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Legal Dictionary Menggunakan Aplikasi Android Ekawati, Nia; Anugrah Bhakti, Rizki Tri
IT JOURNAL RESEARCH AND DEVELOPMENT Vol 3 No 1 (2018)
Publisher : UIR PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25299/itjrd.2018.vol3(1).1962

Abstract

Tujuan penelitian ini adalah membantu masyarakat Kota Batam yang ingin mengetahui istilah-istilah hukum yang tertuang dalam bentuk kamus hukum dengan bantuan aplikasi android. Istilah tersebut dapat dinamakan kamus hukum. Setiap orang yang mempelajari kamus hukum tentu harus membawa kamus tersebut kemana-mana. Namun jika dibuat dalam bentuk sebuah aplikasi, kamus hukum tersebut tidak perlu lagi dibawa kemana-mana. Cukup dengan membuka aplikasi android mencari istilah yang diinginkan, maka memudahkan bagi siapa saja yang ingin tahu mengenai istilah-istilah hukum. Hasil luaran yang didapat adalah sebuah aplikasi android sebagai kamus digital dengan sebutan legal dictionary khususnya untuk masyarakat Kota Batam, dan umumnya untuk Negara Indonesia.  
Menentukan Harga Jual Mobil Bekas Menggunakan Fuzzy Logic Metode Sugeno Ekawati, Nia; Salamena, Alvin Piterson
Telekontran : Jurnal Ilmiah Telekomunikasi, Kendali dan Elektronika Terapan Vol 10 No 2 (2022): TELEKONTRAN vol 10 no 2 Oktober 2022
Publisher : Program Studi Teknik Elektro, Fakultas Teknik dan Ilmu Komputer, Universitas Komputer Indonesia.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/telekontran.v10i2.8928

Abstract

Automotive companies are currently quite common in every country, one of which is Japan. Following this technology, Indonesia has begun to develop automotive production with the city car concept. The car produced in Indonesia is named Agya which is taken from the Sanskrit word which means "fast". Agya is produced by Astra, Toyota and Daihatsu companies. Based on these three companies, Astra chose Toyota, which took the car with the name Agya as the production name to be sold. Agya cars in Batam City can be found pretty much anywhere, such as on highways, malls, offices, airports and ports. Agya car sales increased in line with consumer demand, because the city car was included in the inexpensive selling price category, compared to other city cars whose names are well known overseas or domestically. There are some users who already own Agya cars and resell them, of course there could be potential for the process of selling used Agya brand cars. Buying a used car, of course, has a lot to pay attention to, even if the car has only been used, for example, for about 3 months. The process that must be considered if we want to buy a used car is the condition of the engine, interior condition, and exterior condition. However, what is more to be considered is whether the price of the used car is in accordance with the condition of the car.
PENGENALAN BOARD GAME BERBASIS AUGMENTED REALITY STUDI KASUS DOTS BOARD GAME CAFÉ Rahma, Julia; Ekawati, Nia
Jurnal Informatika Vol 8, No 3 (2024): JIKA (Jurnal Informatika)
Publisher : University of Muhammadiyah Tangerang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31000/jika.v8i3.11840

Abstract

Saat ini teknologi menjadi penopang dalam berbagai sektor di indonesia, termasuk di dunia hiburan atau permainan. Teknologi augmented reality (AR) adalah yang paling banyak berkontribusi di dunia hiburan, teknologi AR memberikan pengalaman yang nyata menjadi daya tarik bagi masyarakat untuk bisa meng-explore hal yang mereka sukai. Board game adalah permainan yang memiliki ciri khas memiliki papan khusus untuk di mainkan. Dengan menggabungkan board game dengan teknologi augmented reality adalah terobosan baru bagi penyedia fasilitas untuk para pemain board game seperti yang dilakukan Dots Board Game café. Upaya itu dilakukan untuk memperkenalkan board game, mempertahankan daya saing, meningkatkan daya tarik dan kualitas. Dengan begitu Dots Board Game Cafe dapat memberikan pengalaman lebih nyata kepada pelanggan dan dapat berinteraksi dengan board game yang masing masing memiliki tema dan keunikannya tersendiri dengan mengunakan aplikasi AR yang dirancang menggunakan metode Multimedia Development Life Cycle (MDLC).   Penelitian ini dapat membuka potensi Teknologi Augmented Reality untuk melangkah lebih jauh pada dunia board game maupun bidang pelayanan.
Prototype Sistem Kendali Pintu Gerbang Otomatis Berbasis Internet of Things (IoT): Indonesia Anggreini, Novita Lestari; Ekawati, Nia; Ichsan, Hasbi Nur
Infotekmesin Vol 14 No 2 (2023): Infotekmesin: Juli, 2023
Publisher : P3M Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35970/infotekmesin.v14i2.1893

Abstract

An automatic gate is a door whose operation process runs automatically using a remote drive tool, but when combined with IoT elements, it means that users can control the automatic gate using a cell phone or mobile phone. The purpose of this research is to create a prototype of an automatic gate control system based on the Internet of Things (IoT). The method used in the current research is the prototype method. The results in this study were tested to determine the range. Testing is done using an adapter connected to a power supply. The testing process is carried out by observing the movement and response of the servo motor when controlled via a smartphone and the stepper motor when the Ultrasonic sensor detects an object less than 5 cm. The conclusion of this research is that at a distance of 1 to 19 meters, the gate lock can still be controlled properly. While at a distance of 20 meters when the gate lock is open, the gate opens and closes. This is because the WiFi signal cannot be captured properly by the central controller of the circuit at a distance of more than 19 meters.
PENERAPAN E-COMMERCE PADA KARANG TARUNA KOMPLEK NUSA HIJAU Anggreini, Novita Lestari; Ekawati, Nia; Tresnawati, Shandy
PUAN INDONESIA Vol. 5 No. 2 (2024): Vol. 5 No. 2 (2024): Jurnal Puan Indonesia Vol 5 No 2 Januari 2024
Publisher : ASOSIASI IDEBAHASA KEPRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37296/jpi.v5i2.203

