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Go Infotech: Jurnal Ilmiah STMIK AUB
ISSN : 1693590X     EISSN : 26864711     DOI : 10.36309
Core Subject : Science,
Go Infotech: Jurnal Ilmiah STMIK AUB (ISSN 1693-590x) merupakan media untuk mempublikasikan hasil penelitian kalangan akademisi, peneliti dan praktisi bidang informatika dan teknologi informasi, meliputi: teori dan sistem informasi, ilmu informasi, keamanan informasi, pengolahan dan struktur data, pemrograman dan komputasi, rekayasa perangkat lunak, ilmu komputer, teknik komputer, arsitektur dan jaringan komputer, mikrokontroller, pemrograman interface dan aplikasinya pada berbagai bidang. Jurnal ini terbit dua kali dalam setahun yaitu pada bulan Juni dan Desember.
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Articles 5 Documents
Search results for , issue "Vol 23, No 2 (2017): December" : 5 Documents clear
Aplikasi Buku Pintar Pelajaran Kimia Kelas X Di SMA Negeri 8 Surakarta Berbasis Android Mobile Bagus Candra W.; Dwi Kuncoro
Go Infotech: Jurnal Ilmiah STMIK AUB Vol 23, No 2 (2017): December
Publisher : Sekolah Tinggi Manajemen Informatika dan Komputer AUB - Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36309/goi.v23i2.80

Abstract

Chemistry is the branch of physics which studies the composition, structure, characteristics as well as the alteration of material. There are lots of formulas in Chemistry, this makes many students lose their enthusiasm in learning the subject. They find it difficult to memorize all the formulas. Nowadays, Chemistry becomes an important subject and it has been taught to the students in the tenth grade. SMA Negeri 8 Surakarta is one of the high-schools that had applied the teaching of Chemistry to the tenth grade students. Students think of Chemistry as a difficult subject, because they have to grasp and understand many concepts in a relatively short time. As a result, many students fail in the subject. This research system that was built using the framework of CI to the backend that runs the teacher while the Ionic framework for androidnya who run their students. In SMA Negeri 8 Surakarta, a handy and practical Chemistry Smart Book Application grade X was created to help the students get better understanding about Chemistry that full of formula as well as to help the teacher in delivering and assessing the subject.Keywords: Learning Media, Chemistry Smart Book Application Grade X in Negeri 8 Surakarta, Mobile Android
Mobile Application Informasi Wisata Surakarta Berbasis Android Rico Renandiansyah; Ernes Cahyo Nugroho
Go Infotech: Jurnal Ilmiah STMIK AUB Vol 23, No 2 (2017): December
Publisher : Sekolah Tinggi Manajemen Informatika dan Komputer AUB - Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36309/goi.v23i2.81

Abstract

In this study discusses the existing tourist information in the city of Surakarta (Solo), Solo with a total area of 44.40 KM2. Keraton and Batik, Klewer Market makes three things that make the identification of Surakarta. The execution of the Surakarta Hadiningrat Palace and Pura Mangkunegaran, making Solo a historical, artistic, and cultural axis that has a selling point. The selling value is manifested by ancient buildings and preserved traditions and impressive artwork. No wonder if Solo became one of the tourist destination that is very attractive for tourists to visit in Solo. Lack of existing tourist information that some have not been exposed by many print and electronic media therefore tourists who want to visit the city of Solo will be a little confusion in searching for existing tourist information. The purpose of research to design and build Mobile Application Information Surakarta Tour Based Android, By using waterfall method. System design using java programming language and PHP version 5.6.8, Android Studio version 2.2.3, UML, MySQL database version 5.6.21. The results of solo travel applications are expected to provide solutions for travelers by utilizing the integration of GPS (Global Positioning System), as well as service directions from the Google Map that produces information about the tours that are displayed on solo travel applications or just want to see the existing tourist information.  Keywords : Surakarta Tour, Android Application, Android Studio version 2.2.3,  GPS.   
Penggunaan Tabel Keputusan Dalam Pembuatan Sistem Pengaturan Lampu Lalu Lintas Untuk Mengurangi Kemacetan Di Persimpangan Sutariyani Sutariyani; Erlyna Dian Adityawati
Go Infotech: Jurnal Ilmiah STMIK AUB Vol 23, No 2 (2017): December
Publisher : Sekolah Tinggi Manajemen Informatika dan Komputer AUB - Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36309/goi.v23i2.82

