PROTOTYPE PERANCANGAN ALAT PENDETEKSI KETINGGIAN TANDON AIR DI RSUD DR. GUNAWAN MANGUNKUSUMO BERBASIS ARDUINO UNO
(Daniel Rudjiono, Dani Sasmoko, Hendra Cahya Ardhy Syahputra)
DOI : 10.51903/informatika.v5i1.1016
- Volume: 5,
Issue: 1,
Sitasi : 0 19-May-2025
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Abstrak:
Water is an essential need for human life, especially in hospitals which require a constant supply of clean water. Dr. Gunawan Mangunkusumo Regional Public Hospital, Semarang Regency, is facing problems in managing the water reservoir due to a lack of monitoring and an automatic filling system. This leads to water wastage and inconvenience.
This article discusses the design of a water level detection device prototype based on the Wemos D1 Mini microcontroller to overcome this problem.3 The system utilizes the HC-SR04 ultrasonic sensor to measure water level and display the information on an LCD and web server. The microcontroller controls the water pump automatically based on the detected water level, which is categorized into three levels: LOW, MEDIUM, and HIGH.
Test results show that the system can measure water levels accurately and control the water pump effectively.This prototype is expected to assist Dr. Gunawan Mangunkusumo Regional Public Hospital in improving water management efficiency, ensuring a sustainable supply of clean water, and reducing the workload of staff
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2025 |
Perancangan Sistem Informasi Penjualan Berbasis Web Pada UMKM Nata Nugros Singkong
(Yuli Fitrianto, Daniel Rudjiono)
DOI : 10.51903/g20f7p94
- Volume: 3,
Issue: 3,
Sitasi : 0 03-Jan-2025
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Dengan kemajuan teknologi saat ini, bisnis harus lebih kreatif dan inovatif dalam menjalankan operasi mereka. Sistem penjualan adalah salah satu contoh teknologi ini, yang dapat mengatur produksi dan mencatat transaksi penjualan. Usaha UMKM Nata Nugros Singkong memproduksi dan menjual produk olahan singkong seperti Gethuk Crispy, Gemblong Cotot, dan Singkong Keju. Lokasi bisnis ini adalah di Dusun Krajan, Desa Doplang, Kecamatan Bawen, Kabupaten Semarang. UMKM Nata Nugros Singkong menghadapi masalah dalam mengelola transaksi penjualan produk, memantau stok dan ketersediaan produk, dan membuat laporan dengan cara yang lebih konvensional atau berbasis kertas. Menurut pendapat kami, penerapan sistem informasi penjualan adalah langkah yang tepat untuk menyelesaikan masalah yang ada. Sistem informasi ini berbasis web menggunakan PHP dan MySQL.
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2025 |
Prediction and Detection of Scam Threats on Digital Platforms for Indonesian Users Using Machine Learning Models
(Budi Raharjo, Rudjiono, Yuli Fitrianto)
DOI : 10.51903/jtie.v3i3.208
- Volume: 3,
Issue: 3,
Sitasi : 0 25-Dec-2024
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Scam threats on digital platforms continue to rise alongside the rapid adoption of technology in Indonesia. The unique characteristics of Indonesian digital users, such as low digital literacy and high social media usage, make them particularly vulnerable to various forms of scams, including phishing, impersonation, and emotional manipulation. This study aims to develop a machine learning-based model for predicting and detecting scams by identifying threat patterns within a local context. The methodology involves collecting a survey-based dataset from Indonesian digital users, capturing language patterns and user interaction behaviors. The dataset was processed through text-cleaning techniques, tokenization, normalization, and representation using TF-IDF and Word Embeddings. The machine learning models employed in this study are Random Forest and Support Vector Machine (SVM), evaluated using accuracy, precision, recall, and F1-score metrics. Hyperparameter tuning was conducted to optimize model performance, while k-fold cross-validation was utilized to minimize the risk of overfitting. The results indicate that the Random Forest model achieved the best performance, with an accuracy of 92.5%, precision of 90.7%, recall of 94.1%, and F1-score of 92.4%. The use of local datasets improved detection accuracy by 7.8% compared to global datasets, highlighting the critical importance of contextual representation in identifying scam patterns specific to Indonesia. The model was also effective in recognizing unique threat patterns, such as the use of informal language and manipulative phrases in scam messages. This study makes a significant contribution to the field of digital security by providing an effective machine learning-based approach to detecting scam threats in Indonesia. Moreover, the findings underscore the importance of developing local datasets and educating users as part of a holistic solution to enhance digital security. These insights emphasize the necessity of incorporating cultural and contextual factors into technology-driven approaches for combating scams in developing countries like Indonesia
