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PERANCANGAN APLIKASI AUGMENTED REALITY PENGENALAN MORFOLOGI DAUN BERBASIS ANDROID Wahyuni, Lidya Tresna; Bastian, Ade; Harti, Adi Oksifa Rahma
Proceeding SENDI_U 2020: SEMINAR NASIONAL MULTI DISIPLIN ILMU DAN CALL FOR PAPERS
Publisher : Proceeding SENDI_U

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

Abstract

Augmented reality merupakan teknologi yang menggabungkan benda maya 2D maupun 3D kedalamsebuah lingkungan nyata kemudian memproyeksikan benda-benda maya tersebut dalam waktu nyata (real-time).Augmented reality dapat dimanfaatkan sebagai media pembelajaran berbasis android dalam mata kuliahmorfologi daun yang merupakan sebuah disiplin ilmu yang mempelajari khusus bentuk fisik dari daun. Dalammorfologi daun dibahas bagian-bagian daun meliputi upih daun, tangkai daun dan helaian daun. Materimorfologi daun lebih mudah untuk dipahami apabila mahasiswa turun langsung ke lapangan untuk mencari dauntersebut. Hal itu tentunya tidak dapat dilakukan pada saat jam mata kuliah di kelas, mahasiswa pun seringkalicepat bosan dan terkadang tidak memperhatikan materi yang sedang diajarkan. Saat ini banyak penjelasantentang morfologi daun dalam bentuk gambar dalam sebuah buku, tetapi proses pembelajaran pada umumnyadapat lebih mudah diterapkan dengan menggunakan bantuan teknologi yaitu dengan merancang aplikasi mediapembelajaran interaktif augmented reality, karena mahasiswa akan lebih tertarik untuk belajar, lebih mudahmengenal dan memahami materi morfologi daun yang dijelaskan oleh dosen dengan dilengkapi sebuah objek 2Dmelalui sebuah aplikasi berbasis android. Aplikasi ini dibangun menggunakan Unity, Vuforia SDK, CorelDrawX7 dan metode yang digunakan adalah MDLC (Multimedia Development Life Cycle) yang meliputi: concept,design, material collecting, assembly, testing dan distribution.
Solution Search Simulation The Shortest Step On Chess Horse Using Breadth-First Search Algorithm Ade Bastian; Rezha Nugraha
International Journal of Artificial Intelligence Research Vol 2, No 2 (2018): December 2018
Publisher : STMIK Dharma Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (548.887 KB) | DOI: 10.29099/ijair.v2i2.58

Abstract

Horse seed in the chess board movement resembles the letter L. The chess pieces are one of a very hard-driven beans and seeds are often also the most dangerous if not carefully considered every movement. Simulation of this problem provides a chess board size n x n. Target (goal) of this problem is to move a horse beans of a certain position on a chess board position to the desired destination with the shortest movement simulates all possible solutions to get to the goal position. This problem is also one of the classic problems in artificial intelligence (AI). Settlement of this problem can use the help system and tree production tracking.Therefore, designed a simulation applications by utilizing several techniques of simulation programming and Breadth-First Search method. With this method, all nodes will be traced and the nodes at level n will be visited first before visiting the nodes at level n + 1. The purpose of this study is to design a software that is able to find all the solutions for the shortest movement toward the goal position by using the system of production and tracking tree.Results from this paper is that the software is able to find all solutions shortest movement a horse beans from the initial position to the goal position and displays the simulation of the movement of the horse in the chess board.
New Normal After Education Game Design Pandemic Uses Approaches Agile Scrum Application of Finite State Machine (FSM) Method Tri Ferga Prasetyo; Ade Bastian; Lidya Tresna Wahyuni
IJISTECH (International Journal of Information System and Technology) Vol 5, No 2 (2021): August
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v5i2.122

