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VR 360 as an Alternative for Virtual-Based Practicum Learning with Stereoscopic View Ary Budi Warsito; Eliando Eliando; Muhamad Yusup
CCIT (Creative Communication and Innovative Technology) Journal Vol 14 No 2 (2021): CCIT JOURNAL
Publisher : Universitas Raharja

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (621.466 KB) | DOI: 10.33050/ccit.v14i2.1539

Abstract

School education especially on primary school have a big impact to the children. Good and right education can sharpening the brain and influence the student with good attitude. Every information that attractive and easy to understanding is very important to give big impact for every primary school student, it also can provide a pleasant learning experience for these students. Therefore, this research develops a smartphone application that can provide a pleasant experience in learning knowledge of the surrounding environment from objects with virtual reality technology. To display these objects, a 360 ° panoramic image is used or a 2048px width 1024px width with a wide viewing angle (360 degrees) and this can be done by teachers to make the image or search for material sources on the internet. This technology allows students to see objects virtually. In use, this study requires a VR headset as a device for visualizing stereoscopic displays but it does not need installation because it is enough to access a smartphone browser then it will work. The system is designed using the spiral method as a process model and uses a-frame in application development. The interface can be run on the Android operating system. In making this application using the html programming language, laravel framework and a-frame framework.
Implementasi Aplikasi Keuangan 69 Volley Ball Club Berbasis Web Yunianto Purnomo; Ary Budi Warsito; Eliando; Athasya Nanda Haryani
PaKMas: Jurnal Pengabdian Kepada Masyarakat Vol 2 No 1 (2022): Mei 2022
Publisher : Yayasan Pendidikan Penelitian Pengabdian Algero

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/pakmas.v2i1.824

Abstract

69 Volley Ball Club is one of the volleyball associations located in Tangerang Regency, Banten, whose performance is getting better in terms of achievements and the number of athletes. To improve the services of athletes, coaches, training administration, matches, and financial administration, it is necessary to create a computer application that can help record data automatically. The cash flow information system for 69 Volley Ball Club is designed to be web-based so that it can be easily accessed anywhere. The development methodology used to build this cash flow information system is by using the object oriented method: Unified Modeling Language (UML). The system design is described using Activity Diagrams, Use Case Diagrams, Use Case Descriptions, Sequence Diagrams and Mockup views. The results of the design, a cash flow application program was made by the Laravel framework. The implementation stage begins with a field study using the observation method, by observing directly the administrative activities at the 69 Volley Ball Club in order to obtain explanations and obtain data that will be needed in designing of the information systems. Then the design was made which was finally implemented in the form of a web-based 69 Volley Ball Club financial application program.
DESAIN DAN IMPLEMENTASI PEMBELAJARAN MEDIA INTERAKTIF MENGGUNAKAN CAMTASIA STUDIO Ary Budi Warsito; Muhamad Yusup; Yunianto Purnomo
Universal Raharja Community (URNITY Journal) Vol 2 No 2 (2022): URNITY (Universal Raharja Community)
Publisher : UNIVERSITAS RAHARJA

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (359.777 KB)

Abstract

Media pembelajaran mrupakan sesuatu yang dapat digunakan untuk mentransformasikan pesan dan/atau informasi dalam proses pembelajaran sehingga dapat memicu tanggapan atau perhatian dari minat siswa untuk belajar. Apabila media itu membawa pesan atau informasi dengan tujuan sebagai instruksional atau mengandung maksud pengajaran maka media itu dinamakan media pengajaran. Media memiliki fungsi untuk menjembatani informasi dari satu pihak dengan pihak yang lainnya. Dengan dikembangkannya media pembelajaran ini diharapkan dapat meningkatkan data tangkap dan rangsangan otak siswa untuk belajar lebih fokus pada pembelajaran yang diberikan oleh guru. Jurnal ini memberikan gambarakan bagaimana proses merancang sebuah pembelajaran interaktif menggunakan software Camtasia Studio yang banyak memiliki kelebihan dan kemudahan dalam membuat media pembelajaran interaktif.
Chatbot Pemasaran Untuk Merespon Pertanyaan Calon Mahasiswa Baru Simon Prananta Barus; Ary Budi Warsito
Jurnal JI-Tech Vol 18 No 1 (2022): Jurnal JI-Tech
Publisher : Sekolah Tinggi Teknologi Informasi NIIT

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Era revolusi industri 4.0 memicu lahirnya berbagai macam inovasi. Inovasi ini didukung oleh kehadiran teknologi, seperti kecerdasan buatan (artificial intelligence), IoT, maha data (big data), komputasi awan (cloud computing), pencetakan 3D (3D printing). Saat pandemi Corona, pengguna Internet melonjak drastis. Lonjakan ini disebabkan banyak aktivitas yang dahulu dilakukan luring berpindah ke daring, seperti belajar, bekerja, belanja, bertemu dan beribadah. Ini berakibat ruang gerak marketing menjadi terbatas, khususnya untuk berinteraksi dengan calon mahasiswa baru. Untuk dapat mengatasi keterbatasan ini dibutuhkan chatbot sebagai asisten marketing, khususnya untuk memberikan respon pada setiap pertanyaan yang sering ditanyakan (Frequently Asked Questions (FAQ)). Chatbot (CSbot) ini tidak hanya dapat diakses tiap saat, tapi juga dimana saja selama terkoneksi ke Internet. Google menyediakan platform natural language understanding (NLU), Dialogflow, melalui komputasi awan yang dapat membantu pengembangan chatbot agar lebih mudah dan cepat. Metode penelitian yang dilakukan, yaitu studi literatur, wawancara, observasi, pengembangan aplikasi chatbot dengan model prototyping (berisikan tahapan kebutuhan pengguna, prototipe sistem / sub sistem, evaluasi prototipe, penyempurnaan prototipe, pengujian sistem, implementasi sistem, dan perawatan sistem). Aplikasi CSbot telah selesai dibuat dengan menggunakan Dialogflow. Selanjutnya, CSbot ini dapat dikembangkan dengan penambahan dialog, antisipasi penggunaan bahasa asing, bahasa daerah atau singkatan – singkatan yang umum, fasilitas untuk mengisi form pendaftaran, dan penyempurnaan dialog berbasis suara
Ransomware Lockbit Black di Dalam Reverse Shell: Analisis Infeksi Eliando Eliando; Ary Budi Warsito
CogITo Smart Journal Vol. 9 No. 2 (2023): Cogito Smart Journal
Publisher : Fakultas Ilmu Komputer, Universitas Klabat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31154/cogito.v9i2.494.228-240

Abstract

 This research was conducted due to the widespread occurrence of ransomware attacks, especially in Indonesia, against data that is at the endpoint and has even reached the banking sector. to estimate the likelihood of future ransomware infections. LockBit 3 ransomware aka LockBit Black is ransomware that has penetrated one of the banks in Indonesia, along with a reverse shell which is an infection method that cannot be recognized by every protection so that when combined it can penetrate all sides of protection. The method used to research the combination of ransomware and reverse shell is a hybrid analysis with a combination of static and dynamic analysis, to see every capability that can be carried out by the LockBit Black ransomware and channeled through the reverse shell. In this research, we can see the real impact of the attack and estimate protection in the future from the results of this analysis so that variant ransomware attacks from LockBit can be overcome.