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Implementasi Aplikasi Monitoring Nilai dan Kegiatan Siswa Berbasis Android dengan Metode Prototype Juniawan, Fransiskus Panca; Sylfania, Dwi Yuny; Rian Chrisna Putra, Rendy; Sulaiman, Rahmat
Jurnal Komtika (Komputasi dan Informatika) Vol 5 No 1 (2021)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/komtika.v5i1.5119

Abstract

The number of smartphone and internet users in Indonesia is currently very large. This is become the basis for the use and development of mobile-based applications for the advantage of education. However, not all High Schools in Indonesia have a mobile-based system. Another problem is that most of them still use conventional methods in implementing teaching and learning activities, and reporting learning outcomes to parents. This is also still the case at SMA Negeri 1 Pangkalanbaru, Bangka Tengah. This problem is what we want to raise and solve by developing applications that can solve these problems. The research was developed using the Prototype method which consists of stages of Data Collection, Rapid Planning, Prototype Design, and Prototype Testing. By using the UML tool, results are obtained in the form of parents who can monitor grades, school information, and school announcements. In addition, students can take attendance online, register for extracurricular activities, and view announcements. From the testing results it is known that the system performance is running well as it should.
Utilization of A Website-Based Industrial Practice Supervision System (Prakerin) During Pandemic Supardi, Supardi; Amir Alkodri, Ari; Sujono, Sujono; Rian Chrisna Putra, Rendy
JURNAL SISFOTEK GLOBAL Vol 11, No 2 (2021): JURNAL SISFOTEK GLOBAL
Publisher : STMIK Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/sisfotek.v11i2.406

Abstract

Increasing the competence of vocational students to be able to enter the field is the first goal for the quality of every major level school. The supervisory system for monitoring field work practices at the agency is to monitor, control the activities and activities of students where the completion of reports is one of the important requirements in implementing field work practices in research places of companies or agencies, this supervision system effort occurs because most students come from regions which is far from home so that it requires boarding and the number of students who commit fraud by not attending / coming to companies or research institutions, especially when the current pandemic is an excuse for students. In this study using the direct field observation method, interviews with external supervisors, laboratory assistants and students, while the implementation uses the PHP programming language and MySQL database. The results of the student supervision system in implementation activities for 3 months which can have a positive impact on the use of supervising teachers, schools and internship students in completing reports during the pandemic.
Penggunaan Unsur Soft Computing Dalam Permainan “Terima Atau Tolak: Olimpiade SC” Untuk Menentukan Strategi Terbaik Eza Budi Perkasa; Devi Irawan; Rendy Rian Chrisna Putra
Techno Xplore : Jurnal Ilmu Komputer dan Teknologi Informasi Vol 7 No 1 (2022): Techno Xplore: Jurnal Ilmu Komputer dan Teknologi Informasi
Publisher : Teknik Informatika, Fakultas Teknik dan Ilmu Komputer, Universitas Buana Perjuangan Karawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36805/technoxplore.v7i1.1905

Abstract

Permainan “Terima Atau Tolak Olimpiade SC” adalah sebuah permainan yang diadaptasi dari permainan “Deal Or No Deal”. Permainan ini dimainkan oleh lima pemain yang mempunyai peran berbeda. Tiap-tiap pemain memiliki cara yang berbeda dalam bermain. Permainan ini juga merupakan permainan yang membutuhkan strategi bagi para pemainnya. Strategi ini diperlukan agar pemain tersebut memperoleh nilai yang sebesar-besarnya dibandingkan lawannya. Pada penelitian ini, akan diterapkan unsur soft computing. Unsur tersebut digunakan oleh komputer sebagai strategi dalam permainan ini. Tujuan yang hendak diperoleh adalah menentukan unsur soft computing yang dapat digunakan sebagai metode untuk menyusun strategi terbaik pada permainan tersebut. Pencarian strategi terbaik dilakukan dengan penghitungan peluang kemenangan dan tingkat kesuksesan. Peluang kemenangan digunakan untuk menggambarkan langkah yang diambil dan tingkat kesuksesan digunakan untuk menganalisis hasil akhir permainan. Tingkat kesuksesan dalam permainan dapat bersifat non-kumulatif apabila pemain mampu mempertahankan posisi pertama atau kumulatif apabila gagal. Nilai-nilai tersebut didapat dari beberapa percobaan. Hasil yang didapat adalah probabilistic reasoning memperoleh tingkat kesuksesan kumulatif tertinggi. Dari hasil tersebut, dapat disimpulkan bahwa probabilistic reasoning merupakan metode yang digunakan untuk menyusun strategi bermain yang terbaik. Ke depannya, peneliti selanjutnya diharapkan untuk dapat memperluas atau mempersempit ruang lingkup permainan agar penentuan strategi terbaik dapat dilakukan dengan lebih teliti.
Penerapan Algoritma Fisherfaces Untuk Pengenalan Wajah Pada Sistem Kehadiran Mahasiswa Berbasis Android Rendy Rian Chrisna Putra; Fransiskus Panca Juniawan
Telematika Vol 10, No 1: Februari (2017)
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (717.645 KB) | DOI: 10.35671/telematika.v10i1.487

