Hamdan Arfandy
Universitas Islam Makassar

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Journal : Kharisma Tech

IMPLEMENTASI FIREBASE CLOUD MESSAGING PADA APLIKASI BROADCAST INFORMASI PERKULIAHAN UNTUK MEMPERCEPAT PENDISTRIBUSIAN INFORMASI DI STMIK KHARISMA MAKASSAR Indrawan Liwanto; Hamdan Arfandy; Abdul Munir S.
KHARISMA Tech Vol 14 No 2 (2019): Jurnal KHARISMA Tech
Publisher : STMIK KHARISMA Makassar

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The purpose of this research is to implement Firebase Cloud Messaging on Broadcast Information Lecture Application to Speed Up Information Distribution at STMIK Kharisma Makassar. In developing this application, the author uses Android Studio. The database uses the Cloud Firestore and Firebase Cloud Messaging service in terms of notifications in real time. In measuring the application functionality, the author uses the black box method. To measure the speed of information distribution, the authors conducted a speed test. Whereas to measure the quality of the application the author uses a questionnaire method that is distributed to several academics of STMIK Kharisma Makassar. The results showed: 1) the development stage of lecture information distribution application includes, data collection, planning, development, and application evaluation, 2) the development of lecture information distribution application declared appropriate for use based on, a) the results of functionality with the black box method went well, b) the results of information distribution speed testing are 2,006 seconds faster than the previous method, and c) the results of responses of respondents on the questionnaire with an average score of 92% or the category "Strongly Agree". Based on these results it can be concluded that the information broadcast application has been declared feasible and can speed up the distribution of lecture information
PEMANFAATAN AUGMENTED REALITY SEBAGAI TOMBOL VIRTUAL UNTUK MELATIH DAYA INGAT SISWA TK Olivia Suryanto Jao; Abdul Munir S.; Hamdan Arfandy
KHARISMA Tech Vol 13 No 1 (2018): Jurnal KHARISMA Tech
Publisher : STMIK KHARISMA Makassar

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This research is motivated children’s ability in remembering, is the augmented reality as a virtual button can be used or not. The method used is descriptive method. The experiment was done 3 times, result of first experiment calculation indicates average student’s memory on the indicator undeveloped 20%, began to develop 40%, evolve as expected 0%, and evolve very good 40%. Second experiment undeveloped 0%, began to develop 20%, evolve as expected 40%, and evolve very good 40%. The third experiment shows undeveloped 0%, began to develop 0%, evolve as expected 20%, and evolve very good 80%. Based on the data that has been obtained, showing that there is an increase ability memory.
APLIKASI MULTIMEDIA INTERAKTIF UNTUK OBJEK WISATA DI KOTA PAREPARE BERBASIS WEB Maisyaroah; Hamdan Arfandy; Hendra Surasa
KHARISMA Tech Vol 13 No 1 (2018): Jurnal KHARISMA Tech
Publisher : STMIK KHARISMA Makassar

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Abstract

Kota Parepare is one of the cities in South Sulawesi that has a lot of tourism potensial. Parepare city is known as a tourist destination that is usually visited by tourist from big cities either just stopover to enjoy the beauty of the resort or just passing by. Parepare city has many tourist attraction that can be visited,but not all places in Parepare City well known by surrounding community and tourists who want to visit because of lack of W, moreover now the City of Parepare has many new attractions that must be visited. So it takes the application of a tourists object in the form of a webthat facilititate tourists to know about the existing torists attractions in the City of Parepare. This application is built in the form of web using PHP based multimedia interactive ehich unifies various elements of text, images, videos that are freely managed by the admin. This research produces is web application that provides information about tourists attractions in the city of Parepare is packaged in the form of photos, videos, maps and reviews of tourists who have visited the place.
RANCANG BANGUN APLIKASI DIGITAL STYLING BOOK MENGGUNAKAN MULTIMEDIA INTERAKTIF BERBASIS ANDROID Swandy Ciptakusumo Wisang; Hamdan Arfandy; Junaedy
KHARISMA Tech Vol 13 No 2 (2018): Jurnal KHARISMATech
Publisher : STMIK KHARISMA Makassar

