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PENERAPAN AUGMENTED REALITY SEBAGAI MEDIA PEMBELAJARAN WAYANG KULIT UNTUK SISWA SEKOLAH DASAR 应用增强现实技术作为小学生学习皮影戏的媒体
Pub Date : 2023-08-15 DOI: 10.31000/jika.v7i3.7989
Novian Adi Prasetyo, Syahliana Iqbal Nurhidayat, Cepi Ramdani
Leather puppets represent a part of Javanese culture owned by the Javanese community that deserves to be preserved. The leather puppet module began to be introduced to third grade elementary school students. Leather puppet is one of the basic competencies that is poorly understood by the majority of students because it is considered not easy to learn from its name or form. Therefore, to overcome the above problems, an educational innovation is needed by utilizing augmented reality technology. With this application, it is hoped that students can be helped in mastering the leather puppet character module in Javanese language lessons. The leather puppet education application is made by utilizing the MDLC (Multimedia Development Life Cycle) method with augmented reality development is marker based tracking. The output of this application is that the application will show a video on the smartphone screen containing an educational module for introducing leather puppet characters. In the black box test results get a percentage of 96.7%, camera distance testing gets 64% results, camera angle testing gets 80% results, light intensity testing gets 100% results. On the results of usability testing, the kawanda
皮木偶是爪哇社区拥有的爪哇文化的一部分,值得保护。皮偶模块开始向小学三年级学生介绍。皮影戏是学生的基本能力之一,但大多数学生对皮影戏知之甚少,因为从皮影戏的名称和形式来看,学生认为皮影戏并不容易学习。因此,为了克服上述问题,需要利用增强现实技术进行教育创新。通过该应用程序,希望可以帮助学生掌握爪哇语课程中的皮偶字模块。皮偶教育应用是利用 MDLC(多媒体开发生命周期)方法和基于标记跟踪的增强现实开发技术制作的。该应用程序的输出结果是,应用程序将在智能手机屏幕上显示一段视频,其中包含介绍皮偶角色的教育模块。黑盒测试结果为 96.7%,摄像头距离测试结果为 64%,摄像头角度测试结果为 80%,光照强度测试结果为 100%。在可用性测试结果中,川大
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引用次数: 0
PEMANFAATAN APLIKASI SPSS DALAM ANALISIS PENGARUH BIAYA PEMASARAN DAN GAJI PADA PENDAPATAN PERUSAHAAN TELEKOMUNIKASI 在分析营销成本和工资对电信公司收入的影响时使用 SPSS 应用程序
Pub Date : 2023-08-15 DOI: 10.31000/jika.v7i3.8328
Raja Almas Ramadhani, Melani Defina Maharani, Nur Azizyah Putri Dewita, Siti Alnazwa Rivania Nanlohy, Syti Sarah Maesaroh
Penelitian ini dilakukan untuk melakukan proses analisa data menggunakan aplikasi SPSS V.26 dengan kasus mencari tahu pengaruh biaya pemasaran dan gaji karyawan terhadap pendapatan perusahaan telekomunikasi di Indonesia (studi kasus pada PT Telkom Indonesia Tbk. dan PT Indosat Tbk pengaruh biaya pemasaran dan gaji karyawan terhadap pendapatan perusahaan telekomunikasi di Indonesia (studi kasus pada PT Telkom Indonesia Tbk. dan PT Indosat Tbk. secara parsial dan secara simultan. Penelitian ini menggunakan jenis penelitian deskriptif melalui pendekatan kuantitatif. Teknik analisis yang digunakan adalah analisis regresi linear berganda untuk menguji hubungan antara variabel independen (biaya pemasaran dan gaji karyawan) dengan variabel dependen (pendapatan perusahaan). Serta melakukan Uji Normalitas, Multikolinearitas, Autokorelasi, dan Heteroskedastisitas untuk mengetahui terdapatnya gejala pada variabel yang digunakan dengan memanfaatkan penggunaan aplikasi SPSS V.26.  Hasil penelitian menunjukkan secara parsial, variabel biaya pemasaran berpengaruh signifikan terhadap variabel pendapatan dengan nilai signifikan sebesar 0,041, dan variabel biaya gaji karyawan berpengaruh signifikan terhadap variabel pendapatan dengan nilai signifikan sebesar 0,000. Sedangkan secara simultan variabel biaya pemasaran dan biaya gaji karyawan berpengaruh signifikan secara bersama terhadap pendapatan karena nilai signifikansi 0,000. Sehingga hipotesis yang diajukan pada penelitian ini diterima.
