JTIM : Jurnal Teknologi Informasi dan Multimedia
Not a member yet
    290 research outputs found

    Aplikasi Virtual Reality untuk Media Terapi Phobia Ketinggian

    No full text
    This research aims to develop a therapy application using Virtual Reality technology and a smartwatch to view heart rate data as an assessment in dealing with and assessing how bad Arcophobia (phobia of heights) is in users. The application built is a Virtual Reality (VR) application on the Android platform and applies the Exposure-Based Therapy (EBT) method, the Exposure-Based Theraphy (EBT) method is a method that applies an introduction to phobias suffered gradually according to the ability of the sufferer, in this case the EBT method is proven effective in reducing phobias including Arcophobia. The use of multimedia elements is given gradually to individuals who have phobia. The results show that the development of Android-based Virtual Reality applications is able to help individuals efficiently and effectively overcome Arcophobia by using simulated altitude situations. This application has 3 stages of desensitization (exposure) in a Virtual Reality environment that is made in such a way that individuals can slowly get used to their phobia. In addition, this application collects heart rate data to assess how severe the phobia experienced by the individual there are 3 objective assessments to determine how bad the phobia suffered by the user is if the user\u27s heart rate ranges from 60bpm - 100bpm (normal) while 105bpm - 115bpm is included in the category (quite normal) and 120bpm-200bpm is categorized (bad), from these 3 assessment categories provide additional information that is useful for objectively evaluating the progress of therapy

    Aplikasi Edukasi Pengenalan Bahasa Arab Berbasis Augmented Reality Studi Kasus : Madrasah Ardhal-Haq

    No full text
    The field of education is witnessing rapid developments in information technology, with aug-mented reality (AR) emerging as a promising tool for multi-media learning, including Arabic language recognition. Among the Semitic language families, Arabic has the largest number of speakers. Arabic is the sentence that Arabs use to express their intentions and purposes. The form is in the form of hijaiyah letters that are used by Arabs for oral and written social interaction and communication. Madrasah diniyah takmiliyah ardal-haq is located on the main road of pematang moss, betara sub-district, West Tan-jung Jabung district, Jambi Province as one of the elementary schools, at the Ardhal-haq Madrasah, the way of delivering learning is still using simple methods, using books that do not have pictures. it is known that in general students and female students feel bored with Arabic language teaching offered by educational institutions, because students face challenges in understanding written language, including phonetics and syntax. The author chooses to use the MDLC (Multimedia Development Life Cycle) method to conduct research by creating Augmented Reality-based educational applications for Arabic language teaching. This method can be applied to system development in multimedia applications and its stages can be changed based on the research needs, which is why the author used it for system development. The purpose of this research is to facilitate the mastery of Arabic language by students and support instructors of Ardhal-Haq Madrasah in their classroom teaching. With this research produces an Augmented Reality-based Arabic language introduction educational application

    Features Extraction on Cleft Lip Speech Signal using Discrete Wavelet Transformation

    No full text
    Cleft is one of the most common birth defects worldwide, including in Indonesia. In Indonesia, there are 1,596 cleft patients, with 50.53% having a cleft lip and palate (CL/P), 24.42% having a cleft lip (CL), and 25.05% having a cleft palate (CP). Individuals with clefts encounter difficulties with resonance and articulation during communication due to dysfunctions in the oral and nasal cavi-ties. This study investigates various types of mother wavelets as feature extractors for cleft speech signals. Five different mother wavelets, namely Symlet order 2, Reverse Biorthogonal order 1.1, Discrete Meyer, Coiflet order 1, and Biorthogonal order 1.1 are analyzed. This work aims to find the best type of mother wavelet. The extracted features are statistical features, such as mean, me-dian, standard deviation, kurtosis, and skewness. The dataset used in this study consists of 200 sound signals from 10 individuals with cleft conditions and 10 normal volunteers. To assess the performance of the extractor, classification is performed using K-Nearest Neighbor (KNN) and K-Fold cross-validation. The experimental results indicate that the Reverse Biorthogonal order 1.1 mother wavelet achieves the highest accuracy compared to other types of mother wavelet, where the accuracy is 93%, with sensitivity and specificity of 94% and 92%, respectively

    Pengembangan Laboratorium Multimedia Virtual sebagai Media Pembelajaran Audio Digital menggunakan Model Game First Person Shooter

