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RANCANG BANGUN APLIKASI WISATA KABUPATEN KUNINGAN BERBASIS ANDROID MENGGUNAKAN METODE LOCATION BASED SERVICE (LBS) Erik Kurniadi; Heru Budianto
Cloud Information Vol 3, No 2 (2018)
Publisher : Sistem Informasi Fakultas Ilmu Komputer Universitas Kuningan

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Abstract

Kuningan is one of the regencies in West Java which has various tourism objects. Beside nature tourism, there are also many other tourism objects such as modern water tourism that provide water boom, historical tours, religious tourism and culinary tourism. Now days the information of these tourism destination is usually through mouth to mouth, mass media, browsing¸ and social media. It makes that not all tourism objects can be visited, due to lack of information and location of scattered attractions that are difficult to reach by public transportation. This study offers an android application that can provide convenience to tourists who want to visit the tourism objects. This application provides information about the existing attractions from the start location information, facilities, opening hours and closing and guides to reach the location by using the Location Based Service method. Any travelers can download the app and run it on a smartphone. Users of the app can choose the tourism objects by category and the system will provide guide facilities to the tourist sites you want to visit. This application is expected to be a solution to the above problems and it becomes a tourism promotion media in Kuningan Regency.Keyword : Travel apss, LBS, Kuningan, Android
RANCANG BANGUN APLIKASI INFORMASI SARANA KESEHATAN Di KABUPATEN KUNINGAN MENGGUNAKAN METODE LOCATION BASED SERVICE (LBS) BERBASIS ANDROID Heru Budianto; Erik Kurniadi
Cloud Information Vol 4, No 2 (2019): Cloud Information
Publisher : Sistem Informasi Fakultas Ilmu Komputer Universitas Kuningan

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Abstract

Health facilities are one of the most visited places. However, in several cities, such as Kuningan regency, people still have difficulty accessing information about existing health facilities. The information needed must be complete in the form of location, type of facilities, facilities and services available. This study aims to make an application of health facilities in the Kuningan district. The design of the application uses the Rational Unified Process (RUP) system development methodology which consists of 2 dimensions, horizontal and vertical. The steps taken are inception, elaboration, construction and transition. In the inception phase, both functional and non-functional needs are identified. The elaboration phase is carried out in the design which includes designing the application architecture, use case diagrams, scenario diagrams, activities and others using the Rational Rose tool. The construction phase is carried out implementing the design into a prototype application using Android Studio tools and the Java programming language. In this phase, the process of implementing Location Based Service (LBS) technology and testing is done per unit. The transition phase is carried out the installation and testing process in the user's real condition. The results of this study are applications that are able to display information about existing health facilities. This research needs to be further developed in terms of appearance, and the use of other platforms for the use of maps.
PENERAPAN DATA MINING MENGGUNAKAN ALGORITMA FP-GROWTH UNTUK PENENTUAN STRATEGI PROMOSI FAKULTAS ILMU KOMPUTER UNIVERSITAS KUNINGAN Heru Budianto; Jejen Riana
Cloud Information Vol 5, No 1 (2020): Cloud Information
Publisher : Sistem Informasi Fakultas Ilmu Komputer Universitas Kuningan

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Abstract

Nowadays, competition between campuses is increasing in order to attract as many new students as possible. This has an impact on management at the faculty level. Limited funding and efficiency demands cause managers at the faculty level to try to find the right strategy to achieve the student targets that have been determined. The right strategy is able to minimize the use of funds and achieve the targets set. This study aims to analyze data mining techniques with the help of the FP-Growth algorithm. FP-Growth algorithm which is a development of the Apriori algorithm. FP-Growth is one alternative algorithm that can be used to determine the set of data that most often appears (frequent item sets) in a data set. The study was conducted by observing several research variables that are often considered by faculties in determining the promotion objectives, namely the Latest Education, Departments, Study Program Choices. The results of this study are in the form of a strategy determination recommendation using the FP-Growth algorithm that uses the concept of FP-Tree development in searching for Frequent Itemset
PENERAPAN CUSTOMER RELATIONSHIP MANAGEMENT (CRM) SEBAGAI UPAYA MENINGKATKAN KEPUASAN DAN LOYALITAS PELANGGAN PADA GELORA MUKTI SPORT BERBASIS WEB Anang Supriatna; Heru Budianto
NUANSA INFORMATIKA Vol 13, No 2 (2019)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (308.999 KB) | DOI: 10.25134/nuansa.v13i2.1948

