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All Journal Teika Jurnal Pengabdian UntukMu NegeRI Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) Indonesian Journal of Computer Science Inform : Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi Jurnal Ilmiah Teknologi Informasi Asia JURNAL MEDIA INFORMATIKA BUDIDARMA IT JOURNAL RESEARCH AND DEVELOPMENT Rang Teknik Journal Dinamisia: Jurnal Pengabdian Kepada Masyarakat JURNAL TEKNOLOGI DAN OPEN SOURCE Digital Zone: Jurnal Teknologi Informasi dan Komunikasi J-SAKTI (Jurnal Sains Komputer dan Informatika) CSRID (Computer Science Research and Its Development Journal) JOISIE (Journal Of Information Systems And Informatics Engineering) Jurnal Ilmiah Ilmu Komputer Fakultas Ilmu Komputer Universitas Al Asyariah Mandar Building of Informatics, Technology and Science Jurnal Mantik Jurnal Ilmu Komputer dan Bisnis Jurnal Informatika dan Rekayasa Elektronik Jurnal Teknologi Dan Sistem Informasi Bisnis Masyarakat Berdaya dan Inovasi Jurnal Tunas Innovation in Research of Informatics (INNOVATICS) Mitra Mahajana: Jurnal Pengabdian Masyarakat Community Education Engagement Journal Jurnal J-PEMAS J-SAKTI (Jurnal Sains Komputer dan Informatika) Prosiding Seminar Nasional Sisfotek (Sistem Informasi dan Teknologi Informasi) Indonesian Journal of Computer Science J-COSCIS : Journal of Computer Science Community Service JAIA - Journal of Artificial Intelligence and Applications SATIN - Sains dan Teknologi Informasi Jurnal Pengabdian dan Pemberdayaan Masyarakat Indonesia Bulletin of Social Informatics Theory and Application
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Pengujian ISO 25010 Pada Smart Chair Akupresure Berbasis Internet Of Things (IoT) Diki Daryanto; M. Khairul Anam; Yoyon Efendi; Rahmaddeni Rahmaddeni
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 6, No 3 (2022): Juli 2022
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v6i3.4134

Abstract

Smart chair acupressure is a technology that has been built using the application of the internet of things concept. The purpose of this study was to determine the quality level of the Acupressure Smart Chair, so that there are no errors in some features and the occurrence of errors in its functionality, which must be in accordance with the specified usability, the researchers conducted a test by utilizing the characteristics of ISO 25010. Related to the researcher's reasons taking ISO 25010 as one of the tests on the acupressure smart chair is because the smart chair acupressure technology cannot be said to be feasible because there has been no testing carried out in the measurement, the researchers used ISO 25010 which utilizes several characteristics that can be used such as functional suitability, usability and performance efficiency which focuses on measuring the electronic equipment used. Basically the concept used in this research is the internet of things which is a system that functions to control and simplify the workings of acupressure massage techniques for users. Whereas other problems that occur and arise often depend on customer satisfaction related to the quality provided on software and devices. This study uses the ISO 25010 method as the standard for the feasibility test on the device, where ISO 25010 basically also has 8 characteristics. In this study, to test the smart acupressure hair, the researchers used 7 characteristics that exist in ISO 25010, namely functional suitability, compatibility, usability, performance efficiency, reliability, maintability and portability. The instrument used is looking for an approach using the formula for reliability testing and processing on SPSS software. The results obtained from this study are that the acupressure smart chair has not been able to meet the ISO 25010 standard because the results obtained are 34.9% with an alpha cronbch value of 0.46 (unacceptable)
Aplikasi 3D Virtual Reality Berbasis Mobile Sebagai Media Promosi Budaya Melayu Riau pada Museum Sang Nila Utama Pekanbaru Yoyon Efendi; Junaidi Junaidi
Prosiding SISFOTEK Vol 2 No 1 (2018): SISFOTEK 2018
Publisher : Ikatan Ahli Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (588.775 KB)

