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The Analysis and Optimization of Business Processes for Students in Higher Education Based on Togaf 9.2 Anam, M. Khairul; Nasution, Torkis; Erlinda, Susi; Efrizoni, Lusiana; Susanti, Susanti
Scientific Journal of Informatics Vol 8, No 2 (2021): November 2021
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/sji.v8i2.29952

Abstract

Purpose: The IT Blueprint is used as a guideline in achieving organizational goals, such as the built and development of information technology (IT) infrastructure. STMIK Amik Riau is one of the universities vision to become an excellent university in Sumatra by 2030. To achieve this vision, it is necessary to develop various units, one of which is the built and development of IT in student services. To build IT for student services, an enterprise architecture is needed so that the development is more focused. Study design: In this study, TOGAF became the framework used to design, plan, implement, and manage the company's organizational architecture. TOGAF has 8 phases, but this research takes 6 phases: Architecture Vision, Business Architecture, Information System Architectures, Technology Architecture, Opportunities and Solutions, and Migration Planning. Result: The results obtained in this study are the creation of IT blueprints for student business processes. There are several updates in each process, especially in the information system architecture, then in business processes and technology. There are also updates that need to be done. This study also provides several reasons for updating the Opportunity and Solutions. Other than that, this research guides to apply the updates based on priorities that must be applied to migration planning. Novelty: In the information system architecture, 18 applications become service systems for students. After analyzing it into 31 applications, they will later be used to support good services for students.
APLIKASI OBJEK WISATA 3D AUGMENTED REALITY BERBASIS MOBILE Yoyon Efendi; Agung Marinda; Lusiana Lusiana
Jurnal Informatika dan Rekayasa Elektronik Vol. 2 No. 1 (2019): JIRE April 2019
Publisher : LPPM STMIK Lombok

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36595/jire.v2i1.68

Abstract

Abstract Riau Province has various natural attractions such as Siak Palace, Sang Nila Utama Museum and Muara Takus Temple. At the Siak Palace, currently the information obtained is only in the form of websites and brochures. But information is not enough, a tourist attraction will be more interesting if the public can see and get the tour object directly. Then technology is needed that can be enjoyed by visitors through cellular media such as Augmented Reality. Making begins with collecting Riau tourism data that will be made as a model using software sketches. Then it is processed again using Unity by using markerless using Vuforia. The features in this application display some detailed information on the Siak 3D Palace. With the existence of mobile-based Augmented Reality technology, it is easier for people who want to travel to see buildings and historical objects at the Siak Palace. Keywords : Istana Siak, Augmented Reality, Mobile Abstrak Provinsi Riau memiliki objek wisata keindahan alam yang beraneka ragam seperti Istana Siak, Museum Sang Nila Utama dan Candi Muara Takus. Pada istana siak, saat ini informasi yang didapat hanya berupa website dan brosur. Namun informasi saja tidak cukup, suatu objek wisata akan lebih menarik jika masyarakat dapat melihat dan mengamati langsung obek wisata tersebut. Maka diperlukan sebuah teknologi yang dapat dinikmati pengunjung melalui media mobile seperti Augmented Reality. Pembuatan diawali dengan mengumpulkan data objek wisata Riau yang akan dibuat sebagai model menggunakan software sketchup. Selanjutnya diolah lagi menggunakan Unity dengan merancang markerless menggunakan Vuforia. Fitur dalam aplikasi ini menampilkan beberapa detail informasi Istana Siak secara 3D. Dengan adanya teknologi Augmented Reality berbasis mobile, memudahkan masyarakat yang ingin berwisata agar dapat melihat bangunan dan benda-benda sejarah yang berada di Istana Siak. Kata kunci : Istana Siak, Augmented Reality, Mobile
Sistem Pendeteksi Kebisingan Dan Voice Alert Sebagai Kontrol Kenyaman Pasien Rawat Inap Berbasis Mikrokontroler Yoyon Efendi; Rometdo Muzawi; Lusiana Lusiana; Sularno Sularno
Jurnal Teknologi Dan Sistem Informasi Bisnis Vol 2 No 2 (2020): Juli 2020
Publisher : Prodi Sistem Informasi Universitas Dharma Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jteksis.v2i2.130

Abstract

Rumah Sakit seharusnya tidak ada kebisingan karena sebagai media pemulihan dari masalah kesehatan, tapi nyatanya beberapa ruangan dir Rumah Sakit sangat tinggi kebisingannya.Salah satunya pada ruang rawat inap mulai dari suara tenaga kesehatan dan pengunjung. Kebisingan ini akan menggangu tahap penyembuhan pasien sehingga berdampak kepada psikologis berupa kurang nyaman, konsentrasi dan mudah marah. Diperlukan sistem pendeteksi dan Voice Alert sebagai kontrol di Rumah Sakit. Sistem ini berbasis mikrokontroller dengan peralatan ATMega 8585, ISD 2560, Electric Condenser Micphone (ECM). Hasilnya akanmenghasilkan sistem dengan tampilan di LCD satuan Decibel (dB). Output nya berupa pesan suara (Voice Alert) berdasarkan batas nilai maksimal kebisingan.Sistem ini akan memberikan kenyaman pasien dan memudahkan petugas ruang rawat inap dalam mengontrol kondisi ruangan dan pasien.
Aplikasi 3D VR Class Sebagai Inovasi Media Pembelajaran Ditengah Pandemik Yoyon Efendi; Rometdo Muzawi; Unang Rio; Lusiana Lusiana
Jurnal Teknologi Dan Sistem Informasi Bisnis Vol 3 No 2 (2021): Juli 2021
Publisher : Prodi Sistem Informasi Universitas Dharma Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jteksis.v3i2.304