Abstract

Game is an application that infers human behavior into software, and players who play the game feel they are entering the game world. Games can be used as a medium for information and education. The current rise of Covid-19 requires every individual to implement health protocols in their daily life. This term is called new normal. New normal is a change in behavior to continue carrying out normal activities but with the addition of implementing health protocols to prevent Covid-19 transmission. Unfortunately, in everyday life, the application of the new normal is less effective so that in one area, new cases have emerged and the PSBB must be re-applied. The new normal themed educational game can be a fun information medium for the community, with the New Normal After Pandemic educational game, it is hoped that it can educate the public in implementing health protocol rules. This game was created using Construct 2 software because it is based on HTML 5 which is specifically for 2D platforms. 2D designs are created using Corel Draw X7, Easy Paint Tools SAI and Adobe Photoshop. The final result of this study is a game application that applies the FSM (Finite State Machine) control system design method in each level rule and uses the Agile Scrum system development method with a process of 2x sprint iterations
PENGEMBANGAN MEDIA LEARNING GAME AL-QUR’AN BERBASIS MULTIMEDIA INTERAKTIF ADE BASTIAN
INFOTECH journal Vol. 5 No. 2 (2019)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/infotech.v5i2.101

Abstract

Madrasah Tsanawiyah (MTs) Al-Ihsan Babakanmanjeti are mostly simple learning methods such as writing on the board, reading through books, and lecture methods, especially in the method of learning to read Al-Qur'an like tajwid. The use of learning media that the authors make, namely Al-Qur'an learning games can be an alternative means for students to increase their interest in learning. The presence of Interactive multimedia-based Al-Qur'an reading media is expected to be able to attract the interest of students and the public to learn to focus more on the material being studied especially reading the Qur'an. The system development method used is a method of development using the MDLC (Multimedia Development Life Cycle) method. Questionnaires were given to teachers and students who had tried using the Al-Qur'an learning game, the questionnaire was made aimed at knowing the responses of teachers and students to the learning game. With a result of 92.7% the teacher stated that when he first tried the application it was easy to use. 96.2% of Al-Qur'an learning game teachers increase their enthusiasm for learning. And as much as 89.2% of teachers stated that the Al-Qur'an learning game provides a new atmosphere in learning. The students' responses of 99% of students stated that when they first tried the application it was easy to use. 88.3% of students stated that Al-Qur'an learning games added to the spirit of learning. And as much as 89.7% of students stated that the Al-Qur'an learning game provides a new atmosphere in learning.
ANALISIS KEAMANAN APLIKASI DATA POKOK PENDIDIKAN (DAPODIK) MENGGUNAKAN PENETRATION TESTING DAN SQL INJECTION Ade Bastian; Harun Sujadi; Latiful Abror
INFOTECH journal Vol. 6 No. 2 (2020)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/infotech.v6i2.848

Abstract

Seringkali masalah keamanan aplikasi terabaikan justru setelah semua peralatan dan infrastruktur pengaman telah terpasang. Bahkan pentingnya pengamanan baru disadari setelah terjadi bencana. Kerugian sebuah institusi/organisasi yang diakibatkan dari sebuah serangan terhadap sistem aplikasi sangatlah besar, tetapi hal ini sangat sukar dideteksi, karena secara umum tidak akan diakui dengan berbagai alasan. Tanpa pengamanan sistem aplikasi yang baik, penerapan teknologi sehebat apapun akan sangat membahayakan institusi/organisasi itu sendiri. Nilai informasi yang begitu penting dan strategis mengakibatkan serangan dan ancaman terhadap aplikasi dan arus informasi semakin meningkat. Kebutuhan keamanan sistem aplikasi timbul dari kebutuhan untuk melindungi data. Pertama, dari kehilangan dan kerusakan data. Kedua, adanya pihak yang tidak diijinkan hendak mengakses atau mengubah data. Rancangan arsitektur Aplikasi Dapodik yang dihasilkan dibatasi yaitu hanya pada aplikasi Dapodik berbasis web yang diterapkan secara offline dan online yang terkoneksi dengan internet. Pengujian keamanan aplikasi Dapodik menggunakan penetration testing dan SQL Injection. Berdasarkan hasil pengujian keamanan, dapat dinyatakan bahwa tingkat ancaman terhadap web server dan aplikasi Dapodik berada pada level aman. Hal tersebut menunjukkan bahwa tidak ada celah yang memungkinkan terjadinya ancaman dan akses ilegal yang berpotensi merusak sistem.
OPTIMALISASI PENERAPAN TEKNOLOGI VIRTUAL REALITY TOUR KAMPUS UNIVERSITAS MAJALENGKA MENGGUNAKAN METODE MULTIMEDIA DEVELOPMENT LIFE CYCLE: Indonesia Tri Ferga Prasetyo; Ade Bastian; Harun Sujadi
INFOTECH journal Vol. 7 No. 2 (2021)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/infotech.v7i2.1313

