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PARENTAL CONTROL MODEL FOR HIGH SCHOOL E-LEARNING Kusumawardani, Sri Suning; Ferdiana, Ridi
Forum Teknik Vol 35, No 1 (2013)
Publisher : Faculty of Engineering, Universitas Gadjah Mada

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Abstract

Adopting e-Learning in high school is challenging. The main problem in this situation is the adoption of e-Learning as a self-paced learning. In universities, the problem rarely happens since the students in universities have an awareness to explore and to learn by themselves. In high school level, student awareness is limited.High school students more likely need a control mechanism to use e-Learning. In this research, an efort is made to create a model that collaborate parents to control e-Learning usages. The collaboration of parents in e-Learning strongly believed can provides additional value of effectiveness in student e-Learning usage.The result of this research is a model called PCM (Parental Control Model). PCM is an architectural model that contains of information and software architecture that will cover business process collaboration between parent and student.Keywords: e-Learning, parental control model, software architecture, interaction model
MOBILE CONTEXTUAL AVATAR: DESAIN PERMODELAN AVATAR KONTEKSTUAL DALAM PLATFORM LAYANAN MOBILE Ferdiana, Ridi
Proceedings of KNASTIK 2013
Publisher : Duta Wacana Christian University

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Abstract

Avatar become one of the representative of digital communication. The usage of avatar is not only as a representative of the user attributes but also represent the behavior of the users such as emotion, passion, and mood. However, the usage of avatar behavior is depends on the user actions. The avatar have no knowledge about the mood of the user until the user describe the mood through status update or comments. If only, the avatar behavior can be automated thorugh some patterns and contexts, it will help the user to automate their mobile activity. This paper will revisit the usage of avatar in mobility world and propose a model called Mobile Contextual Avatar (MCA). The proposed model will discuss the conceptual technique how the context and pattern usage will help the content developer to model dynamic mobile services.
THE DEVELOPMENT OF DIGITAL LIBRARY USER INTERFACE BY USING RESPONSIVE WEB DESIGN AND USER EXPERIENCE Sasongko, Dimas; Ferdiana, Ridi; Hartanto, Rudy
Indonesian Journal of Electrical Engineering and Computer Science Vol 4, No 1: October 2016
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v4.i1.pp195-202

Abstract

The digital library has the purpose of providing services to the user, therefore, user experience factor and adjusting the display device diversity becomes the main thing to consider in building a digital library. The digital library is visited by many users because it provides a lot of information so that the existing content should be accessible anywhere, anytime and using a variety of devices. This research focuses on the design of digital library interface that adapts to the user experience and a variety of devices. The method used in this study is testing the user experience for the evaluation of digital library interface and Responsive Web Design for the development of digital library interface. The confidence interval is used as the analysis of the test data. Implementation of the user experience and Responsive Web Design in the digital library interface design proposals can improve the estimated percentage of success and task time users.
TRANSFORMASI XML DENGAN SKEMA RELAX-NG MENJADI KOMPONEN GUI PADA KUSTOMISASI MODUL OPENERP DISERTAI UJI PERFORMA-NYA Soetrisno, Yosua Alvin Adi; Sulistyo, Selo; Ferdiana, Ridi
Seminar Nasional Aplikasi Teknologi Informasi (SNATI) 2015
Publisher : Jurusan Teknik Informatika, Fakultas Teknologi Industri, Universitas Islam Indonesia

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Abstract

Abstrak - Enterprise Resource Planning (ERP) memilikimodul aplikasi yang bisa dikustomisasi. Modul aplikasi padaproduk OpenERP dibangun dengan konsep Model-View-Controller (MVC). Komponen view pada konsep MVC,digunakan untuk merepresentasikan graphical user interface(GUI) dari aplikasi, yang pada umumnya dibentuk daristruktur eXtensible Markup Language (XML). Struktur dokumenXML, yang dituliskan dalam bentuk tree maps akan sulituntuk dipahami. Skenario transformasi XML menjadi komponenGUI dilakukan untuk membantu pengguna mendapatkanpersepsi bagaimana komponen tersebut akan ditampilkanpada aplikasi sebenarnya.Pada transformasi akan dilakukan mapping deklaratif darielemen pada tag-tag XML menjadi komponen GUI tertentu.Transformasi XML ke komponen GUI bisa dibantu oleh toolspenggambar diagram seperti DIA yang bisa membacabeberapa format XML. Visualisasi yang diperoleh dari hasiltransformasi ini, akan mempermudah proses kustomisasi,karena visualisasi memberikan gambaran bagaimana susunankomponen pada aplikasi.Kata kunci - enterprise resource planning, transformasi,XML, komponen view, GUI, mapping, diagramming tools.
Pengembangan Aplikasi Interactive Tv Pada Platform Set-Top Box Tertanam Berbasis Windows Embedded 7 Aryananda, Ferro Ferizka; Widyawan, Widyawan; Ferdiana, Ridi
Jurnal Buana Informatika Jurnal Buana Informatika Volume 1 Nomor 1 Januari 2010
Publisher : Universitas Atma Jaya Yogyakarta