Abstract

The purpose of this community service is to increase community awareness of technology in the field of e-commerce and educate about how to utilize it through entrepreneurship. Nusa Hijau Complex has a Youth Organization which consists of junior high school and high school students. But even though the average Karang Taruna member is a school student, they always hold social activities such as sharing happiness with orphans, working together to clean up the complex environment, and holding studies on educational matters. The understanding of e-commerce in the community is certainly still limited, so from this the service team wants to provide enlightenment from the application of e-commerce itself. The target of the current service team is Karang Taruna Komplek Nusa Hijau, this service activity is well received by the service participants, so that the application of e-commerce can be implemented properly.
Pelatihan Mengenalkan Struktur Data pada SMK Negeri 2 Cimahi Tresnawati, Shandy; Ekawati, Nia; Anggreini, Novita Lestari; Rohmayani, Dini
PUAN INDONESIA Vol. 6 No. 1 (2024): Jurnal Puan Indonesia vol 6 no 1 Juli 2024
Publisher : ASOSIASI IDEBAHASA KEPRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37296/jpi.v6i1.278

Abstract

Data structures and algorithms are important, integrated, and mutually supportive parts of building good and efficient application programs. Paying more attention to this can provide very important results, especially in increasing access speed and providing insight and guidance on how to improve problem solving and find better solutions. The service team conducts community service in Software Engineering expertise, this certainly supports the material that will be delivered to the Software Engineering department about learning Data Structures. In addition, the service team received an explanation from the teacher of SMK Negeri 2 Cimahi, there is data structure learning material so that it is sustainable in the training held by the service team. The material presented by 3 (three) speakers included linked lists, stacks and queues. The following are the results done by the service participants. The conclusion on community service at SMK Negeri 2 Cimahi, the service participants, namely school students, were enthusiastic in learning data structure material. Service participants understand better and can implement the results that have been done in the training process.
MEDIA PEMBELAJARAN INTERAKTIF PENGENALAN ILMU TAJWID BERBASIS AUGMENTED REALITY Jalaludin Assuyuthi, Muhammad; Ekawati, Nia
JURNAL ILMIAH INFORMATIKA Vol 12 No 02 (2024): Jurnal Ilmiah Informatika (JIF)
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/jif.v12i02.9275

Abstract

Mastery of tajweed is an important aspect in reading the Qur'an correctly, but often conventional learning methods are considered less attractive to students. To overcome this challenge, this research developed an interactive learning media based on Augmented Reality (AR) that is designed to introduce the science of tajweed in a more interesting and easy-to-understand way. Augmented reality (AR) technology allows for the integration of digital elements into the real world, creating immersive and interactive learning experiences. This application provides a three-dimensional visualization of the hijaiyah letters and the rules of tajwid, as well as examples of their application in the reading of the Qur'an. The evaluation of the use of this media shows an increase in students' interest and understanding of tajweed materials, as well as providing a more in-depth and interesting learning experience. Thus, this AR-based interactive learning media has the potential to be an effective tool in the process of introducing and mastering tajweed science, which is expected to improve the quality of learning in the religious field.
MEDIA BELAJAR PERMAINAN INTERAKTIF BERBASIS POWERPOINT UNTUK SISWA SEKOLAH DASAR Fauzi, Imam; Ekawati, Nia
JURNAL ILMIAH INFORMATIKA Vol 12 No 02 (2024): Jurnal Ilmiah Informatika (JIF)
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/jif.v12i02.9277

Abstract

With the advancement of technology, educational institutions, particularly universities, have begun to implement the use of PowerPoint. However, PowerPoint has not been widely adopted in primary schools. It is essential to understand the benefits and analyze the usage by various institutions that have already integrated it. This analysis focuses on the benefits using an approach that addresses the issues and challenges of PowerPoint as a learning medium. The study provides an overview of the implementation of PowerPoint in educational institutions and offers recommendations for effective utilization.
Microcontroller-based Forklift Path Following Robot Prototype Tresnawati, Shandy; Ekawati, Nia; Siddiq, Maulana Fadjar
Internet of Things and Artificial Intelligence Journal Vol. 4 No. 3 (2024): Volume 4 Issue 3, 2024 [August]
Publisher : Association for Scientific Computing, Electronics, and Engineering (ASCEE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/iota.v4i3.733

Abstract

The development of science in the field of robotics has made many heavy jobs that cannot be done by humans replaced by robots, especially in the factory industry. In modern factories, most of them have a warehouse or similar facility that contains heavy equipment for use in a factory, for example, forklift heavy equipment. Based on an interview with one of the forklift operators, the problem of using forklifts is usually when there are items that must be moved that cannot be lifted by humans which must be done immediately according to the route where the item is stored. To answer the existing problems, a robot prototype was made which is useful to help facilitate the work of factory workers. This robot prototype was built using the User Centered Design (UCD) method. This robot prototype uses the main components of Arduino UNO, L293D Motor Driver, and PWM Servo Motor Driver. Based on the overall testing that has been done, it can be said that the robot prototype can follow the route according to the program and can lift and remove objects in front of it with a score of 80%. So that workers can be helped to facilitate their work.