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DESIGN OF COMPUTER REPAIR SERVICES APPLICATION ANDROID-BASED Achmad Udin Zailani; Alvino Octaviano; Sholihin Sholihin
TEKNOKOM Vol. 4 No. 1 (2021): TEKNOKOM
Publisher : Department of Computer Engineering, Universitas Wiralodra

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (305.814 KB) | DOI: 10.31943/teknokom.v4i1.58

Abstract

Computers are one form of advances in electronic and informatics technology; the function of the computer itself serves as a tool for writing, drawing, editing images or photographs, or as a means of storage. Android, a Linux-based operating system, is a smart operating system that can compete with operating systems on a computer. Some of the problems identified include user difficulties in overcoming computer damage to determine whether to repair or buy a new unit, difficulty in reaching authorized service providers, risks when deciding to repair at a public service place, and limited access to information and costs repairing computer damage. This research specifically designs an Android application-based computer service application that makes it easier for people to get service services. The above research results formulate computer repair services using an Android-based platform with Android Studio and MySQL as the database for this study. This application is expected to be useful for customers in terms of time and cost.
Penerapan Aplikasi Markerless Augment Reality untuk Pemodelan Mesin Injection Alvino Octaviano; Sofa Sofiana
Jurnal Informatika Universitas Pamulang Vol 4, No 3 (2019): JURNAL INFORMATIKA UNIVERSITAS PAMULANG
Publisher : Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (139.341 KB) | DOI: 10.32493/informatika.v4i3.3310

Abstract

The limited number of teaching aids is the general shortage of private schools due to the limited cost of procuring props for the PGM-FI sistem. The less interesting learning model is also a factor in the low value of students in certain subjects. Augmented Reality is a technology that develops in the world, combining two-dimensional or three-dimensional virtual objects into a real three-dimensional environment and then projecting these virtual objects in real time. in previous studies have introduced Augmented Reality Applications that still use markers. But the application still has limitations. The need for paper printing and sticking to the object to be studied. Through markerless technology other than without the need for paper printing and pasting. This application can further adjust the appearance of injection machines
Penerapan Augmented Reality Berbasis Android Sebagai Bahan Ajar Untuk Pemodelan Mesin Injection Alvino Octaviano; Sofa Sofiana
Jurnal Informatika Universitas Pamulang Vol 3, No 3 (2018): JURNAL INFORMATIKA UNIVERSITAS PAMULANG
Publisher : Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1011.561 KB) | DOI: 10.32493/informatika.v3i3.2102

Abstract

The value obtained by Fadilah Vocational School students about motorcycle injection systems is still below the value of mastery learning. Many factors cause students to get low scores in the competence to understand the gasoline fuel system, especially the Honda motorcycle injection system. One of the factors that makes it difficult for students to understand injection material is the unavailability of Honda PGM-FI system props. The limited number of teaching aids is a shortage of private schools in general due to the limited costs of procuring teaching aids for the PGM-FI system. Less interesting learning model is also a factor in the low value of students in certain subjects. Augmented Reality is a developing technology in the world, combining two-dimensional or three-dimensional virtual objects into a real three-dimensional environment and then projecting these virtual objects in real time. Three dimensions commonly abbreviated as 3D, or space, are forms of objects that have length, width, and height. This term is usually used in the fields of art, animation, computers and mathematics. The application of Augmented Reality is not like virtual reality that completely replaces reality, but only adds or completes reality by using libraryVuforia, the image in the form of three dimensions will appear on the screen of the Android smartphone assisted by the rear camera. The application of Augmented Reality in learning is more interesting because this technology provides real visualization. So that learning in the field of education is more interesting and uses the latest technology so that students are more interested in learning.
Aplikasi Pemesanan Tiket Bus Berbasis Web (Studi Kasus pada PO. Harapan Jaya) Abdul Rohman Amat Rahmat; Alvino Octaviano
Jurnal Informatika Universitas Pamulang Vol 1, No 1 (2016): JURNAL INFORMATIKA UNIVERSITAS PAMULANG
Publisher : Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (882.363 KB) | DOI: 10.32493/informatika.v1i1.1461

