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Prototype Game Pencegahan Demam Berdarah Dengue Menggunakan Unity 2D Muhammad Abiyyu Rohman; Dian Kasoni
Jurnal Teknik Informatika Vol. 6 No. 2 (2020): JTI Periode Agustus 2020
Publisher : LPPM STMIK ANTAR BANGSA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51998/jti.v6i2.333

Abstract

Abstract— Indonesia reported as the second largest country in dengue fever case from 30 endemic countries. Since 1999, Indonesia has experianced an increase dengue case on children aged 15 and above. Even more, there are a lot of members of society who are still have no idea or rather acting ignorant regarding the Eradication of Mosquito’s Nest program issued by Jakarta’s Public Health Office. One of innovations in socializing the Eradication of Mosquito’s Nest program, especially toward children to teenagers is using educational video game. Video game is a game that contains various elements such as Rules, Valued outcome, Use of player’s ability, and Conflict. Socializing methods using video game is expected to be able to reach wider members of society, and delivering suitable informations. The software used to make the video game is Unity game engine. Intisari— Indonesia dilaporkan sebagai negara terbesar kedua dengan kasus Demam Berdarah Dengue (DBD) dari 30 negara endemis. Sejak tahun 1999, Indonesia mengalami peningkatan kasus DBD pada anak – anak berusia 15 tahun ke atas. Terlebih lagi masih banyak anggota masyarakat yang belum mengetahui atau belum peduli terhadap penerapan program Pemberantasan Sarang Nyamuk (PSN) yang diterbitkan Dinas Kesehatan Provinsi DKI Jakarta. Salah satu inovasi dalam upaya sosialisasi program PSN kepada masyarakat, khususnya pada anak – anak hingga remaja yaitu menggunakan video game edukasi. Video game adalah permainan video yang memiliki elemen – elemen seperti Rules, Valued outcome, Use of player’s ability, dan conflict. Metode sosialisasi menggunakan video game diharapkan dapat menjangkau masyarakat lebih luas dan menyampaikan informasi yang sesuai. Perangkat lunak yang digunakan untuk membuat video game adalah game engine Unity. Kata Kunci — Dengue, Game, Pixel, Art Unity
Prototype Smart Home Berbasis Internet of Things untuk Meningkatkan Efisiensi Penggunan Listrik Safira Salsabila; Dian Kasoni
Jurnal Teknik Informatika Vol. 7 No. 1 (2021): JTI Periode Februari 2021
Publisher : LPPM STMIK ANTAR BANGSA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51998/jti.v7i1.345

Abstract

Abstract— Microcontroller is a hardware in which there is a processor, input and output, RAM, ROM, System Bus, Contol Unit, Shift Register and Aritmatic Logic Unit. Microcontroller is able to activate some electronic devices such as led, buzzer, motor, lighting and so on. Currently, at the home of the writer has many light switches in each room and often causes the user to become disoriented when turning on the light and the condition of the gate in the yard was that close to the roads often led to congestion when it would either open or close the house gates. The activation method of lights and other electronic devices still use manual method, so it is inefficient and causing excessive cost of electricity. For that built a system to activate every device in every room at the house based internet of things which will be activated by a website display on the internet so that the lights in each room and other device will activate.. With the creation of this system is expected to reduce the cost of electricity on writer’s house and as a first step to realize the smart home in the utilization of technological progress, especially in the field of microcontroller. Intisari— Mikrokontroller merupakan sebuah perangkat keras yang didalamnya terdapat sebuah processor, input dan output, RAM, ROM, System Bus, Contol Unit, Shift Register dan Aritmatic Logic Unit. Mikrokontroller ini mampu mengaktifkan beberapa perangkat elektronika seperti led, buzzer, motor, lampu penerangan dan sebagainya. Saat ini, di rumah pribadi penulis memiliki banyak saklar lampu di setiap ruangan dan sering mengakibatkan setiap pengguna kebingungan saatmenghidupkan lampu dan gerbang di halaman rumah memiliki jarak yang dekat dengan jalanan seringkali menimbulkankemacetan saat akan membuka ataupun menutup gerbang rumah. Metode pengaktifan perangkat lampu dan alatelektronik yang lain masih menggunakan cara manual, sehingga tidak efisien dan menimbulkan pengeluaran biaya listrik yangberlebih. Untuk itu dibangun sebuah sistem untuk mengaktifkan setiap perangkat yang ada di ruangan rumah penulis berbasisInternet of Things yang akan diaktifkan oleh sebuah tampilan website melalui internet sehingga secara otomatis lampu disetiap ruangan dan perangkat lainnya akan aktif. Dengan dibuatnya sistem ini diharapkan dapat mengurangi pengeluaran biaya listrik di rumah pribadi penulis dan sebagai langkah awal mewujudkan smart home dalam pemanfaatan kemajuan teknologi, terutama dibidang mikrokontroller.
Analisa dan Pengujian Penguat Jaringan Seluler 3G Dengan Kabel Feeder Pada Gedung Cyber 2 Tower Alhanif Fairuszabadi; Dian Kasoni
Jurnal Teknik Informatika Vol. 5 No. 2 (2019): JTI Periode Agustus 2019
Publisher : LPPM STMIK ANTAR BANGSA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51998/jti.v5i2.364

