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Setiyo Prihatmoko; Fajar Kurniawan

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

This research produces Artificial Fiber Spinning Learning Media that applies Augmented Reality (AR) for Class XI Students of TPSB SMK Texmaco Semarang as a learning aid. so that it can be used as a modern, effective, and interactive learning medium. This application was made with the aim of completing the limitations of depicting objects in existing learning media, helping students to more easily learn the material, improving student learning outcomes, and increasing the variety of media in learning. This study uses the Research and Development (RnD) method, using 6 out of 10 research stages, namely potentials and problems, data collection, product design, design validation, design improvement and product testing. The final result of making this learning media is an application in the format android application, used on every android-based mobile phone. The validity value of the media expert obtained a value of 3.2 which was declared feasible, the results of the material expert validation test obtained a value of 3.6 which was declared very feasible, and was able to increase the average value of the artificial fiber spinning subject class XI TPSB SMK Texmaco Semarang which Initially 61.5% with 17 students who had not reached the KKM to 80.5% with 4 students who had not reached the KKM.

Andre Setya Yudhanto; Migunani

Jurnal Elektronika dan Komputer 2020 STEKOM PRESS

The development of technology allows one to obtain other people's spatial position data. One mobile technology that utilizes spatial data as a supported factor is location-based services. The large number of employees at the PT.XYZ causes the presence of a controlled process to be under control, and even tends to be questioned. Because it takes a GPS-based presence system on android that is expected to be a solution of the problems that occur at this time. The system development method used is a six-step R&D method, consisting of: Research and information gathering, Planning, Development of initial product forms, initial field testing, major product revisions, main field testing. The final result is the prototype of the Ganesha Employee Presence System Operations. The test results on the system shows the employee attendance system can run on the android platform. The system only responds to presence based on the position of the employee's coordinates with office coordinates. Besides checking the presence process is also based on devices that have been approved in the system. 

Nur Budi Nugraha; Soni fajar Mahmud

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

Learning is a process of communication between students, teachers and teaching materials. The delivery of learning messages from teachers to students is currently still using teaching aids in the form of books. This makes students less interested and feel bored when absorbing lessons, so that it gives the effect of being lazy to learn. This study designed mobile based 2D animation as an interactive learning tool for learning materials for human organs based on mobile android. This study uses the waterfall method in conducting research which includes the stages of planning, analysis, design, implementation and testing. Based on the research results, this 2D animation learning media makes it easy for students to study material about human organs that cannot be seen directly. This animation has several elements such as text, audio, video and animated images so that it attracts students' attention to feel happy in learning compared to conventional ways

Putra, Toni Wijanarko Adi; Aldho Dwi Kurniawan

Jurnal Elektronika dan Komputer 2020 STEKOM PRESS

Management of school funds in the form of SPP (Educational Development Donations) at the Kranggan foundation sourced from kindergarten, elementary and junior high schools so far is still managed manually, making it difficult and takes a long time for the Administration to check lists for students who have made payments. Every month. In this study, an SPP payment system was made using an SMS Gateway with the web scraping method. In the development process using the prototype method. The researcher aims to develop a web-based information system that is expected to help manage school payment data for the better. The information system will be equipped with an SMS feature that will be sent to the parents of the students concerned so they can know that the school payment has been made. This SMS feature is also useful for sending reports of late payments or SPP arrears to parents of students whose children are late in paying tuition fees. With this program, students can also make tuition payments in two ways. The first is manually or submitting payment to the TU at the school. The second is by means of money transfer payments through banks.

Yuli Fitrianto; Muhammad Khoiril Anaam

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

Augmented Reality (AR) and Virtual Reality (VR) which are one of the top ten strategic technology trends for 2019 and continue to be developed massively in this 2020, have been widely applied in various mobile applications by many companies in this industrial revolution era 4.0. AR can be applied to help the promotion for housing developers where users can see the 3-dimensional shape of the types of houses offered, while VR allows users to explore each part of the house in a virtual 3D. Pre-existing brochures are used as markers for this application to work, so that AR and VR applications can be a complement to promotional media. The design method used in this paper is Research and Development (RnD). Salespeople can offer types of houses to prospective customers without having to print multiple brochures, but with just one brochure and one android smartphone to present, so the promotion costs are more efficient.   Keywords: AR, VR, house.