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Abstract

Abstract. Interactive TV Application Development on Embedded Set-Top Box Platform Based on Windows Embedded 7. With the novelty of television technology that marked by the boom of DTV,  Internet enabled Set-Top Box,  and DVR,  television users become more aware to interactive and rich experience of multimedia contents viewing on their television that later become the concept of interactive TV.Interactive TV allows viewers to take control of what they want to see something conventional TV can’t afford. In this research, there will be an application developed so that the user could enjoy extended services through their TV set. CETV is a proof of concept of interactive TV concept that enables users to access extended services. CETV is a group of 7 different application module that has their own feature and functionality. CETV delivers extended services and contents that bring interactivity and control to television users. Kata kunci: Embedded Device, . NET Framework,  interactive TV,  Set Top Box.Abstrak. Dengan kebaruan teknologi televisi yang ditandai dengan tren DTV, Internet enabled Set-Top Box, dan DVR, pengguna televisi menjadi lebih sadar akan pengalaman yang interaktif dan kaya pada konten multimedia yang tampil di televisi mereka yang kemudian menjadi konsep TV interaktif. Interaktif TV memungkinkan pemirsa untuk mengambil kendali dari apa yang mereka ingin lihat, sesesuatu yang tidak mampu disediakan oleh TV konvensional. Dalam penelitian ini, akan ada aplikasi yang dikembangkan sehingga pengguna dapat menikmati layanan tambahan melalui TV mereka. CETV adalah bukti dari konsep konsep TV interaktif yang memungkinkan pengguna untuk mengakses layanan tambahan. CETV adalah kelompok 7 modul aplikasi yang berbeda yang memiliki fitur dan fungsi mereka sendiri. CETV memberikan layanan tambahan dan konten yang membawa interaktivitas dan kontrol kepada pengguna televisi.Kata kunci: Perangkat Tertanam, .NET Framework,  TV interaktif,  Set Top Box.
Learning from the Case Studies, How Global Software Development Process is executed in an Agile Method Environment Ferdiana, Ridi; Nugroho, Lukito Edi; Santoso, Paulus Insap; Ashari, Ahmad
Jurnal Buana Informatika Vol 1, No 2 (2010): Jurnal Buana Informatika Volume 1 Nomor 2 Juli 2010
Publisher : Universitas Atma Jaya Yogyakarta

