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PERANCANGAN ARSITEKTUR ENTERPRISE SISTEM INFORMASI UNIVERSITAS MENGGUNAKAN TOGAF-ADM (Studi Kasus : Universitas Wiralodra Indramayu) Darsanto; Zulkarnain, Zacky
TEKNOKOM Vol. 1 No. 1 (2018): TEKNOKOM
Publisher : Department of Computer Engineering, Universitas Wiralodra

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (580.826 KB) | DOI: 10.31943/teknokom.v1i1.23

Abstract

Penerapan teknologi sistem informasi pada organisasi atau perusahaan tidaklah mudah untuk dilakukan. Perlunya perencanaan yang baik, kerjasama antar elemen yang kompak, keinginan berubah yang kuat serta sesuai dengan visi dan misi dari organisasi agar bisa diterapkan. Salah satu strategi yang penting dalam menghadapi perkembangan teknologi informasi adalah pemanfaatan dan peningkatan dukungan sistem informasi bagi enterprise. Penerapan strategi ini mengemban misi pada sistem informasi yang pemenuhannya memerlukan keterpaduan arah dalam perencanaan, pelaksanaan dan pengendalian yang selaras dengan strategi bisnis enterprise. Universitas Wiralodra Indramayu (Unwir) melakukan aktivitas organisasinya selalu mengarah kepada kepuasan para pengguna jasa pendidikan disetiap Program Studi yang berada dalam naungan Universitas Wiralodra Indramayu (Unwir) sesuai dengan visi dan misi. Untuk mendukung aktivitas tersebut maka diperlukan sebuah paradigma dalam merencanakan, merancang dan mengelola sistem informasi yang disebut dengan arsitektur enterprise. Arsitektur enterprise merupakan suatu upaya dalam memandang elemen-elemen yang berbeda dalam suatu organisasi atau enterprise secara keseluruhan sebagai satu kesatuan. Metodologi yang digunakan arsitektur enterprise yang terintegrasi pada Universitas Wiralodra Indramayu (Unwir) menggunakan TOGAF-ADM. Tahapan dalam perencanaan arsitektur enterprise yang terintegrasi dengan memodelkan arsitektur bisnis, arsitektur data, arsitektur aplikasi dan arsitektur teknologiĀ  sesuai dengan kerangka kerja TOGAF-ADM. Tahapan ini akan menghasilkan sebuah arsitektur enterprise yang terintegrasi yang dapat dijadikan sebagai acuan cetak biru (blue print) oleh lembaga untuk mencapai tujuan strategis.
PENERAPAN MODEL PENGEMBANGAN GAMEGDLC (GAME DEVELOPMENT LIFE CYCLE )DALAM MEMBANGUN GAME PLATFORM BERBASIS MOBILE Andriyat Krisdiawan, Rio; Darsanto
TEKNOKOM Vol. 2 No. 1 (2019): TEKNOKOM
Publisher : Department of Computer Engineering, Universitas Wiralodra

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (640.897 KB) | DOI: 10.31943/teknokom.v2i1.33

Abstract

Permainan atau yang sering disebut games merupakan salah satu aktivitas yang sering dilakukan oleh kebanyakan orang dalam mencari hiburan dan kesenangan. Perkembangan games dari masa kemasa semakin beragam jenis dan aktivitasnya. Mulai dari games tradisonal yang dilakukan secara konvensional sampai dengan games yang dilakukan dengan teknologi.Dilihat dari perkembangan teknologi, games bukan lagi sebagai aktivitas yang sulit untuk dimainkan, games dapat dimainkan dimana saja melalui perangkat teknologi apapun.Perkembangan games selain dari teknologi, juga sangat berkembang dari segi jenis/genre dari games itu sendiri, yang menyesuaikan dengan kebutuhan pengguna/player. Berbagai genre game pun muncul, seperti genre action, adventure, RPG, simulasi, strategi dan lainnya.Pada penelitian kali ini peneliti berfokus kepada subgenre games action yaitu platform games. Beberapa platform games yang terkenal yaitu Mario bros, Jumping Flash, Donkey Kong. Games yang ringan tetapi memiliki unsur kesenangan dan menantang bagi yang memainkannya. Peneliti merasa tertarik dalam meneliti bagaimana membangun sebuah game platform dengan teknik pengembangan game GDLC (Game Development Life Cycle), dengan model perancangan game menggunakan model UML(Unifield Modeling Language). Game yang akan dikembangkan yaitu game platform yang merupakan subgenre dari genre actiongames yang dapat dijalankan pada perangkat mobile phone berbasis android.
SISTEM MONITORING MESIN MENGGUNAKAN MULTIPROSESOR SERI AVR DENGAN METODA POOLING Travada SP, Eko; Darsanto
TEKNOKOM Vol. 2 No. 1 (2019): TEKNOKOM
Publisher : Department of Computer Engineering, Universitas Wiralodra

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (523.648 KB) | DOI: 10.31943/teknokom.v2i1.34

