10 research outputs found

    Rancang Bangun Aplikasi Point of Sales Menggunakan Metode Extreme Programming (Studi Kasus Hadi Sport Shop)

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    Aplikasi point of sales (POS) dibuat untuk mempermudah dalam menghitung total belanja seseorang secara akurat dan efisien. Aplikasi POS memiliki beberapa menu diantaranya kasir, data penjualan, laporan penjualan, grafik, data produk dan data pelanggan. Hadi Sport Shop adalah sebuah Usaha Mikro Kecil dan Menengah (UMKM) yang menjual alat-alat olahraga dan perlengkapan olahraga yang terletak di Tegal, Jawa Tengah. Berdasarkan hasil wawancara dengan pemilik toko yaitu bapak Hadi Sumitro terjadi beberapa permasalahan seperti masih manualnya dalam mencatat jumlah barang sehingga hal itu memakan efisiensi waktu. Berikutnya pemilik Hadi Sport Shop kesulitan ketika mencari barang harus melihat list stok yang ada di buku. Penelitian ini bertujuan untuk membuat aplikasi yang bisa menyelesaikan permasalahan tersebut. Oleh karena itu, penulis menghubungi pihak Hadi Sport Shop untuk bekerja sama dalam membuat aplikasi POS. Dalam pembuatannya penelitian ini menerapkan metode agile dengan model extreme programming (XP), sedangkan untuk pengujiannya menggunakan metode black box testing dan user acceptance test (UAT). Pengujian dengan black box menunjukan tingkat keberhasilan sebesar 93,33% yang artinya Sangat Layak. Sedangkan hasil perhitungan UAT menunjukan total persentase sebesar 93% yang menandakan aplikasi telah diterima dengan Sangat Baik oleh calon pengguna. Analisis hasil UAT menyimpulkan aplikasi memperoleh skor efektivitas sebesar 96,25% dan skor efisiensi sebesar 95,64%

    Real-time currency recognition on video using AKAZE algorithm

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    Currency recognition is one of the essential things since everyone in any country must know money. Therefore, computer vision has been developed to recognize currency. One of the currency recognition uses the SIFT algorithm. The recognition results are very accurate, but the processing takes a considerable amount of time, making it impossible to run for real-time data such as video. AKAZE algorithm has been developed for real-time data processing because of its fast computation time to process video data frames. This study proposes the faster real-time currency recognition system on video using the AKAZE algorithm. The purpose of this study is to compare the SIFT and AKAZE algorithms related to a real-time video data processing to determine the value of F1 and its speed. Based on the experimental results, the AKAZE algorithm is resulting F1 value of 0.97, and the processing speed on each video frame is 0.251 seconds. Then at the same video resolution, the SIFT algorithm results in an F1 value of 0.65 and a speed of 0.305 seconds to process one frame. These results show that the AKAZE algorithm is faster and more accurate in processing video data

    YOLO Algorithm for Detecting People in Social Distancing System

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    Social distancing is an effort to prevent the spread of the coronavirus. Several systems for monitoring social distancing have been developed. People detection is an essential step in implementing a social distancing system. Failure to detect people causes the social distancing system to be inaccurate. Two people who communicate cannot occur violations of social distancing because one person is not detected. Therefore, we propose a precise person detection method for the social distancing system. The proposed social distancing system uses the YOLOv3 method for people detection and Euclidean Distance for measuring the distance of social distancing. YOLOv3 can detect people\u27s objects precisely, even people who are caught small by the camera. Experiments on two outdoor video datasets result in an F1 value of more than 0.8. This proposed system can serve as a reference for future social distancing research

    Rancang Bangun Permainan Edukasi Anak Berbasis Android Dengan Penerapan Metode STM / LTM

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    Anak-anak merupakan generasi penerus masa depan dari suatu bangsa. Oleh karena itu, tumbuh kembangnya seorang anak harus dibentuk sejak dini. Sesuai dengan perkembangan jaman, kini penggunaan aplikasi maupun permainan berbasis android kian digemari oleh anak-anak. Selain sebagai faktor hiburan, kehadiran sebuah permainan yang mampu mengasah ingatan anak diharapkan mampu melatih ingatan mereka. Penelitian ini menggunakan metode pengembangan Game Development Life Cycle (GDLC) yang menggabungkan metode penangkapan pola Long-Term-Memory dan Short-Term-Memory pada anak. Luaran dari penelitian ini adalah sebuah aplikasi permainan berbasis android yang mampu digunakan oleh anak-anak untuk melatih kemampuan ingatan mereka baik kemampuan ingatan jangka pendek maupun jangka panjang

