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ComTech: Computer, Mathematics and Engineering Applications
ISSN : 20871244     EISSN : 2476907X     DOI : -
The journal invites professionals in the world of education, research, and entrepreneurship to participate in disseminating ideas, concepts, new theories, or science development in the field of Information Systems, Architecture, Civil Engineering, Computer Engineering, Industrial Engineering, Food Technology, Computer Science, Mathematics, and Statistics through this scientific journal.
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Articles 63 Documents
Search results for , issue "Vol. 5 No. 2 (2014): ComTech" : 63 Documents clear
Perancangan Sistem Pembelajaran Blended Learning pada Divisi Corporate Learning Bina Nusantara Karto Iskandar; Fredy Fernanto; Mulia Gotama; Aswin Aswin
ComTech: Computer, Mathematics and Engineering Applications Vol. 5 No. 2 (2014): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v5i2.2173

Abstract

This research purpose is to design a Blended Learning System that allows participants to learning online with SCORM-based material. Tracking progress of online learning outcomes will be reported to the facilitator, management and survey work. Research methodology are method of designing and literature study. Design method using two first step in extreme methods, the planning and design programming. Literature study Methods is taken to find references on the internet and read a book for the collection of required data. The results of this study is used to simplify facilitator in acknowledging to what extent the participants understand the material provided and trigger a process of discussion in the classroom. The conclusion from this study is designed blended learning allows participants become interactive in performing learning online, showing progress and becoming interactive. Therefore, through survey, it can support learning to become more Interactive and informative.
Pengembangan Aplikasi Penjadwalan Wisata Harian pada Smartphone dengan Pendekatan Scrum Yen Lina Prasetio; Novita Hanafiah; Agustinna Yosanny; Catharine Yolanda; Febrina Piecella Musbar; Denny Septianto
ComTech: Computer, Mathematics and Engineering Applications Vol. 5 No. 2 (2014): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v5i2.2175

Abstract

The technology development affects people activites especially in this 20th century. Mobile phone ischanged into smartphone and travelling becomes a new lifestlye. A Tourism scheduler with a reminder is created from this research to fulfill the new trend of people lifestyle. The travelling data is stored in the system and some information such as the point of interest of an area, hotel, and transportation to reach the area are provided. Waterfall model becomes the method to build this system. Hence, an application that can create a trip for the user is completely built in Blackberry application system, consist of the trip information. The history feature provided in this application can be an advantange for the user to choose the new travelling destination. Moreover, the application has a good interface follow the eight golden rules and has a good performance that helps the tourists/users to create their own schedule and set the reminder for them.
Pengembangan Framework Sistem Informasi Antrian pada Student Service Center Binus University Reina Reina; Josef Bernadi Gautama
ComTech: Computer, Mathematics and Engineering Applications Vol. 5 No. 2 (2014): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v5i2.2178

Abstract

Queues can be found in all aspects of life, especially in the service industry, including at Binus University in the Student Service Center. Sizeable number of students at certain arrival time, has led to a long queue and this affects student discomfort in waiting. Queue information systems that exist today should bedeveloped further in order to improve the comfort of the user, such as information that is integrated with a student desk, both in seeing a queue number, and knowing the history queue. The research method used is thethree phases of the Software Development Life Cycle methods Problems and Opportunities, System Requirements and System Design. The result of this research is a framework that can be used for queuing system so as to provide the freedom of time and space for the user waiting queue.
Nosql Technology In Android Based Mobile Chat Application Using Mongodb Yovita Tunardi; Rita Layona
ComTech: Computer, Mathematics and Engineering Applications Vol. 5 No. 2 (2014): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v5i2.2180

Abstract

Along with the development of data storage technology which previously using relational concept began to change to the non-relational concept or sometimes referred to as the term NoSQL technology. Data storage in NoSQL is no longer based on the relations between tables but using another methods, one of them is document-oriented. This method was applied specifically in MongoDB. This concept brings new hope because oftheir superiority that can handle very large data with promising performance and is perfect for agile system development. The purpose of this research was to measure the performance NoSQL, especially MongoDB with implemented it in a Android based mobile chat application. This research uses three methods, analysis method including literature study, analysis of similar application, questionnaires, design method using Agile SofwareDevelopment, and evaluation method including eight golden rules, analysis of similar application, questionnaires, and interview. The results of this research is a mobile chat application that uses MongoDB as the data storage technology. Through this research can be drawn the conclusion that NoSQL technology implementation, MongoDB, give special advantages like lighter data storage and faster data access.
Penerapan Unsur Budaya Indonesia pada Aplikasi Game Tetris Nusantara Berbasis Android Albertus Agung; Gredion Prajena; Gunawan Gunawan; Ervia Mariski
ComTech: Computer, Mathematics and Engineering Applications Vol. 5 No. 2 (2014): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v5i2.2182

