Abstrak: Matematika merupakan salah satu ilmu dasar yang mempunyai peranan besar dalam kehidupan sehari-hari yang dapat membentuk sikap, kecerdasan, dan kepribadian seorang anak dalam perkembangan ilmu dan teknologi. Tujuan dari penelitian ini adalah merancang sebuah aplikasi pembelajaran matematika interaktif berbasis multimedia adobe flash bagi siswa sekolah dasar. Metode penelitian yang digunakan adalah metode pengembangan multimedia dengan visual modeling menggunakan UML dan Corel Draw X7. Pembelajaran matematika interaktif ini merupakan media pembelajaran yang menyajikan materi, video dan suara berbentuk Adobe Flash Professional CS6. Hasil dari penelitian ini adalah sebuah media pembelajaran alternatif yang memberikan respon aktif bagi guru dan siswa melalui pengendalian komputer serta aplikasi ini menarik minat siswa dalam mempelajari matematika khususnya materi mengenai luas segi banyak dan lingkaran serta volume tabung dan prisma segitiga. Abstract: Mathematics is one of the basic sciences that has a big role in daily life that can shape the attitude, intelligence, and personality of a child in the development of science and technology. The purpose of this research is to design an interactive mathematics learning application based on Adobe Flash for elementary school students. The research method used is multimedia development methods with visual modeling using UML and Corel Draw X7. The interactive mathematics learning is a learning medium that presents material, video and sound in the form of Adobe Flash Professional CS6. The result of this research is an alternative research medium that provides active response for teachers and students through computer control and this application attract students' interest in learning mathematics, especially material on the wide facets and circles and the volume of tubes and prisms triangle
The aim of this research in this paper is to develop smart building information application using augmented reality in android mobile gadget. A case study is implemented in STMIK Handayani Makassar. The system is able to show the room condition, temperature, and humidity with marker based tracking. Performance evaluation is done with marker testing, with distance, angle, and blocked marker surface area as parameters. The result shows that the best distance between the gadget and marker is 10 cm-50 cm with mobile angle 0 0-30 0 and coveraged surface area 10%-70%. Specifications of the device are 1 GB RAM, 5 MP Camera, Android 4.4 OS, and Quad core 1 GHz Processor. Intisari-Makalah ini membahas tentang pengembangan aplikasi sistem informasi smart building dengan teknologi augmented reality (AR) pada perangkat mobile android. Studi kasus dilaksanakan pada kampus STMIK Handayani Makassar. Aplikasi AR ini memperlihatkan tampilan bangunan secara bertingkat yaitu keseluruhan gedung hingga ke setiap lokasi ruangan. Sistem juga dapat memperlihatkan kondisi ruangan, kondisi suhu, dan kelembaban dalam ruangan dengan marker based tracking. Evaluasi unjuk kerja sistem dilakukan pada pengujian marker dengan beberapa parameter uji, yaitu jarak, sudut, dan luas permukaan marker yang tertutupi. Hasil pengujian menunjukkan bahwa jarak terbaik antara perangkat mobile ke marker adalah 40 cm-50 cm dan kemiringan perangkat mobile 0 0-30 0 dengan permukaan marker yang tertutupi 10%-70%. Spesifikasi perangkat mobile yang digunakan yaitu RAM 1 GB, Kamera 5 MP, Android 4.4, dan Prosesor Quad core 1 GHz.
ABSTRAKRumah merupakan kebutuhan manusia dan dapat dijadikan aset bisnis sehingga bisnis perumahan berkembang dengan pesat. Saat ini iklan perumahan biasanya melalui media cetak maupun promosi secara langsung yang kebanyakan dalam bentuk dua Dimensi (2D). Augmented Reality (AR) adalah suatu lingkungan yang memasukkan objek virtual 3D ke dalam lingkungan nyata. Dengan adanya program Augmented Reality sistem marketing perumahan dapat mempromosikan rumah dalam bentuk tiga dimensi (3D) dan membawa maket perumahan dalam bentuk 3D dimana objek rumah dapat di zoom in , zoom out, rotasi secara vertical, rotasi secara horizontal dan terdapat denah untuk tiap rumah serta informasi mengenai rumah tersebut. Melalui aplikasi Augmented Reality ini penulis berharap dapat memberi pengetahuan lebih kepada pembaca dan bisa membantu para pelaku bisnis properti pada umumnya, khususnya para sales dalam mempromosikan rumah dalam bentuk virtual 3D. Hasil penelitian ini menunjukkan bahwa penerapan teknologi Augmented Reality dapat diaplikasikan pada brosur perumahan dan dapat menarik perhatian pelanggan karena lebih mudah dalam memberikan informasi mengenai model rumah yang ditawarkan pada brosur perumahan.
Rice is one of the cultivation plants that are very important for human survival. The success of rice harvesting affects the level of farmers' income. However, farmers often suffer losses as a result of illness in rice. Rice plants infected with the disease will show symptoms in the form of patches that have certain patterns and colors on some parts of the body of rice plants, such as stems, leaves, and roots. Disease symptoms that emerge on the leaves are most easily identified because the leaves have a wider cross-section than other body parts of rice. Therefore, in this study, the leaf was used as an initial step parameter for disease detection in rice. This research aimed to identify diseases that exist in rice plants using the method of Gray Level Co-occurrence Matrix (GLCM). The GLCM method is a feature extraction method. The disease detection process on the leaves of the rice plants was done by retrieving the original image for the initial step; then, the original image was segmented before converted to greyscale imagery. After that, feature extraction was carried out using the GLCM features: Entropy, Eccentricity, Contrast, Energy, Correlation, Homogeneity. The results showed 90% accuracy results using GLCM extraction. The recognition of the emerging diseases on rice leaves can help to identify the type of disease infecting the rice plants.
The socialization of multimedia-based interactive learning applications is a community service for STMIK Bina Adinata lecturers at Inpres Elementary School Number 207 Linrungloe which aims to increase knowledge and understanding of educators, especially classroom teachers about multimedia-based learning applications. This activity is in the form of counseling about an interactive multimedia-based learning application using a computer. The method used in this service is socialization and training, starting with an explanation of the material about applications, interactive learning, and multimedia, after which an introduction to the use of applications to educators and finally explaining the use of applications to students. The results of this socialization increase the understanding and ability of educators in the application of multimedia-based learning and increase the learning interest of SDI 207 Linrungloe students in the learning process in the classroom using multimedia-based learning applications.
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