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Arina Haq; Aldhis Safitry

Jurnal Pengembangan IPTeks Seni Kuliner, Tata Rias, dan Desain Mode 2021 Akademi Kesejahteraan Sosial Ibu Kartini Semarang

Shibori fabrics is one of the kind materials which has its own circlenes especially in its uniqe and ethnic design, it's light but it looks elegant.This research will innovate to shibori fabrics which will be cultivated become party clothing, to beautify party clothing performance which is made, the writter applied one of the ornaments that is "ribbon needlework".the writter took the title the production of party clothing by using the combination of shibori fabrics and Japanese embroidery variations because he wanted to know a sartorial costume technique that combines the sheboris with a embroidered Japanese ribbon. It USES methods: observation, literature and documentation. The result of the completion of the dressmaking process, the combination of shibori fabrics with a variety of embroidery bands, is that shibori cloth can be used as a combination for the dress of the party, but some important things need to be noted, such as the selection of a shibori cloth, a motif of the shibori colors. Also, the combination of other fabrics is crucial to supporting the shibori cloth to give a more extravagant appearance, while the application of the bow on the wedding dress provides an interesting result, but there are some things to consider in applying for the embroidery of the ribbon, such as, the embroidery of the ribbon must fit and not look so full, the design of the ribbon's embroidery should fit the cloth that is filled, And the selection of tape colors as well as the tape size to be applied.

Edi Suwasana; Dwy Nurcahyati

Jurnal Pengembangan IPTeks Seni Kuliner, Tata Rias, dan Desain Mode 2021 Akademi Kesejahteraan Sosial Ibu Kartini Semarang

The Lembu Sora Building Monument and the Pure Milk Monument are monuments located in Boyolali Regency, Central Java which will be used as ready to wear motifs with the aim of introducing the area as the largest producer of cow's milk in Central Java. Taking pictures of the motifs uses deformation techniques and distortion techniques which are realized by polyflex screen printing techniques on ready to wear. Based on the problems and objectives, this study aimed to determine the application of the image of the Lembu Sora Building Monument and Pure Mil Monument as a motif on ready to wear with Polyflex Screen Printing Technique. The research methods used were observation, documentation, and literature review. This final project was completed by: creating designs, preparing tools and materials, conducting trials on selecting fabrics and polyflex types, determining sizes, creating ready-to-wear patterns, cutting fabrics, pressing the coating material, carrying out the polyflex screen printing process, ready-to-wear sewing process, and completion. Furthermore, the polyflex screen printing process on ready-to-wear included the following steps: creating polyflex screen printing designs, printing designs with a cutting machine, peeling polyflex (polyflex cleaning), gluing polyfex on the fabric, and finishing, which was the process of removing the masking from the polyflex sheet. Researchers suggest that during the pressing process on polyflex, it is required to alter the temperature and time with the type of polyflex. According to the recommendation that can be utilized, the pressing process on polyflex for temperature and duration must be adjusted to the type of polyflex.

Dianta, Indra Ava; Zusrony, Edwin; Agsya, Ayu

JURNAL ILMIAH KOMPUTER GRAFIS 2021 UNIVERSITAS STEKOM

Perhitungan harga pokok produksi (HPP) adalah salah satu aspek penting dalam menjalankan kegiatan usaha dan salah satu hal yang perlu diperhatikan  untuk menentukan harga jual produk. Selain itu perhitungan harga pokok produksi dapat menunjukan besar laba yang diperoleh dari setiap produknya. Tujuan penelitian ini adalah untuk mengetahui perhitungan harga pokok produksi dan harga jual dari setiap produk di UMKM Empat Bintang.  Perhitungan harga pokok produksi yang digunakan adalah metode harga pokok proses (Process costing method), sedangkan untuk penentuan harga jual produk menggunakan metode cost plus pricing. Sistem informasi penentuan harga pokok produksi dibutuhkan untuk penentuan harga jual produk yang tepat, menghitung biaya produksi yang dibebankan setiap produk supaya mengetahui perolehan laba yang sesungguhnya. Rancang bangun sistem informasi perhitungan harga pokok produksi dengan bahasa pemrograman Microsoft Visual Studio.Net 2010, XAMPP sebagai server dan MySQL sebagai database. Hasil yang diperoleh dari sitem informasi ini yaitu dapat memperhitungkan harga pokok produksi sesuai jenis produk 

