Zulhaydar Fairozal Akbar
Politeknik Elektronika Negeri Surabaya

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Kamus Sistem Isyarat Bahasa Indonesia (KASIBI) dengan Voice Recognition sebagai Pendukung Belajar Bahasa Isyarat Berbasis Android Mohammad Zikky; Zulhaydar Fairozal Akbar; Setyabudi Utomo
JST (Jurnal Sains Terapan) Vol 5, No 2 (2019): JST (Jurnal Sains Terapan)
Publisher : Pusat Penelitian dan Pengabdian kepada Masyarakat, Politeknik Negeri Balikpapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32487/jst.v5i2.732

Abstract

Deaf children are children who have disturbances in the sense of hearing, both permanent and non-permanent. Deaf children have obstacles in terms of communication, both communicating verbally and in writing, exacerbated by the difficulty of getting exclusive learning media for deaf children also complicates parents to be able to assist in the learning process of deaf children. Therefore, there is needs an exclusive learning media dictionary for deaf children, so it can help parents in helping the learning process of them. Based on these problems, this research proposes an application "Dictionary of Indonesian Sign Language Systems (KASIBI) with Voice Recognition as Support for Android-Based Sign Language Learning". This research method consists of starting from changing sound into text (speech to text), searching words in a database, and displaying animated displays in 3D. The results test show that KASIBI can be a learning media for sign language based on SIBI standard with an average value of 3.362 out of 4 scalas.Keywords: Deaf Children, Learning Media, Dictionary, VisualizationABSTRAKAnak tunarungu adalah anak yang mengalami gangguan dalam hal pendengaran, baik yang permanen maupun yang tidak permanen. Anak-anak tunarungu memiliki kendala dalam hal komunikasi, baik berkomunikasi secara lisan maupun tulisan, diperburuk oleh kesulitan mendapatkan media pembelajaran eksklusif bagi anak-anak tunarungu juga mempersulit orang tua untuk dapat membantu dalam proses pembelajaran anak-anak tunarungu. Sehingga dibutuhkan media pembelajaran dalam bentuk kamus eksklusif untuk anak-anak tuna rungu dan dapat membantu orang tua dalam membantu proses pembelajaran mereka. Berdasarkan permasalahan tersebut, penelitian ini mengajukan sebuah aplikasi "Kamus Sistem Isyarat Bahasa Indonesia (KASIBI) dengan Pengenalan Suara sebagai Pendukung Pembelajaran Bahasa Isyarat berbasis Android". Metode penelitian ini terdiri dimulai dari merubah suara menjadi text (speech to text), pencarian kata dalam database, dan menampilkan animasi peraga dalam bentuk 3D.Hasil pengujian menunjukkan bahwa KASIBI dapat menjadi media pembelajaran untuk bahasa isyarat dengan standar SIBI dengan nilai rata-rata 3.362 dari 4 scalas. Kata kunci :  Anak Tunarungu, Media Pembelajaran, Kamus, Visualisasi  
Pengembangan Aplikasi Virtual Tour sebagai Media Pengenalan Lingkungan Kampus PENS berbasis Website Ashafidz Fauzan; Zakha Maisat Eka; Zulhaydar Fairozal Akbar; Kholid Fathoni
Jurnal Teknologi Terpadu Vol. 7 No. 1: Juli, 2021
Publisher : LPPM STT Terpadu Nurul Fikri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54914/jtt.v7i1.341

Abstract

The introduction of the New Student Campus Life (PKKMB) activity at The Electronics Engineering Polytechnic of Surabaya (EEPIS) is limited in its implementation due to the never-ending Covid-19 pandemic. All activities involving large numbers of people must carry out online to avoid the spread of the Covid-19 virus. With this policy, an application that can describe the campus life environment online is needed, so digital virtual reality media makes, namely Virtual Tour. The user interfaces in this application design using the Balsamiq application so that the resulting display is more attractive and interactive. A virtual tour application created using multi panoramic images, where 360º panoramic images taken using a 360 camera taken at several campus locations—making a virtual tour application using the 3DVista application. The application development method used in this research is Multimedia Development Life Cycle (MDLC). From the test results of the website-based virtual tour application created, this application can display the environment and facilities owned by the EEPIS campus and can run according to its functionality, and can use by students to recognize the campus environment.
Learning number game with interactive projection for students of Sepuluh Nopember Surabaya Kindergarten Aris Sudaryanto; Achmad Basuki; Artiarini Kusuma Nurindiyani; Farhan Muhammad; Halimatus Sa’dyah; Zulhaydar Fairozal Akbar; Fony Revindasari; Marvel Natanael Suhardiman; Ryan Ramadhan Lazuardy; Ahmad Fauzan Ash Shidiq
KACANEGARA Jurnal Pengabdian pada Masyarakat Vol 6, No 4 (2023): November
Publisher : Institut Teknologi Dirgantara Adisutjipto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28989/kacanegara.v6i4.1681

Abstract

Based on a survey by the Association of Indonesian Internet Service Providers (APJII) in 2017, 143.26 million Indonesians used the internet. This condition is exacerbated by the “online learning” during the pandemic which forces children to be exposed to gadgets more than they should, which is more than 2 hours a day. Even though gadgets can affect children's behavior. It is proven that 66 out of 100 children have a high level of gadget addiction. The negative impact of gadgets on children is caused by the one-way communication between children and gadgets. This means that the instructions only come from the gadget while the child absorbs them without any significant response. Based on these problems, we makes a two-way interactive game that can be an alternative game for children. Game Numberpedia is played with a projector, then children can play interactively by touching the image. The Numberpedia game was then donated and played at Sepuluh Nopember Surabaya kindergarten as part of community service activities. The response from the children after playing the Numberpedia game shows that this game has clear and interesting audio visuals, and arouses the enthusiasm of children to play it.