Abstract

Museum Sang Nila Utama is a cultural museum which has 3,819 collections covering geology, biology, ethnography, archeology, historica, numism, philology, ceramics, art and technologics. This museum as one of the cultural center and tourism of Riau Malay. Visitors are usually from schools and local tourists. Current museum visits are declining, leading to a lack of museum services and yet no creative strategies to improve it. Plus the thought that the museum is ancient, boring and unkempt. To handle the problem, it needs promotion media in the form of creative media based on technology. Besides, there is still a lack of promotion media in the introduction of museum cultural objects. One of the needs of interactive media applications and technology-based promotions. Applications as a mobile-based promotional media with Virtual Reality 3D objects tailored to the museum with various collections. This application uses research methods during the modeling process, VR, Mobile and users. This application is modeled using Blender and then processed its VR using Unity Engine. The display of the phone application will display several menus that enter the VR, how to use VR, about VR and out VR. With this application will increase public interest and increase visits to the museum. By making the Museum as one of tourist destination and culture of Riau Riau will bring many regional and foreign tourists. It is also to promote the calendar of Riau Province with the tagline "Riau Menyapa Dunia". With various destinations with various bases ranging from culture, history, religion and culinary typical of Riau.
WORKSHOP PEMBELAJARAN DARING MENGGUNAKAN GOOGLE CLASSROOM PADA SMK SULTHAN MUAZZAM SYAH PEKANBARU yoyonefendi; lusiana; rometdo muzawi; unang rio; wirta agustin
J-COSCIS : Journal of Computer Science Community Service Vol. 1 No. 2 (2021): J-COSCIS : Journal of Computer Science Community Service
Publisher : Fakultas Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (679.518 KB) | DOI: 10.31849/jcoscis.v1i2.7150

Abstract

Masalah pembelajaran sering menjadi alasan guru-guru tidak maksimal memberikan materi di kelas. Seperti Susana COVID 19 pada saat ini selain itu juga dengan berbagai alasan seperti guru lagi rapat, dinas luar kota menjadi halangan guru menyampaikan materi di sekolah bahkan siswa berkeliaran dan rebut dikelas. Diperlukan media pembelajaran yang efektif dan efisien bagi guru untuk tetap menyampaikan materi walau dalam kondisi apapun. Pembelajaran menggunakan Google Classroom, salah satu cara untuk menghadapi tantangan dunia teknologi pada bidang pendidikan melalui media pembelajaran. Workshop ini diikuti oleh 13 orang guru-guru dari kota Pekanbaru seperti SMK Negeri 2 Pekanbaru, SMK Bina profesi dan SMK Sulthan Muazzam Syah. Setelah melalui Pre-test dan Post-test terjadi peningkatan pengetahuan dan keahlian guru dalam mengelola kelas pada Google Classroom. Workshop ini dapat menjadi bekal dalam kegiatan belajar mengajar di sekolah maupun luar sekolah. Kata Kunci: Workshop, Pembelajaran, Daring, Classroom, SMK Sulthan Muazzam Syah Abstract: Learning problems are often the reason teachers are not optimal in providing material in class. Like Susana COVID 19 at the moment, besides that, for various reasons, such as teachers having meetings, out-of-town offices are an obstacle for teachers to deliver material at school, even students wandering around and fighting in class. An effective and efficient learning media is needed for teachers to continue to deliver material even under any conditions. Learning using Google Classroom, one way to face the challenges of the world of technology in the field of education through learning media. This workshop was attended by 13 teachers from the city of Pekanbaru, such as SMK Negeri 2 Pekanbaru, SMK for professional development and SMK Sulthan Muazzam Syah. After going through the Pre-test and Post-test there was an increase in the knowledge and expertise of teachers in managing classes in Google Classroom. This workshop can be a provision in teaching and learning activities at school and outside school. Keywords: Workshop, Learning, Online, Classroom, SMK Sulthan Muazzam Syah
PELATIHAN AFTER EFECTS UNTUK MENINGKATKAN KREATIFITAS SISWA JURUSAN MULTIMEDIA SMK MUHAMMADIYAH 2 PEKANBARU yoyonefendi; lusiana; rometdo muzawi; karpen; wirta agustin
J-COSCIS : Journal of Computer Science Community Service Vol. 2 No. 1 (2022): J-COSCIS : Journal of Computer Science Community Service
Publisher : Fakultas Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (544.681 KB) | DOI: 10.31849/jcoscis.v2i1.8387