Zusrony, Edwin; Dianta, Indra Ava; Gunawan, Vera Sari

JURNAL ILMIAH KOMPUTER GRAFIS 2021 UNIVERSITAS STEKOM

SAE Kerupuk Bawang adalah UMKM (Usaha Mikro Kecil Menengah) yang bergerak dalam bidang kuliner (makanan). Pengelola SAE Kerupuk Bawang hanya mencatat pengeluaran dan pemasukan secara global serta tidak menggunakan perhitungan yang terperinci sehingga dalam menentukan laporan masih dikatakan belum memenuhi standar akuntansi. Penulisan laporan keuangan perlu diperhatikan karena akan berpengaruh pada perhitungan rasio untuk mengetahui kinerja keuangan perusahaan. Perbandingan rasio menggunakan metode Profitabilitas yang digunakan untuk mengukur kemampuan perusahaan dalam menghasilkan laba. Sistem informasi untuk pengolahan harga pokok produksi dan laporan keuangan dibutuhkan perusahaan untuk menghetahui perbandingan rasio, sehingga dapat mengetahui kinerja keuangan perusahaan. Perancangan sistem informasi perbandingan rasio laporan keuangan dengan bahasa pemrograman Visual Studio .Net 2010, XAMPP sebagai server, dan MySQL sebagai database. Hasil yang diperoleh dari sistem informasi ini yaitu dapat memperhitungkan perbandingan rasio laporan keuangan periode bulan ini dengan periode bulan sebelumnya 

Ahmad Zainudin; Daniel Rudjiono; Rizki Sidik Wicaksono

JURNAL ILMIAH KOMPUTER GRAFIS 2021 UNIVERSITAS STEKOM

Pemasyarakatan inovasi dan teknologi (inotek) pertanian di lahan pekarangan mendapat perhatian besar dari Kementerian Pertanian, dengan tujuan untuk meningkatkan produksi pangan dan akses masyarakat terhadap pangan, serta menjadi jaring pengaman sosial pada saat terjadi pandemi Covid-19. Sejak tahun 2017 BPTP Jawa Tengah telah mengembangkan Taman Agro Inovasi yang berisi display beragam inotek pertanian di pekarangan, untuk dijadikan sebagai tempat pembelajaran bagi penggiat maupun pelaku pertanian di pekarangan. Penelitian ini bertujuan untuk membuat multimedia interaktif untuk membantu penggiat dan calon pengguna dalam mempelajari inotek pertanian pekarangan yang didisplaykan di Taman Agro Inovasi tanpa harus berkunjung secara langsung di lokasi. Penelitian diawali dengan penggalian data dan informasi tentang inotek pertanian pekarangan yang didisplaykan di Taman Agro Inovasi, dilanjutkan dengan perancangan multimedia, pembuatan projek multimedia, validasi oleh pembimbing dan pakar, dan uji kelayakan multimedia. Berdasarkan hasil validasi dari ahli media, pakar materi dan sasaran pengguna menunjukkan bahwa produk multimedia yang dihasilkan sangat layak untuk digunakan dan dikembangkan untuk diseminasi inotek pertanian pekarangan sebagaimana yang diperagakan di Taman Agro Inovasi BPTP Jawa Tengah. 

Ashari, Maulana; Jannah, Siti Halimatun; Fadli, Sofiansyah; Saikin

JURNAL ILMIAH KOMPUTER GRAFIS 2021 UNIVERSITAS STEKOM

The decision support system as a tool for decision making, has now begun to be widely applied in various fields of life, not least in making a decision for the process of accepting new students at the MA Sabilurrasyad NW Barabaliused. With the decision support system (SPK) can help schools in the selection of new students. The method used in building a decision support system in this research is the Analytical Hierarchy Process (AHP). The method used to select new students is the Analytical Hierarchy Process (AHP) which functions to calculate the final score of each student in the school and the Simple Additive Weighting (SAW) serves to rank each student.The result of this study is that the combination of the AHP (Analytical Hierarchy Process) and SAW (Simple Additive Weighting) methods in determining new student admissions at the MA Sabilurrasyad NW Barabali School can be used. SPK (Decision Making System) can display information according to what the user inputs correctly.