本研究使用 SPSS V.26 应用程序进行数据分析,以找出营销成本和员工工资对印尼电信公司收入的影响(PT Telkom Indonesia Tbk.和 PT Indosat Tbk.案例研究)。本研究通过定量方法进行描述性研究。使用的分析技术是多元线性回归分析,以检验自变量(营销成本和员工工资)与因变量(公司收入)之间的关系。此外,还利用 SPSS V.26 应用程序进行了正态性、多重共线性、自相关性和异方差检验,以确定变量中是否存在症状。 结果显示,部分营销成本变量对收入变量有显著影响,显著值为 0.041;员工工资成本变量对收入变量有显著影响,显著值为 0.000。同时,营销成本和员工工资成本变量对收入也有显著影响,因为显著值为 0.000。因此,本研究提出的假设被接受。
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引用次数: 0
APLIKASI MANAGEMENT QUALITY CONTROL PADA PT HERBALINDO MANDIRI SENTOSA BERBASIS WEB 在 PT HERRUSINDO MANDIRI SENTOSA 采用基于网络的管理质量控制应用程序
Pub Date : 2023-08-15 DOI: 10.31000/jika.v7i3.8280
A. Wibowo, A. Firdaus, Yanuardi Yanuardi, Ria Ulpiani
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引用次数: 0
PROTOTYPE SMART STREET LIGHT SYSTEM BERBASIS ARDUINO MENGGUNAKAN METODE FUZZY LOGIC 基于 Arduino 的模糊逻辑原型智能路灯系统
Pub Date : 2023-08-15 DOI: 10.31000/jika.v7i3.7651
Fajar Bimantoro, R. T. Subagio, M. Sulhan
Street lighting plays a crucial role in enhancing the safety and security of the community as a whole, while providing adequate illumination for road users and the surrounding environment. However, the use of street lights installed and illuminated throughout the night also leads to wasteful electricity consumption. Therefore, the purpose of this research is to save electricity usage in street lighting. This research discusses the application of Fuzzy Logic method in the prototype of Arduino-based Smart Street Light System, which utilizes Light Dependent Resistor (LDR) sensor to detect brightness level and Ultrasonic sensor to detect objects around the light. Fuzzy Logic method requires two inputs, namely brightness level and distance. Each input has several predefined values or linguistic terms. The brightness input has three linguistic terms, namely bright, cloudy, and dark, while the distance input has three linguistic terms, namely near, medium, and far. The prototype testing results show that if the light level is detected as dark, the light will illuminate with different intensities based on the object's distance. If the object is far, the light intensity will be 40%, if the object is
街道照明在加强整个社区的安全和安保方面发挥着至关重要的作用,同时也为道路使用者和周围环境提供充足的照明。然而,使用整夜安装和照明的路灯也会造成用电浪费。因此,本研究的目的是节约街道照明用电。本研究讨论了模糊逻辑方法在基于 Arduino 的智能路灯系统原型中的应用,该系统使用光敏电阻(LDR)传感器检测亮度水平,并使用超声波传感器检测路灯周围的物体。模糊逻辑方法需要两个输入,即亮度水平和距离。每个输入都有几个预定义值或语言术语。亮度输入有三个语言术语,即亮、阴和暗,而距离输入有三个语言术语,即近、中和远。原型测试结果表明,如果检测到的亮度值为暗,则灯光会根据物体的距离以不同的强度照射。如果物体距离较远,灯光强度将为 40%;如果物体距离较近,灯光强度将为 40%;如果物体距离较近,灯光强度将为 40%。
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引用次数: 0
APLIKASI PERMAINAN BOWLING MENGGUNAKAN UNITY 3D BERBASIS ANDROID 基于 Android 的 Unity 3d 保龄球游戏应用程序
Pub Date : 2023-08-15 DOI: 10.31000/jika.v7i3.8121
Savira Fidzatika Rajanah, M. Ary
