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Pengaruh Ergonomi dan Antropometri bagi User Gudang Bahan PT. MI guna Meningkatkan Produktivitas Serta Kualitas Kerja Heri Satria Setiawan
STRING (Satuan Tulisan Riset dan Inovasi Teknologi) Vol 2, No 2 (2017)
Publisher : Universitas Indraprasta PGRI Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (308.034 KB) | DOI: 10.30998/string.v2i2.2102

Abstract

The Job comfort in a work is a factor having a decisive influence onthe increase of efficiency and effectiveness of work in which the equipment and technology aresome of supporting facilities in improving the productivity of work in a company. Besides inputting data into computers, user operators in PT.MI seat material division also make RF (Receiving Form), receive goods, put goods and make the settings in the material warehouse, bringing about negative effects such as work accidents and occupational diseases. Based on observations and questionnaires distributed to computer warehouse operators, there are some problems creatinguncomfortable and unnatural working condition that lead to less optimal work productivity. Therefore, it is necessary to improve the work station design by considering human and machine factors. It is then anticipated by making an adjustment between worker, work process and work environment. It is an approach known as ergonomics. Despite its importance to the workers, the company often puts aside the ergonomics aspects for its workers. Working condition not paying attention to the job comfort, satisfaction, safety and health will certainly affect the work productivity. The new design is made by changing the condition of the workplace. The analysis results show the new working condition is better than that of before the redesigning, as seenin the size of work facilities adapted to anthropometry, the procurement of work chairs, desks and ergonomic computers, the decrease of the level of pain complaints at work, the average energy consumptionthat has been smaller after the redesigning. It is expected that workers can feel safe and comfortable and improve their productivity efficiently and effectively.
Aplikasi Operasi Matriks pada Perancangan Simulasi Metode Hill Cipher Menggunakan Microsoft Excel Endaryono Endaryono; Nurfidah Dwitiyanti; Heri Satria Setiawan
STRING (Satuan Tulisan Riset dan Inovasi Teknologi) Vol 6, No 1 (2021)
Publisher : Universitas Indraprasta PGRI Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (763.524 KB) | DOI: 10.30998/string.v6i1.8603

Abstract

One of several algorithms in cryptography is the Hill Cpher method. This method is used in randomizing the contents of the message using a password key in the form of a matrix with the order MXM. The product in this research is a simulation design to explain how a plaintext message is converted into cipher text with encryption and decryption processes and vice versa from ciphertext to paintext through multiplication and inverse matrix operations. using Microsoft Excel (MS Excel). In this study, a matrix with order 2x2 and modulo 26 was used. This simulation design shows how the work process visually for each step in the process of changing the message content in the Hill Cipher method. It is hoped that the results of this study can be used as a learning medium by the community, especially students and lecturers, to increase understanding and broaden their horizons about the Hill Cipher method in cryptography lectures.
ANALISIS DAMPAK PENGARUH GAME MOBILE TERHADAP AKTIFITAS PERGAULAN SISWA SDN TANJUNG BARAT 07 JAKARTA Heri Satria Setiawan
Faktor Exacta Vol 11, No 2 (2018)
Publisher : LPPM

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (435.055 KB) | DOI: 10.30998/faktorexacta.v11i2.2338

