Articles
Visualisasi Gedung Sekolah 3D dengan Konsep Virtual Reality Berbasis Android
Dewantoro, Danang;
Andryana, Septi;
Gunaryati, Aris
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 4, No 1 (2020): Januari 2020
Publisher : STMIK Budi Darma
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DOI: 10.30865/mib.v4i1.1866
Promotion and introduction of school buildings still uses media such as brochures or pamphlets, because it requires software that can introduce and provide information about specific school buildings in SMK 25 Jakarta. This study aims to provide an introduction to the Virtual Reality 25 Jakarta Vocational High School building using the VR Box as a medium of information about the rooms to prospective new students. This application utilizes the method of research and development (R&D) with the ADDIE model, this model serves to carry out periodic assessments in each phase so that the resulting product becomes valid. The validation test results concluded that the system is valid. Testing the level of user satisfaction after using the Virtual Reality application SMKN 25 Jakarta can be concluded that the average user gives a value of 3.4 or enough on the satisfaction of the application menu display, and gives a value of 3.05 on the satisfaction of virtual mode.
Penerapan Algoritma Boyer Moore Dalam Pencarian Barang Hilang pada Aplikasi FindIt Berbasis Android
Setiawan, Muhammad Afif;
Andryana, Septi;
Gunaryati, Aris
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 5, No 3 (2021): Juli 2021
Publisher : STMIK Budi Darma
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DOI: 10.30865/mib.v5i3.3093
Losing is an experience that every human has experienced during his life span, and this is a natural thing. Loss of goods is an event that can make a person panic, especially if the lost item is valuable to him. Therefore, with the development of technology, the author tries to design an application that can be a medium for information on lost items for the community, this application is designed based on Android and is named FindIt. This FindIt app uses Firebase Authentication and Firebase Storage as the main database. This application can be run in real-time because it uses Realtime Firebase. Algorithm testing was carried out between Knuth Morris Pratt and Boyer Moore, and the result is Boyer Moore is faster in string matching. The test results using this algorithm are 100% accurate. Application testing is done using the Blackbox method, where the functions and features of the application run as expected. With this application, it is hoped that the community can help each other to find goods and post their findings on this application
Augmented Reality Pengenalan Huruf dan Angka Arab Menggunakan Metode Marker Based Tracking Berbasis Android
Maurizka Zahra Devita;
Septi Andryana;
Deny Hidayatullah
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 4, No 1 (2020): Januari 2020
Publisher : STMIK Budi Darma
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DOI: 10.30865/mib.v4i1.1850
Hijaiyah letters are Arabic letters that are in the Koran which are studied by Muslims. Number of Hijaiyah Letters which are generally known to total 30 letters. This study aims to provide an introduction hijaiyah letters, Arabic numerals and alphabets on android smartphone by applying Augmented Reality with the media guide as a marker emergence marker object so that learning becomes more attractive. From previous research, things that have been discussed are only introduces the application Augemented Reality hijaiyah and Alphabet letters using a media card with a distance of 30 cm recommendations and recommendations 600-900 corner. This application is built using the Unity 3D, Vuforia SDK with FAST Corner Detection algorithm and 3D objects created using Blender. This application uses the marker method used to determine the point of emergence of 3D objects. The results of validation testing concluded if all valid system. Testing algorithms with the point x1, y1, x2 and y2, condition of the camera to the marker on the distance is 50 cm at an angle of 450 and a distance of 50 cm - 60 cm at an angle of 900.
