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Perancangan Aplikasi Surat Keteranggan Pengantar Ijazasah Berbasis Web Sukarna, Royan Habibie; Krisdianto, Nanang; Hilman, Mohamad; Holilah, Holilah; Januriana, Andi Moch; Umam, Ahmad Khaerul
Jurnal Ilmiah Sains dan Teknologi Vol 8 No 1 (2024): Jurnal Ilmiah Sains dan Teknologi
Publisher : Teknik Informatika Fakultas Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47080/saintek.v8i1.2977

Abstract

This study explains how to create and implement a web-based application for Certificate of Introduction to Diplomas (SKPI) using the Laravel framework and the Extreme Programming (XP) method. With SKPI as a confirmation of competency after graduation, this application aims to record student competency during the course. The XP method is used to ensure flexibility, collaboration and sustainability in application development. The Laravel framework was chosen for its ease of use and strength in backend/API creation, which allows integration with other applications. The research results show that the SKPI application was successfully created with features that meet the need for recording and verifying student competency. This research contributes to a practical understanding of web-based application development with a focus on student competency track records
Perancangan Aplikasi RaKJa Untuk Kinerja Ruas Jalan Berbasis Android Twidi Bethary, Rindu; Krisdianto, Nanang; Fikri Ramadhan, Nurul
Jurnal Teknik Sipil Vol 31 No 2 (2024): Jurnal Teknik Sipil - Edisi Agustus
Publisher : Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/jts.2024.31.2.3

Abstract

Abstract Performance analysis of road sections is usually carried out on road sections that have the potential for high traffic jams, then perform performance calculations and obtain recommendations for problems on these road sections. However, currently it is still difficult to calculate road performance because it has to be done manually in the calculations and looking for the necessary factors. This research aims to create an application to assist in calculating the performance of Android-based roads more easily and flexibly, this application is called RAKJa (Road Performance Analysis Design) which will be published generally on the Google Play Store so that it can be used by anyone who needs it. This RAKJa application will be developed based on the Indonesian Road Capacity Guidelines (PKJI 2014), this application gets results in the form of degree of saturation, level of service, average speed, delays and queue length automatically without needing to look for the required factors in the PKJI 2014 table. Application This RAKJa was created using the Game Maker Language programming language from the Game Maker Studio 2 developer. Calculation of road performance using the RAKJa application produces the same results as calculations carried out manually. Validating the accuracy of the application from previous research urban road performance data based on the PKJI 2014 and primary data obtained accurate results of 90%.
Marketing Communication Strategy Of Riyan Farm Hydroponic Vegetable (Case Of Riyan Farm Smes, Serang City) Mulyati, Sri; Krisdianto, Nanang; Setiawan, Mohamad Arief
International Journal of Ethno-Sciences and Education Research Vol. 1 No. 3 (2021): International Journal of Ethno-Sciences and Education Research (IJEER)
Publisher : Research Collaboration Community (Rescollacom)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46336/ijeer.v1i3.297

Abstract

Riyan Farm is one of agricultural business that uses hydroponic method to grow vegetables in Serang City. However, many people of Serang City and the county around are still not knowing Riyan Farm’s hydroponic product which results in decreased sales. This requires Riyan Farm to determind the right marketing communication strategy. This study lasted for 7 months with several considerations. The research took place on RSS Pemda Housing Block D1 Banjarsari District Cipocok Jaya Serang City Banten. This research uses a benchmarking approach against other business that have similar products and have been successful in the market. Benchmarking method performed by collecting information from other Farm’s product through in-depth interviews and observation and other data that have reliable information as books and literature. The analysis tools used are Gap analysis, IFE matrix, EFE matrix and SWOT matrix. The Gap analysis based on marketing communication mix results in 7 recommendation of communication strategy. In order to create the applicative strategy that suits company’s environment, those 7 recommendations should be combined with the result of SWOT Analysis. The last of result shows 5 market communication alternative strategy.
Sistem Absensi Berbasis Face Recognition dengan Model Inception-Resnet Adliansyah, Fadel Najmi; Holilah, Holilah; Krisdianto, Nanang
RIGGS: Journal of Artificial Intelligence and Digital Business Vol. 4 No. 4 (2026): November - January
Publisher : Prodi Bisnis Digital Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/riggs.v4i4.3545

Abstract

Penelitian ini bertujuan untuk mengembangkan sebuah sistem absensi otomatis berbasis pengenalan wajah yang andal, akurat, dan aman untuk digunakan dalam lingkungan pendidikan maupun organisasi. Proses pengembangan dilakukan menggunakan metode Waterfall, dimulai dari analisis kebutuhan, perancangan sistem, implementasi, hingga tahap pengujian. Sistem dirancang dengan memanfaatkan arsitektur jaringan Inception-ResNet yang dikenal memiliki performa tinggi dalam ekstraksi fitur wajah. Model dilatih menggunakan dataset VGGFace2, yang memiliki keragaman tinggi sehingga mampu meningkatkan kemampuan generalisasi sistem. Pelatihan dilakukan selama 8 epoch dan menunjukkan peningkatan akurasi signifikan, yakni dari 56% pada awal pelatihan menjadi 98% pada akhir pelatihan, disertai penurunan nilai loss dari 1,9599 menjadi 0,0730. Evaluasi lebih lanjut menggunakan dataset Labeled Faces in the Wild (LFW) menghasilkan akurasi 96,13%, sementara akurasi validasi mencapai 93,51%. Hal ini menunjukkan bahwa model memiliki ketahanan yang baik terhadap variasi pencahayaan, ekspresi wajah, serta sudut pengambilan gambar. Demi meningkatkan keamanan, sistem ditambahkan modul anti-spoofing berbasis Silent Face Anti-Spoofing untuk mendeteksi upaya manipulasi seperti penggunaan foto atau rekaman video. Implementasi antarmuka dilakukan menggunakan Streamlit sehingga memungkinkan proses absensi secara real-time melalui perangkat berkamera. Hasil penelitian mengindikasikan bahwa sistem absensi yang dikembangkan tidak hanya efektif dan akurat, tetapi juga aman digunakan, serta memiliki potensi untuk dikembangkan menjadi layanan cloud yang skalabel di masa mendatang.
The Physicochemical Properties of Several Indonesian Rice Varieties Susiyanti, Susiyanti; Rusmana, Rusmana; Maryani, Yeyen; Sjaifuddin, Sjaifuddin; Krisdianto, Nanang; Syabana, Mohamad Ana
BIOTROPIA Vol. 27 No. 1 (2020): BIOTROPIA Vol. 27 No. 1 April 2020
Publisher : SEAMEO BIOTROP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11598/btb.2020.27.1.1030