Abstract

Abstract — Indoor Building Coverage (IBC) construction is one of the additional jobs for each operator to improve service quality due to signal attenuation from outside into the building. Cyber 2 Tower is one of the office buildings that will implement IBC development as a form of network service to customers. The performance of the IBC network that will be installed in the Cyber 2 Tower building will be analyzed and tested using hardware and software provided by PT. Bentala Sakti Globalindo as standardization in selling cellular signal booster services. In this study IBC network signal quality in the Cyber 2 Tower building was measured by conducting idle drive test mode using TEMS software already installed on sonyericsson K800i mobile phone which will be adjusted to the calculation previously made by the Cellular operator. From the measurement result obtained for GSM network with EIRP value 18,572 dBm yield RxLevel value equal to -39 dBm and EIRP of 14,062 dBm yield RxLevel value equal to -83 dBm. So the greater the value of Effective Isotropic Radiated Power (EIRP) generated antenna omni and antenna panel will be the better signal quality produced. Similarly, the smaller the value of EIRP generated antenna omni and antenna panel will be worse also the quality of the resulting signal.
Rancang Bangun Prototype Kelembaban Tanah Imam Mahdi; Dian Kasoni
Jurnal Teknik Informatika Vol. 5 No. 1 (2019): JTI Periode Februari 2019
Publisher : LPPM STMIK ANTAR BANGSA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51998/jti.v5i1.368

Abstract

Abstract—Apart from its name as a maritime country, Indonesia is also an agricultural country with fertile land and it has 2 seasons, rainy and dry. In the rainy season, food crops are usually not necessary to be watered because they already have received enough water. But in the dry season, they must be regularly watered because of the soil moisture conditions. The dependence of farmers on these seasons causes the production of farmers to decrease and become an obstacle to soil moisture. To overcome these obstacles and make farmers can still plant crops in the dry season, a product of information and communication technology-based agricultural equipment is needed. It is a programmable microcontroller chip that can automatically control plants watering based on soil moisture detected using soil moisture sensors. The development method used in this study is the prototype model and the programming language used is Arduino. The purpose of the tool is to detect whether the planting ground is dry so that the device can control watering automatically when the soil lacks water. This prototype was applied to realize a smart garden in utilizing technological advancements.Intisari - Indonesia selain sebagai negara maritim juga merupakan negara agraris dengan lahan yang subur dengan 2 musim yaitu musim penghujan dan musim kemarau. Pada musim penghujan biasanya tanaman pangan tidak perlu dilakukan penyiraman karena telah mendapatkan air yang cukup, sedangkan pada musim kemarau tanaman harus disiram dengan teratur sesuai dengan kondisi kelembaban tanah. Ketergantungan petani dengan musim menyebabkan produksi petani menurun dan menjadi kendala kelembaban tanah. Untuk mengatasi kendala tersebut agar petani tetap bisa bercocok tanam pada musim kemarau maka diperlukan suatu produk alat pertanian berbasis teknologi informasi dan komunikasi berupa chip mircrocontroller yang diprogram sehingga bisa mengontrol penyiraman tanaman secara otomatis berdasarkan kelembaban tanah yang dideteksi menggunakan sensor kelembaban tanah. Metode pengembangan yang digunakan pada penelitian ini dengan model prototype dan bahasa pemrograman yang digunakan adalah Arduino. Tujuan Alat untuk mendeteksi apakah tanah tempat bercocok tanam itu kering sehingga alat dapat mengontrol penyiraman secara otomatis saat tanah kekurangan unsur air. Prototype ini diaplikasikan untuk mewujudkan smart garden dalam memanfaatkan kemajuan teknologi.
Prototype Game Pencegahan Demam Berdarah Dengue Menggunakan Unity 2D Muhammad Abiyyu Rohman; Dian Kasoni
Jurnal Teknik Informatika Vol 6 No 2 (2020): JTI Periode Agustus 2020
Publisher : LPPM STMIK ANTAR BANGSA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51998/jti.v6i2.333