    No full text
    The laboratories at PNJ cannot be operated optimally because the available equipment does not yet have equipment with the latest technology. Whereas students should be able to practice theories related to the latest technology so that equipment is needed that continues to change in line with current technological developments. However, the situation in changing the existing technology requires a bureaucracy that is quite complicated and long. Virtual laboratories are media used to help understand a subject matter and can be a solution to the limitations or absence of laboratory equipment that can be upgraded more easily. Acceleration in the world of education is also re-sponded to by shifting the function of the laboratory. In addition, this virtual laboratory can also be utilized as a distance learning tool. This application is made using the MDLC (Multimedia De-velopment Life Cycle) method which has 6 stages, namely, concept, design, material collecting, assembly, testing, and distribution. The virtual laboratory in audio multimedia learning has been successfully created using the First Person View model. This success is based on the results of testing from 37 responders through 11 questions posed to users who have tried the application found that the respondent\u27s interpretation of the ease of use of the application in learning is 85.40%. While 81.62% stated that the Digital Audio Laboratory already had a feel like a real lab and 85.94% stated that participants were interested in learning through a virtual digital audio laboratory

    Aplikasi Augmented Reality sebagai Media Edukasi Monumen Bersejarah di Indonesia

    No full text
    Indonesia has many monuments spread from Sabang to Merauke, because of the many historical events. So, to be able to explore the historical monuments spread across Indonesia, can only be done by visiting the region, so not all levels of people can easily visit all regions of Indonesia. Based on these problems, an application was created which aims to be an educational medium for introducing historical monuments in Indonesia using Augmented Reality technology. By utilizing Augmented Reality as an interactive educational medium, it is hoped that it can increase interest in learning from many groups by using smartphones to introduce historical monuments in Indonesia and obtain information and visualization with 3D objects. The research method that will be used in this research has four stages including data collection, application design and application creation, evaluation and conclusions. Application design uses Augmented Reality technology with the MDLC (Multi-media Development Life Cycle) approach method. Based on the results of Black Box testing, all functional systems in the application can function properly. The final results of the evaluation using the System Usability Scale (SUS) testing method with 30 respondents received a score of 77.166. So, it can be concluded from this assessment that the Augmented Reality application as an educational medium for historical monuments in Indonesia in the adjective rating category is GOOD with a grade scale of C, which means usability based on the data obtained has received an acceptable level of acceptance. So this application can be said to be suitable for use

    Perbandingan Algoritma Naive Bayes Berbasis Feature Selection Gain Ratio dengan Naive Bayes Kovensional dalam Prediksi Komplikasi Hipertensi

    No full text
    High blood pressure is a significant public health problem with a high prevalence in the Indo-nesian population. 2018 Riset Kesehatan Dasar (Riskesdas) data shows a prevalence of hyperten-sion of 34.1% in individuals aged 18 years and over, with the highest figure in South Kalimantan and the lowest in Papua. Complications arising from hypertension can have serious impacts on organs such as the brain, eyes, heart and kidneys. The Naive Bayes algorithm is generally used in disease prediction, but the Naive Bayes algorithm has problems when selecting attributes, because Naive Bayes itself is a statistical classification method that is only based on Bayes\u27 Theorem so it can only be used with the aim of predicting the probability of membership in a group or class. So attribute weighting is needed to increase accuracy more effectively. This research introduces Gain Ratio as an attribute weighting method to increase the accuracy of Naive Bayes. The aim of this study was to compare conventional Naive Bayes with Naive Bayes Gain Ratio in predicting complications of high blood pressure. The research results show that feature selection with gain ratio weighting can increase the accuracy of naive Bayes classification, with an average increase in accuracy of 20% compared to naive Bayes without feature selection. The precision value increased by 21% in the naive Bayes gain ratio algorithm for the kidney failure class, an increase of 3% in the heart class, and an increase of 31% in the stroke class, for the recall value the naive Bayes gain ratio increased by 35% in the heart class while in the kidney failure and stroke classes did not increase the recall value

    Sistem Manajemen Kepegawaian dan Pencatatan Pekerja Migran Indonesia di BP3MI Riau dengan Metode Prototipe