Abstract

Game Application of Tetris Nusantara is a game application that can run on mobile devices that have Android operating system. The game has elements of Indonesian culture and a new gameplay of Tetris. Therefore, this game application aims to entertain and introduce cultural diversity that exists in Indonesia so that players are not only entertained but get the knowledge through the application of this ‘Tetris Nusantara’ game. Research methods used in developing applications of this game is the waterfall method of research because it has a stage suitable for developing applications of this game. This game application allows users to find out information about the culture in Indonesia and entertained with a new gameplay of Tetris game. The results of this research is the creation of the archipelago Tetris game application using Indonesian cultural elements that can create interest for players to learn and add to the knowledge of the culture in Indonesia.
Tap For Battle: Perancangan Casual Game Pada Smartphone Android Andry Chowanda; Benard H. Prabowo; Glen Iglesias; Marsella Diansari
ComTech: Computer, Mathematics and Engineering Applications Vol. 5 No. 2 (2014): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v5i2.2187

Abstract

Smartphones have become a necessity. Almost everyone uses a smartphone in a variety of activities. Both young and old are sure to utilize this technology, for a wide range of activities such as doing the work, doing school work or enjoying entertainment. The purpose of this research is to build a casual-action game with war theme. The game is built for Android smartphone that has multi touch screen capability. The research methods used in this research are data collection and analysis method including user analysis with questionnaire. Furthermore, IMSDD method is implemented for game design and development phase including system requirement analysis, system design, system implementation, finally system evaluation. In this research, we conclude that 83.9% participants enjoyed the game with touch-screen as the game control.
Perencanaan dan Penjadwalan Pariwisata dengan Konsep Jejaring Sosial Meiliana Meiliana; Krishna Nugraha; Kevin Liemunandar
ComTech: Computer, Mathematics and Engineering Applications Vol. 5 No. 2 (2014): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v5i2.2191

Abstract

Most of tourist will choose new unvisited tourism spot as their new tourism destination. However, limited information of the new tourism destination often becomes a barrier to plan and schedule their tourism activity. The purpose of this research is to create an application called IndoLista, to provide complete tourism spot information, create tourism planning and schedule with social media concept. The social media concept will facilitate communication and interaction between user to get updated information in effective way. Eachuser will be able to organize their tourism planning with application's feature provided, completed by detail information of tourism spot. Research methodology is divided into two parts; analysis method by book andjournals study literature, analyze similar application, user data collection with quisioner and and design method with UML tools. Quisioner evaluation conclude society opinion that the application as research result, give asolution to user in the interest of planning and schedulling online tourism trip by providing complete information of tourism spot and facilitating interaction and communication between user via social media concept.
Penerapan Interactive Multimedia untuk Perangkat Ajar Persiapan Toefl Berbahasa Indonesia Yulyani Arifin; Nicolas Willianto Widjaja; Nicholas Kurnia Awang; Stefanus Sadryan Irwan
ComTech: Computer, Mathematics and Engineering Applications Vol. 5 No. 2 (2014): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v5i2.2194

Abstract

One of added values to compete in work and business is mastering English’s Language. To support the needs of an online teaching tool that can be accessed anywhere and is easy to use, an online teaching tool that uses Indonesian is made with an attractive multimedia display so that users do not feel bored and can monitor the development of the value achieved. The material presented is based on the structure tested in TOEFL. The method used in designing these applications is the waterfall method, ranging from data collection through questionnaires and comparative analysis of similar applications and then proceed with the design and development of applications and user satisfaction evaluation. It is expected that these applications can help in improving the English language proficiency as measured by TOEFL score achieved.
Analisis dan Optimalisasi Jaringan Nirkabel dengan Minimalisasi Roaming di Binus Square Antonius Herusutopo; Audi Eka Prasetyo; Marco Stefanus; Admiral Wiem
ComTech: Computer, Mathematics and Engineering Applications Vol. 5 No. 2 (2014): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v5i2.2196

Abstract

The presence of a notebook/netbook that is practical and has a high mobility makes internet connection is not only done through a single cable connection. High levels of human mobility, require an internet connection with a high mobility as well, this is encouraging the development of wireless internet connection in Indonesia. The purpose of this study is to analyze the wireless network at Binus Square today and then optimize by minimizing roaming. The method of this study begins with data collection, analysis design, testing and evaluation. The method that is used is to measure bandwidth, to measure the speed and stability of data transfer when it is roaming, and then to measure the transfer speed and stability with wireless network system. From this study it can be seen that the wireless network can be a network of high-speed and stable. This study concluded that based on the simulation, this condition is quite fulfilling.
Perancangan Case Tools untuk Diagram Use Case, Activity, dan Class untuk Permodelan Uml Berbasis Web Menggunakan HTML5 dan PHP Mohammad Subekti; Lukman Lukman; Donny Indrawan; Ganesh Putra
ComTech: Computer, Mathematics and Engineering Applications Vol. 5 No. 2 (2014): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v5i2.2199

Abstract

This study is intended to generate an application tools (CASE tools) that allows a software developer to create a modeling system design using Unified Modeling Language (UML), especially in making use case, activity or class diagrams more quickly and easily. The tools developed will also facilitate developers in doing UML modeling by accessing the network through a web-based internet application. With the web-based applications, the users require only a browser and an internet connection to use this application. This application also helps developers to understand of how to make UML diagrams correctly and good. In this research traditional methods Scrum model is used. Scrum method is Agile methods that is a process to cultivate software easily and can be developed in accordance with the development of information technology. Scrum is using empirical methods or in other words every stage in it involves inspection and adaptation.

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