Abstract

Campus introduction media in general still use billboards and brochures or advertisements, therefore the use of Virtual Reality technology is very good to use. Optimizing the application of this technology is made to build an interactive application that can visualize the facilities and infrastructure at University Majalengka in the form of 360 images and videos to make it easier for users to digitally view the facilities and infrastructure of the University Majalengka Campus. The method used in this research is MDLC (Multimedia Development Life Cycle). This method can optimize the manufacturing process and application of technology used in a smartphone media that is integrated with other media or 3D media. MDLC rule pattern itself by prioritizing interactive rests on the user. This application was built using the C # programming language with Unity 3D software. The final result of this research is the creation of a virtual tour application of the University Majalengka Campus which can be used by users to view interactive digital facilities and infrastructure on campus with a 360 degree angle using a smartphone that has a Gyroscope sensor which can be integrated with the paired virtual reality technology. into virtual reality glasses.
PERBANDINGAN MODEL SIR (SUSCEPTIBLE, INFECTIOUS, RECOVERED), EXPONENTIAL MOVING AVERAGE DAN SINGLE EXPONENTIAL SMOOTHING PADA PERAMALAN COVID-19 Ade Bastian; Diana Surya Heriyana; Sandi Fajar Rodiansyah
INFOTECH journal Vol. 7 No. 2 (2021)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/infotech.v7i2.1571

Abstract

Novel Coronavirus 2019 (COVID-19) is a disease caused by SARS-CoV-2, COVID-19 is a new type of coronavirus that can be transmitted from human to human. This virus can cause pneumonia, which is inflammation of the lung tissue that causes impaired oxygen exchange, resulting in shortness of breath. Currently it is not known when the Covid-19 pandemic will end, therefore a forecast is needed to predict the spread of Covid-19. This forecasting uses the SIR (Susceptible, Infectious, Recovered), Exponential Moving Average and Single Exponential Smoothing algorithm. Of the three algorithms, which data will be most suitable for forecasting the spread of covid-19 in Indonesia will be compared. The conclusion of the SIR model test results with the PSBB variable inhibits the spread of the virus, the exponential moving average test gets an error value of 24.28% and exponential smoothing gets an error value of 40.07%. So the suitable algorithms used for covid-19 data are the sir model and the exponential moving average.
IMPLEMENTASI PEMROGRAMAN PARALEL MENGGUNAKAN PLATFORM OPENMP PADA CITRA DIGITAL DENGAN METODE LOW-PASS FILTER DAN HISTOGRAM EQUALIZATION Ade Bastian; Dadan Zaliluddin; Muhammad Syifa Al Maroghi
INFOTECH journal Vol. 8 No. 1 (2022)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/infotech.v8i1.1878

Abstract

Teknik untuk mengurangi noise pada citra digital agar citra digital terlihat lebih halus dapat menggunakan metode Low-Pass Filter, karena metode ini dapat menghaluskan transisi tajam pada citra digital serta mengurangi noise yang ada. Teknik pengolahan citra digital yang memperbaiki kualitas cahaya pada citra digital sehingga mudah diinterpretasikan oleh mata manusia dapat menggunakan metode Histogram Equalization, karena metode ini memungkinkan area kontras yang rendah menjadi lebih tinggi, sehingga nilai derajat keabuan pada suatu citra digital menjadi rata, serta menjadikan perbaikan kontras yang lebih efektif. Pada tulisan ini, diterapkan teknik paralel sehingga pemrosesan citra digital berjalan lebih cepat. Teknik pemrograman paralel menggunakan platform OpenMP yang diterapkan mampu mempercepat proses pengolahan citra digital dengan rata-rata sebesar 1.7x lebih cepat sehingga proses pengolahan citra digital yang dilakukan lebih menghemat waktu.
Prototype of Blind Aid Tool With The Haar Like Feature Ade Bastian; Dony Susandi; Usup Suparma
IJISTECH (International Journal of Information System and Technology) Vol 3, No 2 (2020): May
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v3i2.44

