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ANALISIS EFEKTIFITAS FRAMEWOK ERP CLOUD COMPUTING UNTUK USAHA KECIL MENENGAH Wikanargo, Matheus Alvian; Prasetyo, Novian Adi; Thenata, Angelina Pramana
Jurnal Teknik Informatika Musirawas (JUTIM) Vol 3, No 1 (2018): JURNAL TEKNIK INFORMATIKA MUSIRAWAS (JUTIM) JUNI
Publisher : STMIK MUSIRAWAS

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

AbstrakTeknologi cloud computing pada era sekarang berkembang pesat. Penerapan teknologi cloud computing sudah merambah ke berbagai industri, mulai dari perusahaan besar hingga perusahaan kecil dan menengah. Perambahan cloud computing di perindustrian berupa implementasi ke dalam sistem ERP. Namun, penetrasi teknologi ini dalam lingkup perusahaan kecil dan menengah (UKM) masih belum sekuat perusahaan besar. Penerapan ERP berbasis cloud computing yang masih tergolong baru tentu memiliki keuntungan dan penghambat yang mempengaruhi kinerja perusahaan. Hal tersebut menjadi salah satu pertimbangan UKM masih enggan menggunakan teknologi ini. Penelitian ini akan menganalisis framework yang paling sesuai untuk UKM dalam menerapkan sistem ERP berbasis cloud computing. Framework yang dianalisa yaitu Software as a Service (SaaS), Infrastructure as a Service (IaaS), dan Platform as as Service (PaaS). Ketiga framework ini akan dibandingkan menggunakan metode studi literatur. Tolak ukur yang menjadi acuan untuk perbandingan adalah Compatibility, Cost, Flexibility, Human Resource, Implementation, Maintenance, Security, dan Usability. Faktor-faktor tersebut akan diukur keuntungan dan penghambatnya jika diterapkan dalam SME. Hasil dari penilitian ini adalah Framework SaaS yang paling cocok untuk diterapkan pada perusahaan kecil dan menengah. Kata kunci— Cloud Computing, UKM, SaaS, IaaS, PaaS 
ANALISIS EFEKTIFITAS FRAMEWOK ERP CLOUD COMPUTING UNTUK USAHA KECIL MENENGAH Wikanargo, Matheus Alvian; Prasetyo, Novian Adi; Thenata, Angelina Pramana
JUTIM (Jurnal Teknik Informatika Musirawas) Vol 3 No 1 (2018): JUTIM (JURNAL TEKNIK INFORMATIKA MUSIRAWAS) JUNI
Publisher : LPPM UNIVERSITAS BINA INSAN

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (448.765 KB) | DOI: 10.32767/jutim.v3i1.294

Abstract

AbstrakTeknologi cloud computing pada era sekarang berkembang pesat. Penerapan teknologi cloud computing sudah merambah ke berbagai industri, mulai dari perusahaan besar hingga perusahaan kecil dan menengah. Perambahan cloud computing di perindustrian berupa implementasi ke dalam sistem ERP. Namun, penetrasi teknologi ini dalam lingkup perusahaan kecil dan menengah (UKM) masih belum sekuat perusahaan besar. Penerapan ERP berbasis cloud computing yang masih tergolong baru tentu memiliki keuntungan dan penghambat yang mempengaruhi kinerja perusahaan. Hal tersebut menjadi salah satu pertimbangan UKM masih enggan menggunakan teknologi ini. Penelitian ini akan menganalisis framework yang paling sesuai untuk UKM dalam menerapkan sistem ERP berbasis cloud computing. Framework yang dianalisa yaitu Software as a Service (SaaS), Infrastructure as a Service (IaaS), dan Platform as as Service (PaaS). Ketiga framework ini akan dibandingkan menggunakan metode studi literatur. Tolak ukur yang menjadi acuan untuk perbandingan adalah Compatibility, Cost, Flexibility, Human Resource, Implementation, Maintenance, Security, dan Usability. Faktor-faktor tersebut akan diukur keuntungan dan penghambatnya jika diterapkan dalam SME. Hasil dari penilitian ini adalah Framework SaaS yang paling cocok untuk diterapkan pada perusahaan kecil dan menengah. Kata kunci— Cloud Computing, UKM, SaaS, IaaS, PaaS 
Design Mobile App for Increase the Visitor Museum using Gamification Method Novian Adi Prasetyo; Suyoto Suyoto
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 16, No 6: December 2018
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v16i6.10384

