scholarly journals Speech Recognition Untuk Aplikasi Kamus Bahasa Indonesia-Sumbawa Berbasis Android

2019 ◽  
Vol 1 (2) ◽  
pp. 126-137
Author(s):  
Muhammad , ◽  
Syahroni Hidayat ◽  
Ahmad Zuli Amrullah

ABSTRAK Sumbawa sebagai salah satu daerah yang dianugrahi potensi wisata yang beragam menjadikan daya tarik masyarakat luar Sumbawa (wisatawan) untuk berkunjung, bekerja, maupun untuk belajar. Namun terkadang bahasa menjadi salah satu kendala yang dihadapi mayarakat luar Sumbawa jika ingin berinteraksi dengan masyarakat asli Sumbawa. Sehingga dibutuhkan sebuah instrument yang bisa digunakan sehingga perbedaan bahasa tidak menjadi kendala dalam berinteraksi yaitu kamus. Oleh karena itu, kamus yang disajikan haruslah sesuai dengan teknologi yang banyak diminati oleh masyarakat Indonesia pada umumnya yaitu smartphone Android dikarenakan fitur-fitur yang tersedia dalam smartphone tersebut. Salah satu fiturnya adalah speech recognition.Perancangan sistem ini dilakukan dengan metodologi waterfall yang terdiri dari proses analisis, desain, pengkodean, pengujian, dan terakhir pemeliharaan. Tools yang digunakan adalah Android Studio dan DB Browser for SQLite (DB4S). Metode pengujian menggunakan Black Box untuk uji fungsionalitas aplikasi dan Word Correct Rate (WCR) untuk menguji akurasi sistem dengan menggunakan 30 kata yang berbeda dan setiap kata diulang sebanyak 10 kali.Hasil yang sudah dicapai dalam penelitian ini adalah terciptanya aplikasi Kamus Bahasa Indonesia- Sumbawa  Berbasis Android dengan memanfaatkan teknologi speech recognition.Kesimpulan dari penelitian ini adalah Uji fungsionalitas menunjukkan fitur-fitur aplikasi dapat bekerja dengan baik ketika offline maupun online. Sedangkan untuk uji coba akurasi sistem didapatkan hasil WCR secara berturut-turut sebesar 92.67% ketika offline dan 95.33% ketika online.   ABSTRACT Sumbawa as one of the areas that is blessed with diverse tourism potential makes the appeal of people outside Sumbawa (tourists) to visit, work, or to study. But sometimes language becomes one of the obstacles faced by people outside Sumbawa if they want to interact with the native people of Sumbawa. So we need an instrument that can be used so that differences in language do not become obstacles in interacting with the dictionary. Therefore, the dictionary presented must be in accordance with the technology that is in great demand by the Indonesian people in general, namely Android smartphones because of the features available in these smartphones. One of the features is speech recognition. The design of this system is done by the waterfall methodology which consists of the process of analysis, design, coding, testing, and finally maintenance. The tools used are Android Studio and DB Browser for SQLite (DB4S). The testing method uses Black Box to test application functionality and Word Correct Rate (WCR) to test the accuracy of the system using 30 different words and each word is repeated 10 times. The results achieved in this study are the creation of an Indonesian-Sumbawa-based Dictionary application Android by utilizing speech recognition technology. The conclusion of this research is the functionality test shows that the application features can work well when offline or online. Whereas for testing the accuracy of the system the WCR results obtained were 92.67% when offline and 95.33% when online.    

2021 ◽  
Vol 1 (1) ◽  
Author(s):  
Rengga Lauddipa ◽  
Mohammad Suryawinata

In sidoarjo area more and more badminton court rental with quality standards that make fans play badminton more and more. in booking badminton courts still use a manual system. Then it takes innovation in technology to help in booking badminton courts. In the creation of the application using waterfall method so that the creation of the application can be completed according to the planning so as to produce the appropriate application. Implementation of the results of the study using android studio software using java programming language and using firebase database as data storage in the application in realtime. Badminton court booking application based on android can provide user convenience in booking badminton court does not have to come to the field. The application has been tested using the black box testing method on all features of the application shows a percentage of 100% so that arguably the application runs well. Similarly, can be seen in the test using the likert scale questionnaire method for UAT results get a result of 85%.


