Wibowo, Mars Caroline
Universitas Sains Dan Teknologi Komputer

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Perancangan Game Edukasi Pengenalan Komponen Elektronika Menggunakan Adobe Flash ( Studi Kasus di Kelas X Teknik Audio Video SMK N 2 Pati) Suwadi, Suwadi; Wibowo, Mars Caroline
JURNAL ILMIAH KOMPUTER GRAFIS Vol 11, No 1 (2018)
Publisher : JURNAL ILMIAH KOMPUTER GRAFIS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1608.379 KB)

Abstract

 Penulis merancang aplikasi ? Game pengenalan komponen elektronika? sebagai media pembelajaran atau game edukasi bagi siswa kelas X jurusan Teknik Audio Video SMK N 2 Pati. Penulis memilih siswa kelas X Teknik Audio Video sebagai target user karena mempertimbangkan kesulitan awal secara teoritis siswa jurusan Teknik Audio Video tentang pemahaman komponen elektronika secara kusus dan metode pembelajaran yang masih dibilang masing konvensional. Dengan game edukasi diharapkan tercipta proses belajar yang interaktif dan menyenangkan yang diharapkan dapat mengatasi masalah yang ada.Aplikasi ini akan memberikan pemahaman pengenalan awal materi komponen elektronika dengan sederhana dan mudah. Melalui game pengenalan komponen elektronika bisa menjadikan awal untuk menciptakan game edukasi interaktif pada siswa agar memberikan dan membangun imajinasi positif kepada siswa dan guru. Aplikasi ini dirancang dengan mempertimbangkan konsep grafis, kriteria education game dan kebutuhan pengguna ( user requirements).Penelitian ini di implementasikan dengan menggunakan bahasa pemrograman Action script dan perangkat lunak Adobe Flash Cs3. Aplikasi ini sangat interaktif dan dapat digunakan sebagai alat bantu pengajar dalam pembelajaran materi komponen elektronika di sekolah maupun secara mandiri oleh user. Aplikasi ini juga masih dapat disempurnakan untuk meningkatkan kualitas aplikasi di masa depan. Kata kunci : Game edukasi pengenalan komponen elektronika, education game, action script, adobe flash Cs3, aplikasi.
Gammu and kalkun for information services and sales based on information technology Joseph Teguh Santoso; Mars Caroline Wibowo; Budi Raharjo; Mufadhol Mufadhol
International Journal of Electrical and Computer Engineering (IJECE) Vol 10, No 2: April 2020
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (578.56 KB) | DOI: 10.11591/ijece.v10i2.pp2110-2116

Abstract

The rapid development of information technology forces everything to be done sophisticated, easy, and practical. During the information technology revolution 4.0 which is commonly called the disruptive era, the people need communication to exchange information and data. One of the communication systems that has been found today is handphone technology that can be used to communicate remotely through short message services. It can be ascertained that almost every adult having a handphone can be even more than one number, so it is a top priority for market sharing in business activities by utilizing gammu and kalkun technology. Gammu which is an open source program application was developed to build SMS gateways and or while the kalkun program application is used for web based SMS management system. This paper describes the use of gammu and kalkun in information technology to develop and manufacture and manage SMS SERVER effectively and certainly can save costs. This method is more efficient because it allows companies to easily manage their own information dissemination and sales activities and according transactions to business needs, so that the budget spent by the company can be reduced and more economical.
PERANCANGAN GAME EDUKASI PENGENALAN KOMPONEN ELEKTRONIKA MENGGUNAKAN ADOBE FLASH ( STUDI KASUS DI KELAS X TEKNIK AUDIO VIDEO SMK N 2 PATI) Suwadi Suwadi; Mars Caroline Wibowo
Pixel :Jurnal Ilmiah Komputer Grafis Vol 11 No 1 (2018): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

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Abstract

The author designed the application "Electronic component recognition game" as a learning media or educational game for class X students majoring in Audio Video Engineering SMK N 2 Pati. The author chooses Grade X Audio Video Engineering students as the target user because it considers theoretically the initial difficulty of the students of Audio Video Engineering about the understanding of electronic components specifically and the learning methods that are still practically conventional. With educational games, it is expected to create an interactive and fun learning process that is expected to overcome existing problems.This application will provide an understanding of the initial introduction of electronic component materials simply and easily. Through the introduction of electronic component games can be the beginning to create interactive educational games for students to give and build positive imagination to students and teachers. This application is designed by considering graphic concepts, education game criteria and user requirements. This research was implemented using the Action script programming language and Adobe Flash CS3 software. This application is very interactive and can be used as a teaching aid in learning electronic component materials at school or independently by the user. This application can also be improved to improve the quality of the application in the future.
PENGARUH DESAIN KEMASAN TERHADAP KEPUASAN PELANGGAN UMKN SAKUKATA.CO SALATIGA Andik Prakasa Hadi; Suryani Suryani; Mars Caroline Wibowo
Pixel :Jurnal Ilmiah Komputer Grafis Vol 14 No 1 (2021): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v14i1.461