    Design of Smart Gamification In Village Tourism: An Indonesian Case Study

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    Community interest in tours is very high. The benefits of tourist destinations in Indonesia finally form three patterns, namely natural, cultural, and human-made. City and village tourism are very popular with the community because of the high interest of the community to capture the moments of Instagram able and viral tourism spots. One of them is village tourism. For people who are educated with life in the village, it is necessary to make it more interesting with gamification. In this stud, the aim was to change the pattern of visitors' activities, which initially only took pictures but were also invited to explore the village potential through a mobile application. Also, this study is used to improve and help preserve and introduce village tourism potential. Gamification can be an alternative to developing village tourism potential. A common occurrence in tourist villages is a lack of management innovation to add village tourism potential to visitors further. Village tourism potential that can be developed is mobile-based village education. This activity is an education that contains planting plants. The results of this application are of rice planting and fruit picking games. Each set consists of two levels. Level 1 contains educational games and level 2 games about team cohesiveness. Each game will offer a reward. The rewards that we design are based on prizes that are liked by elementary school students

    Implementasi Website Rahayu River Tubing sebagai Media Promosi dan Reservasi bagi Wisatawan

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    Community service aims to implement website-based information technology as a media for promoting Rahayu River Tubing tourism and its reservation. The attractions offered are Tubing, Pangasinan Waterfall, Pengkol Hill, and Pedestal View. Before this website, promotions were only carried out on social media, and reservations were still manual by contacting the manager directly. This community service method is by identifying problems, developing the Rahayu River Tubing website at the address http://rahayurivertubing.com, and evaluating activities. This activity was attended by 15 participants from the manager and tour guide held at the Rahayu River Tubing basecamp. At the end of the activity, feedback is given to evaluate this community service activity. There are five statements on the questionnaire with an average result of 99%. These results indicate that community service partners are delighted with the socialization and training on the use of the Rahayu River Tubing tourism website

    A System Dynamics Approach to ERP Adoption in SMEs: A Case Study of Banyumas

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    Small and Medium Enterprises (SMEs) are pivotal to economic development, particularly in Indonesia, where they contribute significantly to employment and Gross Domestic Product (GDP). However, the adoption of sophisticated technologies such as Enterprise Resource Planning (ERP) systems remains a challenge due to constraints in resources, resistance to change, and implementation costs. This study applies a system dynamics methodology to develop an ERP adoption model specifically tailored for SMEs in Banyumas. The model synthesizes mental models derived from a comprehensive review of literature and semi-structured interviews with relevant stakeholders, culminating in the creation of a Causal Loop Diagram (CLD). This diagram identifies key feedback loops influencing ERP adoption, including reinforcing loops related to awareness and business benefits, and balancing loops that address implementation challenges such as cost and complexity. The findings underscore the critical role of government support, the development of cost-effective ERP solutions, and the importance of training programs in facilitating ERP adoption. The proposed model provides practical insights for policymakers and ERP providers to enhance digital transformation within SMEs

    Adaptive Integration of Distributed Deep Q-Networks for Enhancing OLSR Routing in Dynamic Mobile Ad-Hoc Networks

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    Adaptive routing in Mobile Ad-Hoc Networks (MANETs) poses considerable difficulty owing to the network's dynamic characteristics, lack of stable infrastructure, and swift topology alterations. The Optimized Link State Routing (OLSR) protocol provides a proactive routing mechanism via topology dissemination and MultiPoint Relay (MPR) selection. Nevertheless, it exhibits diminished responsiveness to real-time topology alterations, as it depends on periodic updates and does not explicitly account for link quality. This paper suggests the incorporation of the Deep Q-Network (DQN) methodology into OLSR as a reinforcement learning strategy to improve routing adaptability and efficiency. The DQN model employs network metrics like latency, ETX, buffer occupancy, and neighbor count as state inputs, with actions determined by Q-values obtained via environmental interactions. Simulations conducted with NS-3 and PyTorch demonstrate that OLSR-DQN enhances Packet Delivery Ratio (PDR) by as much as 20%, decreases delay by 15–25%, and markedly boosts throughput in dynamic MANET situations. Keywords: MANET, OLSR, Deep Q-Network, adaptive routing, reinforcement learnin

    PELATIHAN PEMBELAJARAN JARAK JAUH MENGGUNAKAN LEARNING MANAGEMENT SYSTEM BERBASIS MOODLE UNTUK GURU DI SMK MAARIF NU 2 AJIBARANG