Abstract

Traffic congestion is one of the major problems that occur in large cities and generally occurs at crossroads. Traffic lights on one side will be very helpful in the fluency flow of traffic but on the other side even make the congestion worse. Many examples that occur are during rush hour and evening, Congestion occurs because the timing of traffic lights that are installed still use timing in normal traffic conditions. With such timing it will cause the buildup of vehicles on one side of the intersection and very susceptible to causing congestion. A good traffic control system will automatically adjust to the traffic flow density on the regulated path. An equipment system handled by the computer will feel more sophisticated, smarter, more automated, more practical, more efficient, safer, more thorough, and so on than if handled manually. In this research result of traffic light arrangement system using visual basic. Output of the system is the simulation of traffic engineering at the intersection. The criteria used include the number of deviations, the density of vehicles within a certain time, the width of the road and the direction of a one-lane road. Decision table created to determine the duration of the red and green lights, the green light flashed simultaneously, turn left the road continues and go straight path.Keywords : Decision tables, traffic light engineering, simulations.
Sistem Informasi Manajemen Bengkel Bowo Motor Sragen Ega Bangun Saputro; Robby Rachmatullah
Go Infotech: Jurnal Ilmiah STMIK AUB Vol 23, No 2 (2017): December
Publisher : Sekolah Tinggi Manajemen Informatika dan Komputer AUB - Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36309/goi.v23i2.78

Abstract

Bowo’s Motorcycle Workshop is one of workshop that supply motorcycle spareparts and give a service of motorcycle in the Sragen city. Bowo’s Motorcycle Workshop have  a vision to become a workshop who be able to provide maximum service to their customers. Bowo’s Motorcycle Workshop problems are on processing of data spareparts when the stock data warehouse not matching with inventory book and give impact on the slow process to obtain information about spareparts data. Other than that customer service’s problems regarding the queue of customers also have a problem in the order of handling services, so many customers feel disappointed about length of queue service at Bowo Motor Workshop. So to resolve these problems it is necessary to build a Management Information System. In this research, this system is builded based on desktop VB.NET as a software development tool (development tool), and MySQL as a database. System development method use waterfall model with step analysis system requirement, system design, writing program code, testing with blackbox method, implementation and maintenance. This system is built to give convenience for the Bowo Motor Workshop to obtain information on spareparts data management. This system also provides convenience to the customer service’s Workshop Bowo Motor in managing the queue of services Bowo Motor Workshop and customers can directly monitor the number of queues that exist. So the management Information System in Bowo’s Motor Workshop is able to advance the vision on the Bowo’s Motor Workshop for provide maximum service to the customers. Keywords: Management Information System, Bowo’s Motorcycle Workshop, Queue 
Pembuatan Game 2D Petualangan Hanoman Berbasis Android Toni Ardyanto; Anton Respati Pamungkas
Go Infotech: Jurnal Ilmiah STMIK AUB Vol 23, No 2 (2017): December
Publisher : Sekolah Tinggi Manajemen Informatika dan Komputer AUB - Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36309/goi.v23i2.79

Abstract

Game is one of the entertainment that is loved by a wide variety of backgrounds ranging from children to adults.  According to App Annie one type of game that is much in demand to play is a adventure game genre. Selected as entertainment because the game is able to reduce the fatigue of someone from the daily routine and spend a leisure time. The amount of smartphones user, especially  android-based  smartphones  in  daily  activities  cause  android-based  game  are  currently  popular  in  the  community. From these situation, author tries to make an adventure game genre based on Android. This game can be used as an option to eliminate  fatigue or just  fill emptiness in spare time by playing games, and also to encourage the establishment of  local game developers, which is still smal compared with the foreign game developers. Design of game is made from a storyboard and then designed the depiction of the character, background and obstacles using Adobe Illustrator CS 6. The completed game depictions of supporting element then applied to Unity Game Engine and built using C# programming language. The result of this research have produced a game called “The Adventure of  Hanuman” in 2D display Android-based. This game is played by one person and has three levels of obstacle. This game is adventure game genre.  

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