Abstract

Abstrak. Kemajuan teknologi informasi dan komunikasi yang sangat pesat menuntut kita untuk jeli memilah dan memilih berbagai informasi yang kita terima. Salah satu dampak dari kemajuan teknologi adalah munculnya perangkat gadget berupa smartphone yang selain berguna sebagai sarana komunikasi juga bisa sebagai game.. Berbagai permainan diakses melalui internet secara bebas. Tidak hanya informasi, berbagai sarana hiburan juga disajikan oleh internet. Salah satunya adalah game mobile. Seiring dengan perkembangan, bermunculan beragam game yang menarik para siswa sehingga berdampak terhadap aktifitas pergaulannya dan prestasi sekolah mereka. Perubahan perilaku pada remaja yang mengalami kecanduan game mobile mungkin tidak dirasakan oleh siswa itu sendiri, tetapi dapat dirasakan oleh orang lain dilingkungan mereka khususnya orang tua dan guru. Tujuan yang ingin dicapai dalam penelitian ini adalah untuk menguji dampak pengaruh game mobile terhadap aktifitas pergaulan siswa SD Negeri 07 Tanjung Barat. Subyek penelitian ini adalah siswa SD yang terkategori memiliki tingkat suka main Game Mobile tinggi. Metode pengumpulan data yang digunakan adalah angket pada siswa. Ada tiga dampak dari kecanduan Game menurut WHO (World Health Organization): Menarik diri dari lingkungan, mudah kehilangan kendali, dan tidak peduli dengan kegiatan lain di sekitarnya. Namun Pilihan permainan yang tepat dan tidak mengandung unsur kekerasan, serat pemakaian yang tidak kecanduan diketahui bermanfaat meningkatkan kinerja otak. Kata kunci : GameMobile, Siswa, Aktifitas, Pergaulan, Prestasi  Abstract. The rapid advancement of information and communication technology requires us to carefully sort and select the various information we receive. One of the impact of technological advances is the emergence of gadgets such as smartphones in addition to useful as a means of communication can also be a game .. Various games accessed via the internet freely. Not only information, various entertainment facilities are also presented by the internet. One of them is mobile games. Along with the development, emerging a variety of games that attract students so that the impact on their social activities and school performance. Changes in behavior in adolescents who are addicted to mobile games may not be perceived by the students themselves, but can be felt by others in their environment, especially parents and teachers. The aim of this research is to examine the effect of the influence of mobile games on the social activities of elementary school students 07 Tanjung Barat Barat. The subjects of this study are elementary students who are categorized as having a high level of play for Mobile Games. Data collection methods used are questionnaires on students. There are three effects of Game addiction according to the WHO (World Health Organization): Withdraw from the environment, easily lose control, and not care about other activities around it. But the choice of the right game and does not contain elements of violence, non-addictive usage fiber known to be useful improve brain performance Keywords: GameMobile, Student, Activities, Intercourse, Achievement
MEMBANGUN SISTEM PENDUKUNG KEPUTUSAN UNTUK REKOMENDASI PADA E-COMMERCE MELALUI PENERAPAN LOGIKA FUZZY TAHANI HERI SATRIA SETIAWAN; AGUS PAMUJI
Faktor Exacta Vol 9, No 4 (2016)
Publisher : LPPM

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (691.984 KB) | DOI: 10.30998/faktorexacta.v9i4.1146

Abstract

Seiring dengan berkembangnya teknologi informasi, maka saat ini bermunculan situs – situs untuk menyediakan berbelanja online. Dalam kegiatan berbelanja online, banyak hal yang akan dijadikan parameter untuk mendukung keputusan yang akan menjadi bahan rekomendasi belanja online. Hal ini akan sangat berbeda dengan orang lainnya. Didalam penelitian ini terdapat masalah dimana seseorang mengalami kesulitan dalam menentukan produk yang akan dibeli, kualitas produk, harga, ketersediaan dan promo yang tersedia untuk pembeli. Melalui penerapan logika fuzzy tahani dengan menggunakan metode fuzzy database pada sebuah sistem pendukung keputusan merupakan salah satu cara pemecahan masalah yang dapat menangani hal tersebut. Hal ini akan terdapat bahasa alami yang akan digunakan sehari-hari yang bersifat relative, kualitatif, dan tidak presisi yang akan menjadi kriteria pada sistem terhadap pengguna. Hasil menunjukan bahwa sistem pendukung keputusan ini dapat membantu pengguna untuk mendapatkan alternatif barang yang akan di beli pada situs belanja online yang dapat direkomnedasikan berdasarkan kriteria yang digunakan pengguna.Kata kunci: Sistem Pendukung Keputusan, Rekomendasi, Belanja, Fuzzy Tahani.
Application of Healthy and Safe Internet in Controlling Negative Internet Impacts for Students at MI Darussa'adah, South Jakarta. Heri Satria Setiawan; Rudi Hermawan; Rudi Apriyadi Raharjo
REKA ELKOMIKA: Jurnal Pengabdian kepada Masyarakat Vol 2, No 2 (2021): REKA ELKOMIKA
Publisher : Institut Teknologi Nasional, Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26760/rekaelkomika.v2i2.58-66