Abstract

Konsumen sulit mendapatkan informasi reservasi tiket bus di PO.Harapan Jaya serta kurang efesien nya dalam waktu dan biaya karena konsumen harus datang langsung ke PO.harapan jaya. Web adalah salah satu layanan yang didapat oleh pemakai komputer yang terhubung ke internet. web ini menyediakan informasi bagi pemakai komputer yang terhubung ke internet website atau situs dapat diartikan sebagai kumpulan halaman-halaman yang digunakan untuk menampilkan informasi teks, gambar diam atau gerak, animasi, suara, dan atau gabungan dari semuanya itu baik yang bersifat statis maupun dinamis yang membentuk satu rangkaian bangunan yang saling terkait dimana masing-masing dihubungkan dengan jaringan internet.Manfaat menggunakan internet dapat mempromosikan keberadaan nama instansi/perusahaan kepada masyarakat dunia umumnya serta masyarakat Indonesia khususnya yang mengakses internet.Untuk meningkatkan kualitas pemesanan yang tadinya manual menjadi lebih efektif dalam pencarian informasi untuk melakukan reservasi tiket di po.harapan jaya, aplikasi ini dibuat dengan tujuan mempermudah konsumen dalam menghemat waktu maupun biaya.
Penerapan Metode Ishihara untuk Mendeteksi Buta Warna Sejak Dini Berbasis Android Alvino Octaviano; Andri Umbari
Jurnal Informatika Universitas Pamulang Vol 2, No 1 (2017): JURNAL INFORMATIKA UNIVERSITAS PAMULANG
Publisher : Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (968.194 KB) | DOI: 10.32493/informatika.v2i1.1516

Abstract

Penglihatan warna merupakan salah satu fungsi penglihatan yang penting dalam kehidupan sehari-hari. Akan tetapi, tidak semua orang dikaruniai kemampuan penglihatan warna yang normal. Salah satunya adalah penderita defisiensi penglihatan warna atau lebih dikenal dengan istilah buta warna. Buta warna adalah suatu keadaan dimana seseorang tidak dapat membedakan warna tertentu yang bisa dibedakan oleh orang lain dengan mata normal. Tingkat mobilitas dan kesibukan saat ini membuat rendahnya kesadaran dan kurangnya pengetahuan masyarakat mengenai kelainan buta warna, serta melakukan tes buta warna sejak dini. Gangguan buta warna dapat diketahui dengan melakukan test buta warna menggunakan buku tes metode Ishihara. Penilitan ini bertujuan untuk membuat aplikasi tes buta warna yang mengimplementasikan Metode Ishihara dengan teknik penalaran maju (forward chaining). Jenis buta warna yang dapat di identifikasi pada aplikasi ini yaitu: penglihatan normal, buta warna parsial, dan buta warna total. Aplikasi ini dirancang berbasis android menggunakan bahasa pemrograman Java dan XML serta menggunakan metode Artificial Intellegence dilanjutkan dengan pengujian sistem dengan menggunakan metode black-box dan white-box. Dengan adanya aplikasi ini dapat disimpulkan bahwa aplikasi tes buta warna berbasis android dengan menggunakan metode Ishihara dapat mempermudah masyarakat untuk melakukan tes buta warna guna mengetahui gangguan penglihatan warna terhadap mata dengan hasil diagnosa yang dapat diperoleh secara langsung melalui smartphone android.
Perancangan Sistem Informasi Absensi Asisten Lab Berbasis Android pada Universitas Pamulang Alvino Octaviano; Sofa Sofiana; Satrio Pandita Priyadi
Jurnal Teknologi Sistem Informasi dan Aplikasi Vol 3, No 4 (2020): Jurnal Teknologi Sistem Informasi dan Aplikasi
Publisher : Program Studi Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/jtsi.v3i4.6822

Abstract

Fingerprint recognition with distance-based optimization and pattern matching, "international conference on signal processing, communication, power, and data management systems on attendance paper makes it very difficult to log absent and absent assistants. In this case Change of attendance records to save. in a digital-based information system database. Meanwhile, fingerprint attendance methods or methods have been used on cellphones. Record attendance. Method makes applications that support digital attendance with Android. Android is an operating system application for mobile phones based on Linux. Android offers developers an open platform where they can create their own applications used by various mobile devices.
Implementasi Metode Fuzzy Logic Dalam Perancangan Aplikasi Pemantauan Serta Kontrol Ph, Tds, Dan Suhu Pada Larutan Tanaman Hidroponik Pakcoy Menggunakan Arduino Berbasis Android Reynaldo Reynaldo; Alvino Octaviano
Journal of Artificial Intelligence and Innovative Applications (JOAIIA) Vol 3, No 2 (2022): MAY
Publisher : Journal of Artificial Intelligence and Innovative Applications (JOAIIA)

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

Abstract

Hydroponics is a method of growing plants with water media without using soil media and prioritizing the fulfillment of plant nutritional needs. A hydroponic cultivation system that circulates air and nutrients using the Deep Flow Technique (DFT) method. Pakcoi vegetables developed on the Serpong Farm Hydroponic plantation. The activities carried out are measuring pH, TDS, and temperature levels in the media from hydroponic plants still using a simple meter which causes it to be ineffective, can cause reading errors in these levels, and It takes time to concentrate the nutrient solution. This study aims to build an Android-based system that can control nutrient levels and pH automatically using the Fuzzy Logic Sugeno method with stages starting from fuzzification, rule application, defuzzification and output as decision making from the system. The Fuzzy Logic model with the Takagi-Sugeno-Kang method is applied to the Arduino Mega 2560 using the C programming language.
Rancang Bangun Sistem Pengajuan Skripsi Prodi Teknik Informatika Universitas Pamulang Berbasis Web Dias Mahendra; Nur’aini Nur’aini; Alvino Octaviano
Journal of Artificial Intelligence and Innovative Applications (JOAIIA) Vol 3, No 1 (2022): February
Publisher : Journal of Artificial Intelligence and Innovative Applications (JOAIIA)