2020 ◽  
Vol 4 (2) ◽  
pp. 30-39
Author(s):  
Muhammad Fadhlurrahman ◽  
◽  
Dwi Capah ◽  

In Indonesia, there is one well-known sport, namely Futsal. Therefore, there are many businesses such as futsal court rental places. Basically, the futsal field rental is still manual, that is, customers come to the futsal location and make field rental transactions. This manual futsal court rental has a problem, namely that prospective customers cannot immediately find out the available empty schedule, this causes when they are already at the location but there is no desired schedule they are just wasting time. The purpose of this research is to find a solution in order to solve the problem in the manual futsal court rental method. With the creation of a web-based futsal court rental application that is expected to be able to solve this problem. This application was created using the waterfall development method so that the process of making this application is recorded in order and neat. This study produces a web-based futsal court rental application that has been tested for its feasibility using the black box testing method. This application provides a field rental feature for potential customers, as well as facilitates the processing of field rental data and financial report data for field owners.


2021 ◽  
Vol 5 (1) ◽  
pp. 70-79
Author(s):  
F. Lia Dwi Cahyanti ◽  
◽  
Fajar Sarasati ◽  
Widiastuti Widiastuti ◽  
Elly Firasari ◽  
...  

At this time progress economic in Indonesia is very rapidly, This is evidenced by the emergence of many newly pioneered business fields one of which is a company engaged in marketing. Each Company makes various efforts to keep the company be growing. UKM Kerajinan Bambu Brajan in Sleman Yogyakarta has a problem's promotion activities and product sales that are still traditional and manual. The purpose of this study is to design e-commerce as a traffic bamboo handicrafts on UKM in Brajan village. With the creation of the e-commerce website as the marketing of products is expected to help traffic the product so that it can be widely known to the public. The waterfall model is what is used to design this product in systematic steps. This study produces a ecommerce website that has been tested for its feasibility using the black box testing method. This Website provides information to consumers about the products in UKM Kerajinan Bambu Brajan, as well as provides a facility of the UKM in the process of selling and marketing products.


Author(s):  
Adi Novari Chandra ◽  
Felicia Sylviana ◽  
Nahumi Nugrahaningsih

Internet as a means of fast and easy information media for the general public, in this case can also be used to find accommodation in Palangka Raya, Website booking accommodation in Palangka Raya also to facilitate customers in the process of booking a stay where customers can know the availability of room, room facilities and last room price also make it easier for the property to use it as a media information on the The property can manage the accommodation, rooms, room facilities as well as confirmation of orders from customers, then admin tasks as the manager of the website. The method of software development used is the advanced waterfall methodology, namely analysis, design, coding and testing. At the analysis stage, there was an analysis of old systems and new systems and analysis of databases using the DFD methodology after that design. In testing stage using Black Box testing method, which is a testing strategy that focuses solely on the functionality factor and software specifications. Suggestion for development of this website by adding filtering feature with map concept based on route or nearby location.


2019 ◽  
Vol 3 (3) ◽  
pp. 11-19
Author(s):  
Rodianto

Each region has its own regional language which is used as its identity. Besides culture, regional language also needs to be preserved in order to be known and understood by the next generation. In this case, the author conducts research to help the community in Sumbawa, especially in studying and adding insight to the language of the Sumbawa region. The activity of the authors in this research is to create an Android-based learning application "Basa Samawa" that can be used anywhere and anytime. In the application creation process, the authors use waterfall method as the development method. After the creation process is complete, testing the application using the Black Box testing method. With this application, Android users can access dictionaries in digital form which has various features such as audio-visual feature and also equipped with image as well as sample sentences.  The Samawa base app can be accessed via the Play Store using the minimum Android version 4.4 (Kitkat).


2020 ◽  
Vol 5 (1) ◽  
pp. 61
Author(s):  
Vadlan Febrian ◽  
Muhamad Rizki Ramadhan ◽  
Muhammad Faisal ◽  
Aries Saifudin

In this employee payroll application, if there is an error program there will be a loss for employees and the company. Losses for employees, if this application program error occurs then the salary reduction will experience delays due to the difficulty in the process of calculating employee salaries and employees will be late in receiving salaries. Losses for the company, if there is an error program in this application, the company will suffer losses if the employee wants a salary reduction quickly but the company cannot calculate quickly and accurately. In solving this problem, the authors use the black box testing method. Black box testing method is a test that sees the results of execution through test data and ensures the function of the software. Black box testing method has several testing techniques, namely Sample Testing, Boundary Value Analysis, Equivalence Partitions and others. From the testing techniques that have been mentioned, we use the Equivalence Partitions testing technique. Equivalence Partitions are tests that refer to data entry on the employee payroll application form, input will be tested and then put together based on the test function, both valid and invalid values. The expected results of this test are a payroll system for employees who are computerized, have standard rules in the process of developing the program so that it is easy to develop and maintain, and can minimize errors in processing salary calculations for employees.