Sistem Informasi Laporan Asset Fakultas Teknologi Komunikasi dan Informatika Universitas Nasional
Rifqi Firmansyah;
Septi Andryana;
Benrahman Benrahman
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 4, No 3 (2020): Juli 2020
Publisher : STMIK Budi Darma
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DOI: 10.30865/mib.v4i3.2150
Current technological developments, in reporting assets in the Faculty of Communication and Information Technology of the National University have not been effective. Because the many assets that exist make it difficult for workers to recapitalize the asset report. Such as incoming and outgoing asset reports and asset status status. Therefore, the Web-based National University Faculty of Communication and Information Technology Asset Report Information System was designed so that workers could report asset data every month. Application trial results for reporting asset data, the system can display the report results based on incoming assets, outgoing assets, and asset status with 100% accuracy. In the search for asset data entered the system can display the results of the report based on the transaction id, date of asset entered, and the name of the asset with 100% accuracy. Then to report asset data out the system can display the results of the report based on the transaction id, exit, and the name of the asset with 100% accuracy
Rancang Bangun Penyiraman Tanaman Pintar Menggunakan Smartphone dan Mikrokontroler Arduino Berbasis Internet of Thing
Arif Setyo Pambudi;
Septi Andryana;
Aris Gunaryati
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 4, No 2 (2020): April 2020
Publisher : STMIK Budi Darma
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DOI: 10.30865/mib.v4i2.1913
Everyday busy making plant owners leave their plants, this causes their plants to wither or die, in this study aims to build a smart watering system for plants using the Blynk smartphone application that has been integrated with the Arduino Uno R3 mikrocontroller because it is connected through software Arduino IDE program input to run as desired an which is equipped with a Relay 5V tool deliver voltage, and Aquarium Pumps so that water can flow to plants. Then for Thingspeak it self, it useful to display the moisture value in the soil that will be displayed on the web that has been connected with the Arduino Uno R3. Soil Moisture Sensor to let you know if the soil content is below 400 then the soil is most moist and if the soil above 900 the soil status dry, trough this Smartphone can water the plants with time or use the on / off button that is already available in the Blynk Smartphone app view
Penerapan Algoritma A-star dan Brute Force pada Aplikasi Jakvel (Jakarta Travel) Berbasis Android
Septi Andryana;
Andrianingsih Andrianingsih;
Naif Farhan
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 5, No 3 (2021): Juli 2021
Publisher : STMIK Budi Darma
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DOI: 10.30865/mib.v5i3.3089
The city of Jakarta has several main tourist attractions that are interesting to visit. As the Capital of the State of Indonesia, it will certainly be ogled and visited by local and foreign tourists. However, there is limited information, tourists from outside the Jakarta area lack complete information on tourism in the city of Jakarta and the roads that must be taken to tourist sites, due to the number of roads and heavy traffic, this makes it a problem when you want to vacation in the city of Jakarta. Therefore, the author designed an application called Jakvel based on Android, this application provides information and looks for the shortest path to tourist sites for tourists who want to vacation in Jakarta. In this study using the A-star and Brute Force algorithms. The A-star algorithm will be applied to find the shortest path to tourist sites and the brute force algorithm is used to search for words (strings) in selecting tours. With this application, it is hoped that it will make it easier for tourists outside the Jakarta area to find out tourist information and help find the shortest path to locations in the city of Jakarta. After testing of 10 tourist sites to determine the shortest path by comparing the A-star algorithm with Google Maps based on Android, with a 70% success rate in finding the shortest path using the A-star algorithm and the results of string search testing using the Brute Force algorithm have a percentage of 100% accurate
Perancangan Sistem Informasi Laporan Asset Berbasis Smartphone dengan Metode Waterfall
Budi Dwi Kurniawan;
Septi Andryana;
Benrahman Benrahman
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 4, No 3 (2020): Juli 2020
Publisher : STMIK Budi Darma
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DOI: 10.30865/mib.v4i3.2220