    No full text
    Balai Pelayanan Pelindungan Pekerja Migran Indonesia (BP3MI) Riau, a government agency dedicated to protecting Indonesian migrant workers. The agency faces challenges with its unstructured and inefficient data management system. The use of Microsoft Excel for documenting the data of Indonesian Migrant Workers (PMI) and employees at BP3MI Riau is prone to data entry errors, time inefficiencies, unstructured data, potential damage, limited access, restricted analysis, difficulties in tracking changes, and a high risk of data loss. To address these issues, research was conducted to develop a more effective employee management and PMI data recording system using the prototype method. This method emphasizes user collaboration in understanding system requirements, resulting in practical solutions. The prototype method stages include user requirements gathering, designing input, process, and output needs, followed by rapid UML model design, program code implementation, and finally, testing. The system development results show that users have a very positive impression from the usability testing, achieving a score of 97.76%. This indicates the effectiveness of the prototype. The system significantly improves manual methods, enhancing the efficiency, accuracy, and accessibility of data at BP3MI Riau, and lays the foundation for future advancements with greater integration and automation prospects in BP3MI Riau\u27s operations

    Implementasi Metode Waterfall untuk Membuat Antarmuka pada Aplikasi Koperasi Simpan Pinjam Berbasis Mobile

    No full text
    Current technological developments have penetrated various sectors of human daily activities, almost every human activity is supported by technology that functions to facilitate the completion of work, starting from things that seem trivial to quite complicated work. Therefore, Banjar Tri Parartha residents who have a business unit in the form of a savings and loan cooperative with funds from member contributions, run it by carrying out cooperative principles to help the economic movement of its citizens based on the principle of family. At this time the process of recording, calculating to the reporting process is still done conventionally, so that cooperative administrators are quite busy every time they make an accountability report that is carried out every year. By running the analysis and design process in the application creation stage using the waterfall method. So in the interface design it is adjusted to what is needed by the cooperative. It is hoped that this research can be a reference in making applications as the next stage. By using the application design starting from the recording stage, processing calculations and presenting reports, it is hoped that all stakeholders will find it easier to monitor and obtain cooperative financial information, so that the transparency of cooperative funds can provide certainty for its members

    Best Machine Learning Model For Face Recognition in Home Security Application

    No full text
    Particularly since the COVID-19 outbreak, Indonesia has seen an annual surge in criminal prosecutions. To increase home security, many technological advances have been made. Face recognition served as the main form of security for almost all of them. Face detection, face segmentation, and face recognition are the three steps in the face recognition process. To avoid misclassification and increase system dependability, accurate recognition of faces becomes crucial in security systems. The optimization tool Grid Search CV produces using a number of machine learning methods that are proposed. Each machine learning has been created using its best model and has attained accuracy levels of at least 90%. The most effective strategy is SVM, which has 100% accuracy rates. A technique for choosing the best model is an alternative. The computation time will be compared to that of more complex systems before these results are eventually communicated to the real syste

    Implementasi Augmented Reality Sebagai Media Edukasi Tanaman Hias Berbasis Marked Based

    No full text
    Ornamental plants are plants that we often encounter in the community and in public places, such as in the yard, in the park or in the school yard. Ornamental plants are usually very popular with people, especially housewives, because ornamental plants have their own characteristics and benefits, such as the snake plant (Sansevieria) which has benefits for the environment, namely it can absorb air pollution. In society, especially housewives, it is difficult to care for ornamental plants, so that the plants they cultivate often wilt or die. Therefore, media to increase education about ornamental plants must be improved to help people who want to cultivate ornamental plants. This research uses Marked Based Augmented Reality as a learning medium for the public in introducing and caring for ornamental plants. Augmented Reality is an example of technology that can visualize an object from the virtual world to the real world with a 3D object shape in real time. In this research, the Software Development Life Cycle or Waterfall (SDLC) method was used as the research method. The Software Development Life Cycle method or Waterfall model (SDLC) has five stages, namely data collection, software analysis, software design, implementation and software testing. Based on the results of black box testing, all functions in this application have run well on every Android smartphone used. Testing with the System Usability Scale (SUS) Re-spondents also got a score of 84%, so the application was declared acceptable

    92

    full texts

    290

    metadata records
    Updated in last 30 days.
    JTIM : Jurnal Teknologi Informasi dan Multimedia
    Access Repository Dashboard
    Do you manage Open Research Online? Become a CORE Member to access insider analytics, issue reports and manage access to outputs from your repository in the CORE Repository Dashboard! 👇