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Rancang Bangun Aplikasi Augmented Reality Sebagai Media Promosi Model Tatanan Rambut Pada Barbershop Berbasis Android Karda, Putu Adistyanda Timoti Raja; Suyadnya, I Made Arsa; Khrisne, Duman Care
SINTECH (Science and Information Technology) Journal Vol 1 No 1 (2018): SINTECH Journal Edisi April 2018
Publisher : LPPM STMIK STIKOM Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1041.663 KB) | DOI: 10.31598/sintechjournal.v1i1.226

Abstract

The development of barbershop makes business competition becomes increasingly tight. Currently, information and communication technology is very important in the field of barbershop marketing. But this technology only shows details of the existence of barbershop. In addition, the catalog of hairstyles that are provided only in the form of 2-dimensional images. Therefore, more advanced technology is needed to promote the model of hairstyle available in barbershop. One of the technology applied in smartphone applications is Augmented Reality on the Android operating system. In this research will be developed an Augmented Reality based promotion media to promote hair model model with 3 dimensional object visualization using marker based tracking method. Development of this application starts from the stage of concept creation, application design, 3-dimensional object creation, application assembly, application testing, until the application distribution stage. This application was created using C # programming language, Vuforia Qualcomm, virtual and Unity Autodeks Maya software. The application that has been produced is tested by 2 methods that is by black-box testing and by usability scale system test, on the test of black -box AugmentedReality application of functional barbershop that exist in the application has been successfully executed according to their respective function. Based on survey results on Usabilty ScaleSystem(SUS) test on Augmented Reality Barbershop application, 20 respondents gave average score of 73.35 with Grade Scale C.
RANCANG BANGUN SISTEM INFORMASI GEOGRAFIS PENGEPUL KOPI BERBASIS ANDROID Kendrawan, I Dewa Gede Shunu; Khrisne, Duman Care; Sukadarmika, Gede
SINTECH (Science and Information Technology) Journal Vol 1 No 2 (2018): SINTECH Journal Edition Oktober 2018
Publisher : LPPM STMIK STIKOM Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (436.736 KB) | DOI: 10.31598/sintechjournal.v1i2.233

Abstract

The low income of coffe farmers in Indonesia is  caused several factor, large production cost, non standart prices and high transport costs. In this paper we try to overcome this problem by establishing a geographic information system for coffe collectors, that will help farmers find an appropriate buyer with minimal shipping costs to maximized their profits. This research has been successfully implemented using Google Maps API for mapping the location and built as an Android based mobile devices application. Application on the side of the collectors can input different types of coffe prices to be purchased. While the system is on the side of farmers can search for  coffe collectors location. The test results using the system usability scale (SUS), the respondents gave a score on the farmer’s average of 74.7 and the side of the collector of 71.1 which means it has value adjective rating = excellent, grade scale = c and acceptability ranges = acceptable.
APLIKASI ASISTEN UNTUK LANSIA DENGAN MEMANFAATKAN SMARTPHONE BERBASIS ANDROID Purna Sastriya, Gede Edy; Khrisne, Duman Care; Made Surdarma
SINTECH (Science and Information Technology) Journal Vol 2 No 2 (2019): SINTECH Journal Edition October 2019
Publisher : LPPM STMIK STIKOM Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (510.167 KB) | DOI: 10.31598/sintechjournal.v2i2.315

Abstract

This study aims to design and build an android based elderly assistant application  using Android Studio Software to help the elderly in performing its activities. There are two features in this elderly assistant application that are Exercise feature and Map Feature. Exercise feature aims to assist elderly in exercising by utilizing accelerometer and gyroscope sensors to read and calculate exercise movement performed by elderly and the Map feature aims to track the location where the elderly are snd also receive the notification when the elderly out of radius. From the results of trials of elderly assistant applications, accelerometer and gyroscope sensors on exercise features have been able to calculate and read the exercise movement that performed by the elderly and the map feature have been able to track the elderly location using GPS on Smartphone.
Aplikasi Kamera Pendeteksi Mobil Menggunakan Pendekatan Pengolahan Citra Khrisne, Duman Care; Putra, I Made Yudi Adnyana
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol 2, No 3 (2013)
Publisher : Jurusan Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1365.125 KB) | DOI: 10.23887/janapati.v2i3.9804

