Dharmawati
universitas harapan medan

Published : 10 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 10 Documents
Search

PERANCANGAN LEARNING GAME INTERAKTIF MENGGUNAKAN METODE LINEAR SEQUENTIAL BERBASIS ANDROID Dafid Kurniawan; Khairunnisa; Dharmawati
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2020): PROSIDING SNASTIKOM 2020
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (601.719 KB)

Abstract

The design of interactive games using the Android-based linear sequential method was aimed at students in grades 1 to 4 basic school. This game designing purposes to know various kinds of rare and unique animals that do not exist in their surroundings through quiz games, even in the garden, even the closest animal does not have a complete and unique animal. The designing of this interactive game is made by using 4 softwares, namely CorelDraw X4 software used to design gate, Adobe Photoshop to tidy up and change the .JPG format to .PNG, Construct 2 as the main software in design this game and the last one is Adobe PhoneGap Build which is a software online which functions to build files into .APK form so that this game can be played on android users. The process of design this game requires an idea and a sequence. The result of this game provide a new knowledge in order to add insight into various kinds of rare and unique animals that do not exist in the surrounding environment through a game where childern learn while playing.
PENERAPAN FUNGSI KURVA BAHU DAN SEGITIGA PADA METODE FUZZY SUGENO DALAM MENENTUKAN KELAYAKAN KONSUMEN DALAM MEMBELI PROPERTI Ema Wardiana; Rismayanti; Dharmawati
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2020): PROSIDING SNASTIKOM 2020
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (403.07 KB)

Abstract

Marketing is the spearhead in a company, whether it is engaged in services or products. One of the most important assets owned by a company in its efforts to maintain its viability,developing, the ability to compete and earn a profit. Therefore, marketing must minimize the possibility of offering products to targets that are not potential. Application of the decision support system for determining the target market by using the Sugeno fuzzy method aims to minimize potential targets. Based on the tests carried out, it can be seen that the representation of the membership function of the shoulder curve and triangle curve can produce the expected decisions. This application is built by using the C # programming language which is implemented by Visual Studio 2010 ands designed by unity 3D software.
Simulasi Menggunakan Teknologi Biometric Pada Proses Boarding Pass Dengan Tampilan Animasi 3D Sonya Dinda Bungsu; Dharmawati; Sumi Khairani
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2021): Prosiding Snastikom 2021
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1498.761 KB)

Abstract

The author intends to design an information media through animated videos to provide information and knowledge for airplane passengers in the use of biometrics. This information media contains audio and 3D animation elements that is designed as attractive as possible to provide information so that delivery is easier to understand. 3D animation is animation formed in 3 axes (X,Y,Z). This animated video was designed by using sketchup, lumion, and adobe premiere software, and the system was used Storyboard. The final result of this research is the creation of an animated video for airplane passengers as a medium of information on the use of biometrics in the boarding pass process.
Analisa Komparatif Kinerja Metode Mean Filter, Median Filter dan Alpha Trimmed Mean Filter Pada Noise Reduction Speckle dan Rayleigh Riza Putri Salsabila Nasution; Ari Usman; Dharmawati
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2021): Prosiding Snastikom 2021
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1063.654 KB)

Abstract

Often the image of the interference is found, for example, experienced image noise, so we need a method to reduce noise contained in the image. Image restoration is a technique to repair images that have been degraded or damaged such as noise. One technique in image restoration is filtering. Thetechniquefiltering used in this study is to compare the performance of the Mean Filter, Median Filter, and Alpha-Trimmed Mean Filter in reducing noisemethodsso that it can be determined which method is better applied in image restoration, especially images containing speckle noise and Rayleigh noise. The test results on test image 1 using themethodMean Filter for noise speckle have MSE values of 2774,758, PSNR 14,6714 and Running Time 1,351.4, while for Rayleigh noise have values of MSE 4414,909, PNSR 11,891, and Running Time 1,672, 8, themethodMedian Filter for noise speckle and rayleigh noise has almost the same parameter values, while themethodAlpha-TrimmedThe mean filter for noise speckle has a value of MSE 2926.81, PSNR 14.060 and1.392 Running Time , while for noise itRayleighhas a value of MSE 5000.867, PNSR 11.824, and Running Time 1.313. The conclusion of the test when viewed visually, the performance of themethodsMean Filter and Median Filter in reducing speckle noise and Rayleigh noise produces almost the same image quality compared to themethodAlpha-Trimmed Mean Filter. However, based on the parameters of MSE, PSNR and Running Time, the performance of themethodAlpha-Trimmed Mean Filter is the best in reducing speckle noise and rayleigh noise.
Implementasi Kriptografi Triple Des Dan Blowfish Pada Pengamanan File Multimedia Video Aldi Wahyudi; Sumi Khairani; Dharmawati
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2021): Prosiding Snastikom 2021
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1030.74 KB)

Abstract

Sending a message, data and information are very important and requires a high level of security. Developing of information technology is so rapid where everyone will find it is easy to get a message, data and information, especially video. Video is one of the multimedia content often uses. Maintaining the confidentiality of the video is important so that unauthorized people cannot see the message contained in the video. One of the methods used to secure video is using the triple des and blowfish algorithms, both of these algorithms are cryptographic methods that use the concept of block cipher and symmetric cryptography. These two algorithms are used as a reference in making encryption and decryption software for video files and analyzing the performance of existing security systems, and implementing them by testing and measuring the system, in terms of processing time for video files encryption and decryption. The application designed by using Visual Basic 2010 which is a programming language based on OOP (Object Oriented Programming) that utilizes .NET technology which is used to create applications in a Windows-based work environment. This application is expected to be able to accept the implementation of triple des and blowfish cryptography in securing multimedia video files properly and carry out the encryption and decryption process according to the algorithm
Implementasi Media Interaktif Budidaya Kelapa Sawit Bagi Komuditas Tani Berbasis Android Ulul Azmi Harahap; Sumi Khairani; Dharmawati
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2021): Prosiding Snastikom 2021
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1071.595 KB)