Abstract

Pemilihan teknologi untuk mendeteksi mesin industri dengan nilai ekonomis rendah, mudah perawatan tapi dengan presisi yang baik umumnya menjadi pilihan di dalam suatu industri agar biaya operasional tidak terlalu tinggi. Teknologi yang bisa digunakan adalah mikrokontroller. Mikrokontroller adalah suatu prosesor yang penggunaan bersifat khusus bukan untuk multi user seperti halnya mikroprosesor di suatu perangkat komputer. Mikrokontroler dengan kelebihannya yaitu memiliki nilai ekonomis tapi tetap memiliki presisi yang baik memiliki keterbatasan di kecepatan dan kapasitas memory. Untuk itu dibutuhkan suatu algoritma yang cukup efisien agar dapat bekerja sesuai dengan yang diinginkan. Tantangan dalam riset ini adalah menggunakan mikrokontroler secara real time (waktu nyata) untuk memonitor mesin yang berjumlah puluhan. Dalam penelitian ini dikembangkan suatu multiprosesor dalam arti menggunakan mikrokontroller lebih dari satu unit dan algoritma tertentu agar dapat secara bersamaan memonitor mesin dan saat itu juga menampilkan kondisi mesin industri yang berjumlah puluhan. Dalam penelitian ini jumlah mesin yang dimonitor yaitu 80 buah dan bisa dirubah sesuai setting di memori mikro.
ANALISIS USER EXPERIENCE APLIKASI REGSOSEK PADA BADAN PUSAT STATISTIK INDRAMAYU MENGGUNAKAN METODE USER EXPERIENCE QUESTIONNAIRE Darsanto; Kaiman Maulidani, Mohammad
NUANSA INFORMATIKA Vol. 17 No. 2 (2023): Volume 17 No 2 Tahun 2023
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/ilkom.v17i2.8

Abstract

The advances of information technology have also brought significant changes to the government in carrying out administrative tasks and communication. In this context, sophisticated information systems enable governments to maximize their efficiency and effectiveness, to reduce costs, and to improve strategic decision-making. The Central Statistics Agency (BPS) carries out Research and Research activities in all provinces in Indonesia. The regsosek application itself is an application that is used to facilitate the collection and processing data related to the socio-economic needs of the community such as employment, health, education, and so on. The focus of this research is to find out the deficiencies or problems that exist in the application by measuring the users’ experience of the research and study application using the User Experience Questionnaire. Data analysis and evaluation are divided into two, namely quantitative data analysis for validity and reliability tests and descriptive statistical analysis using UEQ analysis tools version 11 to determine the average value (mean) of each variable. The results of the quantitative data analysis show that the validity value of the Pearson Product Moment correlation exceeds the value of 0.304 and the Croncbach alpha value of 0.613, thus the tests carried out can be relied upon to accurately and consistently measure user experience. Furthermore, the results of the descriptive statistical analysis show that the value on the clarity aspect has the lowest average value of the six aspects of UEQ, so that the conclusion is that the Regsosek application users do not understand the function and purpose of the application
Rancang Bangun Aplikasi Informasi Wisata Kabupaten Indramayu Berbasis Mobile Android Mohammad Kaiman Maulidani; Darsanto; Muhammad Edi Iswanto
NUANSA INFORMATIKA Vol. 18 No. 2 (2024): Nuansa Informatika 18.2 Juli 2024
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/ilkom.v18i2.214

Abstract

Indramayu Regency in West Java has substantial potential in the tourism sector, which can bolster the region's economic growth. However, the dissemination of information about tourist attractions in Indramayu is limited, necessitating the creation of an application to simplify the search for tourism data and information. This study successfully designed and developed an Android-based mobile application named Wisayu using the Rapid Application Development (RAD) method to create a fast, efficient, and user-friendly app. The application was tested in two phases: alpha testing and beta testing. Alpha testing employed blackbox and whitebox methods, yielding valid results. Beta testing was divided into two parts: quantitative data analysis for validity and reliability testing, and descriptive statistical analysis using the User Experience Questionnaire (UEQ). The quantitative data analysis revealed that 22 out of 26 indicators were valid, with Pearson Product Moment correlation values exceeding the r table value of 0.33, while the remaining 4 indicators were below the r table value. The Cronbach's Alpha value for the 26 questionnaire items was 0.63, indicating good reliability. Descriptive statistical analysis showed positive evaluations in each UEQ dimension, with attractiveness scoring 1.32, pragmatic quality 1.63, and hedonic quality 1.11, demonstrating that the application was well-received by users.
Engineering of Junior High School New Student Admissions System Using System Performance Based Prototype Method Darsanto
NUANSA INFORMATIKA Vol. 19 No. 1 (2025): Nuansa Informatika 19.1 Januari 2025
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/ilkom.v19i1.299