Abstract

Gelora Mukti Sport still uses a conventional system in managing its products and customers. Conventional system causes inaccuracies in managing data item data, inventory and customer data. Increasig loyalty is done by providing good service. This study aims to increase consumer loyalty through the application of CRM. This study uses waterfall as method of developing system. The stages of the waterfall are analyzing system requirements, making system design, implementing systems, testing and operating and maintaining the system. The form of implementation of CRM applied at Gelora Mukti Sport is by giving discounts on certain days, giving points provided that they will get 10 points for one transaction, points with a certain amount can be exchanged for products or vouchers that have been provided, vouchers can be used to deduct the total amount of payment, and wallet is useful for payment of product orders where the wallet is obtained from refunds and means of criticism to provide criticism or suggestions for the Gelora Mukti Sport store. The application of CRM in this system is expected to be able to improve service so that it impacts on the increase of consumer loyalty.Keyword : Gelora Mukti Sport, operational CRM, Waterfall, loyalty, discounts, vouchers, wallet, web, customers
PEMBUATAN PETA 3 DIMENSI KAMPUS UNIVERSITAS KUNINGAN Rachmat Ismaya; Heru Budianto
NUANSA INFORMATIKA Vol 9, No 2 (2015)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (14057.172 KB) | DOI: 10.25134/nuansa.v9i2.228

Abstract

Peta merupakan gambaran wilayah geografis bagian permukaan bumi yang disajikan dalam berbagai cara yang berbeda, mulai dari peta konvensional yang tercetak hingga peta digital yang tampil di layar komputer. Selama ini bentuk peta cenderung hanya dalam pemodelan peta 2 dimensi (2D) saja, oleh karena itu agar lebih menarik dan informatif maka dibuat peta yang menyerupai keadaan real (sebenarnya) berupa peta 3 dimensi (3D). Dalam penelitian ini penulis menitik beratkan Pembuatan Peta 3 Dimensi Kampus Uniku  kepada unsur-unsur seni Animasi Multimedia 3 Dimensi menggunakan Software Blender Release 2.61. Terdapat beberapa tahapan dalam proses pembuatan peta 3 dimensi (3D) kampus Uniku ini yaitu pengumpulan data, penggambaran bentuk dengan menggunakan software Blender Release 2.61 juga Autocad Land Desktop 2010 apabila diperlukan untuk gambar-gambar tertentu kemudian di ekpor imfor ke file blend .Hasil akhir dari seni animasi multi media 3 D lebih ditekankan kepada visualisasi 3 dimensi  yang tertangkap oleh menu kamera, baik pada saat capture gambar atau pada saat pembuatan film animasi 3 Dimensi.Dari pembuatan peta 3 dimensi diperoleh hasil peta 3 dimensi (3D) kampus uniku yang sesuai dengan keadaan real (nyata) dipermukaan bumi. semoga dapat menghasilkan data dan informasi geografis yang up to date (terbaru) mengenai kondisi bangunan fisik (gedung, jalan) maupun bangunan-bangunan terbaru lainnya yang mudah dimengerti oleh pengguna dan dapat dijadikan referensi peta kampus yang efektif dan User Friendly.
PERANCANGAN SIMULATOR SISTEM PENGGERAK BATANG KENDALI VIA ETHERNET MENGGUNAKAN PLC T100MD1616+ Heru Budianto; Daswa .
NUANSA INFORMATIKA Vol 9, No 2 (2015)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (14057.172 KB) | DOI: 10.25134/nuansa.v9i2.229