Abstract

The museum's tourism object currently has a low visitor level compared to other tourism objects, even though the museum's function is very important as an enhancer of people's cultural knowledge. Judging from the small level of visitors, it cannot be separated from the effects of the promotion carried out by the museum. From the surveys that have been conducted, museum promotion uses social media more directly to the public, banners, radio, television, blogs and internet social media. In this study, an application that serves to promote museums using gamification methods was designed, this method was chosen because of the many existing promotional techniques, there is still little promotion using game content, therefore the gamification method is expected to encourage the motivation of users to visit the museum. This application will provide convenience to the museum management to promote the museum with media game content without having to spend large development and maintenance costs.
Rice Planting Calendar Application Development using Scrum Gita Fadila Fitriana; Novian Adi Prasetyo
IJCCS (Indonesian Journal of Computing and Cybernetics Systems) Vol 16, No 2 (2022): April
Publisher : IndoCEISS in colaboration with Universitas Gadjah Mada, Indonesia.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22146/ijccs.70155

Abstract

Indonesia is an agricultural country that produces more rice commodities than secondary crops. Many people who work as farmers choose the land to plant rice. Farmers experience several obstacles in determining the correct planting time to improve the rice harvest quality. A planting calendar is a method used by farmers to determine the scheduling of planting for one year. The rice planting calendar works based on rainfall and climate patterns. With the help of the latest technology, determining the rice planting calendar can be done quickly. The utilization of computer technology and algorithms such as Artificial Neural Network is helpful for forecasting rainfall using time series data accurately in the following month. The planting calendar is connected to data from the Meteorology, Climatology and Geophysics Agency (BMKG) from each station in each region. The rice planting calendar is made on a mobile basis with the aim of providing convenience for users in their hands. This cropping calendar application was developed using the Scrum method. The application development stages consist of sprint planning, first sprint, second sprint, third sprint and usability testing. The results of the development of the sprint went well. After completing the story, it was continued with the usability testing stage using the System Usability Scale (SUS). The SUS test was given to 20 respondents who had criteria including farmers and landowners. The results of SUS on the rice planting calendar application got a score of 72.75, which was categorized as Good.
Rice Planting Calendar Application Development using Scrum Gita Fadila Fitriana; Novian Adi Prasetyo
IJCCS (Indonesian Journal of Computing and Cybernetics Systems) Vol 16, No 2 (2022): April
Publisher : IndoCEISS in colaboration with Universitas Gadjah Mada, Indonesia.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22146/ijccs.70155

Abstract

Indonesia is an agricultural country that produces more rice commodities than secondary crops. Many people who work as farmers choose the land to plant rice. Farmers experience several obstacles in determining the correct planting time to improve the rice harvest quality. A planting calendar is a method used by farmers to determine the scheduling of planting for one year. The rice planting calendar works based on rainfall and climate patterns. With the help of the latest technology, determining the rice planting calendar can be done quickly. The utilization of computer technology and algorithms such as Artificial Neural Network is helpful for forecasting rainfall using time series data accurately in the following month. The planting calendar is connected to data from the Meteorology, Climatology and Geophysics Agency (BMKG) from each station in each region. The rice planting calendar is made on a mobile basis with the aim of providing convenience for users in their hands. This cropping calendar application was developed using the Scrum method. The application development stages consist of sprint planning, first sprint, second sprint, third sprint and usability testing. The results of the development of the sprint went well. After completing the story, it was continued with the usability testing stage using the System Usability Scale (SUS). The SUS test was given to 20 respondents who had criteria including farmers and landowners. The results of SUS on the rice planting calendar application got a score of 72.75, which was categorized as Good.
Integration between Moodle and Academic Information System using Restful API for Online Learning Novian Adi Prasetyo; Yudha Saintika
Jurnal Ilmiah Teknik Elektro Komputer dan Informatika Vol 7, No 2 (2021): August
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26555/jiteki.v7i2.21816