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The aim of the research is to build an interactive application which is able to be a helping instrument in deciding hair style and fashion style. In the process of creating this application, author used ActionScript 3.0 as programming language which supports powerful animation interface because Adobe Flash is used in creating animation. Testing methods used by author is a black box testing. The result can be stated that the system has been created by author goes according to plan and specification requirements system. Based on the result of the research, we can concluded that author has built interactive multimedia based application with Flash which is able to be a helping instrument in deciding hair style and fashion style.
IMPLEMENTASI FRAMEWORK CODEIGNITER PADA PERANCANGAN APLIKASI PENGOLAHAN NILAI SISWA DI SMA ZION MAKASSAR Edric; Hamdan Arfandy; Hendra Surasa
KHARISMA Tech Vol 13 No 2 (2018): Jurnal KHARISMATech
Publisher : STMIK KHARISMA Makassar

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This research aims to implementation a web-based programm in designing Students Value Processing Application at Zion High School Makassar .The system development process is performed using the PHP Programming Language. Furthermore, using the MVC (Model View Controller) concept will be implemented using the CodeIgniter Framework. The process of implementing the concept of MVC (Model View Controller) split between the database logic, view logic and then will be combined with database logic into one (1) data that called controller that used to arrange the work flow of the system. The evaluation show the result from MVC (Model View Controller) concept will be implemented with PHP programming, where the system can help input and processing values by online
GAME INTERAKTIF 3 DIMENSI SEBAGAI ALAT BANTU BELAJAR BERHITUNG BAGI ANAK KELAS 1 SD Katharina Ineke Chandra; Moh. Sofyan S. Thayf; Hamdan Arfandy
KHARISMA Tech Vol 13 No 2 (2018): Jurnal KHARISMATech
Publisher : STMIK KHARISMA Makassar

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The purpose of this research is to design a multimedia application that can help students in learning to count and play. This app can run only on smartphones. Implemented using Unity with C # programming language. The program was tested using black box testing method. In this application, the introduction and operation of numbers just until 20 only. Based on the results of research and testing can be concluded that the author has managed to build a 3 Dimensional Interactive Game as a Counting Learning Tool For Grade 1 Elementary school children.
SIMULASI TATA SURYA SEBAGAI MEDIA AJAR PADA PELAJARAN GEOGRAFI MENGGUNAKAN PAPERVISION3D Erwina; Mohammad Fajar; Hamdan Arfandy
KHARISMA Tech Vol 13 No 2 (2018): Jurnal KHARISMATech
Publisher : STMIK KHARISMA Makassar

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The aim of this research is to develop a solar system simulation software with its planet information as a learning and teaching media of geography subject, especially at senior high school. Data collection techniques are done through literature study, interview and software evaluation using Black Box method. The simulation software application is developed based on Kepler’s law of celestial mechanics and it is designed using Unified Modelling Language (UML) which involving use case diagram, class diagram, and activity diagram. While Document Type Definition (DTD) is used to define its database. The designed artifacts then implemented into computer programs using Adobe Flash, ActionScript 3.0 programming language, Papervision3D library, and eXtensible Markup Language (XML). The Papervision3D library is applied to form planets movement simulation, develop 3D solar system objects, apply texture or material into the objects, and insert 3DS object for ringed planets such as Saturnus and Uranus. The evaluation result shows that the designed simulation software is able to simulate solar systems consisting of the Sun and its planets, showing information from simulated objects, simulating Sun and Lunar eclipse. The software also provides practices feature for question and answer related to the solar systems and shows terms list in the solar system for Geography learning requirements.
PERANCANGAN APLIKASI CUSTOMER SERVICES BERBASIS WEB MENGGUNAKAN METODE MVC (MODEL VIEW CONTROLLER) PADA SONIC KOMPUTER MAKASSAR Dave Georgie Samuel Sowo; Syafri Arief; Hamdan Arfandy
KHARISMA Tech Vol 13 No 2 (2018): Jurnal KHARISMATech
Publisher : STMIK KHARISMA Makassar

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This research objectives is to application MVC (Model View Controller) concept into Costumer Service system development in Sonic Komputer Makassar. This system developed using MVC (Model View Controller) where using PHP as programing text and MySQL as database. MVC (Model View Controller) concept using to input and display of problems and suggest from employee to costumer whom claimed reparation service. Its evaluation showing value of development system where using MVC (Model View Controller) concept into PHP script, where this system can development to help costumer to send any problems and suggest about their computer.