Abstract

Rice has different varieties, with each variety possessing diverse physical and chemical characteristics. The objective of this study was to analyze the physicochemical properties of several Indonesian local rice varieties. The experiment was conducted from March to April 2017 at the Agriculture Applied Technology Laboratory of the Faculty of Agriculture, Universitas Sultan Ageng Tirtayasa and at the Laboratory of Food Analysis Services in the Department of Food Technology, IPB University. Nine local rice varieties from several areas in Indonesia were used as samples, namely Jalahawara, Ciherang, Pandan Wangi, Rojolele, Sokan, Bendang Pulau, Batang Piaman, Cisantana and Sidrap. Their physicochemical characteristics were analyzed based on some criteria such as: physical quality (weight, length, width, form and percentage of chalkiness), chemical content, water content, ash content, fat content, protein content, carbohydrate content, crude fiber content, starch, amylose and amylopectin content. Data obtained were analyzed by one-way ANOVA using a Randomized Block Design. Jalahawara has the highest percentage of chalkiness. Based on the ratio of length and width, Sidrap and Ciherang were categorized as medium type and the others were oval/round. The heaviest and lightest based on the 1000-grain weight of rice were Ciherang and Bendang Pulau, respectively. The water content was about 2-4% for all samples. The highest and lowest amount of ash and fat content were found in Sidrap and Sokan, respectively. The highest and lowest amount of protein content were found in Batang Piaman and Sokan, respectively. The highest and lowest starch content were observed in Pandan Wangi and Ciherang. The content of amylose and amylopectin was the highest in Batang Piaman. The rice samples were categorized into two groups of low and medium levels of amylose. The low level of amylose was observed in Cisantana, Ciherang, Pandan Wangi and Sidrap, while the medium level of amylose was observed in Jalahawara, Sokan, Bendang Pulau, Batang Piaman and Rojolele.
Mathlandia Adventure: Game 2D sebagai Media Pembelajaran Berhitung untuk Siswa Sekolah Dasar Salsabila, Nada; Krisdianto, Nanang; Darnis, Febriyanti
RIGGS: Journal of Artificial Intelligence and Digital Business Vol. 4 No. 4 (2026): November - January
Publisher : Prodi Bisnis Digital Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/riggs.v4i4.4151

Abstract

Kemampuan berhitung dasar, khususnya pada operasi penjumlahan dan pengurangan, masih menjadi tantangan yang signifikan bagi sebagian siswa kelas 1 Sekolah Dasar. Berdasarkan hasil observasi lapangan, ditemukan bahwa banyak siswa mengalami hambatan dalam memahami konsep numerasi karena pembelajaran yang diterapkan cenderung bersifat tekstual, monoton, dan minim pemanfaatan media interaktif. Pendekatan pembelajaran yang tidak sesuai dengan karakteristik perkembangan kognitif anak usia dini tersebut berkontribusi pada rendahnya motivasi belajar serta lambatnya penguasaan siswa terhadap operasi bilangan sederhana. Untuk menjawab permasalahan tersebut, penelitian ini mengembangkan Mathlandia Adventure: Game 2D sebagai Media Pembelajaran Berhitung untuk Siswa Sekolah Dasar. Game edukasi ini dirancang sebagai sarana pembelajaran yang lebih menarik dan interaktif, sekaligus mendukung proses internalisasi konsep numerasi secara visual dan kontekstual. Proses pengembangan menggunakan model ADDIE, yang terdiri atas tahap Analysis untuk mengidentifikasi kebutuhan pembelajaran dan karakteristik pengguna, Design untuk menyusun alur permainan, antarmuka, serta format soal, dan Development untuk mengimplementasikan desain ke dalam aplikasi berbasis Unity. Pada tahap Implementation, game diuji cobakan secara terbatas kepada siswa kelas 1 untuk menilai kemudahan navigasi, pemahaman instruksi, dan keterlibatan pengguna. Selanjutnya, tahap Evaluation dilaksanakan menggunakan metode black-box testing untuk memastikan bahwa seluruh fungsi sistem bekerja sesuai spesifikasi. Game ini memuat lima level materi penjumlahan dan pengurangan hingga bilangan 20 yang sesuai dengan Kurikulum Merdeka, serta dilengkapi mekanisme pengulangan sebagai penguatan konsep. Hasil evaluasi menunjukkan bahwa seluruh fitur utama berfungsi dengan baik, sehingga Mathlandia Adventure berpotensi menjadi media pembelajaran numerasi yang efektif, menarik, dan mudah digunakan bagi siswa kelas 1 Sekolah Dasar.