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ANALISIS FAKTOR-FAKTOR YANG MEMPENGARUHI KESENJANGAN SOSIAL KELOMPOK USAHA PENGOLAHAN GARAM KONSUMSI DI KABUPATEN DONGGALA Salmon, Salmon
Katalogis Vol 3, No 3 (2015)
Publisher : Katalogis

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Abstract

This study aims: 1) To analyze and determine the simultaneously impact of education, health, employment, government policy and social relations on social inequalities in the business group of table salt processing in Donggala district; 2) to analyze and determine the partially effect of education, health, opportunity, employment, government policy and social relations on social inequalities the business groups of table salt processing in Donggala. There were 80 members as the sample of this study and they are the members of 8 groups of table salt processing businesses in Donggala district. This study applied census as saturated sampling techniques so that all members of population have an opportunity to nominated as respondents. Multiple linier regression methods is used to analyze the findings. This study found that there are simultaneously and partially affect of education, health, and employment opportunities, public policy and social relations on the social inequality in the business groups of table salt processing in Donggala district.
Komparasi Metode Simple Additive Weighting (SAW) Dan Analytical Hierarcy Process (AHP) Untuk Pemilihan Staf Laboratorium Komputer STMIK Widya Cipta Dharma Samarinda Salmon, Salmon; Harpad, Bartolomius
Prosiding SAKTI (Seminar Ilmu Komputer dan Teknologi Informasi) Vol 3, No 1 (2018): Prosiding Seminar Nasional Ilmu Komputer dan Teknologi Informasi (SAKTI)
Publisher : Mulawarman University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (262.37 KB)

Abstract

Dalam perkembangannya STMIK Widya Cipta Dharma Samarinda dibantu unsur pelaksana akademik yang salah satunya adalah bagian laboratorium komputer. Tugas utama dari staf laboratorium komputer diantarannya: pelayanan administrasi praktikum, persiapan praktikum, pengrekrutan dan pembinaan asisten laboratorium komputer, memantau serta mengawasi pelaksanaan praktikum dan ujian praktikum. Mengingat pentingnya peranan staf laboratorium komputer sebagai salah satu elemen organisasi laboratorium komputer untuk pencapaian tujuan dan perkembangan STMIK Widya Cipta Dharma Samarinda. Dalam penentuan staf laboratorium komputer pihak manajemen mengalami kesulitan didalam menentukan staf yang tepat untuk diposisikan pada laboratorium komputer mengingat banyaknya pelamar dari tingkat pendidikan yang sama. Pemilihan Staf Laboratorium Komputer Pada STMIK Widya Cipta Dharma Samarinda dilakukan dengan metode Simple Additive Weighting (SAW) metode Analytical Hierartical Process (AHP).
Prototype Lengan Robot Berbasis Arduino Dengan Menggunakan Algoritma Kinematics Salmon, Salmon; Harpad, Bartolomius
Jurnal Ilmiah Matrik Vol 22 No 2 (2020): Jurnal Ilmiah Matrik
Publisher : Direktorat Riset dan Pengabdian Pada Masyarakat (DRPM) Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33557/jurnalmatrik.v22i2.960

Abstract

Robot arms, designed and made by humans with the aim to replace human positions in doing heavy and repetitive work. Besides the robot arm used in the automotive industry, it can also be applied to other manufacturing industries. In designing and processing robotic arms, Kinematics and Arduino algorithms are needed. In making a robot arm we need an algorithm, the Kinematics algorithm, which is one branch of study that studies the geometry of motion, so that sometimes this study is considered a direct branch of mathematics. The results of this research are the Arduino-based Robot Arm Prototype Using Kinematics Algorithm.
Penerapan Algoritma Boyer-Moore Dalam Perpustakaan Virtual SMK Muhammadiyah 1 Samarinda Sebagai Pendukung Pembelajaran Daring Harpad, Bartolomius; Salmon, Salmon
Jurnal Ilmiah Matrik Vol 23 No 2 (2021): Jurnal Ilmiah Matrik
Publisher : Direktorat Riset dan Pengabdian Pada Masyarakat (DRPM) Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33557/jurnalmatrik.v23i2.1430