Rastic Andrari, Finata; Maimunah, Maimunah; Nurmala Dewi Qadarsih

JURNAL ILMIAH KOMPUTER GRAFIS 2021 UNIVERSITAS STEKOM

This study discusses the application of fuzzy logic in determining the selling price of used cellphones with a case study on Kayyis Celluler Depok. This study was conducted to find out how to determine the selling price of used smart phones using the Mamdani fuzzy method approach. There are 4 fuzzy variables that will be modeled in this study, consisting of 3 input variables, namely the condition of the cellphone, market price, and cellphone accessories, and 1 output variable, namely the selling price of used cellphones. The inference process in the application of fuzzy operators uses the MIN implication function. Furthermore, the composition of all fuzzy outputs is performed using the max method. Then, confirmation or called defuzzification is done using the Centroid method.

Sugiarto, Sugiarto; Santi Widiastuti

JURNAL ILMIAH KOMPUTER GRAFIS 2021 UNIVERSITAS STEKOM

Main Objective: This study checks the different intersections of film and Artificial Intelligence (AI), and trial and error is needed to re-check the state of “new media” (NM). This study’s purpose is to identify of subversion of the creator duty, the media and instrument of creative activities, and the aesthetics subsequent from the identity of the developing Artificial Intelligence film. Background problem: AI is composed to take the film industry by the cyclone, its application helps streamline production practices, and its increasing work in film scripting and visuals convolutes the notion and function of creations and the aesthetics of NM. Novelty: By analyzing how three films were co-written with Artificial Intelligence arranged with “Foucault's theory” of the duty of the creator or producer, and the aesthetics and state of current NM, this research establishes an identity for the cinema form of Artificial Intelligence films. Research Method: This study uses a qualitative exploratory methodology to combine various perspectives that are developing on new media streams where this research is crossing 2 major areas in Film & Media, and Artificial Intelligence & Machine Learning. Finding/Result: Patterns discovered as curated data sets reveal trends in cinematic narratives, opening the door for a more creative agency. Artificial Intelligence films transcend the boundaries of technological convergence, offering a more essential way to recognize the special behavior and opportunity of NM forms as self-reflective and demonstrating the versatility of film. Conclusion: This research makes Artificial Intelligence films an emerging media with a different tendency from the media and is directly related to its contribution. By involving the theorization of NM technology and its developmental tuff simultaneously, Artificial Intelligence films are presented as an inventive design of film in phrases of digital production, virtual placement, historical preoccupation, and producer duty.

Sugiarto; Santi Widiastuti

JURNAL ILMIAH KOMPUTER GRAFIS 2021 UNIVERSITAS STEKOM

Main Objective: This study reports an experiment to explore differences in player feedback caused by different storytelling methods of Japanese-style Role-playing Games (JRPG). Background problem: Narration is considered the soul of JRPG, and is a vital and irreplaceable role. Different ways of telling stories can bring different experience effects even though the essence of the story is the same. Stories are presented directly to players in dialogue form, much like a visual interactive novel. Non-linear storytelling can break down important parts and allow players to explore freely. Players can collect clues to get to the main plot. Also, most JRPGs use short films and sound effects to create a cinematic experience. Novelty: Based on all studies of game storytelling (linear and nonlinear), this study will compare player feedback on different storytelling methods to see which narrative can provide a better player experience. Research Method: Researchers categorize these three narratives as Visual Novels, Environmental Narratives, Visuals, Sounds, and Dialogues. This experiment combined all three of Caught in Trap's in-game narratives to investigate player preferences. Data was collected through questionnaires and interviews with 21 players who were invited to play the game. Finding/Result: The research results show that the three ways of storytelling enrich the expression of game narratives. Both linear and nonlinear narratives have their advantages and disadvantages, and the best way to engage players is to interweave both narratives in the game. Conclusion: The experimental results show that the interweaving of three ways of storytelling can enrich the narrative form of games and guide game designers in improving game plots to engage players in JRPGs. Keywords: Storytelling-Method, JPRG, Game of Three Pillars