Putra, Toni Wijanarko Adi; Arditya Himawan; Fitro Nur Hakim

Jurnal Elektronika dan Komputer 2020 STEKOM PRESS

Gamerground is a computer shop engaged in the sale of laptops, computers, spare parts, accessories supporting and providing repair services. The marketing process is less than optimal because it only sells by phone or social media. There are some problems that occur between them : 1. Stock management is not optimal because of frequent discrepancies between stock records with the amount of goods available so often consumers feel disappointed with the services provided, 2. The issue of uploaded ad duration in uploaded social media will alternate from one product content display to another in a relatively short period of time, 3. The absence of management of consumer sales transactions thus requiring recording of repeated transactions, 4. The decline in sales turnover in recent months, 5. The management of customer or consumer data is less noticed. Based on these problems, this study aims to design a web-based online sales information system mobile on gamerground. This research uses the development of SDLC waterfall model system which consists of planning, analysis, design, implementation and maintenance. Using PHP and MySQL Server programming language as database. The results of research in the form of Online Sales Information System Web-Based Mobile that can facilitate consumers to view products, make reservations for consumers and management for the admin. This information system is equipped with product management features, order data management, customer data management, preparing order reports and payment confirmation. So that this information system can provide convenience both consumer and admin on gamerground.

Dewi, Septiana Novita; Haryanto, Aris Tri; Wariati, Ambar

Adi Widya: Jurnal Pengabdian Masyarakat 2020 Lembaga Penelitian dan Pengabdian Masyarakat

Pengabdian ini merupakan pengabdian lanjutan dari proses pengabdian sebelumnyam bahwa di Kelurahan Desa Gebang memiliki potensi untuk ditingkatkan UMKM makanan ringan.  Dengan adanya peningkatan UMKM di Kelurahan Gebang, akan dapat meningkatkan kesejahteraan masyarakat di lingkungannya. Akan tetapi dalam pemasaran produk UMKM masyarakat di Kelurahan Gebang belum diimbangi dengan adanya pemanfaatan alat tekhnologi, sehingga proses pemasaran belum optimal. Hal ini disebabkan karena rata-rata pelaku UMKM memiliki usia yang tidak muda lagi, sehingga perlu pendampingan yang lebih ekstra. Pada saat era milineal ini, semua disajikan secara praktis dan efisien yaitu dengan memanfaatkan tekhnologi informasi. Seperti pemasaran melalui akun facebook, Instagram, website, twitter dan lain-lain. Hal ini bertujuan bahwa dengan menggunakan tekhnologi informasi, semua informasi produk dapat tersampaikan secara luas, baik tingkat nasional maupun internasional. Permasalahan yang utama ketika UMKM tidak memanfaatkan tekhnologi informasi dengan baik adalah mereka hanya bisa menjual produknya secara lokal dan jenis-jenis produk yang dijual tidak tersampaikan secara luas. Dalam mensiatasi kompetensi bisnis di era digital diharapkan seluruh UMKM memahami dan menggunakan digital marketing dengan baik, agar mereka mampu bersaing dengan baik hingga mencapai keunggulan k;ompetitif lebih maksimal. Materi yang diberikan kepada UMKM di Kelurahan Desa Gebang adalah tujuh konsep pemasran ampuh dengan metode digital, diantaranya adalah Search Engine Optimization (SEO), Search Engine Marketing (SEM), Pembuatan Konten, Mobile Marketing, Email Marketing, Affiliate Marketing, Pemasaran Media SosialUMKM, Digital Marketing, Kelurahan Gebang