2019 ◽  
Vol 1 (1) ◽  
pp. 49-56
Author(s):  
Dinda Bahari Putri ◽  
Sri Endang Anjarwani ◽  
Royana Afwani

IPS is a lesson at the elementary school level. Based on the curriculum at SDN 22 Ampenan which uses the 2006 KTS curriculum, each student learns to use the media of LKS and books as the supporting media. The availability of the media has less influence on students. The purpose of this research is to develop an Android-based application which can support the school. This application aims to help the learning process of students with multimedia available in the application. This application displays materials, images, videos, and evaluations which are contained in the exercises and games of each chapter in grades 5 and 6.This application is built using android studio version 2.2.1 with the Java programming language. Besides this application is also developed using the waterfall model. The testing method used is a black box and MOS testing. Testing using the MOS method on application quality shows that 62.5% of the respondents stated strongly agree, teacher respondents stated strongly agree with the percentage of 62.75%.


2019 ◽  
Vol 21 (1) ◽  
pp. 1-10
Author(s):  
Amelinda Chendra ◽  
Kristina G. Simanjuntak ◽  
Andree E. Widjaja ◽  
Suryasari Suryasari

Nowadays, the application of information systems can be applied in many fields, one of which is to support the process of adopting dog as a pet. The purpose of this research therefore is to develop an integrated information system that can be used to facilitate the process of adopting dogs. The developed information system which is web-based has several main functions, such as searching for dogs, managing adoption requests, monitoring dogs that have been adopted, and periodically managing user reports. The proposed system was developed using Rapid Application Development method, PHP programming language, Code Igniter frameworks, and MySQL database. Meanwhile, the system was tested using the black box testing method.


Author(s):  
Made Widiatmika . ◽  
I Gede Mahendra Darmawiguna, S.Kom., M.S . ◽  
I Made Putrama, S.T., M.Tech .

Penelitian ini bertujuan: (1) untuk merancang dan mengimplementasikan Film Seri Animasi 3D “Cerita Made” sebagai Media Pembelajaran BIPA di Universitas Pendidikan Ganesha. (2) Untuk mengetahui respon guru dan peserta didik BIPA terhadap Film Seri Animasi 3D “Cerita Made” sebagai Media Pembelajaran BIPA di Universitas Pendidikan Ganesha. Pengembangan Film Seri Animasi 3D “Cerita Made” sebagai Media Pembelajaran BIPA di Universitas Pendidikan Ganesha ini menggunakan model ADDIE. Model ADDIE merupakan singkatan dari Analysis, Design, Development, Implementation, dan Evaluation. Data yang dikumpulkan yaitu data respon peserta didik BIPA UNDIKSHA terhadap pengembangan Film Seri Animasi 3D “Cerita Made” sebagai Media Pembelajaran BIPA di Universitas Pendidikan Ganesha dengan menggunakan angket. Hasil penelitian ini adalah Film Animasi 3D berupa DVD yang menggunakan Bahasa Indonesia dengan subtitle dalam Bahasa Inggris. Film yang dihasilkan sudah sesuai dengan materi yang tertera pada modul pembelajaran BIPA Pemula serta silabus yang digunakan oleh BIPA UNDIKSHA. Respon peserta didik BIPA terhadap Film Seri Animasi 3D “Cerita Made” sebagai Media Pembelajaran BIPA di Universitas Pendidikan Ganesha masuk dalam rentangan sangat baik. Kata Kunci : Film Animasi, ADDIE, BIPA, Blender, Animasi 3D. The purpose of this study is: (1) to design and implement the 3D Animation Series "Cerita Made" Film as BIPA Learning Media at the Ganesha University of Education. (2) To find out the response of teachers and students of BIPA to the 3D Animation Series "Cerita Made" Film as BIPA Learning Media at the Ganesha University of Education. Development of the 3D Animation Series "Cerita Made" Film as a BIPA Learning Media at Ganesha University of Education using the ADDIE model. ADDIE model stands for Analysis, Design, Development, Implementation, and Evaluation. The data collected is the response data of BIPA UNDIKSHA students to the development of the 3D Animation Series " Cerita Made " Film as BIPA Learning Media at the Education University of Ganesha using a questionnaire. The results of this study are 3D Animation Film in the form of DVDs that use Indonesian with subtitles in English. The film produced is in accordance with the material stated in the Beginner's BIPA learning module and the syllabus used by BIPA UNDIKSHA. The response of BIPA students to the 3D Animation Series "Cerita Made" Film as BIPA Learning Media at the University of Education Ganesha categorized a very good range. keyword : Film, ADDIE, Indonesian for Foreign, Blender, 3D Animation.


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