Abstract

Palm oil is an industrial plant / plantation used as a producer of vegetable oils, industrial oils and fuels. There are two types of oil palm, elaeis guineensis and elaei soleifera, which are used to produce palm oil in commercial agriculture. In fact, many communities (farmers) have failed or are still minimal in oil palm management. These factors include land conditions, knowledge of farming and insufficient experience. One way to provide knowledge to oil palm farmers is through socialization. Socialization which is equipped with media in accordance with technological developments will facilitate and greatly help the community. It will be easier for the community to obtain information about oil palm cultivation. The purpose of this study is to provide an attraction for oil palm cultivation. Then this research uses Unity 3D software by utilizing augmented reality technology. The results of this study are an android-based application about oil palm cultivation that has augmented reality technology. In the interactive media introduction of palm oil using Augmented reality technology, there are questionnaire results that conclude the first question questionnaire gets 62.6% results, the second question gets 64%, the third question gets 64%, the fourth question gets 64% and the last question 78.6%.
Implementasi Algoritma Sequential Search Dalam Game Edukasi Penyusunan Kalimat Terstruktur Siddiq Alridho; Khairunnisa; Dharmawati
SNASTIKOM Vol. 2 No. 1 (2023): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2023
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (354.015 KB)

Abstract

The problem in this research is that it is difficult to learn structured sentences, especially in composing words, due to minimal knowledge, so this research aims to implement the Sequential Search algorithm in an educational game which aims to help users in composing structured sentences. The Sequential Search algorithm is used to search for and arrange words sequentially according to correct grammatical rules. This game is designed to help players, especially children, understand the concept of constructing sentences correctly in language. This research uses data originating from Indonesian language books. Through the implementation of this algorithm, it is hoped that players can develop their skills in constructing sentences correctly and effectively, as well as improve their understanding of grammar. This research combines the concept of learning through games (game-based learning) with an understanding of the Sequential Search algorithm in the context of language education. It is hoped that the results of this research can make a positive contribution in improving players' abilities in the field of composing structured sentences.
Implementasi Teknik Animasi Frame by Frame Pada Animasi 2D Sebagai Media Promosi Desa Surya Ramadan Hasibuan; Dharmawati; Rismayanti
SNASTIKOM Vol. 2 No. 1 (2023): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2023
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (558.912 KB)

Abstract

Now there are many kinds of promotions that have been made along with the times, animation itself can be used as a form of promotion. The types of promotions that are made are sometimes based on 2 dimensions and 3 dimensions. Various things are promoted, both products and the promotion of tourist objects. In the promotion of tourist objects, it is usual to take places that are rarely known to someone, such as underdeveloped villages but have tourism potential that can attract people's attention, such as culture, daily life, or customs of the place. For 2-dimensional animation itself, there are many methods, one of which is used in this study is frame by frame, where this method is a method that in moving objects must draw objects in each frame, the more objects that are drawn in each frame, the more objects are drawn in each frame. the smoother the resulting animation. The promotion produced in this study, it will be in the form of an animated video file that can be played in a video player application
Media Pembelajaran Islam Mengenal Mahram Berbasis Animasi Menggunakan Adobe Flash Risa Fauziah Nur; Nenna Irsa Syahputri; Dharmawati
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 2 No. 2 (2023): Mei 2023
Publisher : LKP Unity Academy

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

Abstract

The mahram used by the people is taken from Arabic. Mahram is a woman or a man who is still a close relative so it is not permissible to marry between the two. Mahram relationships can occur for three reasons, namely heredity, breastfeeding, and marital relations. Mahram can be sourced from the verses of the Qur'an and Al-Hadith. However, nowadays there are still many people who do not know which is mahram or not. The purpose of this study is to build an application system that will be a medium for users, especially Muslims to know the mahram and make it easier for us to know the mahram of the family. This application is designed using Adobe Flash CS6 which has a pretty good performance. The system development method used is the literature study method, which collects supporting data related to research such as from social media, websites or other sources. Based on the test results, the genealogy application is running successfully on the Windows 10 operating system. This research produces an application with the main function as a medium that requires information about mahram in Islam and provides the desired convenience and speed.
Penentuan Seleksi Kejuaraan Karate Shoto-Kai Dengan Metode Welch Powell Kevin Gideon Simanjuntak; Nenna Irsa Syahputri; Dharmawati
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 2 No. 3 (2023): September 2023
Publisher : LKP Unity Academy

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

Abstract

The world of martial arts is very well known in various national and international regions. There are several that show martial arts, one of which is Karate. Karate is a martial art that is applied in a national level sports branch in Indonesia. Karate has 3 training branches, namely Shoto-Kai, Inkanas and Lemkari. A martial art will always select the schedule for each event held by the committee, one of which is Shoto-Kai karate. The aim of this research is to build a selection system for various categories using the Welch Powell method which previously was still done manually, therefore the selection can be automatically inputted by participant data into an application. This application uses Microsoft Visual Basic, making it easier for the committee to determine participants in selecting the karate competition schedule. Based on the test results, the application obtained can run successfully so that it can use a laptop/computer. This research can be a medium of information regarding karate selection and can provide smoothness to achieve success.