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

Abstract

Currently, the world of education has entered the digital era. The use of information systems as a technology support can be used to speed up the process, space, and time is started to developed. Minithesis is a scientific essay and becomes an academic assignment from a university to be one of the requirements for graduating students as undergraduates. There are many obstacles in submitting the minithesis manually, especially in the current pandemic situation. Submission of a minithesis at the Informatics Engineering Study Program at Pamulang University still uses a manual system, so there is a need for an easy-to-use application to streamline the academic processes in it. Research The design of the minithesis submission system in the Informatics Engineering Study Program, Pamulang University aims to analyze, design an information system for minithesis submission, and its traceability system. There are several mehod used in this study, namely the method of software development, data collection, system analysis and data design, as well as implementation and testing using black box testing. The results showed that the minithesis submission application was successfully made in accordance with the research design. The parties involved in this process can use the features made in accordance with the system design, and the results of system testing using black box testing have also been successfully carried out. The addition of features is needed, so that the appearance of the application can be more attractive and can also be developed based on android/ios systems.
PENGENALAN AUGMENTED REALITY BERBASIS ANDROID DI SMK FADILAH Alvino Octaviano; Sofa Sofiana
JAMAIKA: JURNAL ABDI MASYARAKAT Vol 1, No 1 (2020): FEBRUARI
Publisher : Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (595.982 KB)

Abstract

KTeknologi hasil gabungan teknologi cetak dan komputer dapat diwujudkan dengan teknologi augmentedreality. Aplikasi tersebut merupakan aplikasi media sosial yang dimana seseorang dapat berfoto lalumengubah foto tersebut sebelum di upload di dunia maya, namun tidak berpengaruh dengan dunia nyata.Beda dengan Virtual Reality yang memungkinkan seseorang masuk dalam dunia maya dan mengubahsegalanya dalam dunia tersebut. Aplikasi tersebut dapat memunculkan suasana kelas walaupun murid danguru tidak dalam satu tempat, teknologi itu bisa disebut dengan video call. Dengan mengetahui haltersebut teknologi Augmented reality sangatlah berpengaruh dalam kehidupan canggih seperti saat ini,contoh baru saja disebutkan untuk dunia pendidikan dan inovasi. Maka tidak menutup kemungkinanbahwa teknologi tersebut mempengaruhi dunia politik serta ekonomi. Selama ini manusia denganmudahnya membuat teknologi guna mempermudah pekerjaan mereka, teknologi Augmented reality dapatmenjadi tembusan untuk mempermudah aktfitas dalam kehidupan manusia
PELATIHAN PEMBELAJARAN DARING MENGGUNAKAN MICROSOFT TEAM UNTUK DEWAN GURU DI SD IT AL MUSTOPA Achmad Udin Zailani; Agung Perdananto; Yudi Kurniawan; Alvino Octaviano; Sholihin Sholihin
KOMMAS: Jurnal Pengabdian Kepada Masyarakat Vol 3, No 1 (2022): KOMMAS: JURNAL PENGABDIAN KEPADA MASYARAKAT
Publisher : KOMMAS: Jurnal Pengabdian Kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (777.351 KB)

Abstract

 Program Pengabdian Kepada Masyarakat yang dilakukan bertujuan untuk melatih siswa dan guru SD IT AL Mustofa menggunakan Microsoft Teams Microsoft Teams pada masa pandemic covid 19. Dengan adanya pelatihan ini, siswa dan guru dapat mengoptimalkan penggunakan Microsoft Teams dalam proses pembelajaran. Pelaksanaan pengabdian ini terdiri dari tiga tahap, yaitu: persiapan, pelaksanaan dan evaluasi. Tahap persiapan dilakukan untuk menggali masalah yang berkaitan dengan potensi pembelajaran daring di masa pandemic covid 19. Pada tahap ini dilakukan penyampaian materi daring dan pelatihan cara mengakses dan menggunakaan Microsoft Teams. Tahap evaluasi dilakukan untuk mengetahui kendala selama pelatihan. Dengan adanya kegiatan ini mengakibatkan bertambahnya pengetahuan guru SD IT Al Mustofa tentang pembelajaran daring dan terampil dalam menggunakan Microsoft Teams sebagai media pembelajaran online yang interaktif dan menyenangkan dalam proses kegiatan belajar mengajar pada masa pandemic covid 19 dan adanya produk daring yaitu Microsoft Teams sebagai media pembelajaran online yang mudah digunakan.