Abstract

Batang kendali memiliki peran penting dalam pengoperasian sebuah reaktor nuklir. Batang kendali berfungsi untuk mengendalikan dan mengatur reaksi fisi yang terjadi dalam reaktor dengan cara mengatur jumlah populasi neutron yang menentukan tingkat daya sebuah reaktor. Batang kendali juga berkaitan dengan keselamatan sebuah reaktor nuklir, sehingga sistem penggeraknya didesain sedemikian rupa agar jika terjadi kegagalan operasi maka secara otomatis akan scram. Sistem penggerak dari batang kendali berfungsi untuk menaikkan dan menurunkan batang kendali sesuai dengan kebutuhan dalam rangka mengatur populasi neutron yang dihasilkan dari reaksi berantai dalam reaktor. Penggerak yang dipergunakan menggunakan motor stepper yang memiliki kemudahan dalam proses penggerakannya.Kemajuan teknologi memungkinkan proses online-monitoring dalam pengendalian dan proses untuk shutdown reaktor jika ada hal-hal yang dapat membayakan operasi sebuah reaktor. PLC T100MD1616+ menyediakan fasilitas pengendalian dan online-monitoring peralatan sehingga jika dipergunakan dalam sistem penggerak memungkinkan untuk dilakukan proses online-monitoring dan pengendalian jarak jauh dimana dalam hal ini via ethernet.Penelitian ini dilakukan untuk merancang simulator sistem pengggerak batang kendali dengan menggunakan motor stepper dan PLC yang memungkinkan proses monitoring online dan pengendalian untuk keadaan tertentu bisa dilakukan tanpa harus ada di dalam reaktor. Harapannya penelitian ini bisa dihubungkan dengan simulator lainnya agar menghasilkan simulator reaktor nuklir yang utuh sehingga mampu memberikan gambaran sebenarnya sebuah reaktor.Kata kunci: batang kendali, PLC T100MD1616+, sistem penggerak, motor stepper.
PELATIHAN PENGGUNAAN MEDIA SOSIAL DAN INTERNET SEBAGAI MEDIA PROMOSI PRODUK DESA CIJEMIT Heru Budianto; Aji Permana; Dede Irawan; Adam Nurfauzan Subiyanto; Mita Hanifah Salma
Aptekmas Jurnal Pengabdian pada Masyarakat Vol 5 No 1 (2022): APTEKMAS Volume 5 Nomor 1 2022
Publisher : Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (240.377 KB) | DOI: 10.36257/apts.v5i1.4342

Abstract

Promotion is a support in product marketing and sales. Promotion aims to ensure products are distributed to consumers. Cijemit Village is a village in the Ciniru Kuningan sub-district, West Java, which has village potential both in terms of culinary and tourism produced both individually and in groups. But so far the product is still not widely known due to the limited media promotion and marketing area. So far, people in Cijemit village are familiar with e-commerce sites, social media and others, but their use is still not optimal and limited for entertainment consumption and online shopping with the COD system. The service activities carried out aim to provide knowledge, insight, and knowledge in the form of seminars and training in the use of social media for product promotion so that they can develop. The implementation of this activity includes providing understanding, insight, knowledge and skills in managing promotions using social media in this case Facebook, Instagram and blogs. Based on the results of the analysis and discussion, it was found that there was an increase in knowledge, insight and knowledge in the use of social media as a promotional medium and increasing awareness of the use of social media in improving people's welfare.
IMPLEMENTASI ALGORITMA LINEAR CONGRUENT METHOD (LCM) PADA MEDIA PEMBELAJARAN BAGIAN-BAGIAN BUNGA BERBASIS VIRTUAL REALITY (Studi Kasus : SMP Negeri 2 Ciawigebang) Rio Andriyat Krisdiawan; Heru Budianto; Tata Sutabri; Ade Kurniawan
NUANSA INFORMATIKA Vol 16, No 2 (2022)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (972.358 KB) | DOI: 10.25134/nuansa.v16i2.5899

Abstract

SMP Negeri 2 Ciawigebang is one of the schools that also uses books as the main source of learning references. The use of books has limitations, especially in the content of the existing 2-dimensional images, the images on the textbook will fade over time, which makes it difficult for students to understand and has limited visualization of the material. Learning that is carried out online due to the impact of the COVID-19 pandemic and books as independent learning media result in ineffective understanding of the material to students. Therefore, we need media with the use of technology that can visualize materials, visualizations and objects that help students understand in independent learning such as virtual reality (VR). Virtual reality is a sophisticated human-computer interface that simulates a realistic environment and allows the user to interact directly with the simulated object. To find out the extent to which students are able to absorb the material given, an evaluation is carried out in the form of the questions that are given, therefore a Linear Congruent Method algorithm is used to randomize the questions, so that there is no repetition of the same questions that are raised. While the system development method used is the Multimedia Development Life Cycle (MDLC) as the right method for developing AR-based learning media. The final result of this research is an application that is compatible with smartphone devices with a minimum Android operating system Nougat version. which displays objects in the form of 3-dimensional VR where users feel like they are in a virtual world and questions are given to evaluate the extent to which students can absorb the material. it is hoped that this application can facilitate the learning and teaching process through virtual reality media and make it easier for teachers when delivering material and conducting 3D visual-based evaluations. Keywords: Learning Media, Virtual Reality, Algorithm Linear Congruent Method (LCM)
Penerapan Algoritma Recursive Backtracking Sebagai Maze Generator Pada Game Labirin Aksara Sunda Rio Andriyat Krisdiawan; Aida Fitriani; Heru Budianto
Media Jurnal Informatika Vol 14, No 1 (2022): Media Jurnal Informatika
Publisher : Teknik Informatika Universitas Suryakancana Cianjur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35194/mji.v14i1.2326