Developments in reporting assets at the National University have not been effective. Because the many assets that exist make it difficult for workers to recapitalize the asset report. Such as incoming and outgoing asset reports and asset status status. Therefore, the Smartphone-Based Asset Report Design Information System Designed with the Waterfall Method so that workers can report asset data using smartphones that are more efficient in terms of time and effort. Application trial results for reporting asset data, the application can display report results based on incoming assets, outgoing assets, and asset status accurately. In the search for asset data entered the system can display the results of reports based on transaction id, date of asset entered, and the name of the asset with an accurate level. Then to report the asset data out the system can display the results of the report based on the transaction id, exit, and the name of the asset accurately
Penerapan Algoritma A-Star Dalam Mencari Jalur Tercepat dan Pergerakan NonPlayer Character Pada Game Petualangan Labirin Tech-Edu
Bagus Tegar Dwi Irianto;
Septi Andryana;
Aris Gunaryati
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 5, No 3 (2021): Juli 2021
Publisher : STMIK Budi Darma
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DOI: 10.30865/mib.v5i3.3094
Games are a means of entertainment that are in electronic media such as smartphones that are made as attractive as possible so that players get inner satisfaction. The development of the game industry is growing quite fast from mobile to desktop. There are many categories of games such as action, strategy, sports, shooter, adventure and simulation. Adventure games are one category of games where players are trained to think in order to complete the game. There are many things that need to be considered, such as visuals on maps or interactions with NPCs (NonPlayer Character), by utilizing technology now learning can be delivered through a game. The characteristics of entertaining games and interesting visual activities will make learning more attractive. Making games will of course use algorithms as features or systems in game making. The a-star algorithm is one that is widely used in making maze games. The a-star algorithm can be applied to the help of the fastest path or movement of the NPC. The purpose of the research is to make a maze educational game using the a-star algorithm as the fastest path search and NPC movement. The test results on games on seven devices got the results that they were successfully run, in CPU usage on mobile devices a minimum of 7% and a maximum of 57%. CPU usage on desktop devices is a minimum of 2% and a maximum of 33%.
Aplikasi Mobile Your Job MBTI (Myers-Briggs Indicator) Menggunakan Algoritma Fisher-Yates Shuffle
Septi Andryana;
Aris Gunaryati;
Bimo Salasa Putra
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 5, No 3 (2021): Juli 2021
Publisher : STMIK Budi Darma
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DOI: 10.30865/mib.v5i3.3095
Work is something that everyone will do. This is because by working we will earn money that can make us able to fulfill our needs. But sometimes there are still quite a lot of people out there who don't even know what job is right for them. Therefore the author designed an application called Your Job based on Android, this application will provide suitable job recommendations based on the person's personality. In this study using the fisher-yates shuffle algorithm. Fisher-Yates shuffle algorithm can be applied to randomization of questions. The design of this application also uses the MBTI (Myers-Briggs Indicator) method to make it easier to determine a person's personality. After doing it to several people about this application. They gave a very good response, it is certain that the fisher-ystes shuffle algorithm runs well in randomizing the questions and using the MBTI method the accuracy level is almost 100% accurate.
Implementasi Algoritma Dijkstra untuk Pencarian Rute Terpendek Menuju Rumah Sakit pada Aplikasi C-Hos (Covid-19 Hospital)
Muhammad Taufiq Ismail;
Septi Andryana;
Aris Gunaryati
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 5, No 3 (2021): Juli 2021
Publisher : STMIK Budi Darma
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DOI: 10.30865/mib.v5i3.3077
Exactly on March 2, 2020, the corona virus (Covid-19) entered Indonesia. In Jakarta, there were 445,302 positive cases of Covid-19 as of June 12, 2021. The government itself has appointed Wisma Athletes as an emergency corona hospital and there are also several hospitals in Jakarta to serve as COVID-19 referral hospitals However, many people do not know the referral hospital for COVID-19. This is very unfortunate, because at any time people or residents who have shown symptoms of Covid-19 can immediately come to the nearest Covid-19 referral hospital. From this problem, an Android-based C-Hos (Covid-19 Hospital) application was created by applying the Dijkstra Algorithm to search for the shortest route to the covid-19 referral hospital. Based on the results of testing 20 times, the accuracy of the shortest route to the Covid-19 referral hospital on the C-Hos application is 100%.