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Designing Information System Of Social Media Alumni National University Based On Website: Designing Information System Of Social Media Alumni National University Based On Website Abdul Aziz Hasibuan; Agung Triayudi; Ratih Titi Komala Sari
Jurnal Mantik Vol. 4 No. 1 (2020): May: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

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Abstract

Alumnus is someone who has graduated from high school or college and has an important role in showing image and quality, because the alumni association forum is not just a forum for friendship between alumni, but also a forum for discussion and communication in an effort to advance higher education. Until now, alumni of the National University (UNAS) integrate and communicate only through social networks such as WhatsApp and Facebook, so with this web-based internet facility, alumni can utilize and facilitate communication between alumni. This web-based social network is designed not only to connect alumni from the National University (UNAS) but can establish relationships between National University lecturers (UNAS) and can exchange information in various types such as job vacancies, training, professional certification, campus environment activities and information others that are useful for alumni and lecturers of the National University (UNAS). This site was created by first starting the system design using UML then proceed with the creation of a user interface and using the PHP and MySQL programming languages as database management. This site still has some shortcomings both in terms of features and security
Educational Games Let's Learn Japanese Using The Unity 3d Based Android: Educational Games Let's Learn Japanese Using The Unity 3d Based Android Alfian Cutryanto; Fauziah Fauziah; Ratih Titi Komala Sari
Jurnal Mantik Vol. 4 No. 1 (2020): May: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

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Abstract

Japanese is the language most popular and studied by students. Although it is popular with many people who find it difficult to learn Japanese because of its complicated writing and grammar it is much different from Indonesian. One of the media that helps beginners learn about it is learning Japanese in educational games. This research aims to make it easier for beginner learners to learn Japanese, so that users do not get bored with learning methods in class and help learning become more enjoyable. The research method used is research and development. with the ADDIE model (Analysis, Design, Development, Implementation and Evaluations). And using Unity 3D was chosen because of its ability to create more interesting animations and easier to use.
Web-Based Logistics Management Information System in CV Anita Ks: Web-Based Logistics Management Information System in CV Anita Ks Teguh Riyono Adi; Septi Andryana; Ratih Titi Komala Sari
Jurnal Mantik Vol. 4 No. 1 (2020): May: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

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Abstract

The logistics management information system of CV ANITA KS was made because the company is still utilizing a logistical management system made by Microsoft, namely Microsoft Excel, so that the data is still in files and is not neatly stored in the database. This application was made to facilitate the work of logistics administration in managing existing logistics and facilitate monitoring of logistics conditions in the company. This information system application was created using the PHP programming language and using the Mysql database. The design of this application begins with attention to the state of the company and then asks the questions needed to make an overview of how this application will be made, then do the design and manufacture of the system. The system is made with various references obtained, then carried out trials with localhost and run with Firefox browser.
Design and Build Vespa Motorcycle Queue Service System with Android-Based Multi-Channel Single Phase Method: Design and Build Vespa Motorcycle Queue Service System with Android-Based Multi-Channel Single Phase Method Muhammad Rafli; Fauziah Fauziah; Ratih Titi Komala Sari
Jurnal Mantik Vol. 4 No. 1 (2020): May: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

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Abstract

The queue of the most unpleasant activities for almost everyone in the world, a queue which means waiting for their turn to get service from a facility, such as Vespa motorcycle users who want to get service to repair their vehicles in the garage easily and quickly. Repairs are carried out ranging from minor maintenance to heavy maintenance such as dismounting the engine. The irregularity of existing service queues at Vespa motorcycle workshops makes consumers feel uncomfortable and disadvantaged. Therefore it requires an easy and regular Vespa motorcycle queue service. For this we need a system that can manage the queue service process for users. The method used to regulate services is Multi Channel Single Phase, namely there are two or more service system entry lanes and there is only one service facility in each lane. This method was chosen because it is able to set the queue, speed up the work process and shorten the waiting time for customer service.
E-Voting Information System for the General Election of the Head of the Community with Black Box Testing and Dummy Variable Regression Analysis Irfan Hadi Putra; Ucuk Darusalam; Ratih Titi Komala Sari
Jurnal Mantik Vol. 5 No. 2 (2021): Augustus: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mantik.Vol5.2021.1378.pp661-669