Cristeddy Asa Bakti; Anton Anton

Jurnal Elektronika dan Komputer 2021 STEKOM PRESS

The purpose of this study is to produce a design to predict, analyze and determine the level of potential bankruptcy of a company using the Altman Z-Score method. Predictions are made by analyzing the financial statements of a company. The research approach used is a qualitative approach. Data analysis technique in this research is descriptive analysis technique. The results of the first phase of research are in the form of a review of bankruptcy prediction analysis using secondary data from banks in Indonesia that are already on the stock exchange and have branch offices in the city of Semarang, while the second year produces an information system design that has added value from the first year to the third year. testing the system that has been designed using actual financial statement data.

Hanif, Muhammad; Hanif, Muhammad; Andreas Sutanto, Felix

JURNAL ILMIAH KOMPUTER GRAFIS 2021 UNIVERSITAS STEKOM

There are many archives owned by AMNI Maritime University in Semarang. The archiving system carried out at the AMNI Maritime University Semarang is still not well organized and neat because it is only based on archive classification, so if you have to look for archives such as archive numbers or archive dates, you will experience problems because you have to find the files needed one by one in the filing cabinet. The sequential search algorithm can be applied to the search for employee document numbers at the Maritime University AMNI Semarang and works well as planned. The employee document archive information system at the Maritime University AMNI Semarang can be used to manage the employee document archive more optimally, controlled, well organized and maintained so that the archive is not easily damaged   Keywords: Archives, AMNI Maritime University Semarang, Sequential Search Algorithm

hasan, apsari; hasan, apsari

JURNAL ILMIAH KOMPUTER GRAFIS 2021 UNIVERSITAS STEKOM

This study aims to identify and analyze the visualization of the expression of the main character of the droid, namely Kabasaran in the digital comic Nusantara Droid War using a visual language approach through the wimba 4 method (illustration). Visual analysis includes elements and principles of visual language by classifying Kabasaran character expressions based on the suitability of the form language method. The results of the analysis show the depiction of expressions, using detailed line drawings and thin shading on the eyes, eyebrows, nose and mouth. The way of depiction in Kabasaran expression uses expressive depiction, distortion, and lines. Expressive drawing uses lines that give the effect of wrinkles between the eyes. Enlarged distortion depiction, used for the eyes, mouth, and teeth. Overall, the face is described as smooth, not many thick lines that give the impression of wrinkles or an old impression which is adapted to the character of Kabasaran in the comic, which is a small child.   Keywords: Expression Visualization, Visual Language, Form Language

Edy Siswanto; Edy Siswanto; Sugiarto Sugiarto

Jurnal Elektronika dan Komputer 2021 STEKOM PRESS

Di lingkungan Polri, Polsekta/Polsek mempunyai peranan penting dalam melindungi, membina, melayani dan menegakkan hukum di lingkungan masyarakat Polsek Tegowanu. Oleh karena itu, Polsek Tegowanu dituntut untuk dapat melayani masyarakat dimana salah satu tugas pokok Kepolisian Negara Republik Indonesia adalah sebagai pelayan masyarakat. Sebagai salah satu aparat penegak hukum, Nasional Sistem agenda kerja yang lama masih menggunakan cara manual dan memakan banyak waktu serta dengan sistem tersebut akan memperlambat kinerja anggota Polsek. Dokumentasi kegiatan yang dilakukan Petugas Polsek Tegowanu tidak dapat dilihat oleh Kapolsek dan anggota, karena dokumentasi foto hanya disimpan di komputer petugas. Permasalahan lainnya adalah belum adanya penyimpanan data data kegiatan masyarakat dan jadwal kegiatan, karena tidak adanya penyimpanan pada database sehingga pengolahan data belum terintegrasi dengan baik. Dengan dirancangnya sistem informasi Kegiatan Berbasis Kinerja dengan Metode Berorientasi Objek di Polsek Tegowanu Resort Grobogan diharapkan dapat membantu pengolahan data agar lebih terintegrasi dengan baik serta proses pelaporan dan pengambilan data menjadi lebih cepat jika sewaktu-waktu data diperlukan. dan membuat sistem yang terintegrasi dengan database. Informasi yang akan dibangun dapat mempercepat proses pengolahan dan pengiriman informasi serta kegiatan Polsek Tegowanu kepada Kapolsek.