Abstract

Abstract— Indonesia reported as the second largest country in dengue fever case from 30 endemic countries. Since 1999, Indonesia has experianced an increase dengue case on children aged 15 and above. Even more, there are a lot of members of society who are still have no idea or rather acting ignorant regarding the Eradication of Mosquito’s Nest program issued by Jakarta’s Public Health Office. One of innovations in socializing the Eradication of Mosquito’s Nest program, especially toward children to teenagers is using educational video game. Video game is a game that contains various elements such as Rules, Valued outcome, Use of player’s ability, and Conflict. Socializing methods using video game is expected to be able to reach wider members of society, and delivering suitable informations. The software used to make the video game is Unity game engine. Intisari— Indonesia dilaporkan sebagai negara terbesar kedua dengan kasus Demam Berdarah Dengue (DBD) dari 30 negara endemis. Sejak tahun 1999, Indonesia mengalami peningkatan kasus DBD pada anak – anak berusia 15 tahun ke atas. Terlebih lagi masih banyak anggota masyarakat yang belum mengetahui atau belum peduli terhadap penerapan program Pemberantasan Sarang Nyamuk (PSN) yang diterbitkan Dinas Kesehatan Provinsi DKI Jakarta. Salah satu inovasi dalam upaya sosialisasi program PSN kepada masyarakat, khususnya pada anak – anak hingga remaja yaitu menggunakan video game edukasi. Video game adalah permainan video yang memiliki elemen – elemen seperti Rules, Valued outcome, Use of player’s ability, dan conflict. Metode sosialisasi menggunakan video game diharapkan dapat menjangkau masyarakat lebih luas dan menyampaikan informasi yang sesuai. Perangkat lunak yang digunakan untuk membuat video game adalah game engine Unity. Kata Kunci — Dengue, Game, Pixel, Art Unity
Prototype Smart Home Berbasis Internet of Things untuk Meningkatkan Efisiensi Penggunan Listrik Safira Salsabila; Dian Kasoni
Jurnal Teknik Informatika Vol 7 No 1 (2021): JTI Periode Februari 2021
Publisher : LPPM STMIK ANTAR BANGSA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51998/jti.v7i1.345

Abstract

Abstract— Microcontroller is a hardware in which there is a processor, input and output, RAM, ROM, System Bus, Contol Unit, Shift Register and Aritmatic Logic Unit. Microcontroller is able to activate some electronic devices such as led, buzzer, motor, lighting and so on. Currently, at the home of the writer has many light switches in each room and often causes the user to become disoriented when turning on the light and the condition of the gate in the yard was that close to the roads often led to congestion when it would either open or close the house gates. The activation method of lights and other electronic devices still use manual method, so it is inefficient and causing excessive cost of electricity. For that built a system to activate every device in every room at the house based internet of things which will be activated by a website display on the internet so that the lights in each room and other device will activate.. With the creation of this system is expected to reduce the cost of electricity on writer’s house and as a first step to realize the smart home in the utilization of technological progress, especially in the field of microcontroller. Intisari— Mikrokontroller merupakan sebuah perangkat keras yang didalamnya terdapat sebuah processor, input dan output, RAM, ROM, System Bus, Contol Unit, Shift Register dan Aritmatic Logic Unit. Mikrokontroller ini mampu mengaktifkan beberapa perangkat elektronika seperti led, buzzer, motor, lampu penerangan dan sebagainya. Saat ini, di rumah pribadi penulis memiliki banyak saklar lampu di setiap ruangan dan sering mengakibatkan setiap pengguna kebingungan saatmenghidupkan lampu dan gerbang di halaman rumah memiliki jarak yang dekat dengan jalanan seringkali menimbulkankemacetan saat akan membuka ataupun menutup gerbang rumah. Metode pengaktifan perangkat lampu dan alatelektronik yang lain masih menggunakan cara manual, sehingga tidak efisien dan menimbulkan pengeluaran biaya listrik yangberlebih. Untuk itu dibangun sebuah sistem untuk mengaktifkan setiap perangkat yang ada di ruangan rumah penulis berbasisInternet of Things yang akan diaktifkan oleh sebuah tampilan website melalui internet sehingga secara otomatis lampu disetiap ruangan dan perangkat lainnya akan aktif. Dengan dibuatnya sistem ini diharapkan dapat mengurangi pengeluaran biaya listrik di rumah pribadi penulis dan sebagai langkah awal mewujudkan smart home dalam pemanfaatan kemajuan teknologi, terutama dibidang mikrokontroller.
Analisa dan Pengujian Penguat Jaringan Seluler 3G Dengan Kabel Feeder Pada Gedung Cyber 2 Tower Alhanif Fairuszabadi; Dian Kasoni
Jurnal Teknik Informatika Vol 5 No 2 (2019): JTI Periode Agustus 2019
Publisher : LPPM STMIK ANTAR BANGSA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51998/jti.v5i2.364

