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Optimalisasi Layanan Informasi Dan Administrasi Sanggar Kegiatan Belajar Ponorogo Kepada Masyarakat Khoiru Nurfitri; Ismail Abdurrozzaq Zulkarnain; Nurwanto N
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 4, No 1 (2020): EDISI MARET
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (632.675 KB) | DOI: 10.30645/j-sakti.v4i1.186

Abstract

The management of data at UPT Sanggar Kegiatan Belajar Ponorogo is still done manually. Given the current era of globalization, many companies/agencies have used computerized systems to manage data in order to simplify and speed up work. Based on the description above, we carry out community service activities in the form of developing and applying a computerized data management system in the Ponorogo'SKB. The system that we built is an information and administration system. Based on a computerized system capable of processing data quickly and accurately as well as being able to store and display transaction data related to administration. The method we use in this activity is to provide a computerized system and directly conduct training as well as assistance in operating the system. We hope that by developing this administrative information system the Ponorogo community can more easily access information about the SKB Ponorogo and make it easier to manage the administration of the SKB better and faster. Until now, our activities have reached the stage of training in the operation of the information system for all admins in SKB Ponorogo.
Peningkatan Kompetensi Web Design Peserta Didik Menggunakan Metode “Rekam Layar” Di LKP Elite English School Khoiru Nurfitri
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 3, No 2 (2019): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (566.219 KB) | DOI: 10.30645/j-sakti.v3i2.158

Abstract

There are 3 aspects of competency that must be achieved by students of computer programs in Elite English school of Ponorogo. The 3 aspects include knowledge, skills and attitudes. In Web Design class of computer programs the average student only excels at one aspect of competency. The unachievement is due to the lack of direct observation by the instructor which causes students to not follow the practice in full. The instructor has difficulty if they have to accompany each student directly because of the limited time and many students in the class. This study aims to apply the rekam layar method so that students are able to achieve all three aspects of competence. The screen recording method is a method that aims to make observations of students using computer software. This study uses the method of direct observation and interviews which lasted for two months. Rekam Layar learning method has been proven to be able to help students personally observe the process effectively. Student competency can be increased using the Rekam Layar learning method.
Optimalisasi Face Rigging Pada Pembuatan Karakter Animasi 3D Ismail Abdurrozzaq Zulkarnain; Khoiru Nurfitri; Nurwanto Nurwanto
Jurnal SITECH : Sistem Informasi dan Teknologi Vol 2, No 2 (2019): JURNAL SITECH VOLUME 2 NO 2 TAHUN 2019
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/sitech.v2i2.3920

Abstract

Penelitian ini bertujuan untuk mempermudah dalam pembuatan rigging khususnya yang ada pada wajah dari sebuah karakter 3D. Pada karakter 3D khususnya karakter manusia, agar terlihat lebih nyata dan sesuai dengan manusia aslinya, maka wajah perlu diberikan struktur penulangan agar setiap komponen dari wajah tersebut dapat bergerak sesuai dengan gerakan wajah. Mimik dari sebuah wajah tentunya akan berbeda ketika karakter tersebut mendapatkan suatu ekspresi tertentu, bisa marah, sedih, senang, resah, kecewa, kaget, dan sebagainya. Antara mata, hidung, alis, mulut akan bergerak sesuai ekspresi yang dihasilkan oleh wajah tersebut. Pada film animasi atau game animasi mimik wajah sangatlah menentukan ekspresi dari suatu karakter tersebut. Sehingga dengan munculnya mimik wajah akan membuat suatu film animasi atau game animasi terlihat lebih nyata. Dengan metode research and development penelitian ini menghasilkan simulasi rigging pada wajah karakter manusia 3D sehingga didapatkan mimik wajah yang sesuai dengan aslinya. Metode pengujian pada simulasi ini adalah tingkat kemiripan dari gerakan wajah manusia asli dengan gerakan wajah karakter 3D yang telah diberi komponen rig didalamnya. Gerakan – gerakan yang dihasilkan oleh setiap ekspresi wajah merupakan hasil gerakan dari komponen wajah yang saling berhubungan.
Optimalisasi Layanan Informasi Dan Administrasi Sanggar Kegiatan Belajar Ponorogo Kepada Masyarakat Khoiru Nurfitri; Ismail Abdurrozzaq Zulkarnain; Nurwanto N
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 4, No 1 (2020): EDISI MARET
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (632.675 KB) | DOI: 10.30645/j-sakti.v4i1.186