Eka Wahyudi; Novi Indah Pradasari; Darmanto Darmanto

Jurnal Elektronika dan Komputer 2021 STEKOM PRESS

This research aims to build a career development center information system at the Ketapang State Polytechnic. The results of this research are then used as a scientific study in the field of design and development of information systems. In addition, this career development center information system can be implemented at the Ketapang State Polytechnic so that it can contribute to the accreditation process of institutions and study programs, as a forum for building alumni networks and the availability of an alumni database, as a collection of important input/information for the development and improvement of universities. higher education (administration, curriculum and study design). Career centers at universities function to bridge the information needs of the world of work required by universities and to answer the challenges of the world of work. This career development center information system is based on the needs of alumni, tracer studies for campus accreditation, knowing the educational outcomes produced by universities, knowing the contribution of universities to existing competencies in the world of work, for monitoring college graduates when entering the word

Novi Indah Pradasari; Eka Wahyudi; Darmanto Darmanto

Jurnal Elektronika dan Komputer 2021 STEKOM PRESS

At the present time of the pandemic, it is difficult for the world's most unusual cuttlefish to market its products. Thus, umkm needs to be provided with facilities to market the products online. Special-based backends are one of the media for selling by-products on the catapult. The purpose of this research is to construct typical web-based appendage by-by-products. The purpose of this research is to construct typical web-based appendage by-by-products. Research methods used in the construction of systems on this research are the methods of research and development (R & D). This study provides several design systems, the design of system architecture, the DFD system, the design of the interface, and the design of system testing. The system was created using the framework laravel. As for the results of the final assignment research "typical web-based appendage". In this system, there are two users, the user as the store and the user as the buyer. On the user as a store there are several features that include input from store products, editing from products, confirmation of deliveries, responding to comments given by the buyer on the product, viewing the order data done by the buyer, and editing the store's data. While the user's features as the purchaser look at the product's data, see the store's data as a souvenir, order a by-product payment, confirm the order has been accepted, give an assessment of the product's already received, and edit the customer's data. The system was tested by using black box methods testing to see the effectiveness of a system built with test variables was 100%.

nugroho, setiyo adi; nugroho, setiyo adi; Wijayanto, Andri Cahyo

JURNAL ILMIAH KOMPUTER GRAFIS 2021 UNIVERSITAS STEKOM

The field of video shooting services in the Semarang area is currently spread in almost every area of ​​the city. Ranging from small businesses to large companies. This service is generally needed to capture important moments in the form of video documentation. Studio Atlantis is a line of business that provides video shooting and editing services. This company was founded in 2010, having its address at jl. Pete Raya, Now. In addition to video shooting, Studio Atlantis also provides photography services. Marketing in this studio still uses simple media, .using a list of products in the form of digital images on a computer in explaining products to consumers. This method is less effective when showing product samples because you have to open a different application in another file location. The solution to this problem requires a media to help promote the products at Studio Atlantis to consumers in a more practical way. A company profile that summarizes company information along with product samples in the form of video clips then packaged into an interactive form.

Welly Desriyati; Welly Desriyati

JURNAL ILMIAH KOMPUTER GRAFIS 2021 UNIVERSITAS STEKOM

Rapid technological advances make print communication media begin to be shifted by information media that utilizes computer technology as a means of delivery. Technological developments change the teacher's task from being a teacher to a facilitator who provides convenience in learning. SD Negeri 004 Bangsal Aceh is one of the schools that still applies the mathematics learning process using textbooks so that students do not understand the lesson. Teachers are required to make changes in teaching patterns in the classroom, one of which is with animated videos. This study uses the Multimedia Development Life Cycle (MDLC) method covering concept, design, collecting material, assembly, testing and distribution. The final result of this research is an animated video of mathematics learning about the material of flat shapes. Animated videos are used as an interesting and effective means of information and learning media. Besides that, it can also improve students' understanding and skills in learning mathematics, especially the material of flat shapes