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2024 |
Evaluating the Effectiveness of Interactive Multimedia in Boosting Brand Equity: A Case Study of Visual Communication Design Programs
(Edy Jogatama Purhita, Daniel Rudjiono)
DOI : 10.51903/ijgd.v2i2.2109
- Volume: 2,
Issue: 2,
Sitasi : 0 25-Nov-2024
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This study focuses on strengthening brand equity in the Visual Communication Design (VCD) study program at higher education institutions by implementing interactive multimedia. The background of the problem lies in the importance of branding innovation in addressing the increasing competition in the education sector. The purpose of this research is to evaluate the impact of interactive multimedia on four dimensions of brand equity: brand awareness, brand loyalty, perceived quality, and brand associations. The methodology employed involves a mixed quantitative and qualitative approach. Data was collected through a survey of 100 respondents using a Likert-scale-based questionnaire and in-depth interviews with relevant participants. A paired t-test was used to analyze changes in brand equity perceptions before and after implementing interactive multimedia. The results show a statistically significant increase in brand awareness by 20% (p < 0.01), brand loyalty by 25% (p < 0.01), perceived quality by 18% (p < 0.01), and brand associations by 19% (p < 0.01). These findings provide practical contributions to higher education institutions by demonstrating that interactive multimedia is not merely a communication tool but an effective strategy for building emotional engagement with audiences and enhancing institutional reputation. Furthermore, qualitative insights highlight the role of interactive multimedia in fostering deeper emotional connections and improving perceptions of quality. This research supports adopting technologies like Augmented Reality (AR) and Virtual Reality (VR) to enrich future learning experiences. Continuous implementation and innovation in interactive content are also necessary to remain relevant and competitive in the dynamic education market.
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2024 |
Perancangan Video Motion Graphic Sebagai Media Marketing Studi Kasus di PT. Bakool Nusantara
(Rudjiono Rudjiono, Setiyo Adi Nugroho, Agus Priyadi, Akhmad Cholif Agung Yuliyanto)
DOI : 10.51903/pixel.v17i1.1978
- Volume: 17,
Issue: 1,
Sitasi : 0 10-Jul-2024
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Bakool Nusantara merupakan startup yang menyediakan produk kebutuhan sayur segar dengan konsep bisnis online BTB dan BTC. Penelitian ini bertujuan untuk meningkatkan pengenalan brand dan aplikasi Bakool Apps kepada pelanggan PT. Bakool Nusantara melalui perancangan video motion graphic sebagai media pemasaran. Perusahaan mengalami kendala dalam upaya memperkenalkan secara optimal brand dan aplikasi Bakool Apps kepada pelanggan, sehingga perlu dilakukan inovasi dalam strategi pemasaran. Penelitian ini menggunakan metode studi kasus di PT. Bakool Nusantara untuk mendapatkan pemahaman mendalam tentang permasalahan yang dihadapi oleh perusahaan. Selanjutnya, penelitian ini fokus pada perancangan video motion graphic sebagai solusi untuk meningkatkan pengenalan brand dan aplikasi Bakool Apps. Penggunaan teknik motion graphic diharapkan dapat memberikan pengalaman visual yang menarik dan efektif dalam menyampaikan informasi kepada pelanggan. Hasil uji validasi ahli media produk video motion graphic memperoleh hasil 4,7 dari 5 yang berarti produk sangat valid, validasi ahli materi memperoleh hasil 4,7 dari 5 yang berarti produk sangat valid untuk digunakan sebagai alat bantu media marketing. Hasil uji validasi oleh pengguna memperoleh hasil 4,652 dari 5 yang berarti produk sangat efektif untuk digunakan. Dengan demikian berdasarkan hasil validasi ahli media, ahli materi dan calon pengguna, menunjukan bahwa produk video yang dihasilkan dinyatakan valid dan layak untuk dibuat sebuah produk .