There are still many bowling sports enthusiasts in the city of Bandung, the lack of sports facilities is a concern in this study. conducted at the Siliwangi Bowling Center which has facilities of 18 rows and variants of the ball according to the needs and comfort of visitors while playing. This sports facility also provides playground equipment, instructors, and a bowling club for visitors who are active and passionate about the sport. Hobbies like this are quite expensive, so don't do it too often if you don't want to spend a lot of money. Problems for beginners, usually the fingers hurt from the weight of the bowling ball thrown. Then there was the problem of the sports center allowing waiting lists on the weekends. This makes the visitors feel bored while waiting to play. in the preparation of this thesis proposes a solution for making a bowling game application that is planned to be based on Android so that it uses Unity 3D. As a result, the bowling game application can provide a means for players who are still beginners, and can overcome the boredom of visitors during the waiting list on weekends to play bowling at the Siliwangi Bowling Center.
万隆市仍有许多保龄球运动爱好者,体育设施的缺乏是本研究关注的问题。该体育设施还提供游乐场设备、教练和保龄球俱乐部,供热爱这项运动的游客使用。这样的爱好价格不菲,如果不想花大钱,就不要经常玩。初学者的问题,通常是手指会因为保龄球投掷的重量而受伤。还有一个问题是,体育中心周末允许排队等候。在本论文的准备过程中,提出了一个制作保龄球游戏应用程序的解决方案,该应用程序计划基于安卓系统,以便使用 Unity 3D。因此,该保龄球游戏应用程序可为初学者提供一种方法,并可克服游客在周末等待在 Siliwangi 保龄球中心玩保龄球时的无聊感。
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引用次数: 0
APLIKASI SIMULASI BUSANA PAKAIAN DENGAN CONSTRUCT 2 DI CV CAHAYA TUNGGAL SENTOSA Aplikasi simulasi busana pakaian dengan construct 2 di CV Cahaya Tunggal sentosa
Pub Date : 2023-08-15 DOI: 10.31000/jika.v7i3.8009
Avien Cornelia Sudarsono, M. Ary
Fashion is very influential on the world trade market to continue to grow. Fashion can penetrate all communities from the upper, middle, to the lower class. There is adult women's party clothing influenced by the initial nature of the woman who tends to want to highlight the beauty that is in her, dynamic, free, and tends to follow the fashion cycle. In this study, the author discusses the importance of educational media for introducing early divine women's clothing to consumers according to their characteristics. This is poured into a dress-up simulation application created with Construct 2. The aim is to create a simulation application in attracting consumers to order adult clothing production, especially women on CV Cahaya Tunggal Sentosa, which requires multimedia and information technology expertise. In further analysis, education is needed on the introduction of early divine women's clothing to consumers according to their characteristics. Furthermore, Research and Development (R&D) research methods are used to be outlined in a dress-up simulation application made with Construct 2. As a result, the women's clothing simulation application with the concept of dress-up can meet the needs of CV Cahaya Tunggal Sentosa. By the tests that have been carried out, it will be able to increase consumer attractiveness from clothing production offerings in that category.