Abstract

Pada saat pandemik ini diperlukan inovasi dalam pembelajaran secara daring. Untuk mengatasi kebosanan karena sudah memasuki 3 semester dengan menggunakan media online. Dosen dituntut untuk dapat memberikan inovasi dengan teknologi dalam media pembelajarannya. Salah satunya teknologi Virtual Reality yang dapat diterapkan di kelas dengan berbasis 3D. mata kuliah yang dipakai pada VR class ini yaitu Internet of things. Aplikasi 3D VR Class menggunakan smartphone berbasis android dan tambahan alat bantu VR Box. Aplikasi ini telah digunakan oleh 16 mahasiswa di STMIK Amik Riau dengan hasil baik. Dengan adanya aplikasi ini membantu dosen dalam meningkatkan kualitas pembelajaran ditengah merosotnya minat siswa dalam pembelajaran secara daring.
Prediction Model Grade Point Average using Backpropagation Neural Network and Multiple Linear Regression Lusiana Efrizoni; Sarjon Defit
Telematika Vol 14, No 1: February (2021)
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/telematika.v14i1.1113

Abstract

Education in the 21st century equips students with knowledge and information and the success of achieving academic achievements during the learning process. Students' academic achievement can be seen from various aspects: the Grade Point Average. So far, efforts to predict GPA have not been made. In fact, if the student's Grade Point Average can be predicted from an early age, the study program can implement a policy to improve graduates' quality and make planning, study escort, and guidance more intensive. Based on this urgency, this study aims to produce a predictive model for the GPA of STMIK Amik Riau students in the odd semester of 2019, using the Backpropagation Neural Network algorithm and Multiple Linear Regression. Backpropagation's architectural model is 8 architectures, and 4-5-1 is the best architectural model with MSE at the time of training = 0.00099965532 and MSE during network validation = 0.0038793 with an epoch of 102 iterations and the resulting accuracy value of 95.24%. Meanwhile, the GPA prediction results, after testing using the Multiple Linear Regression algorithm, obtained an MSE value of 0. 0.27966667%, with a Multiple Correlation coefficient (R) of R = 0.9774925 and a coefficient of determination (R2) = 0.95549159. Thus the prediction of student GPA using MLR is accurate because the value of the coefficient of determination (R2) is close to 1.
Pelatihan Multimedia Learning Dalam Pembuatan Konten Media Kreatif Pada SMK N 1 Gunung Sahilan Yoyon Efendi; Lusiana; Unang Rio; Muhammad Syaifullah; Syahrul Imardi
J-PEMAS - Jurnal Pengabdian Masyarakat Vol. 1 No. 1 (2020): Jurnal Pengabdian Masyarakat J_PEMAS
Publisher : STMIK Amik Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (373.435 KB)

Abstract

Multimedia tidak hanya berupa teks, suara, gambar dan audio tetapi bisa dikombinasikan pada bidang dunia kreatif. Seperti media sosial dituntut untuk menyampaikan pesan dan promosi dengan iklan yang menarik dan santun. Multimedia learning diterapkan di sekolah untuk meningkatkan kreatifitas dalam belajar. Dengan membuat konten media kreatif akan memberikan dampak bagi siswa dan sekolah dalam mempromosikan usahanya. Materi dimulai dengan konsep multimedia, multimedia learning dan konten media kreatif. Selanjutnya dilakukan sesi pratikum menggunakan software photoshop dan kinemaster. Pelatihan ini diikuti oleh 41 siswa SMK N 1 Gunung Sahilan dengan tujuan menambah pengetahuan siswa dalam teknologi multimedia. Disamping itu akan meningkatkan kemampuan promosi sekolah pada bidang digital menggunakan media sosial seperti instagram dan youtube.
Workshop Pembelajaran Revolusi Industri 4.0 Bagi Guru-guru di SMKS Amal Ikhlas Yoyon Efendi; Lusiana; Rometdo Muzawi; Unang Rio; Wirta Agustin
J-PEMAS - Jurnal Pengabdian Masyarakat Vol. 3 No. 1 (2022): Jurnal Pengabdian Masyarakat J_PEMAS
Publisher : STMIK Amik Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33372/j-pemas.v3i1.730