Abstract

Aksara Sunda merupakan budaya masyarakat Sunda yang telah ada dari kurang lebih 2.000 tahun yang lalu. Dalam upaya untuk mencegah kepunahan aksara Sunda di Jawa Barat, berbagai upaya dilakukan oleh pemerintah, salah satunya yaitu melalui sekolah-sekolah di bawah naungan Dinas Pendidikan, siswa/siswi diwajibkan untuk mempelajari aksara Sunda dalam mata pelajaran muatan lokal bahasa sunda. Hal ini tercantum dalam Perda Propinsi Jawa Barat No.5/2003. SD Negeri 1 Jalaksana merupakan salah satu sekolah dasar di Kabupaten Kuningan, Jawa Barat yang ikut serta dalam melestarikan aksara sunda. Berdasarkan hasil observasi kepada guru dan siswa/siswi terdapat kesulitas dalam mempelajari aksara sunda. keterbatasan media pembelajaran dan sukar untuk dipelajari menjadi faktor siswa/siswi mengalami kesulitan dan kejenuhan dalam pembelajarannya. Buku paket yang terbatas dan pembelajaran di masa pandemic covid-19 yang menuntut siswa/siswi belajar mandiri. Dari permasalahan tersebut peneliti tertarik untuk membuat media pembelajaran yang menyenangkan dengan konsep belajar sambal bermain, yaitu dengan memanfaatkan perkembangan teknologi, salah satunya adalah teknologi games. Seiring berkembangnya zaman, game bukan hanya digunakan sebagai alat hiburan semata namun digunakan sebagai media pembelajaran. Tujuan penelitian ini adalah membuat game bergenre labirin dan edukasi yang dapat dijadikan media pembelajaran alternatif aksara sunda. Untuk memberikan konsep game yang menyenangkan, peneliti menggunakan algoritma recursive backtracking sebagai maze generator agar arena labirin bersifat dinamis dan tidak membosankan. Metodologi pengembangan game yang digunakan adalah GDLC (Game Development Life Cycle) dan pemodelan sistem berupa perancangan menggunakan diagram UML (Unified Modeling Language) dengan menerapkan algoritma Recursive Backtracking sebagai maze generator serta pengujian aplikasi game menggunakan UAT (User Acceptance Test). Berdasarkan pengujian UAT, game labirin aksara sunda dinilai menarik serta memiliki unsur belajar sambal bermain., Game yang dibuat dapat menjadi media pembelajaran alternatif yang untuk siswa/siswi sdn negeri 1 jalaksana dalam mempelajari aksara sunda secara menyenangkan.
Implementasi Algoritma Multiplicative Congruential Random Number Generator Pada Aplikasi Seleksi Mojang Jajaka Tito Sugiharto; Lutfi Slamet Riyadi; Heru Budianto; Dede Irawan
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 6, No 4 (2022): Oktober 2022
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v6i4.4619

Abstract

Mojang Jajaka (MOKA) is one of icons of tourism ambassadors who come from most districts/cities in West Java. The selection of tourism ambassadors in Kuningan was organized by the Department of Youth, Sports and Tourism (DISPORAPAR) of Kuningan, and the Mojang Jajaka Association of Kuningan. One of the series of activities carried out is participant registration and written test selection. Currently the registration process and the written test selection are still carried out conventionally by collecting hardcopy files and writing tests using a sheet of paper. This is considered less effective and efficient because using paper often causes problems, namely tucked, damaged, and easily lost. In the written test activities, cheating often occurs when filling out answers. This study aims to apply the Multiplicative Congruential Random Number Generator Algorithm in randomizing the questions on the MOKA selection test. The selection process begins with participants registering on the application. Then the participant logs in and after that the admin sees the participant data and then verifies the participant data. After that the admin will do question management, where the admin will input 30 questions. Then the participants will carry out the exam process. The Multiplicative Congruential Random Number Generator algorithm will work to randomize the questions from 30 questions and 25 questions will be issued. This application is made using the Java programming language, PHP, Javascript and MySQL database. This study uses the RUP (Rational Unified Process) methodology which consists of 4 stages, namely Inception, Elaboration, Construction, and Transition. This study results a MOKA Selection Application that can simplify the registration process and written test selection for both participants and the Mojang Jajaka selection committee, Kuningan.