Abstract

During the current pandemic, it is encouraging educational institutions to carry out distance learning, so many learning management system (LMS) platforms can be used to support distance learning. Each LMS has a different process flow but has the same goal of making it easier to manage learning content. When an LMS is implemented in an educational institution, it requires matching data for courses, students and lecturers that are available in the academic information system (AIS) at the institution, this is one of the weaknesses of all LMS because the data are not interrelated between AIS and LMS. The purpose of this research is to create an integrated system to equalize data between AIS and LMS using the synchronization method through the Application Programming Interface (API). The results of this application will combine data from AIS and LMS which will then be tested for automatic course creation according to class data, courses, lecturers and students at AIS. The test results of this system are said to be successful because each function that is designed has been running well without any fatal errors. The most important thing that needs to be considered when synchronizing is that there is a link between the data on the AIS and LMS, failure occurs on some courses because the email users in the AIS and LMS are different.
ANALISIS EFEKTIFITAS FRAMEWOK ERP CLOUD COMPUTING UNTUK USAHA KECIL MENENGAH Matheus Alvian Wikanargo; Novian Adi Prasetyo; Angelina Pramana Thenata
JUTIM (Jurnal Teknik Informatika Musirawas) Vol 3 No 1 (2018): JUTIM (Jurnal Teknik Informatika Musirawas) JUNI
Publisher : LPPM UNIVERSITAS BINA INSAN

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (448.765 KB) | DOI: 10.32767/jutim.v3i1.294

Abstract

AbstrakTeknologi cloud computing pada era sekarang berkembang pesat. Penerapan teknologi cloud computing sudah merambah ke berbagai industri, mulai dari perusahaan besar hingga perusahaan kecil dan menengah. Perambahan cloud computing di perindustrian berupa implementasi ke dalam sistem ERP. Namun, penetrasi teknologi ini dalam lingkup perusahaan kecil dan menengah (UKM) masih belum sekuat perusahaan besar. Penerapan ERP berbasis cloud computing yang masih tergolong baru tentu memiliki keuntungan dan penghambat yang mempengaruhi kinerja perusahaan. Hal tersebut menjadi salah satu pertimbangan UKM masih enggan menggunakan teknologi ini. Penelitian ini akan menganalisis framework yang paling sesuai untuk UKM dalam menerapkan sistem ERP berbasis cloud computing. Framework yang dianalisa yaitu Software as a Service (SaaS), Infrastructure as a Service (IaaS), dan Platform as as Service (PaaS). Ketiga framework ini akan dibandingkan menggunakan metode studi literatur. Tolak ukur yang menjadi acuan untuk perbandingan adalah Compatibility, Cost, Flexibility, Human Resource, Implementation, Maintenance, Security, dan Usability. Faktor-faktor tersebut akan diukur keuntungan dan penghambatnya jika diterapkan dalam SME. Hasil dari penilitian ini adalah Framework SaaS yang paling cocok untuk diterapkan pada perusahaan kecil dan menengah. Kata kunci— Cloud Computing, UKM, SaaS, IaaS, PaaS 
AUGMENTED REALITY OBJEK BERSEJARAH MUSEUM SOESILO SOEDARMAN MENGGUNAKAN METODE MARKER BASED DAN MARKERLESS Wiwit Farianto; Novian Adi Prasetyo; Pradana Ananda Raharja
JUTIM (Jurnal Teknik Informatika Musirawas) Vol 6 No 2 (2021): JUTIM (Jurnal Teknik Informatika Musirawas) DESEMBER
Publisher : LPPM UNIVERSITAS BINA INSAN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32767/jutim.v6i2.1395