Abstract

General elections are basically still carried out conventionally, namely by using paper media in voting. This will lead to weaknesses in the calculation of votes such as a waste of money and time. This study aims to develop a website-based e-voting information system in the general election for the chairman of the RW which is expected to minimize the weaknesses of conventional elections. This system was developed to make the voting process more efficient and easy to use. This application is designed using the PHP programming language and MySQL database, using the waterfall method. By doing black box testing, it is hoped that the e-voting system can run well functionally without any error, and dummy variable testing to determine the influence of voters in selecting candidates based on graduation rate
SISTEM OPTIMASI PENJADWALAN KERETA API JAKARTA-YOGYAKARTA DENGAN METODE ALGORITMA GENETIKA Sodi Fachreza; Ratih Titi Komala Sari; Fauziah Fauziah
Rang Teknik Journal Vol 2, No 2 (2019): Vol. 2 No. 2 Juni 2019
Publisher : Fakultas Teknik Universitas Muhammadiyah Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (217.698 KB) | DOI: 10.31869/rtj.v2i2.1114

Abstract

Keberadaan komputer telah menggantikan banyak tenaga kerja manusia, baik di bidang bisnis,industri maupun transportasi. Hal ini tidak bisa disalahkan karena memang terbukti bahwa sistem komputerisasi jauh lebih efisien dan menguntung kan bagi perusahaan dibanding dengan sistem manual (dengan tenaga kerja manusia). Hampir setiap perusahaan, khususnya yang sedang berkembang dan maju saat ini berlomba-lomba untuk mengkomputerisasi sistem yang dimiliki perusahaannya, untuk meningkatkan efisiensi dan efektivitas kerja. Dengan perancangan yang dilakukan dalam pembuatan penelitian ini adalah penjadwalan keberangkatan kereta yang akan diatur dalam sistem komputerisasi. Kemudian pengaturan jadwal keberangkatan dengan kereta api yang berbeda, hari dan jam keberangkatan yang ditempuh untuk sampai pada tempat tujuan ditata seoptimal mungkin dengan menggunakan metode Algoritma Genetika.
Mixed Reality Edukasi Pengenalan Bioma dengan Metode Occlusion Detection dan Algoritma FAST Corner Detection Rizki Akbar Mahdafiki; Fauziah Fauziah; Ratih Titi Komala Sari
Jurnal Inovasi Teknologi Pendidikan Vol 9, No 1 (2022): April
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1412.156 KB) | DOI: 10.21831/jitp.v9i1.46320

Abstract

Disebabkan cepatnya perkembangan teknologi yang terjadi, secara tidak langsung mempengaruhi banyak bidang, salah satunya dalam bidang pendidikan. Untuk membuat sistem pembelajaran menjadi lebih interaktif, dibuatlah sebuah aplikasi dengan mengimplementasikan teknologi  Mixed Reality (MR), yang merupakan hasil kombinasi Virtual Reality (VR) dengan Augmented Reality (AR). Penelitian ini mengimplementasikan teknologi Mixed Reality untuk media edukasi tentang jenis serta karakteristik bioma berbasis android yang memanfaatkan teknologi 3D sebagai objek pembelajarannya. Pengguna dapat berinteraksi dengan objek virtual, dan untuk memunculkan objek virtual dibutuhkan sebuah marker sebagai penanda dari objek virtual.  Algoritma FAST Corner Detection akan memindai marker untuk menentukan titik tengah gambar pada marker. Agar mendapatkan hasil yang lebih nyata dan interaktif digunakan metode Occlusion Detection, sehingga objek virtual dapat berinteraksi langsung dengan pengguna aplikasi. Aplikasi telah diuji pada perangkat dengan versi sistem operasi android yang berbeda-beda, yaitu Nougat (7.0) hingga R (11.0) dimana hasil pengujian jarak terhadap marker bervariasi, mulai dari jarak terdekat sebesar 10 cm hingga terjauhnya yaitu 240 cm hingga 300 cm. Juga hasil pengujian sudut kemiringan terhadap marker, batas maksimal sudut kemiringan marker dapat dipindai adalah sebesar 80°. Waktu respon Mixed Raeality pun diuji dengan cara menghitung lama waktu munculnya objek virtual saat pertama kali kamera memindai marker, yang menghasilkan waktu 0,5 detik.
Rancang Bangun Media Pembelajaran Tenses English Berbasis Android menggunakan Algoritma Fisher-Yates Kiki Vebiant; M Iwan Wahyuddin; Ratih Titi Komala Sari
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 5 No 4 (2021): OCTOBER-DECEMBER 2021
Publisher : KITA Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v5i4.246