Abstract

The purpose of this research is to promote t-shirt products from Sakukata.co, and to increase customer satisfaction with packaging design using the QFD method. This type of research is quantitative research. The population in this research are customers who have purchased Sakukata.co products at least once. The sample of this research was selected using Linear Time Function and obtained 40 respondents. This study used primary data from Sakukata.co and questionnaires, the data were analyzed using the Quality Function Deployment (QFD) method.The packaging attributes at Sakukata.co consist of the design, dimensions, capacity, shape, strength, and durability of the packaging. The Respon Teknis that must be in Sakukata.co is the packaging design is modern, simple, informative, elegant, and identical to Sakukata.co. The dimensions of the packaging are the same size as the product and can accommodate additional items for souvenirs (during the promo). Maximum packing capacity for 2 products. Ergonomic, and easy to open and close. The packaging material is not easily damaged, and can protect the product when it rains. Packaging design for primary, secondary and tertiary packaging.The results of the partial or simultaneous regression test show that the packaging attributes have a significant effect on customer satisfaction..
DESAIN ULANG KEMASAN PRODUK MAKANAN TRADISIONAL JENANG KHAS KABUPATEB KUDUS UNTUK MENINGKATKAN DAYA BELI MASYRAKAT Ayyub Hamdanu Budi Nurmana Mulyana Slamet; Mars Caroline Wibowo
Pixel :Jurnal Ilmiah Komputer Grafis Vol 14 No 2 (2021): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v14i2.469

Abstract

Packaging is one part of the product as a whole. Packaging must be able to attract the attention of consumers. Getting the attention of consumers is very important, because if a product does not get the attention of consumers (consumer attention), then consumers will not have a picture of the product (Hine, 1995). Packaging can give an initial picture of a product, both in terms of quality and value offered. “Jenang Kudus” is a type of traditional food originating from the city of Kudus. At first it was produced in a home industry since about a century ago. Initiated by mothers as a supporter of family income, and marketed directly to local consumers in traditional markets. Because the development of this business in the future is considered quite prospective for the Kudus community, the Kudus Regency Government makes the Jenang Kudus product as the mainstay product of the Kudus Regency. Based on some of the explanations above, there are several weaknesses in the packaging design of CV jenang products. Sinar Aisyah Kudus which can cause delays in the marketing process of its products due to unattractive packaging designs. This causes a desire to increase the competitiveness of jenang sales with other companies through attractive and varied packaging designs. Due to some of these things, raises the desire of CV. Hj Siti Aisyah to redesign the product packaging according to the type of jenang product, type of taste, quantity of contents, without leaving the characteristics of the previous design.
THREAT ATTRIBUTES HANGING IN THE WILD ANDROID Irda Yunianto; Mars Caroline Wibowo; Budi Raharjo
Journal of Technology Informatics and Engineering Vol 1 No 3 (2022): Desember: Journal of Technology Informatics and Engineering
Publisher : Universitas Sains dan Teknologi Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/jtie.v1i3.150

Abstract

Android is a complicated system that applications and component are usable and support for multiple work together, giving rise to highly complex interdependence relationships. Meanwhile, the Android environment is notable for being greatlty disparate and decentralized: different Operation System version is personalized and re-personalized by different parties about fast and used by whoever that can develop an application for that version. Android secure its explanation sources over an app sandbox and permissions model, where each application execution in this part can entrance only suspectible overall assets and another application component (value providers, services, activities, publication receivers) by the appropriate liscense. This study uses Harehunter measurement to automatically detect Hare vulnerabilities in Android system applications. Harehunter and HareGuard performance evaluations were carried out in this study, both of which proved to be highly effective. The approach used here is divergent investigation, by searching all quoted, decompiled script, and obvious data for targeted attribute determination as an initial step, and running an XML parser. The outcome of this research show that the impact of Hares is very significant. The application of HareGuard in this study proved to be effective in detecting all attack applications that were made. Further evaluation of the performance impact on the minimum system host. For future research, to make Harehunter more effective, it is suggested to use a more qualified analyzer. So that this direction can be explored in more depth.