时尚对世界贸易市场的持续增长影响巨大。时尚可以渗透到从上层、中层到下层的所有社区。成年女性的聚会服装受到女性最初天性的影响,她们往往希望突出自己身上的美、活力、自由,并倾向于追随时尚周期。在本研究中,作者讨论了教育媒体根据女性特点向消费者介绍早期神性女性服装的重要性。这一点被融入到用 Construct 2 创建的装扮模拟应用程序中。目的是创建一个模拟应用程序,吸引消费者订购成人服装生产,尤其是 CV Cahaya Tunggal Sentosa 上的女性,这需要多媒体和信息技术专业知识。在进一步的分析中,需要根据消费者的特点向其介绍早期的神圣女装的教育。此外,研究与开发(R&D)的研究方法将在使用构造 2 制作的装扮模拟应用中进行概述。因此,以换装为概念的女装模拟应用能够满足 CV Cahaya Tunggal Sentosa 的需求。通过已进行的测试,它将能够提高该类别服装产品对消费者的吸引力。
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引用次数: 0
GAME MAINMATIKA BERBASIS ANDROID UNTUK MEMFASILITASI PEMBELAJARAN BERHITUNG ANAK 基于安卓的 mainmatika 游戏促进儿童的计数学习
Pub Date : 2023-08-15 DOI: 10.31000/jika.v7i3.7689
Bonitalia Bonitalia, Sri Khaerawati Nur, Supardi Ngareng
Game development is growing rapidly around the world, including in Indonesia. The game development industry has also developed into a promising industry, as evidenced by the many learning process companies with the concept of "playing while learning". For some children, the word "study" is very scary. With the help of this interesting educational game, children will understand that learning is fun and will automatically start learning. The main objective of this research is to develop a mobile-based educational game application that can entertain children while expanding knowledge about arithmetic or math topics. This analysis uses descriptive analysis. The system testing method that researchers use is Research and Development (R&D). The sample of this research was fourth grade students in Palu City. Based on the results of the questionnaire, 24 respondents found that the total score of eligibility from the material aspect data and media eligibility aspect data was 1005 (83.75%) of the expected score of 1200 (100%). The total score is included in the category suitable for use for children aged 10 years.
游戏开发在全世界发展迅速,在印度尼西亚也不例外。以 "边玩边学 "为理念的学习过程公司比比皆是,游戏开发行业也已发展成为一个前景广阔的行业。对于一些孩子来说,"学习 "这个词非常可怕。在这种有趣的教育游戏的帮助下,孩子们会明白学习是一件有趣的事情,并自动开始学习。本研究的主要目标是开发一款基于手机的教育游戏应用软件,在娱乐儿童的同时,拓展有关算术或数学主题的知识。本分析采用描述性分析。研究人员使用的系统测试方法是研究与开发(R&D)。本研究的样本是帕卢市的四年级学生。根据问卷调查结果,24 名受访者发现,材料方面数据和媒体方面数据的合格总分为 1005 分(83.75%),而预期分数为 1200 分(100%)。总分被列入适合 10 岁儿童使用的类别。
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引用次数: 0
PERANCANGAN SISTEM INFORMASI PENJUALAN ROTI KURNI BAKERY BERBASIS WEB MENGGUNAKAN METODE WATERFALL 采用瀑布法设计基于网络的库尔尼面包店销售信息系统
Pub Date : 2023-08-15 DOI: 10.31000/jika.v7i3.8298
R. Taufiq, Heriyanto Heriyanto, Rachmad Destriana, Faridi Faridi, Desi Nurnaningsih
The design of a web-based bread sales information system is a research that designs the process of selling bread in that place. ROTI KURNI BAKERY is a private business partner company engaged in the food production sector in the form of bread, there is still a manual and not computerized system. employees have difficulty when searching for data. To develop the system using the Unified Modeling Language (UML) for modeling while Waterfall is used as a system development method and PHP is chosen as a programming language with MySQL in it. The conclusion from this research is that it is necessary and there is an increase in quality and quality as well as information so that it can help improve the quality of the system and it is hoped that when designing the information system application for selling Roti Kurni Bakery a plan is made for web-based sales.