Abstract

English is a language that is widely used in various countries in the world. This makes english an international language and also must be studied in schools or even universities. In english, the verb used will be different at different times, places, and also events or it can be called a change in the verb (tense). So, learning and mastering tenses in english is the basis for learning or mastering english. This study aims to design and build an Android-based learning media for english tenses. The design applies a form of english tense quiz using the Fisher-Yates algorithm, which is a randomization algorithm that can randomize the order of the quiz questions so that the order of the quiz questions is not always the same and there are no repeated quizzes. The expected results will later become a learning medium for people who want to learn or master english and can understand the tenses in english.
Analisis Pengaruh Faktor Penggunaan Baju Baru (Fast fashion) ke Pengguna Baju Bekas (Thrifting) Menggunakan Metode K-Means Clustering (Studi Kasus: Toko Thriftboys.id) Raffi Dima Sampurno; Agung Triayudi; Ratih Titi Komala Sari
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 6 No 1 (2022): JANUARY-MARCH 2022
Publisher : KITA Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v6i1.394

Abstract

The emergence of a habit in Indonesia and even the world, namely the use of used clothes (thrifting) became the idea for this research. This new habit is known to be able to reduce the production of textile waste in the world. The purpose of this study was to obtain analysis results that affect the use of new clothes (fast fashion) on the use of used clothes (thrifting). Using the K-means Clustering method and using several parameters, including age, quality, price, and sustainability or awareness. The method of collecting data is through a questionnaire and the research material is the buyers found in the online store Instagram (thriftboys.id). From the results of the clustering process that researchers have done using the K-means algorithm with manual calculations and rapidminer applications, the conclusions consist of; 1) In clusters 1 and 2 the age factor shifting from fast fashion to thhirft is 23 years, while in cluster 3 it is 25 years, 2) In the three clusters the average income that shifts from fast fashion to thhirf is group 3 or the range of 200000 -500000, 3) In the third cluster, people switch from fast fashion to thrift because of the good quality of goods, and 4) In clusters 2 and 3 more people are aware of textile waste for the world. Meanwhile, cluster 1 has the same number of conscious and unconscious waste.
Implementasi Algoritma Shuffle Random dan Linear Congruent Method (LCM) pada Media Pembelajaran Pengenalan Icon Kota Anwar Anwar; Fauziah Fauziah; Ratih Titi Komala Sari
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 6 No 2 (2022): APRIL-JUNE 2022
Publisher : KITA Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v6i2.419

Abstract

The development of science and technology for electronic media that is used by everyone using a smartphone, for this smartphone device, early childhood only recognizes the existence of games on this device. There are many methods used in distance learning using smartphone devices. The purpose of this study is to design a learning application for children aged 7-12 years to recognize city icons in Indonesia by using the drag and drop method with the placement of controls on random questions. this game also applies the Shuffle Random algorithm and the Linear Congruent Method (LCM) algorithm for randomizing practice questions. The results of the study using LCM can generate random number values of 7,4,1,8,5,2,9,6,3,0,7 indicating the process of randomizing the questions on the city icon is appropriate and does not experience repetition, with the Shuffle Random method. randomization of questions on the city icon resulted in 3,7,5,8,1,6,4,2,10,9 were appropriate and did not experience repetition. The recommended algorithm in this study according to the characteristics of randomization of questions is LCM because the process is simpler, easier to understand and the time used is shorter and more efficient.