Abstract

STMIK Atma Luhur Pangkalpinang merupakan sekolah tinggi pertama dan satu-satunya di Provinsi Kep. Bangka Belitung dalam bidang Teknologi Informasi. Kehadiran mahasiswa merupakan salah satu aspek yang akan ditingkatkan karena menjadi faktor penilaian bagi dosen. Kondisi yang berjalan saat ini, kehadiran mahasiswa diketahui dengan melakukan tanda tangan pada buku kehadiran. Kekurangan yang dirasakan selama ini adalah seringkali mahasiswa melakukan tindakan kecurangan dengan menandatangi kolom kehadiran temannya yang tidak masuk, serta terjadinya human error saat staff memasukkan data kehadiran mahasiswa ke database. Pada era teknologi mobile yg berkembang saat ini, dengan memanfaatkan teknologi dapat membantu aktivitas manual menjadi terkomputerisasi. Kehadiran mahasiswa yang tadinya secara manual dapat diganti dengan sistem terkomputerisasi yaitu dengan biometrik pengenalan wajah dengan menggunakan smartphone berbasis android. Pengenalan wajah bertujuan untuk meminimalkan tindakan kecurangan dan menghindari kesalahan entry ke dalam database. Algoritma yang digunakan yaitu local binary pattern (LBP) cascade untuk mendeteksi wajah dan algoritma fisherfaces untuk pengenalan wajah. Pengujian dilakukan dengan teknik Black Box. Dari pengujian dengan menggunakan 15 wajah sample menghasilkan akurasi sebesar 93,33%. Hasil yang didapatkan adalah dengan adanya pengenalan wajah pada sistem kehadiran mahasiswa ini dapat membantu mengatasi kecurangan yang selama ini terjadi dan mengatasi kesalahan entry ke dalam database yang dilakukan oleh staff.
PENERAPAN APLIKASI DIAGNOSA PENYAKIT JANTUNG MENGGUNAKAN ALGORITMA FORWARD CHAINING BERBASIS MOBILE Tri Sugihartono; Rendy Rian Chrisna Putra; Dian Ardiansyah
Jurnal Informatika Vol 19, No 2 (2019): Jurnal Informatika
Publisher : IIB Darmajaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30873/ji.v19i2.1523

Abstract

Heart disease ranks the top cause of death compared to stroke, lung cancer, breast cancer, and AIDS. Most ordinary people are very concerned about health, especially heart health. They are reluctant to check their heart health due to lack of service to patients, lack of medical personnel, especially cardiologists and limited working hours of doctors. So the need for a technology that is capable of adopting human thinking is artificial intelligence technology. Expert system is one of the artificial intelligence technologies. This expert system was created as a means to help diagnose and manage patients. The development of this system uses the forward chaining and certainty factor algorithms, and the system development tools used are UML (Unified Modeling Language), this research will produce an expert system application to diagnose heart disease with the output of possible diseases along with the percentage. It is hoped that this expert system will help and accelerate the work of cardiologists in diagnosing early heart disease.Keywords— heart disease, forward chaining, Unified Modeling Language, expert systems, diagnosis
Utilization of A Website-Based Industrial Practice Supervision System (Prakerin) During Pandemic Supardi Supardi; Ari Amir Alkodri; Sujono Sujono; Rendy Rian Chrisna Putra
JURNAL SISFOTEK GLOBAL Vol 11, No 2 (2021): JURNAL SISFOTEK GLOBAL
Publisher : Institut Teknologi dan Bisnis Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (779.64 KB) | DOI: 10.38101/sisfotek.v11i2.406

Abstract

Increasing the competence of vocational students to be able to enter the field is the first goal for the quality of every major level school. The supervisory system for monitoring field work practices at the agency is to monitor, control the activities and activities of students where the completion of reports is one of the important requirements in implementing field work practices in research places of companies or agencies, this supervision system effort occurs because most students come from regions which is far from home so that it requires boarding and the number of students who commit fraud by not attending / coming to companies or research institutions, especially when the current pandemic is an excuse for students. In this study using the direct field observation method, interviews with external supervisors, laboratory assistants and students, while the implementation uses the PHP programming language and MySQL database. The results of the student supervision system in implementation activities for 3 months which can have a positive impact on the use of supervising teachers, schools and internship students in completing reports during the pandemic.
Aplikasi Peminjaman Ruangan Rapat Kantor Gubernur Provinsi Kepulauan Bangka Belitung Berbasis Android Rendy Rian Chrisna Putra; Eza Budi Perkasa
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol 8, No 2 (2019): SEPTEMBER
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v8i2.688