Abstract

Negara Indonesia memiliki kekayaan budaya yang merupakan sumber daya yang berharga yang juga harus disimpan masyarakat Indonesia. Museum Soesilo Soedarman adalah yang berusaha melestarikan budaya Indonesia, di dalamnya terdapat koleksi benda-benda bersejarah berupa alutsista militer dan dokumentasi Soesilo Soedarman. Pengelolaan Museum tersebut perlu improvisasi guna meningkatkan kinerja museum. Selama ini Museum Soesilo Soedarman belum menerapkan teknologi terkini dalam proses pengelolaan museum. Berdasarkan hal tersebut pada penelitian ini dilakukan pengembangan aplikasi berteknologi AR yang bertujuan untuk mengenalkan objek-objek museum secara menarik dan untuk digitalisasi benda koleksi museum. Metode yang sering diterapkan pada aplikasi AR ada dua yaitu marked based dan markerless tracking. Kedua metode tersebut memiliki hasil pengujian yang berbeda-beda, sesuai studi kasus masing-masing. Penelitian ini bertujuan untuk mengembangkan aplikasi AR pengenalan objek bersejarah Museum Soesilo Soedarman dan untuk melakukan perbandingan terhadap kedua metode AR tersebut dengan studi kasus koleksi objek Museum Soesilo Soedarman. Aplikasi yang dibangun diuji dengan menggunakan metode pengujian black box testing dan beta testing. Kesimpulan yang didapatkan dari hasil pengujian maka, untuk rata-rata hasil pengujian metode marked based memperoleh rata-rata 75% dan untuk rata-rata hasil pengujian metode markerless mendapatkan hasil 88%. Sedangkan pengujian fungsional aplikasi mendapatkan keberhasilan 89,7% dan untuk pengujian non fungsional mendapatkan keberhasilan 87,2%.
Perancangan Aplikasi Mobil Derek Berbasis Android Menggunakan Metode Scrum Kukuh Primadito Raharjo; Gita Fadila Fitriana; Novian Adi Prasetyo
Jurnal Informatika Global Vol 13, No 1
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jiig.v13i1.2059

Abstract

Transportation is one of the facilities in an area to improve accessibility or the relationship of an area because accessibility is often associated with the area. The Central Bureau of Statistics explained that the increase in motorized vehicles in 2015 - 2019 was a significant increase of 6.13%. Under the high demand for mobility, there may be barriers that impede this mobility. The problem with the vehicle used is due to engine damage. To overcome this problem, one solution is to call a tow truck. A tow truck is a vehicle that is used to tow a vehicle that has a traffic accident that is unable to move on its own. In the use of tow trucks, there are still problems experienced by customers and tow truck drivers, namely it is difficult to find the position of the customer's whereabouts with information or addresses that are not necessarily accurate for tow truck drivers and the lack of information about the nearest tow truck for customers. By using the Scrum method, this tow truck search application is designed to be able to place orders by displaying maps to find out the pick-up point, destination point, and tow truck location and can display the availability of tow trucks around the customer. Testing on this application is carried out using Black Box to obtain a percentage of eligibility results of 99.16% and System Usability Scale (SUS) gets an average value of 76.6 these results in SUS getting a grade B percentile rank score. Keywords : Tow Car, Scrum, Android, SUS, Black Box
Pengenalan Kata Bahasa Isyarat Indonesia (BISINDO) Menggunakan Augmented Reality (AR) Meliana Dewi; Tenia Wahyuningrum; Novian Adi Prasetyo
Journal of INISTA Vol 3 No 2 (2021): Mei 2021
Publisher : LPPM INSTITUT TEKNOLOGI TELKOM PURWOKERTO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/inista.v3i2.256

Abstract

Tunarungu merupakan anak berkebutuhan khusus yang mengalami hambatan dalam mendengar serta sulitnya komunikasi secara verbal, Ketidakmampuan penyandang tunarungu berkomunikasi mempengaruhi pengembangan bahasa dan menimbulkan sulitnya mendapatkan informasi. Oleh karena itu, diperlukan alat komunikasi bagi penyandang tunarungu yang dapat dipelajari sehingga, tidak ada kesalahan dalam berkomunikasi dan mendapatkan informasi. Peneliti membuat aplikasi dengan konten pendidikan untuk menciptakan media ajar yang dapat digunakan penyandang tunarungu atau orang normal mempelajari bahasa isyarat, menggunakan Augmented Reality (AR) sebagai media tambahan dalam pengembangan aplikasi serta menambahkan metode Agile Development dalam tahap perancangan sistem. Pengujian fungsionalitas dilakukan pada setiap kasus yang uji di masing-masing kebutuhan fungsionalitas. Hasil dari pengujian usability, menggunakan kuesioner System Usability Scale (SUS) disebarkan kepada responden pengguna aplikasi SiLuAR memperoleh hasil uji normalitas lebih dari 0,05 sehingga aplikasi ber distribusi normal. Pengujian kepuasan pengguna mendapatkan nilai kurang dari 74 yang dibuktikan saat pengujian One-Sample T-Test artinya pengguna merasa kurang puas atas aplikasi. Pembelajaran bahasa isyarat ini menggunakan buku Belajar Bahasa Isyarat untuk Anak Tunarungu Dasar (BISINDO) Bahasa Isyarat Indonesia.