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    Proses pembelajaran merupakan aktivitas utama pada pendidikan. Sejak awal tahun 2020 terjadi perubahan drastis dari tatap muka menjadi pembelajaran jarak jauh. Pembelajaran jarak jauh memerlukan sebuah sistem untuk berkomunikasi antara siswa dengan guru. Belum adanya suatu sistem yang dapat membantu guru dalam mengelola pembelajaran jarak jauh di SMK Maarif NU 2 Ajibarang berdampak pada sulitnya para guru atau tenaga pengajar dalam hal memantau maupun mengelola aktifitas siswa pada saat diberlakukan pembelajaran jarak jauh. Pembelajaran jarak jauh dapat dilakukan dalam jaringan (daring) dan dikelola dengan baik jika menggunakan Learning Management System (LMS). Moodle merupakan LMS yang dapat digunakan dan dikelola sendiri secara gratis oleh sekolah. Sehingga untuk mempermudah pengelolaan pembelajaran jarak jauh dilakukan pelatihan penggunaan LMS berbasis Moodle. Metode yang dilakukan adalah mempersiapkan LMS dan modul pelatihan, membuat course pelatihan, melaksanakan kegiatan pelatihan, serta melakukan evaluasi dan refleksi diri. Melalui pelatihan ini guru memperoleh edukasi mengenai praktek baik pengelolaan LMS sebagai guru atau siswa secara mudah dan efektif. Kegiatan pelatihan dilakukan melalui tatap muka dengan 40 orang guru yang menghasilkan kelas pembelajaran jarak jauh didalam LMS yang terdiri dari aktifitas pengelolaan presensi, chat, tatap muka daring, materi pembelajaran, blog, dan pengumpulan tugas. Kata Kunci: LMS, Moodle, Pelatihan LMS, Pembelajaran jarak jauh, Sistem manajemen pembelajaran ABSTRACT The learning process is the main activity in education. Since the beginning of 2020, there has been a drastic change from face-to-face to distance learning. Distance learning requires a system to communicate between students and teachers; without a system that can help teachers manage distance learning at SMK Maarif NU 2, Ajibarang. The teachers' difficulty or teaching staff impacts monitoring and managing student activities when distance learning occurs. Distance learning can be done in a network (online) and well managed using a Learning Management System (LMS). Moodle is an LMS that schools can use and manage independently. So that to facilitate the management of distance learning, training on the use of Moodle-based LMS is carried out. The method used is to prepare LMS and training modules, create training courses, carry out training activities, and conduct self-evaluation and reflection. Through this training, teachers get an education about acceptable practices in managing LMS as a teacher or student efficiently and effectively. Training activities are carried out face-to-face with 40 teachers who produce distance learning classes within the LMS, consisting of attendance management activities, chat, face to face online, learning materials, blogs, and assignment collection. Keywords: Distance learning, Learning management system, LMS, LMS training, Moodl

    SUSTAINABLE DIGITAL BUSINESS EXPANSION PADA INDUSTRI KREATIF BATIK BANYUMAS MELALUI SISTEM INFORMASI BERBASIS WEBSITE

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    Industri batik di Banyumas memiliki potensi besar sebagai warisan budaya sekaligus sumber daya ekonomi masyarakat lokal. Batik Banyumas Kreatif menjadi salah satu pelaku utama dalam industri ini, namun menghadapi tantangan signifikan dalam pengelolaan administrasi usaha yang belum efisien dan proses produksi manual yang membatasi kapasitas dan kualitas produk. Pengembangan sistem informasi berbasis website dipilih sebagai solusi untuk meningkatkan efisiensi operasional, transparansi data, dan kapasitas produksi. Metode yang digunakan dalam program ini meliputi pelatihan pembuatan sistem informasi, pendampingan implementasi teknologi, serta pelatihan optimalisasi proses pencantingan sebagai langkah strategis meningkatkan inovasi dan kualitas produksi. Hasil kegiatan menunjukkan bahwa penerapan sistem informasi mampu mempersingkat proses administrasi, mengurangi kesalahan data, dan meningkatkan produktivitas usaha. Selain itu, pelatihan inovasi pencantingan membantu memperluas variasi desain, meningkatkan efisiensi waktu produksi, dan memenuhi permintaan pasar domestik maupun internasional. Hasil ini menegaskan pentingnya digitalisasi dalam mendukung pengembangan industri kreatif batik untuk mempertahankan warisan budaya sekaligus memenuhi tuntutan pasar global yang semakin kompetitif
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