Abstract

The loan of meeting room in the office of Bangka Belitung Province governor is currently still through the manual process that is lending must meet the manager who is in the office of the governor to obtain approval on lending The required room. Lending room that is still manual will be changed to Android based. The built-in system that will be built using the Java programming language with the helper platform is Android Studio, PHP, and MySQL database. The system's analytical techniques used in this research are object-oriented and use a Unified Modelling Language (UML) modeling tool to illustrate built-in applications. This research result shows that this room loan application can be used by the user well and can borrow room with this application. With this application is expected to help users to more easily borrow the room.
Meningkatkan Minat Belajar Siswa Menggunakan Aplikasi Multimedia Pembelajaran Mobile Tri Sugihartono; Rendy Rian Chrisna Putra
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol 9, No 1 (2020): MARET
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (606.286 KB) | DOI: 10.32736/sisfokom.v9i1.686

Abstract

The rapid development of science and information technology, electronic technology has also developed rapidly. Indirectly, human lifestyle is influenced by the presence of a variety of sophisticated electronic equipment. With the development of technology and computer-based electronic equipment, many people already have such smartphones and tablets. These tools can help facilitate daily activities, for example student learning with an Android-based application. The problem with early childhood is a limited knowledge base, they need an understanding of letters, numbers, types of animals, and fruit names. Learning patterns of children who like to play greatly affect the concentration of children in learning. They are easily bored with theoretical material that is delivered verbally by the teacher and parents, children understand the material in the form of images faster. Therefore, this research discusses the application of multimedia learning to increase student interest in learning that can help in their learning process. the results of this study are the presence of multimedia learning applications, students can more easily understand and can increase interest in learning, feel interested and challenged with the exercise features in the form of multimedia.
Aplikasi Augmented Reality Media Pembelajaran Pengenalan Gambar Tokoh Pahlawan Nasional Pada Uang Kertas Berbasis Android Rendy Rian Chrisna Putra; Tri Sugihartono; Fransiskus Panca Juniawan
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol 10, No 3 (2021): NOVEMBER
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v10i3.1285

Abstract

Pahlawan Indonesia adalah para pejuang yang sering disebut pahlawan nasional yang rela berkorban demi bangsanya untuk mempertahankan daerah dari para penjajahan dari bangsa lain. Berkat perjuangan yang sangat heroik, para pahlawan nasional diabadikan sebagai gambar uang kertas Indonesia. Kebanyakan masyarakat maupun pelajar yang tidak mengetahui sejarah perjuangan para pahlawan nasional yang ada pada uang kertas Indonesia saat ini. Dengan hal tersebut penulis ingin menyajikan suatu aplikasi dengan menampilkan objek 3D yang menceritakan masing-masing sejarah pahlawan nasional yang ada pada uang kertas Indonesia dalam bentuk augmented reality dengan memanfaatkan smartphone android dan untuk uang kertas sebagai marker. Dalam pembangunan aplikasi ini, menggunakan model Multimedia Development Life Cycle. Metodologi pengembangan menggunakan pemrograman berorientasi objek. Dan tools UML, usecase diagram, activity diagram, sequence diagram dan dibantu oleh vuforia unity. Hanya bermodal smartphone android dan marker uang kertas Indonesia, pengguna hanya menjalankan aplikasi dengan menyorotkan kamera smartphone ke uang kertas yang dimiliki akan muncul video uang berbicara yang disorotkan dengan marker uang tersebut. Hasil perancangan dan pembangunan aplikasi ini memberikan kemudahan dalam mempelajari pengenalan tokoh pahlawan bagi pengguna.
Penerapan Algoritma Fisher Yates untuk Pengacakan Soal Pada Sistem Ujian Kompetisi Wartawan Tri Sugihartono; Rendy Rian Chrisna Putra
Infotek: Jurnal Informatika dan Teknologi Vol 4, No 2 (2021): Infotek : Jurnal Informatika dan Teknologi
Publisher : Fakultas Teknik Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (805.778 KB) | DOI: 10.29408/jit.v4i2.3635

Abstract

Procedures from the company to provide competency certification for and as official evidence that the news from the journalist is credible. In the practice of implementing the Competency Test, cheating is still found during the exam, various ways / forms of cheating that occur include cooperation between journalists (test participants). These problems are overcome by integrating the competency test system, using mobile technology and web applications that have been integrated so that they are more accessible. The Fisher Yates shuffle algorithm functions as a randomization of exam questions. Each test taker always has different exam questions, both from the numbering of questions and the order of answer choices. With the implementation of the Fisher Yates Suffle Algorithm, it can reduce acts of fraud or dishonesty by journalists. In addition, with the application of the Fisher Yates shuffle algorithm, it can make it easier for agencies to provide competent employee competencies. The results of the randomization test on the first 3 questions that appeared to the respondents resulted in the conclusion that the Fisher-Yates shuffle algorithm had a 100% success rate in randomizing the order of questions that were displayed to respondents.