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Abstract

Abstrak. Belajar dari Studi Kasus, Bagaimana Proses Pengembangan Perangkat Lunak Global Dieksekusi Pada Lingkungan Metode Agile. Tantangan terbesar dalam Software Development Global (GSD) adalah efisiensi waktu untuk mengembangkan. GSD menyediakan panduan untuk menggunakan proses bersama dengan muka seperti proses metode analisis terpadu atau metode air terjun. Meskipun, itu memberikan manfaat melalui dokumentasi yang komprehensif dan kejelasan, ia memberikan menghambat organisasi yang ingin menggunakan GSD tetapi dalam terburu-buru. Metode Agile mengklaim efisien dan pendekatan yang efektif untuk pengembangan perangkat lunak. Makalah ini laporan tentang bagaimana organisasi menggabungkan proses GSD dengan metode tangkas seperti eXtreme Programming (XP), Scrum, Agile Unified Process (UP Agile), Pengembangan Fitur Driven (FDD), dan Microsoft Solusi Kerangka Agile (MSF Agile). Makalah ini menggunakan studi kasus untuk mendapatkan pengalaman organisasi dan menjelaskan praktek yang berguna untuk organisasi yang ingin menerapkan GSD dengan metode tangkas. Kata Kunci: Siklus Hidup Pengembangan Perangkat Lunak, Agile, GSD Abstract. The biggest challenge in Global Software Development (GSD) is the efficiency of time to develop. GSD provides a guidance to use the process along with up-front analysis method like unified process or waterfall method. Although, it gives a benefit through comprehensive documentation and its clearness, it gives inhibits the organization which wants use GSD but in a rush. Agile methods claim an efficient and the effective approach to software development. This paper reports on how organizations combine the GSD process with agile methods like eXtreme Programming (XP), Scrum, Agile Unified Process (Agile UP), Feature Driven Development (FDD), and Microsoft Solution Framework Agile (MSF Agile). The paper uses case study to get organization experiences and describe useful practices for the organization that want to implement GSD with an agile method. Keywords: Software Development Lifecycle, Agile, GSD
Pemodelan Lingkungan Virtual untuk Interaksi Avatar Berbasis Context Pada Proyek Digital Life at Campus (DiL@C) Sajati, Haruno; Nugroho, Lukito Edi; Ferdiana, Ridi
Jurnal Buana Informatika Vol 3, No 2 (2012): Jurnal Buana Informatika Volume 3 Nomor 2 Juli 2012
Publisher : Universitas Atma Jaya Yogyakarta

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Abstract

Abstract. Campus activities that use information technology increasing rapidly, these activities e.g. studying activity, access to information and so on. The increased activities forces instance has an "assistants" who can help the real user to complete their works and responsibilities. Virtual world allows the user to be in a different context so that it can follow a different activity at one time. Avatar requires a virtual Environment for the activity. This research build a model in virtual world (VES) that would bring together between avatars, virtual objects and context to work in a scenario in Digital Life at Campus (Dil@C). Design written in this paper to formulate a model of Context based communication, system architecture and implementation that can be applied in the virtual world.Keywords: DiL@C, avatar, context, Virtual Environment System (VES). Abstrak. Aktifitas kampus yang memanfaatkan teknologi informasi semakin banyak, Aktifitas ini contohnya perkuliahan, akses informasi dan lain-lain. Peningkatan aktifitas ini memaksa instance di dalam kampus memiliki ”asisten” yang dapat membantu real user untuk menyelesaikan pekerjaan dan tanggung jawabnya. Dunia virtual memungkinkan user dapat berada pada konteks yang berbeda sehingga dapat mengikuti aktifitas yang berbeda pada satu waktu. Pengembangan model avatar yang merepresentasikan user dalam dunia maya membutuhkan lingkungan virtual untuk beraktifitas. Penelitian ini memodelkan sebuah dunia virtual (VES) yang dapat mempertemukan antara avatar, obyek-obyek virtual dan konteks untuk bekerja dalam sebuah skenario dalam Digital Life at Campus (DiL@C). Perancangan yang ditulis dalam paper ini merumuskan model komunikasi berbasis konteks, arsitektur sistem dan implementasi yang bisa diterapkan dalam dunia virtual.Kata Kunci: DiL@C, avatar, konteks, Virtual Environment System (VES).
USER STORY SOFTWARE ESTIMATION:A SIMPLIFICATION OF SOFTWARE ESTIMATION MODEL WITH DISTRIBUTED EXTREME PROGRAMMING ESTIMATION TECHNIQUE Ferdiana, Ridi; Santoso, Paulus Insap; Nugroho, Lukito Edi; Ashari, Ahmad
JUTI: Jurnal Ilmiah Teknologi Informasi Vol 9, No 1, Januari 2011
Publisher : Teknik Informatika, ITS Surabaya

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Abstract

Software estimation is an area of software engineering concerned with the identification, classification and measurement of features of software that affect the cost of developing and sustaining computer programs [19]. Measuring the software through software estimation has purpose to know the complexity of the software, estimate the human resources, and get better visibility of execution and process model. There is a lot of software estimation that work sufficiently in certain conditions or step in software engineering for example measuring line of codes, function point, COCOMO, or use case points. This paper proposes another estimation technique called Distributed eXtreme Programming Estimation (DXP Estimation). DXP estimation provides a basic technique for the team that using eXtreme Programming method in onsite or distributed development. According to writer knowledge this is a first estimation technique that applied into agile method in eXtreme Programming.
PERANCANGAN FITUR E-COMMERCE BERDASARKAN KONSEP CUSTOMER RELATIONSHIP MANAGEMENT UNTUK MENINGKATKAN KUALITAS PELAYANAN Fuad, Evans; Ferdiana, Ridi; Selo, -
Prosiding SNATIF Vol 1, No 1 (2014): Prosiding Seminar Nasional Teknologi dan Informatika
Publisher : Prosiding SNATIF