Abstract

The use of gadgets today has become a major requirement for everyone. In the present, many children are using gadget since childhood especially to watch videos on youtube, play online games, and search for learning materials through the help of the internet.This can be a good step so that children easily adapt to technological developments. But on the other hand, parents must worry if children play gadgets too often and access things that are not age-appropriate, which is not necessarily suitable for their age. It is important for parents to monitor the use of gadgets in children. The role of parents and teachers in dealing with this situation, they must have the ability to monitor and control the use of the internet by parental control applications. It is able to select, limit, and supervise what applications can be accessed by children and adolescents so they can still use gadgets as a learning and entertainment medium without having to be addicted and poisoned by negative content.
LINEAR REGRESSION FOR PREDICTION OF EXCESSIVE PERMISSIONS DATABASE ACCOUNT TRAFFIC Agus Pamuji; Heri Satria Setiawan
Jurnal Teknik Informatika (Jutif) Vol. 3 No. 2 (2022): JUTIF Volume 3, Number 2, April 2022
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20884/1.jutif.2022.3.2.206

Abstract

Today, the security of information and data is an important asset for everyone in protecting data. Data and information become critical when weaknesses and threats come. In this study, an estimation of the observed variables will be carried out. The application of data mining, especially with the estimation method by using linear regression techniques. The next stage is data preparation by referring to the dataset recorded in the user activity log. Data preparation takes a lot of time because you have to make sure the data fits the needs of data mining analysis. The analysis technique with linear regression involves three independent variables as Type Permissions, Type of User Account, Status, and the dependent variable, namely User Actions. The strongest effect was found in type_permissions and state when together on user_actions. The type_permissions variable keeps increasing when the state on the user is active. The status attribute also suffers from the same condition. Accrording to the results, our findings in root mean squared error is 37.614 and absolute error is 31.058, and mean absolute percentage about 23%. Furthermore, User_action as an estimated variable gives two data opportunities whether it is allowed or not. Therefore, in future research, it is necessary to map users of the database system still in the context of data mining when digging for information on excessive permissions.
Mengukur Kesiapan Orang Tua Siswa Terhadap Pembelajaran Online Menggunakan Chapnick ELR Nandang Suwela; Ismailah Ismailah; Heri Satria Setiawan
Journal of Academia Perspectives Vol 1, No 2 (2021): Journal of Academia Perspectives
Publisher : Universitas Indraprasta PGRI, Jakarta, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (618.339 KB) | DOI: 10.30998/jap.v1i2.654

Abstract

Since the determination of the Corona Virus or Covid-19 outbreak as a pandemic by the government, there have been some major changes in living daily life in Indonesia. Almost all activities are carried out online, including teaching and learning activities which are referred to as Distance Learning (PJJ). The PJJ model is a new way of learning in Indonesia, this certainly has  an impact, both on students and on parents. This research is a descriptive study that describes the opinions of the parents of students of Al-Azhar 2 Islamic Elementary School, Pasar Minggu with 20 % random sampling technique or 106 parents of all students' parents totaling + 540 people. This study used a closed survey model and data analysis with descriptive analysis. From this study, it was found that the average parents of student of Al-Azhar 2 Islamic Elementary School, Pasar Minggu answered to be doubtful or neutral about aspects of Psychological Readiness, Sociological Readiness and Financial Readiness, while for aspect of Environmental Readiness,  Human Resources Readiness, Technological Readiness, Content Their Readiness state that they were ready and for Equipment Readiness they stated that they were very ready.
Perancangan Aplikasi Kegiatan Santri pada TPQ Nurul Hidayah di Jakarta Timur Berbasis Netbeans Siti Mu'arifah; Heri Satria Setiawan; Bayu Jaya Tama
Jurnal Riset dan Aplikasi Mahasiswa Informatika (JRAMI) Vol 3, No 03 (2022): Jurnal Riset dan Aplikasi Mahasiswa Informatika (JRAMI)
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/jrami.v3i03.1723