设计基于网络的面包销售信息系统是一项设计该地面包销售流程的研究。ROTI KURNI 面包店是一家私营合伙企业,从事面包形式的食品生产行业。为了开发该系统,使用统一建模语言(UML)进行建模,同时使用瀑布式作为系统开发方法,并选择 PHP 作为编程语言,其中包含 MySQL。这项研究的结论是,有必要提高系统的质量和信息质量,从而有助于提高系统的质量,并希望在设计销售 Roti Kurni 面包店的信息系统应用程序时,制定基于网络的销售计划。
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引用次数: 0
SISTEM INFORMASI AKADEMIK PENILAIAN HASIL KEGIATAN BELAJAR MENGAJAR SEKOLAH MENENGAH PERTAMA 初中教学活动成果评估学术信息系统
Pub Date : 2023-08-15 DOI: 10.31000/jika.v7i3.8838
Arief Herdiansah, Yani Sugiyani, Nora Fitriawati, Habib Nur Cholid
SMP Muhammadiyah 4 Tangerang adalah sebuah sekolah swasta yang terakreditasi A yang berada di kecamatan Cipondoh Kota Tangerang. Proses belajar mengajar di sekolah ini telah berjalan dengan baik akan tetapi saat ini proses administrasi pencatatan dan pemberian nilai hasil proses belajar-mengajar di SMP Muhammadiyah 4 Tangerang belum menggunakan sebuah aplikasi berbasis komputer yang mempermudah guru dalam melakukan penyusunan pelaporan hasil proses belajar mengajar. Berdasarkan hal tersebut peneliti berinisiatif untuk membuat penelitian untuk merancang dan membangun sebuah sstem informasi pencatatan hasil proses belajar mengajar. Proses pengumpulan data dalam penelitian ini  menggunakan metode observasi dan wawancara. Proses analisa data menggunakan metode PIECES. Untuk perancangan sistem dilakukan denga UML meliputi: use case diagram, activity diagram, sequence diagram dan class diagram. Sistem yang dirancang dikembangkan menggunakan bahasa PHP dan diuji menggunakan metode pengujian black box. Sistem yang dihasilkan akan dapat membantu Guru mata pelajaran dan Wali kelas dalam menyusun serta mengkalkulasi hasil proses belajar mengajar yang telah diikuti siswa dengan cepat dan akurat.
SMP Muhammadiyah 4 Tangerang 是一所获得 A 级认证的私立学校,位于 Tangerang 市 Cipondoh 分区。这所学校的教学过程一直运行良好,但目前在记录和评定教学结果的管理过程中,SMP Muhammadiyah 4 Tangerang 还没有使用计算机应用程序,以方便教师编写教学结果报告。在此基础上,研究人员主动开展研究,设计并建立了一个用于记录教学结果的信息系统。本研究的数据收集过程采用观察法和访谈法。数据分析过程采用 PIECES 方法。在系统设计方面,UML 包括:用例图、活动图、序列图和类图。所设计的系统使用 PHP 语言开发,并使用黑盒测试法进行测试。所设计的系统将能够帮助学科教师和班主任快速、准确地汇编和计算学生在教学和学习过程中的成果。
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引用次数: 0
DIAGNOSA PENYAKIT KUCING PERSIA DENGAN SISTEM PAKAR MENGGUNAKAN PENDEKATAN FORWARD CHAINING 使用前向连锁方法的专家系统诊断柿猫疾病
Pub Date : 2023-08-15 DOI: 10.31000/jika.v7i3.8612
R. Wijayanti, A. Firdaus, Fauyhi Eko Nugroho, Muhamad Hafizd, Abdurrasyid Abdurrasyid
Abstract A survey conducted by Rakuten Insight Center stated that Indonesia is a cat lover, proven by 47% of cats to be the most pets, and the Persian cat breed is one of the most popular animals among people from various ages range. This advantage cannot be separated from the problem, where in 2021 the Indonesian Ministry of Health said that only 8 provinces in Indonesia were free from rabies, one of which was transmitted through cats, and other diseases that could certainly endanger the pet owner. In addition to the limited knowledge