Abstract

Abstrak: After Effects salah satu software efek digital visual, grafis gerak, dan aplikasi compositing yang dikembangkan oleh Adobe Systems dan digunakan dalam proses pasca produksi pembuatan film dan produksi televisi. After Effects dapat digunakan untuk memasukkan, melacak, rotoscoping, compositing dan animasi. Kegiatan pelatihan ini ditujukan pada siswa –siswi SMK Muhammadiyah 2 Pekanbaru jurusan Multimedia. Siswa diberikan materi dari konsep pengembangan multimedia, pengenalan after effects, pengenalan tool, project opening, animasi teks dan mini kompetisi multimedia. Dengan adanya pelatihan ini akan meningkatkan kreatifitas multimedia untuk menjadi bekal siswa dalam menghadapi magang dan Ujian Keahlian Kompetensi (UKK). Kata Kunci: After Effects, Multimedia, SMK Muhammadiyah 2 Pekanbaru Abstract: After Effects is a digital visual effects software, motion graphics, and compositing application developed by Adobe Systems and used in the post-production process of filmmaking and television production. After Effects can be used for inserting, tracing, rotoscoping, compositing and animation. This training activity is aimed at students of SMK Muhammadiyah 2 Pekanbaru majoring in Multimedia. Students are given material from the concept of multimedia development, introduction to after effects, introduction to tools, project opening, text animation and multimedia mini competition. With this training, it will increase multimedia creativity to equip students to face internships and the Competency Skills Exam (UKK). Keywords: After Effects, Multimedia, SMK Muhammadiyah 2 Pekanbaru
Implementation of the User Centered Design method on the Mobile Web Yoyon Efendi; Rometdo Muzawi; Unang Rio; Adi Saputro; Muhamad Jamaris
JAIA - Journal of Artificial Intelligence and Applications Vol. 2 No. 1 (2021): JAIA - Journal of Artificial Intelligence and Applications
Publisher : STMIK Amik Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (620.254 KB) | DOI: 10.33372/jaia.v2i1.773

Abstract

The application of the User Centered Design (UCD) method is needed to improve the school website by redesigning it. The problems experienced by schools are usually in the form of a static website and an unattractive web appearance. This will be detrimental to the school, because the website is a door for information and school promotion. posting important news and announcements on the website in the hope that students and parents can obtain information more quickly and accurately. The UCD method starts from the plan, design, prototype and review. This step begins with interviews, field observations and distributing questionnaires to website users. Such as teachers, students, parents and the general public. The results provide a lot of input and optimize the appearance of mobile-based websites to attract more interest and better access by users. With the hope that students and parents can get information on news and important announcements more quickly and accurately on the website.
IOS-Based Mobile Service Ordering Application Using Wireframe and Figma Yoyon Efendi; Ilham Perdana; Muhammad Raihan; Rometdo Muzawi; Nurul Utami; Tashid
JAIA - Journal of Artificial Intelligence and Applications Vol. 2 No. 2 (2022): JAIA - Journal of Artificial Intelligence and Applications
Publisher : STMIK Amik Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (607.331 KB) | DOI: 10.33372/jaia.v2i2.817

Abstract

Technological developments are increasingly growing rapidly so that everyone cannot avoid these technological advances. The technology in question covers all aspects of life, therefore here we create an application that is expected to help the community in finding tenants for IOS-based services, with the aim of helping people who are difficult in terms of finding service providers who want to be hired to help with their daily homework day.
Penerapan Metode Design Thinking Pada Perancangan Website SMKN 1 Tambang Ahnaf Ikhsandi; Husni Laili; Junaidi Akbar; Yoyon Efendi
TeIKa Vol 12 No 02 (2022): TeIKa: Oktober 2022
Publisher : Fakultas Teknologi Informasi - Universitas Advent Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36342/teika.v12i02.2940

Abstract

In the current era, most people look for school information only through online media, one of which is the school website. SMK N 1 TAMBANG is one of the vocational high schools in Kampar Regency. Tambang District, Rimbo Panjang Village, which was established in 2016 with 4 majors, namely, office administration, light vehicle engineering, motorcycle engineering and mechanical engineering. This school does not yet have a special website to introduce the school to the public through online media. Therefore, a user interface design is made that makes it easier for users to understand the appearance of the design to be designed. This special design design for the SMK N 1 TAMBANG school will be made using the design thinking method. Design thinking is the process of solving problems using a practical and creative solution approach using a user-side approach. The design design is made using figma and balsamiq tools. The results of this user interface design can be used by the school to create a special website for this school. The design of the user interface design using the Design thinking method is expected to help SMK N 1 TAMBANG in developing services for students and for prospective students in increasing school ratings to be better, so that schools can compete with other schools.
Virtual Tour Three Dimensions (3D) With Polygonal Modeling At Sang Nila Utama Museum T Sy Eiva Fatdha; Naufal Dzaky Raza; Yoyon Efendi
JURNAL TEKNOLOGI DAN OPEN SOURCE Vol 5 No 2 (2022): Jurnal Teknologi dan Open Source, December 2022
Publisher : Universitas Islam Kuantan Singingi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36378/jtos.v5i2.2578

