cover
Contact Name
Teguh Susyanto
Contact Email
teguh@sinus.ac.id
Phone
+62271-716500
Journal Mail Official
mhasbi@sinus.ac.id
Editorial Address
KH Samanhudi 84-86, Laweyan, Surakarta, 57142
Location
Kota surakarta,
Jawa tengah
INDONESIA
Jurnal Ilmiah Sinus
ISSN : 16931173     EISSN : 25484028     DOI : http://dx.doi.org/10.30646/sinus
Core Subject : Science,
Jurnal Ilmiah SINUS is a magazine published twice a year, wherein one issue there are seven articles. Jurnal Ilmiah SINUS as a communication medium to report the results of field research, library research, observations or opinions on problems arising related to the development of information technology.
Articles 7 Documents
Search results for , issue "Vol 14, No 1 (2016): Maret 2016" : 7 Documents clear
PATHFINDING PADA LINGKUNGAN STATIS BERDASARKAN ARTIFICIAL POTENTIAL FIELD DENGAN FLOCKING BEHAVIOR UNTUK NON-PLAYER CHARACTER FOLLOWER PADA GAME Paulus Harsadi
Jurnal Ilmiah SINUS Vol 14, No 1 (2016): Maret 2016
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (588.359 KB) | DOI: 10.30646/sinus.v14i1.233

Abstract

Artificial Intelligence in video games are an essential to provide a challenge to the players. One of them makes the character or Follower NPC (non-player character Follower) in video games such as human or animal behavior indeed. Among the many techniques in Artificial Intelligence, pathfinding is one of the popular techniques studied than the other.  In own pathfinding is to avoid obstacles that is one of the main problem. Algorithm which solves this problem is Astarpathfinding, but it has a disadvantage in determining way in the large area. AstarPathfinding requires high computing time. In this research, the proposed algorithm which is able to handle the pathfinding process by using the function attractive potential field of Artificial Potential Field to perform pathfinding to the purpose and the flocking behavior techniques to avoid the obstacle. Based on the test results through environments static simulation, it can be gotten that the proposed algorithm has a faster computation time than the comparison algorithm, Astarpathfinding algorithm. Kata Kunci : Artificial Intelligence, Game, pathfinding, Artificial Potential Field, Flocking behavior
ANALISA DAMPAK KEPEMIMPINAN KARISMATIK TERHADAP KINERJA KARYAWAN DI PEMERINTAH DAERAH KABUPATEN SUKOHARJO Hasman Budiadi
Jurnal Ilmiah SINUS Vol 14, No 1 (2016): Maret 2016
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (361.314 KB) | DOI: 10.30646/sinus.v14i1.237

Abstract

The Research represent study concerning “Analysis Affect Charismatic Leadership to Performance Employees at Sukoharjo”.Method was performed within this research is done survey in Sukoharjo, by propagating of kuesioner to all 65 employees to asses superior and to partinent functionary to assess its subordinate employees performance..Data Analisis was down by using analisis statistic test one sample and analysis of multiple regresi. Result of which is obtained from this research is : Indicator Manajemen of attention, manajemen of meaning, manajemen of trust, manajemen of risk and manajemen of feeling of charismatic leadhership fufilled but have don’t influence signifikan (in) Sukoharjo. Indicator manajemen of x’self is not fufilled at Sukoharjo and have influence with is signifikan to employees performance at Sukoharjo, but its influence negativity. With this research is expacted can give input that Leader better more careful and take a care in taking and applying Leadership theori, tobe accomodated existing condition and situation.Keyword : leadhership, charismatic, performance
SISTEM INFORMASI PENJURUSAN DI SMA XYZ Lina Tri Andaru
Jurnal Ilmiah SINUS Vol 14, No 1 (2016): Maret 2016
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (196.256 KB) | DOI: 10.30646/sinus.v14i1.234