Nur Budi Nugraha; Tri Yuliati

JURNAL ILMIAH KOMPUTER GRAFIS 2021 UNIVERSITAS STEKOM

The development of technology is currently growing very rapidly making it easier for the community to convey information. 2D animation can be a means of socialization for the sake of interesting and efficient information. In the midst of the widespread Covid-19 outbreak in Indonesia, the government took several steps to minimize the spread of Covid-19 by socializing including to schools. The school always reminds its students to comply with health protocols. However, less interesting socialization makes children less enthusiastic in understanding the purpose of socialization. The purpose of this research is to make a 2D animated video about Covid-19. This 2D animated video is made as attractive as possible with characters and sound effects that children like so that children become interested in learning and understanding about covid-19. Based on the results of this educational media test, it has been tested on children and helps children in the process of delivering information about covid 19 more effectively and interestingly. Of the 20 respondents, 60% (12 people) agreed that animated videos help children understand covid 19

Nur Andriati, Hastutie; Sherina Baguna

Jurnal Ilmiah Komputerisasi Akuntansi 2021 Universitas Sains dan Teknologi Komputer

The research aims to examine and empirically analyze the presence of information content of Free Cash Flow, Return On Assets, Debt to Equity Ratio and economic value added on stock returns in the study of LQ45 companies on the Indonesia Stock Exchange from 2015 to 2019. This study uses a quantitative approach with a population the research is the companies that are included in the LQ45 Index on the Indonesia Stock Exchange in 2015, 2016, 2017 2018, and 2019. Financial report data is obtained through access to www.idx.co.id. The number of samples used in this study were 45 samples. The analytical technique used in this study is multiple regression in order to obtain a comprehensive picture of the relationship between one variable and another. This study uses of 5%. Based on the results of this study Free Cash Flow, Return On Assets, Debt to Equity Ratio and Economic Value added partially and simultaneously have no significant effect on stock returns with a significance value of 0.697, 0.744, 0.216 and 0.242, respectively, no significant effect on stock returns.

Nurhasanah, Lanny; Siburian, Bintang Panduraja; Fitriana, Jihan Alfira

Jurnal Global Citizen : Jurnal Ilmiah Kajian Pendidikan Kewarganegaraan 2021 Prodi PPKn Universitas Slamet Riyadi

Globalisasi merupakan suatu peristiwa yang menimbulkan banyak perubahan dalam segala aspek kehidupan masyarakat terutama generasi muda. Kemudahan dalam mendapatkan informasi mengubah pola pikir generasi muda menjadi lebih modern. Hal ini, dapat mempengaruhi minat generasi muda dalam melestarikan kesenian tradisional Indonesia. Oleh karena itu, penulisan paper ini bertujuan untuk memaparkan tentang pengaruh modernisasi terhadap minat generasi muda dalam melestarikan kesenian tradisional indonesia di era globalisasi. Penelitian ini bersifat deskriptif kualitatif. Metode pengumpulan data yaitu dengan studi pustaka dengan mengumpulkan berbagai referensi baik sumber primer dan sekunder yang relevan dengan generasi muda dan kesenian tradisional di era globalisasi. Hasil dari kajian penelitian menunjukkan bahwa arus globalisasi sangat mempengaruhi kehidupan dan pola pikir generasi muda menjadi lebih modern, pemikiran ini membuat sebagian dari mereka berpikir bahwa sesuatu yang tradisional seperti kesenian tradisional itu sesuatu yang kuno sehingga ketertarikan dan minat mereka terhadap kesenian tradisional mulai berkurang dan mulai melupakan kesenian tradisional. Faktor lainnya adalah banyaknya generasi muda yang menganggap kesenian dari negara asing itu lebih baik dan lebih menarik daripada kesenian tradisional Indonesia, dan juga kurangnya kesadaran mereka akan pentingnya mempertahankan kesenian tradisional yang merupakan identitas nasional Indonesia.