Abstract

Teknologi pengenalan pola banyak digunakan di berbagai aplikasi keamanan. Dalam penelitian ini mencoba menerapkan pengenalan pola untuk mengidentifikasi objek mobil dan bukan mobil. Penelitian ini bertujuan untuk mensimulasikan metode pengolahan citra untuk mengidentifikasi jenis objek yang masuk ke dalam frame webcam sebagai simulasi kamera pengawas.  Input dari aplikasi adalah citra yang diakuisisi dari stream webcam, kemudian di lakkukan proses ekstraksi fitur bentuk menggunakan momen invarian dan ekstraksi fitur tekstur menggunakan Wavelet Haar. Fitur-fitur yang diperoleh kemudian dilatih dengan model jaringan saraf tiruan metode Learning Vector Quantization (LVQ). LVQ menghasilkan bobot setiap kelas, bobot dari hasil pelatihan LVQ akan menentukan kelas dari ciri objek yang diuji. Percobaan dilakukan dengan mengumpulkan data berupa foto objek mobil dan objek bukan mobil. Dari data yang dikumpulkan kemudian dikelompokkan berdasarkan jenis objek berupa mobil atau bukan mobil. Hasil pengujian menunjukan keberhasilan sebesar rata-rata dapat mengenali sampai 80% baik untuk data uji dari dalam data latih maupun data uji dari luar data latih
RANCANG BANGUN APLIKASI SELULER PENYEDIA JASA PERAWATAN DAN KECANTIKAN MENGGUNAKAN FRAMEWORK FLUTTER Jauzaa Maylia Suhendro; Made Sudarma; Duman Care Khrisne
Jurnal SPEKTRUM Vol 8 No 2 (2021): Jurnal SPEKTRUM
Publisher : Program Studi Teknik Elektro UNUD

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (464.138 KB) | DOI: 10.24843/SPEKTRUM.2021.v08.i02.p9

Abstract

The development of technology in this era of globalization has provided many benefitsin human life, one of which is smartphones. In this modern era, looking neat and attractive is adaily necessity for people, especially women. To get beauty care services, people usually haveto look salons and wait their turn. This takes a long time for beauty care service enthusiasts.Based on the existing background, a beauty care service provider application design was builtusing the flutter framework and android operating system with the aim of making it easier forusers to find care and beauty services. In this application there are 3 users, namelyAdministrators who are in charge of controlling Customer and Partner data, Customers as userswho are looking for care and beauty services, and Partners as people who offer care andbeauty services. Based on tests carried out using the Black Box method, the overallfunctionality of the application has been declared successful in accordance with its respectivefunctions and objectives. While the test results using the System Usability Scale (SUS) methodin the application, respondents gave a score with an average value of 73.75 which means thatthe test results have a value above average. It can be concluded that the application can runwell and can be Accepted (Acceptable).
PENERAPAN GAMIFICATION PADA SISTEM INFORMASI MANAJEMEN RUANG BACA Risqa Purma Pratama; Komang Oka Saputra; Duman Care Khrisne
Jurnal SPEKTRUM Vol 6 No 3 (2019): Jurnal SPEKTRUM
Publisher : Program Studi Teknik Elektro UNUD

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (281.581 KB) | DOI: 10.24843/SPEKTRUM.2019.v06.i03.p21

Abstract

The Reading room is a room that is used by visitors to search and study the library materials. The reading room has an important role in the learning and teaching process on campus. The Faculty of Engineering Studies of Udayana University have a reading room that is managed in a conventional way. In addition to these problems, students ' interest in visiting the Reading room is also very low. Using information technology with the Gamification method can be used to resolve the issue. This system can handle reading room management and provides convenience for users to access the reading room. The form of Gamification to be applied is the point given to the user against interactions with the Reading Room management information System. Users will be given problems that have the form and difficulty in each level, correct answers will get points and wrong answers will get a reduction of points. The points gained will be accumulated so that the level of users can be found in the leaderboard, with the mechanisms in the system expected to borrow and read books in the Reading room can increase. The Reading Room Management Information System uses 3 tests: Black Box, System usability scale, and the last of Gamification testing. Based on the test results using the black box method, the system has a function that is declared successful. Based on the test result system usability scale obtained score 70.12 expressed acceptable. In addition to the Gamification testing, a score of 3.98 is categorized by agreeing with the application
Penerapan Algoritma K-Means Clustering dalam Penentuan Nilai Huruf pada Permainan Susun Kata Bahasa Bali I Made Rian Yuliawan; Duman Care Khrisne; Putu Arya Mertasana
Jurnal SPEKTRUM Vol 6 No 3 (2019): Jurnal SPEKTRUM
Publisher : Program Studi Teknik Elektro UNUD

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (167.976 KB) | DOI: 10.24843/SPEKTRUM.2019.v06.i03.p12