Abstract

Every human being is born perfectly but not all humans are born perfect, some of us are born have a deficiency in blindness. Blind people are someone whose vision is impaired from birth or because of an illness that causes their vision to be disrupted. Blind people need tools for their daily activities usually in carrying out blind activities using tools as a tool. Tools that are now widely circulating only as a detector can not yet identify objects, for that blind people neeed a tool that can identify the object. To make this happen, a prototype design research is done. Blind assitive devices use the haar like feature and extreme contour methods. Prototyping method is chosen so that users can play an active role during the process of designing, testing and implementing tolls. Contour is a curve or image that has similarities with objects or objects with functions using OpenCv. The conclusion of the detection results using the haar like feature method is the form of a string then processed using pygame so that the blind are able to know the object in fron of it.
IMPLEMENTASI PIRANTI JARINGAN REPEATER ECO VILLAGE MENGGUNAKAN MODEL PROTOTYPE DAN KONSEP GREEN COMPUTING Ade Bastian; Arif Yusuf Budiman
Jurnal Ilmiah Teknologi Infomasi Terapan Vol. 3 No. 3 (2017)
Publisher : Universitas Widyatama

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1102.083 KB) | DOI: 10.33197/jitter.vol3.iss3.2017.140

Abstract

[Id] Internet sudah menjadi kebutuhan pokok bagi sebagian orang, ini dikarenakan dengan adanya internet manusia bisa mendapatkan informasi apapun yang diinginkan. Akses internet juga harus didukung dengan sinyal yang memadai, sehingga pengguna dapat leluasa mengakses internet kapanpun dan dimanapun. Khususnya dalam sebuah perkantoran sangat diperlukan sekali akses internet untuk menunjang kinerja pegawainya, namun tidak demikian dengan Kantor Kelurahan Majalengka Wetan. Minimnya jarak lingkup sinyal wireless pada Kantor Kelurahan Majalengka Wetan menjadi permasalahan serius. Para staf kesulitan dalam mendapatkan akses internet, ini dikarenakan hanya beberapa ruangan saja yang dapat akses internet. Penelitian ini bertujuan untuk mengetahui seberapa jauh jarak yang bisa dilalui sinyal wireless langsung di objek penelitian.Repeater merupakan sebuah piranti jaringan yang berfungsi untuk memperkuat dan memperpanjang jarak lingkup sinyal atau jaringan wireless. Dengan menggabungkan dengan komponen pengembangan, repeater dapat dibuat kembali menjadi piranti jaringan yang melebihi fungsi aslinya serta ramah lingkungan. Setelah dilakukan pengujian di objek penelitian maka diketahui jarak maksimum yang dapat dilalui sinyal wireless adalah 0m. [En] Internet has become a staple for some people, because with the internet people can get any desired information. Internet access should be supported with adequate signal, so user can freely access the internet anytime and anywhere. Especially in an office is very necessary the internet access to support the performance of employees, But not so with the East Majalengka Village Office. The lack scope of wireless signal at the East Majalengka Village Office is a serious problem. Staff difficult to get internet access, this is because only a few rooms can access the internet. This study aims to find out how far distance can be directly wireless signal at East Majalengka Village Office.Repeater is a network deviceworks to strengthen and extend the scope of the signal wireless network. By combining with the development component, The repeater can be re-built into a network device that exceeds its original function and is environmentally friendly. After testing in the East Majalengka Village Office then known maximum distance signal wirelessis 10m.