Abstract

The management of data at UPT Sanggar Kegiatan Belajar Ponorogo is still done manually. Given the current era of globalization, many companies/agencies have used computerized systems to manage data in order to simplify and speed up work. Based on the description above, we carry out community service activities in the form of developing and applying a computerized data management system in the Ponorogo'SKB. The system that we built is an information and administration system. Based on a computerized system capable of processing data quickly and accurately as well as being able to store and display transaction data related to administration. The method we use in this activity is to provide a computerized system and directly conduct training as well as assistance in operating the system. We hope that by developing this administrative information system the Ponorogo community can more easily access information about the SKB Ponorogo and make it easier to manage the administration of the SKB better and faster. Until now, our activities have reached the stage of training in the operation of the information system for all admins in SKB Ponorogo.
Peningkatan Kompetensi Web Design Peserta Didik Menggunakan Metode “Rekam Layar” Di LKP Elite English School Khoiru Nurfitri
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 3, No 2 (2019): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (566.219 KB) | DOI: 10.30645/j-sakti.v3i2.158

Abstract

There are 3 aspects of competency that must be achieved by students of computer programs in Elite English school of Ponorogo. The 3 aspects include knowledge, skills and attitudes. In Web Design class of computer programs the average student only excels at one aspect of competency. The unachievement is due to the lack of direct observation by the instructor which causes students to not follow the practice in full. The instructor has difficulty if they have to accompany each student directly because of the limited time and many students in the class. This study aims to apply the rekam layar method so that students are able to achieve all three aspects of competence. The screen recording method is a method that aims to make observations of students using computer software. This study uses the method of direct observation and interviews which lasted for two months. Rekam Layar learning method has been proven to be able to help students personally observe the process effectively. Student competency can be increased using the Rekam Layar learning method.
PEGON-GLIPH GAME PENGENALAN DAN PEMBELAJARAN ARAB PEGON BERBASIS ANDROID Lukman Hakim Wijaya; Ismail Abdurrazzaq Zulkarnain; Khoiru Nurfitri
KOMPUTEK Vol 5, No 1 (2021): April
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/jkt.v5i1.685

Abstract

This study aims to design an Android-based game as a medium for the introduction and learning of Arabic pegon and to evaluate user performance of the Arabic pegon educational game using the User Experience Questionnaire (UEQ). The research stages consisted of stages, 1) research data; 2) design; 3) implementation; 4) examiners; 5) report creation. Then the design of this product is in the form of a Pegon-gliph game which is run on the Android system by having four main features, namely material features, training features, game features, and motivation features. And UEQ benchmark test results get good scores in the novelty category, while in other categories such as attractiveness, visibility, efficiency, dependability, and stimulation, the results are very good. So that the results of the performance of the Pegon-gliph educational game users show a positive user impression.
PENERAPAN ALGORITMA FLOYD WARSHALL UNTUK MENENTUKAN JALUR WIFI TERPENDEK DI STUDENTCOMP Agus Hening Triwasono; Ida Widaningrum; Khoiru Nurfitri
KOMPUTEK Vol 5, No 2 (2021): Oktober
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/jkt.v5i2.830

Abstract

Studentcomp is one of the service providers engaged in the IT field. Studentcomp is located at Jl. Raya Lekong, Gandukepuh, Sukorejo, Ponorogo. Studentcomp offers several services, one of which is wireless wifi service. In these services, there are often obstacles in terms of billing to the customer's place. this often makes the billing department wrong in determining which path to take and which customers have not paid and which have paid. then a system is made that can help the employees of the wifi billing department in determining the shortest path to the customer's place using the floyd warshall algorithm. the floyd warshall algorithm itself uses a dynamic system so that it guarantees in terms of determining the optimum solution in terms of determining the shortest path. The results obtained by applying this algorithm to the system are assisting employees in determining the shortest path that must be taken to the customer's place and being able to find out which customers have or have not paid. 
PENERAPAN ALGORITMA LEVENSHTEIN DISTANCE PADA SISTEM PENCARIAN DATA BUKU BERBASIS WEB Yuyun Nia Daniati; Ismail Abdurrazzaq Zulkarnain; Khoiru Nurfitri
KOMPUTEK Vol 6, No 1 (2022): April
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/jkt.v6i1.1144