Abstract

Majoring is one of determination of students to select their interest according to the enthusiasm, talent and score in SMA XYZ. To do majoring it is required to support from the side of student, class sponsor and guidance and counseling advice. Recently, majoring in SMA still has not been computerized that can be used to support management to make his decision to classify the students according to their  majoring. Purpose of this paper is to design and to create its prototype program for majoring information Systemin SMA XYZ. For gaining that purpose to create the majoring information System, it is needed accurate data that can be gathering using interview and literature study methods. The program was developed using mozilla firefox to run the application, Appserv to management the database and Macromedia Dreamwaver 8 to be the text editor and to create the script design.       It was concluded that the design and implementation of the majoring information System in SMA XYZ, has already been developed.    Keywords : Information System, Majoring, SMA
REKAYASA ULANG PROSES BISNIS PADA SISTEM INFORMASI ADMINISTRASI KEPENDUDUKAN (SIAK) TINGKAT KECAMATAN (STUDI KASUS : KECAMATAN KARTASURA) Setiyowati Setiyowati; Sri Siswanti
Jurnal Ilmiah SINUS Vol 14, No 1 (2016): Maret 2016
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (410.995 KB) | DOI: 10.30646/sinus.v14i1.231

Abstract

 Sistem Informasi Administrasi Kependudukan (SIAK) is an information system that is built to support the administrative process that includes registration of resident population and civil registration. With this system a national population database will be realized gradually.  SIAK in the application of Technical Implementation Unit (UPTD) in the district level there are procedures that must be followed by the people who will carry out the transaction for example moving the population administration, changes in demographic data, KK, ID cards and others. The process of registration of participants beginning data collection that starts from the village there is no facility applications that handle these transactions, data from villages not connected to the existing data in the district. Business process reengineering residence registration reduces existing processes so that more efficiently. Keywords:  Business process reengineering, information system.
PENGARUH KUALITAS LAYANAN TERHADAP KEPUASAN PELANGGAN STMIK SINAR NUSANTARA SURAKARTA Elistya Rimawati
Jurnal Ilmiah SINUS Vol 14, No 1 (2016): Maret 2016
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (433.569 KB) | DOI: 10.30646/sinus.v14i1.235

Abstract

STMIK Sinar Nusantara Surakarta as the College of services should provide satisfaction to its customers. One of the direct customers is a student. Measurement of the influence of service quality on customer satisfaction needs to be done to determine the exact police specific to the variables associated with the quality of service. Measuring the influence of service quality to satisfaction done by using multiple regression analysis with random sampling of data. The results of the analysis of the quality of service that is reliable, the service is assured, tangible service  are significant influence and positive impact on customer satisfaction. The service was responsive and empathetic service has no significant effect on customer satisfaction.Keywords: service that is reliable, service was responsive, service is assured, empathetic service, tangible service
TRANSAKSI SISTEM INFORMASI PEMBAYARAN SPP BIMBINGAN BELAJAR DENGAN NFC Isadora Nugroho
Jurnal Ilmiah SINUS Vol 14, No 1 (2016): Maret 2016
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (200.534 KB) | DOI: 10.30646/sinus.v14i1.230

Abstract

This research aims to study using NFC in an educational institution such as extra course. This technology are support process procurement payments quickly, accurately, and efficiently. In the other hand, if the payment use manually or transfer banking, then payment for teacher or instructor can delay. So many extra courses were forced to close because the income is less especially for payment the teachers.Because of that difficulties are mentioned above, so this study developed an NFC technology that is able to complete for payments quickly and efficiently. NFC is a simple payment method that connects devices to transfer information with a simple touch to optimize the payment process SPP extra course.Generally in the presence of fast data transfer process, then the performance teacher will be faster as well. This is because not take a long time to wait payment a bank or having to work for the payment of fees. In addition, NFC can cause learning process continues for their turn around process payments quickly. Keywords: Information Systems, SPP Extra Course, NFC
PENGARUH PEMANFAATAN INTERNET TERHADAP KEGIATAN BELAJAR SISWA SMA DI SURAKARTA Sri Tomo, Yustina Retno Wahyu Utami
Jurnal Ilmiah SINUS Vol 14, No 1 (2016): Maret 2016
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (392.989 KB) | DOI: 10.30646/sinus.v14i1.232

Abstract

Demands that must be implemented high school in the implementation of the learning process that utilizes information and communication technologies face many obstacles that are not simple. The main problem often faced by the school is a limitation of infrastructure, human resources and learning resources. While from the teacher pengampu is limited knowledge regarding upplementary eaching materials, and motivation of teachers in the use of Internet for learning. This study aimed to examine the use of the internet by high school students as a  learning support and its influence on learning motivation of high school students in the city of Surakarta. In conducting this study used methods: the spread of the questionnaire for the data pengamblan further statistical analyzes were erformed with a validity test, reliability test, test normalization and normalization. The result showed that the use of the internet and motivation to learn positive effect on student learning activities Keywords : internet, motivasi belajar, pembelajaran

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