Abstract

The process of accepting new students in Junior High Schools (SMP) is currently still constrained by a conventional system that requires physical collection of registration forms, complete files, and time-consuming interviews and tests. Information related to admission procedures, requirements, fees, and registration schedules is also spread across various communication channels, making it difficult for prospective students and parents to access accurate and up-to-date information. In this context, researchers have succeeded in designing a new student admission information system by implementing the prototype method. This system has gone through Black Box Testing and evaluation with the System Usability Scale (SUS) scale, and its performance has been analyzed using the Performance, Information, Economy, Control, Efficiency, Services (PIECES) method. The results of the SUS scale calculation show an average value of 72.9, which is included in the acceptable classification indicating that the New Student Admissions (PPDB) system in the form of a prototype after evaluation can be accepted by prospective users of the prototype system. In addition, the results of the PIECES calculation show that each indicator in the evaluation and measurement of the new student admissions system is in the "very good" and "good" categories , with an average value of 6.22 to 6.56 included in the very good category, an average value of 6.09 is included in the good category
Efektivitas dan Efisiensi Penerapan Rekayasa Sistem Pengelolaan Reservasi Gedung Aula Berbasis Kepuasan Pengguna Sistem Prayitno, Seno Wiji; Darsanto; Margana, Ferry Kurniawan
Jurnal Teknomatika Vol 18 No 1 (2025): TEKNOMATIKA
Publisher : Fakultas Teknik dan Teknologi Informasi, Universitas Jenderal Achmad Yani Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30989/teknomatika.v18i1.1603

Abstract

The hall is a place used to hold events with a large space. Hall reservations are made by contacting the manager directly or coming directly to the hall building. This research aims to build a hall reservation management system and make it easier for tenants to make reservations online. The research was conducted using descriptive statistical methods with the Rational Unified Process (RUP) as a system development framework. White box and black box testing are alpha system testing. ISO 9241-11 standard and heuristic evaluation as system beta testing. White box testing begins with creating a flow graph, calculating cyclomatic complexity, and determining independent paths. While the black box starts by determining the test case and expected results, the actual results will be obtained. The results of measuring the usability level with ISO 9241-11 obtained an effectiveness level value of 100%, an efficiency level value of 100% with a total time of about 594 seconds, and a user satisfaction level value of 73 with a good category, grade B scale, acceptable description and passive NPS. The results of the heuristic evaluation obtained that there are still problems with the system, and each problem has a different problem severity rating.
The Implementation of User Satisfaction Based Shortest Job First Algorithm Efficiency in Queuing System : Penerapan Efisiensi Algoritma Shortest Job First Berbasis Kepuasan Pengguna pada Sistem Antrian Darsanto
NUANSA INFORMATIKA Vol. 19 No. 2 (2025): Nuansa Informatika 19.2 Juli 2025
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/ilkom.v19i2.378

Abstract

Efficient and structured queue management is crucial to ensure the smooth operation of various services in both the public and private sectors. A web-based queue system has now become a good solution due to their ease of access and ability to manage queues in real-time. In this study, a web-based queue system is developed that implements the Shortest Job First (SJF) algorithm to optimize service sequences. The SJF algorithm prioritizes services with the shortest processing duration, which is expected to reduce user waiting time and to increase overall system effectiveness. This research is conducted in the university's Bureau of General Administration and Finance queue system as the research object. The software development method uses Agile with the Extreme Programming (XP) framework. The results of system testing using the Black Box testing method to evaluate application functionality show that all test cases are valid, indicating that the system operates according to the desired requirements. System performance analysis is conducted by 40 students using the User Experience Questionnaire (UEQ), resulting in benchmark scores in which 5 variables are above average, and 1 variable is below average. These results indicate that the queue system built using the SJF algorithm is feasible and effective for users.
REKAYASA ARSITEKTUR JARINGAN INTERNET MENGGUNAKAN FRAMEWORK AGILE KANBAN DAN ANALISIS QoS (Quality of Service) PADA METODE LOAD BALANCING Abdul Kharis; Darsanto; Mukhsin
SEMINAR TEKNOLOGI MAJALENGKA (STIMA) Vol 7 (2023): STIMA 7.0 "Transformasi Peradaban Akademik Menyongsong Revolusi Industri 5.0"
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/stima.v7i0.1028

Abstract

During the 2022-2023 period, the number of internet users reached 215.63 million people,an increase of 2.67% from the previous year (210.03 million users). However, problems arise due tothe inability of bandwidth capacity to handle traffic loads, resulting in network overload. To overcomethis, it is necessary to have 2 uplinks that are managed using load balancing and failover techniquesto even out the traffic load and maintain connectivity. This study examines the Per ConnectionClassifier (PCC) load balancing technique and Routing with Failover, using the ETSI TIPHONstandard to measure efficiency and stability through parameters such as Throughput, Packet Loss,Delay, and Jitter. In network design using the Agile Kanban framework, starting from designing thetopology to comparing results. The experimental results show that PCC load balancing has betterefficiency and stability than Routing with Failover which refers to the ETSI TIPHON rules. Theresults of the PCC load balancing test on the throughput parameter are 3353.15 Kbps, the packet lossparameter is 8.91%, the delay parameter is 2.2 ms, the jitter parameter is 2.1 ms. Even though thedifference in the test results was not significant, PCC load balancing proved to be the most efficientand stable method for dealing with overloads. The use of the Agile Kanban method in designinginternet networks and implementing load balancing is effective in dealing with overload problems.Keywords: Agile Kanban, Load Balancing, QoS, Failover