Abstract

Masalah pembelajaran sering menjadi alasan guru-guru tidak maksimal memberikan materi di kelas. Seperti guru lagi rapat, dinas luar kota dan sebagainya menjadi halangan guru menyampaikan materi di sekolah bahkan siswa berkeliaran dan rebut dikelas. Diperlukan media bagi guru untuk tetap menyampaikan materi walau dalam kondisi apapun. Pembelajaran revolusi industry 4.0 salah satu cara untuk menghadapi tantangan dunia teknologi pada bidang pendidikan melalui media pembelajaran. Media yang digunakan berbasis online seperti google classroom. Diperlukan workshop untuk meningkatkan kualitas guru-guru dalam menghadapi pembelajaran revolusi industry 4.0. dengan tujuan meningkatkan pengetahuan guru dalam kegiatan belajar mengajar di dalam dan luar sekolah.
WORKSHOP E-LEARNING GOOGLE CLASSROOM DAN VIDEO PEMBELAJARAN PADA SMP N 35 PEKANBARU Yoyon Efendi; Lusiana Lusiana; Rometdo Muzawi; Rini Yanti; Syahrul Imardi
Mitra Mahajana: Jurnal Pengabdian Masyarakat Vol. 2 No. 1 (2021): Volume 2 Nomor 1 Tahun 2021
Publisher : LPPM Universitas Flores

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37478/mahajana.v2i1.789

Abstract

Learning problems are often the reason teachers do not provide material in class optimally. Like condition COVID 19 at this time, apart from that, for various reasons, such as the teacher having a meeting, the city office is an obstacle for teachers to deliver material at school, even students roaming around and fighting in class. An effective and efficient learning media is needed for teachers to continue delivering material even under any circumstances. Learning using Google Classroom, one way to face the challenges of the technology world in education through learning media. Besides that, the making of instructional videos will increase the creativity of teachers to make interesting and interactive teaching materials. This workshop was attended by 21 teachers from SMP N 35 Pekanbaru. After going through the pre-test and post-test, there was an increase in the knowledge and skills of teachers in managing classes on Google Classroom and learning videos. This workshop can be a provision for teaching and learning activities at school and outside of school.
SISTEM PENDETEKSIAN SERANGAN JARINGAN LOCAL AREA NETWORK (LAN) MENGGUNAKAN ALGORITMA NAIVE BAYES Dwi Haryono; Yulli Zulianda; Wirta Wirta; Lusiana Lusiana
JOISIE (Journal Of Information Systems And Informatics Engineering) Vol 5 No 1 (2021)
Publisher : Institut Bisnis dan Teknologi Pelita Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35145/joisie.v5i1.949

Abstract

Lokal Area Network (LAN) merupakan jaringan yang di gunakan dengan skala terbatas pada ruang lingkup ruang, gedung dan maksimal jarak satu kilometer bekerja secara intranet.terkoneksinya antarmuka komputer satu dengan yang lain secara sistem dan aplikasi memudahkan dalam membantu pekerjaan namun juga berdampak pada meningkatnya jenis gangguan atau serangan terhadap pengguna LAN.. LAN yang meningkat secara eksponensial meningkatkan juga gangguan atau serangan yang dilakukan oleh cracker dalam mengeksploitasi kelemahan pada protokol internet, sistem operasi dan software aplikasi. usaha mengidentifikasi adanya penyusup yang memasuki sistem tanpa otorisasi oleh cracker atau seorang user yang sah tetapi menyalahgunakan privilege sumberdaya sistem. Sehingga perlu dilakukan pendekteksian serangan jaringan LAN. Metode yang digunakan Algoritma Naive Bayes. Tujuan adalah membantu sistem komputer untuk menangani serangan jaringan dan mendeteksi gangguan serangan jaringan.
PROTOTYPE PENGONTROLAN TITIK FOKUS PANEL SURYA TERHADAP ENERGI MATAHARI SECARA OTOMATIS PADA STMIK Amik Riau Rometdo - Muzawi; Ahmad - Fauzan; Lusiana - Lusiana
INOVTEK POLBENG Vol 8, No 1 (2018): INOVTEK VOL.8 NO 1 - 2018
Publisher : POLITEKNIK NEGERI BENGKALIS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (330.214 KB) | DOI: 10.35314/ip.v8i1.354

Abstract

A solar panel is a device that can convert solar energy into electricity. The use of solar energy sources can be utilized as street lighting and garden lights. Today many use of solar panels mounted in static (silent) positions in one direction at one focal point will not get the maximum power point of the sun and sunlight received by the solar panel slightly so that it is inefficient at the time of charging the battery.The amount of solar energy that can be absorbed depends on the absorption of sunlight. Absorption can be optimized by making solar panels can continue to face the sun. This system uses ATMEGA8535 microcontroller with one temperature sensor to detect high solar thermal temperature received by solar panels and four photodiode sensors as a detection of light reflection received. These sensors can be able to provide a dynamic solar panels that are automatic and optimal in absorbing sunlight. With the absence of the use of solar panels as the lighting of the garden lights in Stmik Amik Riau and still using electrical energy from PLN, the purpose of this study is to build a solar panel control device that is able to follow the movement of the direction of the arrival of sunlight so it will be optimal in absorbing sunlight.Keywords - Solar Panel, microcontroller, Temperature Sensor, Photodiode Sensor.