Abstract

The existence of a library can be a historical chain for the past, a root for living in the present and a guide for stepping into the future. The library of SMK Muhammadiyah 1 Samarinda is a source of student knowledge that can improve the quality of student knowledge. Most of the school libraries in Samarinda, book searches are still not computerized, manual searches or searches cause operational activities to be ineffective and run slowly, from the problems at the school a system is needed that can solve problems so that it can facilitate library visitors and support learning during. Therefore, to overcome this problem, a virtual search system was created by implementing the Boyer-Moore algorithm. The Boyer–Moore algorithm is considered the most efficient algorithm in implementing a virtual book catalog search in the library. The system development tool uses flowchat, and the development method uses waterfall with the stages of development being analysis, design, coding, testing and maintenance. Data collection techniques consist of secondary data obtained by studying literature studies in the form of writings or documents, primary data comes from the location of the study directly, besides that data collection through observation is also carried out, namely direct observation of how the system works, system problems, system input data, existing processes and system outputs
DEVELOPMENT ZOMBIE HUNTER BATTLEGROUND WITH FINITE STATE MACHINE DAN COLLISION DETECTION Arfyanti, Ita; Salmon, Salmon; Nursobah, Nursobah; Suryani, Sugeng
Journal of Technopreneurship and Information System (JTIS) Vol 3, No 3 (2020): Journal Of Techoprenership and Information System
Publisher : Fakultas Teknik Universitas Muhammadiyah Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36085/jtis.v3i3.1392

Abstract

Penelitian ini membuat bagaimana membangun game 2D yang bertemakan tentang seorang ksatria/samurai yang memiliki misi untuk memburu seluruh zombie yang ingin menguasai dunia. Adapun latar belakang dalam mengambil tema game zombie dengan genre side scrolling game agar permainan ini mudah dimainkan dan menambah eksperimen pemain. Pada penelitian game yang dibangun menggunakan tahapan pengembang multimedia dan juga menggunakan metode finite state machine dan collision detection, dimana di dalam pengembang multimedia ada 6 (enam) tahapan yaitu: konsep, desain, pengumpulan materi, penyusunan, tes dan distribusi. Adapun alat bantu pengembangan sistemnya menggunakan Flowchart. Dan diharapkan game atau permainan tersebut dapat menghibur pemainnya atau menjadikan sebagai sarana hiburan. Hasil penerapan collision detection membuat karakter pemain dan musuh menjadi interaktif dan dapat saling menyerang.Kata Kunci— Game, Zombie Hunter, Finite State Machine, Collision Detection.
MEMBANGUN APLIKASI E-VOTING ONLINE OSIS BERBASIS ANDROID DI SMKN 4 SAMARINDA Lathifaturrahmah, Lathifaturrahmah; Lailiyah, Siti; Salmon, Salmon
DiJITAC: Digital Journal of Information Technology and Communication DiJITAC, Vol 1 No.2, April 2021
Publisher : Universitas Islam Negeri Sultan Aji Muhammad Idris Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (597.379 KB) | DOI: 10.21093/dijitac.v1i2.4121

Abstract

Abstrak Dalam dunia pendidikan, teknologi berperan sangat penting untuk menunjang proses belajar mengajar dan kegiatan yang ada di sekolah, namun belum semua proses kegiatan terakomodir oleh perkembangan teknologi. Proses pemilihan pada SMKN 4 Samarinda sistem yang dilakukan semuanya masih konvensional, semua proses dilakukan secara manual dan hal ini dirasa kurang efektif dan efisien. Aplikasi voting / Elektronic Voting (E-Voting) dianggap lebih efektif dan lebih efisien karena semua prosesnya secara terkomputerisasi memberikan kemudahan bagi pengguna untuk memilih calon, mempermudah dalam proses perhitungan suara dan hasil pemilihan bisa langsung diketahui secara cepat dan akurat. Pembuatan dan perancangan aplikasi voting pemilihan pada SMKN 4 Samarinda berbasis android dibangun menggunakan metode pengembangan aplikasi menggunakan Waterfall. Data yang akan dikelola dalam sistem tersebut adalah data admin, data pemilih atau siswa, data kandidat dengan proses pendaftaran dan proses pemilihan. Output dari perancangan aplikasi ini adalah laporan data suara pemilihan. Aplikasi voting di SMKN 4 Samarinda ini diharapkan mempermudah dalam proses pemilihan, dan memberikan hasil voting yang akurat, cepat dan terpercaya serta bisa mengurangi angka siswa yang tidak memilih dan tidak akan menggangu proses belajar mengajar. Kata Kunci: Aplikasi, E-Voting, Android. Abstract In the world of education, technology plays a very important role in supporting the teaching and learning process and activities in schools, but not all process activities have been accommodated by technological developments. The selection process at SMKN 4 Samarinda is still conventional, all processes are done manually and this is deemed less effective and efficient. The voting / Electronic Voting (E-Voting) application is considered more effective and more efficient because all the computerized processes make it easy for users to choose candidates, simplify the vote counting process and the election results can be known quickly and accurately. The creation and design of an android-based election election application at SMKN 4 Samarinda which was built using the Waterfall application development method. The data that will be managed in the system are admin data, voter or student data, candidate data with the registration process and election process. The output of the design of this application is a report on election vote data. The voting application at SMKN 4 Samarinda is expected to facilitate the election process, and provide accurate, fast and reliable voting results and can reduce the number of students who do not vote and will not interfere with the teaching and learning process. Keywords: Application, E-Voting, Android.