Keywords: Motion Graphic, Video, Media Marketing
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2024 |
Perancangan Desain Packaging Untuk Aksesoris Pernikahan Wedding Planner Dodok Lawang Banyumanik Semarang
(Setiyo adi Nugroho, Rizka Amalia Yulfiani, Ahmad Zaenudin, Rudjiono Rudjiono)
DOI : 10.51903/pixel.v16i2.1480
- Volume: 16,
Issue: 2,
Sitasi : 0 13-Dec-2023
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Product packaging has a very important role in attracting consumers, making consumers select the goods and serving as a tool for brand promotion. Using images, colors, and text, graphic designers can apply design principles to produce visually appealing packaging, highlight the benefits of a product, and give it a unique personality. Dodok Lawang runs a business in the form of services, namely making dowries, gifts, ring boxes and gift boxes. In this research, we developed packaging making/with the aim of renewing old packaging so that it appears more attractive. The form of packaging for the wedding planner is in the form of boxes and paper bags, as well as leaflets with a simple but still elegant design concept. validation from media experts and material expert have a result that the product is valid to be used as a protecting/wrapping of product properly. From the user's side, this design is effective because the information and visuals acquired from the packaging design are better understood by the user.
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2023 |
PERANCANGAN MEDIA PEMBELAJARAN UNTUK MATA PELAJARAN ANIMASI BLENDER KELAS XII SMK KANAAN UNGARAN
(Daniel Rudjiono, Setyo Adi Nugroho, Agus priyadi, Krisna Danu Aji Saputra)
DOI : 10.51903/pixel.v16i2.1515
- Volume: 16,
Issue: 2,
Sitasi : 0 13-Dec-2023
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Tujuan dari penelitian ini adalah untuk membuat media pembelajaran animasi berbasis flash bagi siswa di SMK Ungaran Kanaan, serta meningkatkan minat siswa untuk belajar animasi. Metode yang digunakan adalah Research and Development, yaitu metode yang mengembangkan suatu produk tertentu seperti media pembelajaran berbasis animasi. Penelitian ini dilatarbelakangi oleh ditemukannya kurangnya media pembelajaran animasi di SMK Ungaran Kanaan khususnya pada kelas XI pelajaran animasi Multimedia
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2023 |
In House Training (IHT) Peningkatan Kompetensi Guru Dalam Pemanfaatan IT SD Islam Plus H.M Subandi Kabupaten Semarang
(Rudjiono Rudjiono, Andik Prakasa Hadi, Ahmad Zainudin, Agus Priyadi, Agustinus Budi Santoso, Setiyo Adi Nugroho, Robby Andika Kusumajaya)
DOI : 10.51903/community.v3i3.413
- Volume: 3,
Issue: 3,
Sitasi : 0 17-Nov-2023
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Dalam tahun tahun terakhir ini teknologi informasi dan komunikasi (TIK) telah memasuki seluruh elemen kehidupan, yang menyebabkan perubahan pada pola kehidupan sosial dan ekonomi, dan juga pada bidang pendidikan. TIK telah meresap memasuki kehidupan sehari-hari, dan penggunaannya menjadi persyaratan mendasar dalam proses pendidikan yang bermutu. Pendidikan yang bermutu sendiri akan terjamin oleh guru-guru yang berkompeten di bidangnya . IN HOUSE TRAINING (IHT) dalam rangka PENINGKATAN KOMPETENSI GURU pada lembaga SDIP H.M Subandi Kab. Semarang ditujukan dalam usaha peningkatan kinerja dan performa para guru di SDIP H.M Subandi Wilayah Kab. Semarang. Kegiatan ini didasarkan dari hasil observasi yang menunjukkan masih minimnya pengetahuan di bidang Teknologi Informasi yang dimiliki Kepala Sekolah setempat beserta Guru tentang teknologi informasi, khususnya terkait kesulitan dalam pembuatan soal-soal secara Online atau CBT. peserta pelatihan merasa terpuaskan dengan adanya Program In House Training (IHT) Peningkatan Kompetensi Guru Dalam Pemanfaatan IT ini karena melalui program ini mereka telah dapat mempraktekkan dalam pelatihan dan telah menguasai pengaplikasian ilmu yang diperoleh dalam materi pelajaran dalam upaya meningkatkan skill dan performa guru dalam menggunakan Teknologi Informasi.
