indah; Fitrisia, Yuli
SATIN - Sains dan Teknologi Informasi Vol 4, No 2 (2018): SATIN - Sains dan Teknologi Informasi
Publisher : STMIK Amik Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (189.904 KB) | DOI: 10.33372/stn.v4i2.390

Abstract

Mobile game edukasi merupakan salah satu jenis game edukasi yang berjalan pada platform perangkat mobile. Game edukasi berarti sebuah permainan yang didalamnya berisi konten yang mendidik namun tetap menghibur. Pariwisata merupakan sebuah sektor atau bidang yang belakangan sangat menjadi sorotan oleh banyak pihak, termasuk pemerintah. Hal tersebut karena pariwisata merupakan salah satu cara yang dapat meningkatkan pendatang untuk mengunjungi sebuah daerah yang dikenal dengan banyak objek wisatanya. Mobile game edukasi merupakan mobile game dengan genre edukasi yang bertujuan untuk pembelajaran, sehingga kebutuhan kualitasnyapun akan berbeda dibandingkan dengan mobile game pada umumnya. Kebutuhan kualitas untuk mobile game edukasi dengan tema pariwisata sudah pernah disusun dan diimplementasikan sebagai acuan dalam membangun game edukasi berbasis mobile dengan harapan produk yang dihasilkan nantinya akan memiliki nilai kualitas yang baik. Berdasarkan hasil evaluasi nilai kualitas dari produk yang telah dihasilkan, masih ada beberapa bagian yang dapat lebih ditingkatkan kembali, sehingga setelah dilakukan rekayasa kembali pada kebutuhan kualitas tersebut, maka terbentuklah sebuah kebutuhan kualitas yang baru yang nantinya dapat meningkatkan nilai kualitas produk mobile game.
Buku Cerita Rakyat Riau Ketobong Keramat Berbasis Markerless Augmented Reality (AR) dengan Teknik User Defined Target Michael Michael; Anggy Trisnadoli; Rahmat Suhatman
Journal of Applied Informatics and Computing Vol 3 No 2 (2019): Desember 2019
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (718.553 KB) | DOI: 10.30871/jaic.v3i2.1543

Abstract

Folklore is a story that has been passed down from generation to generation, where each region has its own folklore. In Pelalawan District, there’s a folklore called Ketobong Keramat, where the folklore telling a story about a Magical Doctor who was willing to sacrifice his personal interests to help the King of Pelalawan. According to Malay Culture Study and Development Center, folklore is a cultural property that is not given enough attention. This can be seen in many folklore from certain regions which are quite popular but not yet known by the people in other regions. Therefore, in this final project, the Ketobong Keramat Augmented Reality application was made to the folklore. The method used in this application is the Markerless Augmented Reality Method using the User Defined Target technique, so that the Augmented Reality object can be displayed on the surface chosen by the user. Through the development of the Ketobong Keramat Augmented Reality application, it is hoped that it can increase community interest in undertaking excavations and disseminating folklore in the archipelago, as well as implementing technology on other folklore that is not yet widely known by the people of Indonesia.
Implementasi Extreme Programming (XP) Agile Software Development pada Pengembangan Sistem Informasi KELUARGAKU Trisnadoli, Anggy
Jurnal Informatika Universitas Pamulang Vol 6, No 2 (2021): JURNAL INFORMATIKA UNIVERSITAS PAMULANG
Publisher : Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/informatika.v6i2.10088

Abstract

The Pusat Pelayanan Keluarga Sejahtera (PUSYANRA) Lancang Kuning, is a service unit established by the Badan Kependudukan dan Keluarga Berencana Nasional (BKKBN) Representative of Riau Province. PUSYANRA has several main tasks as consultants and educates families in Indonesia to become prosperous families. So far, the activities of PUSYANRA Lancang Kuning run randomly and are documented manually, so there are several problems in monitoring activities, displaying activities publicly and compiling annual and monthly reports. One of the things that can be done to optimize these needs is to develop a web-based information system. The information system can be a place to display information as well as a media to educate the public according to the needs of PUSYANRA Lancang Kuning to maximize information and education in implementing PUSYANRA's work program. In addition, regarding reports, activity management and others, web application technology can help administrators to make it easier to carry out their duties. Another problem is the use of this Information System is needed in a fairly short time, because community services continue to run all the time. For the concept of software development with Agile method is a suitable method applied in this case. Based on the development process that has been carried out, this research shows that the Agile Software Development concept can be used properly. As well as the benefits of the Information System can be felt well by all users, so that the "KELUARGAKU" Information System can help PUSYANRA Lancang Kuning in carrying out its work program better.
Analisis Model Faktor Kualitas Functional Suitability dan Security pada Sistem Informasi Payroll Yuli Fitrisia; Anggy Trisnadoli
Jurnal Informatika: Jurnal Pengembangan IT Vol 5, No 2 (2020): JPIT, Mei 2020
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/jpit.v5i2.1783

Abstract

Pemberian gaji merupakan salah satu bentuk kompensasi yang diberikan kepada pegawai yang telah melaksanakan tugas dan kewajibannya pada suatu pekerjaan. Pemberian gaji dilakukan secara rutin oleh suatu organisasi, bersifat kritikal dan sensistif. Oleh karenanya diperlukanlah suatu system yang dapat mengolah data penggajian dengan benar. System penggajian ini dikenal dengan system informasi payroll. Karena system ini akan digunakan terus menerus pada organisasi sehingga perlu diperhatikan kehandalannya dari berbagai aspek seperti kelengkapan fungsionalnya, kebenaran informasi dan komputasi yang dihasilkan, serta aspek keamanan dari aplikasi tersebut. Salah satu cara yang dapat dilakukan adalah dengan melakukan evaluasi terhadap kualitas dari system informasi payroll yang telah dibangun. Untuk melakukan evaluasi tersebut dibutuhkanlah suatu model kualitas untuk mengevaluasi system informasi payroll. Berdasarkan analisis yang telah dilakukan berdasarkan kriteria system informasi payroll dan model kualitas International Organization for Standardization and International Electrotechnical Commision 25010(ISO/IEC 25010) Product Quality Model, diperolehlah hasil berupa model kualitas untuk factor kualitas functional suitability dan security pada system informasi payroll. Setiap factor kualitas yang diusulkan juga terdapat kriteria yang dapat digunakan untuk mengevaluasi setiap factor kualitas tersebut. Selain itu diperoleh juga bahwa seluruh sub factor functional suitability dan security memberikan pengaruh signifikan pada system informasi payroll sehingga termasuk kedalam kriteria yang telah diusulkan