Abstract

Tujuan penelitian adalah untuk merancang aplikasi  kegiatan santri pada TPQ Nurul Hidayah berbasis Netbeans. Metode penelitian yang digunakan adalah metode Grounded Research yaitu metode penelitian pada fakta dan menggunakan analisis perbandingan dengan tujuan menetapkan konsep, pembuktian teori, mengembangkan teori, pengumpulan data, analisis data dalam waktu yang bersamaan. Setelah penulis membuat rancangan aplikasi kegiatan santri TPQ Nurul Hidayah berbasis Netbeans, akhirnya penulis dapat menarik kesimpulan bahwa dengan adanya aplikasi ini bagian tata usaha dapat mengefisien waktu karena proses pengerjaan sudah menjadi lebih mudah. Data yang diinput akan lebih aman karena semua sudah masuk ke dalam sistem aplikasi.
Perancangan Aplikasi Edukasi Pengenalan Fauna Endemik Indonesia Berbasis Augmented Reality Muhammad Firman Ghozali; Heri Satria Setiawan; Bayu Jaya Tama
Jurnal Riset dan Aplikasi Mahasiswa Informatika (JRAMI) Vol 2, No 04 (2021): Jurnal Riset dan Aplikasi Mahasiswa Informatika (JRAMI)
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (558.881 KB) | DOI: 10.30998/jrami.v2i04.1760

Abstract

Penelitian ini mengkaji tentang kurangnya media pembelajaran yang interaktif untuk memperkenalkan fauna endemik Indonesia. Seiring dengan perkembangan zaman, saat ini terdapat banyak metode pembelajaran yang memanfaatkan kecanggihan teknologi dalam penerapannya, salah satunya adalah teknologi Augmented Reality. Augmented Reality merupakan teknologi yang menggabungkan benda maya dua dimensi dan ataupun tiga dimensi ke dalam sebuah lingkungan nyata tiga dimensi lalu memproyeksikannya secara real time. Tujuan penelitian ini adalah untuk merancang aplikasi pengenalan fauna endemik Indonesia dengan menerapkan teknologi Augmented Reality. Metodologi yang digunakan dalam penelitian ini adalah Grounded Research, yaitu metodologi penelitian kualitatif yang menekankan penemuan teori dari data observasi empirik di lapangan dengan metode induktif. Hasil penelitian ini diharapkan dapat menambah wawasan mengenai fauna endemik Indonesia serta memberi pengalaman pengguna (User Experience) tentang teknologi Augmented Reality. 
Perancangan Aplikasi Sistem Informasi Manajemen Barang pada Planet Computer Berbasis Java Netbeans Ivan Fahrizal; Juliana Juliana; Heri Satria Setiawan
Jurnal Riset dan Aplikasi Mahasiswa Informatika (JRAMI) Vol 2, No 04 (2021): Jurnal Riset dan Aplikasi Mahasiswa Informatika (JRAMI)
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (439.902 KB) | DOI: 10.30998/jrami.v2i04.1411

Abstract

Perkembangan didunia teknologi sangat berkembang dengan pesat. Segala macam tekonologi dibuat untuk membuat kemudahan kepada pengguna teknologi. Perkembangan teknologi pada era modern sekarang ini pesat seperti contohnya seperti perangkat komputer atau laptop biasanya digunakan untuk kebutuhan seperti membuat laporan, program, berkomunikasi, membuat animasi, editing dan masih banyak kegiatan yang bisa dilakukan oleh perangat tersebut. Begitu pula juga dengan usaha pada Planet Computer merupakan badan usaha milik pribadi yang bergerak dibidang penjualan, dan servis komputer atau laptop maupun printer dimana saat ini sistemnya masih belum terkomputerisasi dengan baik. Tujuan penelitian adalah untuk membuat sebuah sistem pendataan pemasukan barang, penjualan dan kebutuhan stok barang pada Planet Computer. Membuat aplikasi manajemen barang yang dapat mempermudah usaha dalam kegiatan pemasukan barang dan penjualan. Mempermudah karyawan dalam proses penyimpanan  data stok barang, data barang masuk, data penjualan data servis dan pembuatan laporan yang sudah terkomputerisasi agar tidak terjadi kesalahan dalam pembuatan laporan