Abstract

Word stacking is a very popular game in the world. In general word stacking games are called Scrabble games. Word stacking games are educational games that prioritize vocabulary. There are several important aspects in word stacking games, including the configuration of the reference word and the value of letters. However, until now, there are no word stacking games with game configurations that use Balinese as a language reference. The purpose of this study is to design a word stacking game in Balinese as a language reference and determine the value of each letter used in the word. In its design, the word used is sourced from the Second Edition of the Balinese Dictionary which consists of 10441 words. All the words will be grouped by the value using the K-Means Clustering method. Before all the words grouped with K-Means Clustering the words will be determined the frequency of occurrence of each letter in the word, appearance at the beginning and end of the word, and the frequency of the use of letters as a prefix and suffix. The results obtained from grouping with K-Means Clustering are letters A having the smallest value, namely 1 point and letters C, J, W, and Y have the largest value, 10 points.
AUGMENTED REALITY HYDRANT PEMADAM KEBAKARAN BERBASIS ANDROID Putri Sintya Dewi; Made Sudarma; Duman Care Khrisne
Jurnal SPEKTRUM Vol 7 No 4 (2020): Jurnal SPEKTRUM
Publisher : Program Studi Teknik Elektro UNUD

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (225.544 KB) | DOI: 10.24843/SPEKTRUM.2020.v07.i04.p6

Abstract

Augmented Reality (AR) is a technology used to display a 3-dimensional animatedobject with marker as a medium for displaying 3-dimensional animation in real time. AugmentedReality Hydrant for Fire Extinguishers Based on Android is an application used for learningmedia in the introduction of fire extinguishers with the aim of making it easier for the public orfirefighters to find out their form and function through this application. The Fire ExtinguisherHydrant Augmented Reality application is made in several stages, namely identifying problems,determining goals and objectives, analyzing needs, designing systems, designing designs,making systems and testing systems. This Android-based Augmented Reality Hydrant candisplay several Hydrant objects or Fire Extinguishers and display information about theseobjects.
RANCANG BANGUN GROUND STATION DENGAN TAMPILAN GRAPHICAL USER INTERFACE PADA WAHANA ROKET BERBASIS PROCESSING DAN MENGGUNAKAN ATMEGA 328 I Nyoman Sumitra Tanaya; Ida Bagus Alit Swamardika; Duman Care Khrisne
Jurnal SPEKTRUM Vol 8 No 1 (2021): Jurnal SPEKTRUM
Publisher : Program Studi Teknik Elektro UNUD

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (500.154 KB) | DOI: 10.24843/SPEKTRUM.2021.v08.i01.p6

Abstract

The design of the Ground Station with a Graphical User Interface display on a Processingbasedrocket vehicle and using the ATmega328 is designed to be able to assist in monitoringthe environment of the rocket vehicle on the Ground Station with a Graphical User Interfacedisplay. The monitored environmental conditions include the Altitude parameter (Meter abovesea level) which is detected using an Altimeter, Attitude Indicator (the position of the rocketwhich includes the value of the rotation angle of the Pitch, Roll, and Yaw), the position of thevehicle according to the longitude value and latitude detected by GPS (GeographicalPositioning System), pointer display on each latitude and longitude point value in theGeographic Information System, Heading Indicator and real-time log data. GS can display datausing an IC (Integrated Circuit) which has been integrated with an accelerometer, gyro, GPSsensors, and a communication module on a Microcontroller that can be placed on a rocketvehicle so that the IC can be called a rocket module. The rocket module is then connected tocommunicate with the GS using the 2.4 GHz XBee. The results of this research indicate that theGUI can display the Pitch and Roll value angles of 32.75o and 4.15o which are implemented withthe attitude indicator display movement, get a Yaw angle value of 132.23o, can display anAltimeter with a ride height of 79 meters above sea level, followed by real-time log data displayand GIS as a map display containing points for each change in latitude and longitude.
APLIKASI MOBILE PENJUALAN PRODUK PADA HANAKA CONCEPT STORE DENGAN FITUR GAMIFICATION Putu Agus Indra Purnama; Duman Care Khrisne; I Gusti Komang Diafari Djuni
Jurnal SPEKTRUM Vol 4 No 2 (2017): Jurnal SPEKTRUM
Publisher : Program Studi Teknik Elektro UNUD

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (283.019 KB) | DOI: 10.24843/SPEKTRUM.2017.v04.i02.p01

Abstract

Hanaka concept store is a company engaged in the field of fashion in Bali, which was established since March 19, 2013 which is located at Jalan Tukad Pakerisan No. 54 Denpasar, Bali. Competition in the world of fashion makes Hanaka concept store is required to be different in terms of fashion and product marketing. This study aims to build mobile product-based product sales system at Hanaka Concept Store. The system is built using the method of gamification in order to make the product marketing process becomes more attractive to the customer. Gamification methods contained in this application in the form of providing point to the activities undertaken by the customer either the transaction product order or quest-quest. From the results of system implementation and charging questionnaires to customers, get a score of 4.41 which in this case strongly agree with the existence of mobile applications that feature gamification.