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2023 |
APLIKASI MOBILE LEARNING PEMBELAJARAN VIDEO EDITING BERBASIS ANDROID PADA PERSATUAN PEMUDA SANDYA KARYA MUDA DESA REKSOSARI KEC SURUH KABUPATEN SEMARANG
(Setiyo Adi Nugroho, Andik Prakasa Hadi, Rudjiono Rudjiono, Ahmad Zainudin)
DOI : 10.51903/pixel.v15i1.765
- Volume: 15,
Issue: 1,
Sitasi : 0 05-Jul-2022
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The advances in mobile technology have created a new learning method known as mobile learning technology or mobile learning. This method utilizes the use of smartphones which have become part of the daily life of people of all ages and levels of education. in this mobile learning ,android platform is selected. The reason for choosing android is that it is the most popular mobile OS. This learning is designed to run on Android with the aim that it can be used easily and can be run at any time as long as you carry an Android cellphone and there is an internet connection. This application is addressed to the Persatuan pemuda sandya karya mandiri desa reksosari kec suruh kabupaten Semarang, which is an activity of a youth group that is trying to develop and improve their video streaming channel . they need learning to improve their digital video processing skills to improve the quality of their video output. because this youth union consists of various ages and various educational backgrounds, the making of learning videos must be easy to operate, easy to display and does not require complicated equipment. The development of this application is based on usability which is the most important aspect of an application.
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2022 |
EFEKTIFITAS INFOGRAFIS DALAM MEDIA PROMOSI UMKM
(Andik Prakasa Hadi, Setiyo Adi Nugroho, Rudjiono Rudjiono, Sugiarto Sugiarto)
DOI : 10.51903/pixel.v15i1.748
- Volume: 15,
Issue: 1,
Sitasi : 0 04-Jul-2022
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Taman Makam Abu Ambarawa is a cemetery managed by the Gotong Royong Social Foundation, has been using infographics in promotional media in the form of brochures, catalogs and business cards since 2017. This study was conducted to determine the effectiveness of using infographics in promotional media.
The EPIC model is used as a method to determine the effectiveness of infographics in the promotional media that have been used, using the indicators of Empathy, Persuasion, Impact and Communication. Respondents in this study were people who had used the services of Taman Makam Abu Ambarawa.
The results of this study indicate that the use of infographics in promotional media is very effective, with an EPIC index score of 3.38 indicating that the decision scale is very effective. While the tabulation of the EPIC and EPIC Rate dimensions indicated that the four dimensions of the EPIC model (empathy, persuasion, impact and communication) had a value greater than the minimum value of Very Effective of 3.25.
This research can be used by stakeholder are related to cooperatives and UMKM, regarding the perspective of the use of infographics in promotional media that has proven to be effective, through the use of infographics to display products or services in promotional media for the cooperative development and UMKM.
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2022 |