Abstract

Abstract — Indoor Building Coverage (IBC) construction is one of the additional jobs for each operator to improve service quality due to signal attenuation from outside into the building. Cyber 2 Tower is one of the office buildings that will implement IBC development as a form of network service to customers. The performance of the IBC network that will be installed in the Cyber 2 Tower building will be analyzed and tested using hardware and software provided by PT. Bentala Sakti Globalindo as standardization in selling cellular signal booster services. In this study IBC network signal quality in the Cyber 2 Tower building was measured by conducting idle drive test mode using TEMS software already installed on sonyericsson K800i mobile phone which will be adjusted to the calculation previously made by the Cellular operator. From the measurement result obtained for GSM network with EIRP value 18,572 dBm yield RxLevel value equal to -39 dBm and EIRP of 14,062 dBm yield RxLevel value equal to -83 dBm. So the greater the value of Effective Isotropic Radiated Power (EIRP) generated antenna omni and antenna panel will be the better signal quality produced. Similarly, the smaller the value of EIRP generated antenna omni and antenna panel will be worse also the quality of the resulting signal.
Rancang Bangun Prototype Kelembaban Tanah Imam Mahdi; Dian Kasoni
Jurnal Teknik Informatika Vol 5 No 1 (2019): JTI Periode Februari 2019
Publisher : LPPM STMIK ANTAR BANGSA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51998/jti.v5i1.368

Abstract

Abstract—Apart from its name as a maritime country, Indonesia is also an agricultural country with fertile land and it has 2 seasons, rainy and dry. In the rainy season, food crops are usually not necessary to be watered because they already have received enough water. But in the dry season, they must be regularly watered because of the soil moisture conditions. The dependence of farmers on these seasons causes the production of farmers to decrease and become an obstacle to soil moisture. To overcome these obstacles and make farmers can still plant crops in the dry season, a product of information and communication technology-based agricultural equipment is needed. It is a programmable microcontroller chip that can automatically control plants watering based on soil moisture detected using soil moisture sensors. The development method used in this study is the prototype model and the programming language used is Arduino. The purpose of the tool is to detect whether the planting ground is dry so that the device can control watering automatically when the soil lacks water. This prototype was applied to realize a smart garden in utilizing technological advancements.
Perancangan Aplikasi Permintaan dan Pemakaian Bahan Baku di PT. Indofood Divisi Noodle Rohmat Taufiq; Zaenal Arifin; Nurdiana Handayani; Liesnaningsih Liesnaningsih; Dian Kasoni
Jurnal Teknik Vol 12, No 1 (2023): Januari - Juni 2023
Publisher : Universitas Muhammadiyah Tangerang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31000/jt.v12i1.8054

Abstract

In this study, it discusses the design and construction of applications for demand and use of raw materials at PT. Indofood CBP Sukses Tbk (Noodle Division). This research is important because the company often loses reports on requests for raw materials, the request process still uses via telephone so it is often forgotten to record and is ineffective, the raw material request process still uses the manual method so it is prone to errors when writing. The methods used during the process of compiling this scientific paper include data collection in the form of observation, interviews and library research. In addition, the system development process uses the SDLC method, the system analysis method uses SWOT and the Black Box Testing method as a turnover test. The conclusion from this raw material usage and demand system research, data storage in this system is already integrated with the database. So as to reduce the potential for loss and damage to data. In addition, reports on goods data can be accessed from 2 hours to 2 minutes. Keywords: Application, information system, Indofood, SDLC, SWOT .
Sistem Informasi Prestasi Mahasiswa Berbasis Web di STMIK Antar Bangsa Mawarni, Zakia; Siti Rohmah; Azkia Nida; Dian Kasoni; Firdha Aprilyani
Jurnal Sistem Informasi Vol 13 No 2 (2024): JSI PERIODE AGUSTUS 2024
Publisher : LPPM STMIK ANTAR BANGSA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51998/jsi.v13i2.573

Abstract

Penelitian ini membahas perancangan sebuah sistem informasi prestasi mahasiswa berbasis website. Website tidak hanya dapat dimanfaatkan sebagai media penyebaran informasi, tetapi juga sebagai media untuk mengolah data prestasi mahasiswa. Dengan adanya sistem informasi prestasi mahasiswa berbasis web pengolahan data nilai dapat dilakukan secara efektif dan efisien. Sistem dirancang untuk mengelola dan memantau pencapaian akademik mahasiswa. Sistem ini bertujuan untuk meningkatkan efesiensi dalam pendataan dan pelaporan prestasi mahasiswa di STMIK Antar Bangsa. Sistem ini terdiri dari antarmuka pengguna, database, fitur utama, pemantauan dan prestasi mahasiswa. Saat ini pencatatan dan pendataan prestasi yang dipeoleh mahasiswa sangat diperlukan. Karena dengan adanya pendataan yang diperoleh diharapkan dapat meminimalisir terjadinya kerangkapan data dalam pengelolaan data prestasi mahasiswa serta menjadi pemberi dukungan lebih baik untuk kemajuan prestasi bidang akademik.