Abstract

Sang Nila Utama Museum is an institution that functions as a place for the storage, care, safeguarding and use of objects of human culture and natural products to support efforts to protect and preserve cultural wealth. Based on the results of the surveys and interviews conducted, there are currently problems, namely 1) There is no system to present information about the collection of objects in the museum visually in 3D. 2) Due to the outbreak of Covid 19 virus, the museum management had to close the museum so far, so the public is not able to visit the museum to get information about the collection of historical relics in the Sang Nila Utama Museum. Based on the problems described above, an Android-based application for a virtual tour of exhibitions of historical objects was developed. The virtual tour is a result of the development of multimedia information technology and 3D technology that can present a 3D atmosphere. In developing this system, the Multimedia Development Life Cycle (MDLC) method was applied, which consists of several phases, namely: concept, design, material procurement, compilation, testing and distribution. This application will later run on the Android platform and use a mobile stick controller as a medium for navigation, allowing users to walk through the museum space to see a collection of historical relics in three-dimensional (3D) visual form. It is expected that this research will be one of the solutions to overcome the problems encountered in trying to improve services to the community.
Pelatihan Desain Grafis Untuk Meningkatkan Kreatifitas Minat Usaha Pemuda Tuah Karya Pekanbaru Yoyon Efendi; Rometdo Muzawi; Lusiana; Tashid; Unang Rio
J-PEMAS - Jurnal Pengabdian Masyarakat Vol. 4 No. 1 (2023): Jurnal Pengabdian Masyarakat J_PEMAS
Publisher : STMIK Amik Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33372/j-pemas.v4i1.914

Abstract

Desain grafis adalah suatu bentuk komunikasi visual yang menggunakan gambar untuk menyampaikan informasi atau pesan seefektif mungkin. Dalam desain grafis, teks juga dianggap gambar karena merupakan hasil abstraksi simbol-simbol yang bisa dibunyikan. Desain grafis diterapkan dalam desain komunikasi dan fine art. Seperti jenis desain lainnya, desain grafis dapat merujuk kepada proses pembuatan, metoda merancang, produk yang dihasilkan (rancangan), atau pun disiplin ilmu yang digunakan (desain). Seni desain grafis mencakup kemampuan kognitif dan keterampilan visual, termasuk di dalamnya tipografi, ilustrasi, fotografi, pengolahan gambar, dan tata letak. Contoh progam aplikasi desain grafis seperti Adobe Photoshop, Adobe Illustrator, Adobe Indesign, Coreldraw, GIMP, Inkscape, Adobe Freehand, Adobe image ready, CorelDraw dan pagemaker. Banyak peluang usaha jika kita bisa menguasai desain grafis seperti percetakan, digital printing, surat kabar (koran), dan buka usaha mandiri contohnya usaha stempel. RW 1 Cipta Karya kelurahan tuah karya tampan pekanbaru merupakan salah daerah yang peduli akan meningkatkan kreatifitas dan minat usaha bagi pemuda-pemudinya.
Security System For Motorcycle Using Raspberry Pi and Fingerprint With Mobile-Based Finite State Machine (FSM) Method Rometdo Muzawi; Yoyon Efendi; Unang Rio; Dafwen Toresa
Innovation in Research of Informatics (INNOVATICS) Vol 5, No 1 (2023): Maret 2023
Publisher : Informatika Universitas Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37058/innovatics.v5i1.6698

Abstract

Data from the BPS (Central Statistical Agency) show that private car theft in Indonesia is on the rise year after year, especially for two-wheeled vehicles or motorcycles. According to the BPS Crime Statistics Report, there were around 35,000 motor vehicle theft events in Indonesia in 2017 and 38,000 instances in 2018. People's concerns regarding the security of these two-wheeled vehicles are growing as a result. This study presents a fingerprint- and Raspberry Pi-based motorcycle security system. Bikes may be monitored, and their ignitions can be controlled remotely using a mobile-based Finite State Machine (FSM) technique. The Neo 6 GPS module will send longitude and latitude in real time to the Android smartphone application, which generates a map or location point so that it will send notifications if there is movement on the motorcycle. The voltage sensor connected to the Raspberry Pi circuit can detect the motor voltage. A system that uses the FSM (Finite State Machine) approach to identify changes in location data from designated parking lots and deliver messages to a push bullet is the study's output. Controlling the motorcycle ignition, which may remotely switch off the motorcycle when one is taken, is another way to provide early notice.