of animal owners about the types of diseases and treatment solutions, forcing animal owners to always take them to the vet at a considerable cost, the expert system created seeks to help animal owners to diagnose diseases experienced by Persian cats, namely Rabies, Kidney Failure, Panleukopenia, Feline Infection Peritonitis, and Feline Calici Virus. This study used a forward chaining approach, to validate disease and symptoms data in this study was conducted by direct interviews with veterinarians working in animal friendly clinics. The expected result of this study is how a forward chaining approach can be applied to help diagnose diseases in Persian cats.  Abstrak Survei yang dilakukan oleh Rakuten Insight Center menyatakan bahwa Indonesia merupakan pencinta hewan kucing, terbukti 47% hewan kucing menjadi hewan peliharaan terbanyak, dan jenis kucing persia menjadi salah satu hewan yang populer dikalangan masyarakat dari berbagai kalangan dan usia. Kelebihan ini tidak lantas lepas dari permasalahan, dimana tahun 2021 Kementerian Kesehatan RI mengatakan hanya 8 propinsi di Indonesia yang bebas dari penyakit Rabies yang salah satunya ditularkan melalui hewan kucing, dan penyakit-penyakit lain yang tentu dapat membahayakan pemilik hewan piaraan tersebut. Disamping keterbatasan pengetahuan pemilik hewan mengenai jenis penyakit dan solusi perawatannya, memaksa pemilik hewan selalu membawa ke dokter hewan dengan biaya yang cukup besar, sistem pakar yang dibuat berusaha untuk membantu pemilik hewan untuk mendiagnosa penyakit yang dialami kucing jenis persia yaitu Rabies, Gagal Ginjal, Panleukopenia, Feline Infection Peritonitis, dan Feline Calici Virus. Penelitian ini menggunakan pendekatan Forward chaining untuk memvalidasi data penyakit dan gejala pada penelitian ini dilakukan dengan wawancara langsung dengan dokter hewan yang bekerja di klinik sahabat hewan. Pengujian dilakukan dengan menggunakan metode blackbox. Adapun hasil yang diharapkan dari penelitian ini adalah bagaimana pendekatan forward chaining dapat diterapkan untuk membantu mendiagnosa penyakit pada kucing jenis persia.
摘要 乐天洞察中心(Rakuten Insight Centre)进行的一项调查显示,印尼是一个爱猫之国,47%的人认为猫是最受欢迎的宠物,而波斯猫是不同年龄段的人最喜欢的动物之一。这一优势与问题是分不开的,2021 年,印尼卫生部表示,印尼只有 8 个省没有狂犬病,其中一种狂犬病是通过猫传播的,而其他疾病肯定会危及宠物主人。除了动物主人对疾病类型和治疗方案的了解有限,迫使动物主人总是花费高昂的费用带它们去看兽医之外,所创建的专家系统旨在帮助动物主人诊断波斯猫所患的疾病,即狂犬病、肾衰竭、泛白细胞减少症、猫感染性腹膜炎和猫卡里奇病毒。本研究采用前向链式方法,通过直接采访动物友好诊所的兽医来验证疾病和症状数据。本研究的预期结果是如何应用前向连锁方法帮助诊断波斯猫的疾病。 摘要 乐天洞察中心(Rakuten Insight Centre)进行的一项调查表明,印度尼西亚是一个爱猫之国,47%的人将猫作为最常见的宠物,而波斯猫品种则是各个年龄段的人最喜欢的动物之一。这一优势与问题也不尽相同,2021 年,印尼卫生部表示,印尼只有 8 个省没有狂犬病,而其中一种狂犬病就是通过猫传播的。除了动物主人对疾病类型和治疗方案的了解有限,迫使动物主人总是花费高昂的费用带它们去看兽医之外,所创建的专家系统旨在帮助动物主人诊断波斯猫所经历的疾病,即狂犬病、肾衰竭、泛白细胞减少症、猫感染性腹膜炎和猫卡里奇病毒。本研究采用前向连锁方法,通过直接采访动物朋友诊所的兽医来验证疾病数据和症状。测试采用黑箱法进行。本研究的预期结果是如何应用前向连锁方法帮助诊断波斯猫的疾病。
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引用次数: 0
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