Abstract

In the world of education today really need a search engine that makes it easier for students to search for information related to book data. One of them is in the library of SMP N 2 SOOKO, the process of finding the number and stock of books at SMP N 2 SOOKO can take a lot of money and time because it needs to be recorded manually. With this web-based search system, it can save costs and time because the process is carried out using a computer. This study aims to create a web-based book data search system that makes it easier for the SMP N 2 SOOKO library in the process of searching for the number and stock of books as well as in the archiving process. This search system uses the Levenshtein distance algorithm which is used to find the smallest string distance or distance, so that the book data entered into the search column displays results that are close to the keywords. For the data collection method using the method of observation and interviews. The tools used to describe this system model are in the form of flowcharts, context diagrams and level 1 DFD. The software used for design and implementation is XAMPP as a webserver, phpMySQL as a database and notepad++ as an editor for writing PHP and HTML files. The research shows that the search for book data using the single target formula is 75% and multi target is 87%.
SISTEM INFORMASI GEOGRAFIS POTENSI WISATA KABUPATEN MAGETAN BERBASIS ANDROID Devi Kartikasari; Fauzan Masykur; Khoiru Nurfitri
KOMPUTEK Vol 2, No 2 (2018): Oktober
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (516.368 KB) | DOI: 10.24269/jkt.v2i2.138

Abstract

Sistem Informasi Geografis (SIG) berbasis android untuk wisata merupakan aplikasi SIG berbasis mobile dengan mengintegrasikan Global Positioning System (GPS). Penelitian ini menghasilkan sebuah aplikasi Sistem Informasi Geografis Potensi Wisata di Kabupaten Magetan berbasis Android. Aplikasi ini terhubung langsung dengan Google Maps. Tujuan sistem ini dibangun untuk memberikan informasi lokasi wisata di Kabupaten Magetan dengan mudah dan sederhana karena dapat dioperasikan dimanapun user berada menggunakan piranti mobile device berbasis android. Pengguna sistem ini dibagi menjadi dua yaitu admin dan user umum. Pengguna Admin dapat melakukan olah data yang meliputi edit data, hapus data dan tambah data terkait dengan wisata, kuliner, hotel, serta lokasinya. Sedangkan pengguna umum dapat melihat dan mencari lokasi wisata, kuliner, hotel, dan lokasi. Aplikasi ini berhasil dijalankan pada smartphone Android. Aplikasi yang dibuat dapat terintegrasi dengan GPS smartphone secara baik. Aplikasi ini berhasil menyajikan informasi wisata dan lokasi terdekat dari posisi pengguna.
Aplikasi Sistem Pembelajaran Videografi Di Madrasah Aliyah Darul Falah Sebagai Panduan Kegiatan Life Skill Arin Yuli Astuti; Khoiru Nurfitri; Ismail Abdurrozaq
Simetris: Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol 12, No 1 (2021): JURNAL SIMETRIS VOLUME 12 NO 1 TAHUN 2021
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/simet.v12i1.5094

Abstract

Dalam perkembangan teknologi video sangat dibutuhkan dalam masyarakat. Video merupakan salah satu sarana dalam menyampaikan informasi. Dengan menggunakan tayangan video apapun informasi yang disampaikan akan lebih menarik dan meyakinkan. Sebab video merupakan sarana simulasi tentang apa yang akan diinformasikan kepada orang. Banyak aplikasi baru yang bermunculan dalam editing video. Namun pengguna aplikasi hanya sekedar memotong dan juga menggabungkan video sesuai dengan keinginan masing-masing pengguna. Dalam proses editing video tidak cukup hanya sekedar memotong dan menggabungkan saja, namun ada konsep dan teori supaya video bisa dinikmati oleh siapa saja yang melihatnya. Pondok Pesantren Darul Falah merupakan salah satu lembaga pendidikan yang begitu pesat perkembangannya di wilayah Ponorogo. Mulai dari system dan konsep belajar mengajarnya saja namun dari pihak yayasan sangat memperhatikan bekal kemampuan ketrampilan untuk para santri. Untuk mendukung dan mengembangkan ketrampilan santri yayasan Darul Falah memberikan beberapa kegiatan life skill sebagai bekal. Jadi santri bukan hanya paham dalam ilmu pengetahuan umum dan agama saja, namun ketrampilan juga dikembangkan. Tujuan pengembangan ekstra life skill ini adalah, santri nantinya trampil dan cekatan dalam kehidupan sehari-hari sesuai bidang yang ditekuni. Contoh life skill yang ada di Ponok Pesantren Darul Falah adalah life skill Pembelajaran editing video. Tujuan dari life skill pembelajaran editing video diharapkan santri mampu membuat video pendek, iklan, bahkan mereka mampu membuat film sebagai media dakwah sesuai dengan tujuan utama. Dengan merancang aplikasi ini diharapkan hasil belajar siswa dapat lebih makasimal dalam editing video.