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Abstract

Abstrak Penjualan suatu produk tidak hanya dilakukan secara langsung tetapi bisa melalui perantara dunia maya (e-commerce), akan tetapi pelanggan dalam e-commerce tidak hanya dapat melakukan interaksi secara aktif tetapi bisa pula secara pasif. Interaksi secara pasif tersebut dikarenakan kurangnya feedback dari sistem ke pelanggan dengan tidak diupdatenya pelayanan secara berkal. E-commerce mainanbocah.com merupakan toko online yang melakukan interaksi yang pasif. Toko online tersebut akan dijadikan objek penelitian dalam paper ini. Objek penelitian tersebut akan dianalisis menggunakan metode analisis SWOT yang dilengkapi dengan konsep konsep Customer Relationship Management (CRM) yang berupa acquire, retain, dan expansion. Metode analisis SWOT digunakan untuk menganalisis keterkaitan peluang dan ancaman pada lingkungan eksternal, serta keterkaitan peluang dan ancaman terhadap kekuatan dan kelemahan internal perusahaan khususnya e-commerce. Hasil yang diharapkan dalam penelitian ini adalah rancangan fitur e-commerce (mainanbocah.com) dengan menerapkan konsep CRM untuk meningkatkan kualitas pelayanan. Kata kunci: Analisis SWOT, Customer Relationship Management, E-commerce, Kualitas Pelayanan
PENGEMBANGAN APLIKASI INTERACTIVE TV PADA PLATFORM SET-TOP BOX TERTANAM BERBASIS WINDOWS EMBEDDED 7 Aryananda, Ferro Ferizka; Widyawan, Widyawan; Ferdiana, Ridi
Jurnal Buana Informatika Jurnal Buana Informatika Volume 1 Nomor 1 Januari 2010
Publisher : Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/jbi.v1i1.291

Abstract

Abstract. Interactive TV Application Development on Embedded Set-Top Box Platform Based on Windows Embedded 7. With the novelty of television technology that marked by the boom of DTV,  Internet enabled Set-Top Box,  and DVR,  television users become more aware to interactive and rich experience of multimedia contents viewing on their television that later become the concept of interactive TV.Interactive TV allows viewers to take control of what they want to see something conventional TV canâ??t afford. In this research, there will be an application developed so that the user could enjoy extended services through their TV set. CETV is a proof of concept of interactive TV concept that enables users to access extended services. CETV is a group of 7 different application module that has their own feature and functionality. CETV delivers extended services and contents that bring interactivity and control to television users. Kata kunci: Embedded Device, . NET Framework,  interactive TV,  Set Top Box.Abstrak. Dengan kebaruan teknologi televisi yang ditandai dengan tren DTV, Internet enabled Set-Top Box, dan DVR, pengguna televisi menjadi lebih sadar akan pengalaman yang interaktif dan kaya pada konten multimedia yang tampil di televisi mereka yang kemudian menjadi konsep TV interaktif. Interaktif TV memungkinkan pemirsa untuk mengambil kendali dari apa yang mereka ingin lihat, sesesuatu yang tidak mampu disediakan oleh TV konvensional. Dalam penelitian ini, akan ada aplikasi yang dikembangkan sehingga pengguna dapat menikmati layanan tambahan melalui TV mereka. CETV adalah bukti dari konsep konsep TV interaktif yang memungkinkan pengguna untuk mengakses layanan tambahan. CETV adalah kelompok 7 modul aplikasi yang berbeda yang memiliki fitur dan fungsi mereka sendiri. CETV memberikan layanan tambahan dan konten yang membawa interaktivitas dan kontrol kepada pengguna televisi.Kata kunci: Perangkat Tertanam, .NET Framework,  TV interaktif,  Set Top Box.