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Journal : Computer

IMPLEMENTASI APLIKASI E-WALLET UNTUK UMKM MENGGUNAKAN METODE AGILE DENGAN QR CODE PADA TENSORFLOW BERBASIS ANDROID Auric, Auric; Pangaribuan, Hotma
Computer Science and Industrial Engineering Vol 8 No 1 (2023): Comasie
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/comasiejournal.v8i1.6743

Abstract

Receh is designed to make learning easier for those who have trouble learning applications that are too complex to use. The author is ready to help small merchants who want to integrate digital payments. To introduce this project, first of all we were worried about the reduced cash payments and switched to E-wallet since the COVID-19 pandemic. The reason the author made this application is to make it easier for those who have difficulty learning applications that are too complex to be very simple and easy to use. Some target markets need the solutions provided by the author. According to the data, internet usage will increase from year to year. The author provides a solution that makes it easy for customers to use E-wallet as the primary payment method for their applications. The method used in the E-wallet application is the Agile Method because this method prioritizes the advantages of technical features when implementing the software. For the implementation here I use a QR code scanner as its main function because it is simple and practical. Scan can encode QR Code from any side or any position. This model is then used in Android Studio to build mobile applications using the Kotlin programming language. For cloud computing, first, research the service or backend required by the application. Second, create a private API using node.js. Finally, implement APIs built for online compute engines.
PERANCANGAN AUGMENTED REALITY SEBAGAI PEMBELAJARAN ANATOMI MANUSIA BERBASIS ANDROID Apriyanto, Apriyanto; Pangaribuan, Hotma
Computer Science and Industrial Engineering Vol 8 No 1 (2023): Comasie
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/comasiejournal.v8i1.6748

Abstract

Learning is a human effort in understanding basic knowledge. The learning process must meet the interactive, fun, and give students the ability to develop creativity. Interesting learning media must be applied. Human organ material is course that is not easy to understand, if you use books as a literature review. Human organ material is only limited to print media such as presentation, and books. This learning leads to a less interactive understanding, and is too monotonous, as well as learning becomes bored. Augmented reality is a medium that connects the virtual world with the real world. Augmented reality is used to facilitate learning by providing information virtually, not only used for the environment, but combining two-dimensional or three-dimensional virtual then projected into an object in real time. Augmented reality uses the android-based Marker Based Tracking method. Application creation using tools such as Unity, Vuforia, Blender. The system design method uses the System Development Life Cycle (SDLC) method or the waterfall method. The purpose of this study is the formation of an android-based augmented reality application as an interesting and more interactive learning medium for users
RANCANG BANGUN APLIKASI STOK BARANG BERBASIS WEB MENGGUNAKAN QR DI PT CARMIN Nur Aprilyani; Pangaribuan, Hotma
Computer Science and Industrial Engineering Vol 8 No 3 (2023): Comasie
Publisher : LPPM Universitas Putera Batam

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Abstract

Technological developments in the era of the industrial revolution 4.0 are very varied and varied for use by humans in carrying out their life activities, one of which is the use of information systems to be able to optimize profit and facilitate performance in carrying out business processes. One implementation of the rapid development of technology is a web application, a website-based application information system which in this study helps PT. Carmin, which is located in the Rapindo Industrial Estate area, is conducting an audit of stock data. In addition to using the web as the operating basis for this design application, it implements a quick response code (QR) to speed up employee performance in inputting stock data into the application database. The design of the inventory application is based on the result of data collection which was carried out of approximately 4 months so that the requirements for the system are defined, namely incoming stock input, outgoing stock input, and incoming QR input. The information system is built using the PHP programming language and utilizes MySQL as a database to make website dynamic. In designing the model used is the waterfall model so that the need analysis process up to the maintenance stage is well defined, the research is refined with research and developments methods so that theoretical and practical benefits can be achieved and in accordance with the initial objectives this information system was designed to help PT. Carmin in conducting inventory audits
AUGMENTED REALITY SEBAGAI MEDIA PEMBELAJARAN SEJARAH KERAJAAN HINDU BUDHA DI INDONESIA RIZQA SUNGADI, ORISKO GEPTNA; Pangaribuan, Hotma
Computer Science and Industrial Engineering Vol 8 No 2 (2023): Comasie
Publisher : LPPM Universitas Putera Batam

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Abstract

This study aims to evaluate the effectiveness of using Augmented Reality technology as a learning media for the history of Hindu-Buddhist kingdoms in Indonesia. This research uses the method of developing Augmented Reality applications that are applied to students at SMK 2 Batam as research subjects. The results of the study show that the implementation of Augmented Reality technology can increase students' interest and learning outcomes in learning the history of Hindu-Buddhist kingdoms. Therefore, it can be concluded that Augmented Reality technology can be used as an effective learning media in learning the history of Hindu-Buddhist kingdoms in Indonesia.
PERANCANGAN APLIKASI MULTIMEDIA PENGENALAN OBJEK WISATA DI KECAMATAN MORO BERBASIS ANDROID haryani, r.fitri; Pangaribuan, Hotma
Computer Science and Industrial Engineering Vol 8 No 3 (2023): Comasie
Publisher : LPPM Universitas Putera Batam

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Abstract

This article aims to implement the design of multimedia introduction to tourist attractions in Moro District based on android to the wider community. the steps in the multimedia application design process are problem identification, problem formulation, documentation research, data collection, application design and application results. The results of this study indicate that the design of multimedia applications for designing multimedia introduction to tourist objects in Moro District based on android, makes it easy for tourists to see tourist objects in Moro District with android-based smartphones. With this application, the management of tourist objects in Moro District is helped to introduce to foreigners who are not yet known that there are many attractions and uniqueness in the Moro Island area.
PERANCANGAN APLIKASI GAME EDUKASI TENTANG MITOLOGI INDONESIA BERBASIS ANDROID Alvin, Alvin; Pangaribuan, Hotma
Computer Science and Industrial Engineering Vol 9 No 1 (2023): Comasie
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/comasiejournal.v9i1.7496

Abstract

The rapid development of technology has significantly impacted various aspects of human life, including education and entertainment. One emerging trend is the utilization of technology to create engaging and interactive educational games. With technological advancements, educational games have become effective tools to teach various concepts and skills to the younger generation. However, in the era of globalization, the role of mythology in the lives of the younger generation has been overshadowed by foreign cultures' influence and technological advancements. By combining technology, elements of mythology, and educational aspects, a game based on Indonesian mythology becomes an innovative and attractive solution to ignite the interest and awareness of the younger generation towards their cultural heritage and national history. In this research will developed a technology-based educational game with a focus on Indonesian mythology using Unity, Adobe Illustrator and Visual Studio. The game was designed to present information about Indonesian mythology in an engaging and interactive manner, captivating the interest of the younger generation in learning and getting acquainted with their cultural heritage.
RANCANG BANGUN APLIKASI PENCARIAN RUMAH IBADAH SEMUA AGAMA DI KOTA BATAM BERBASIS ANDROID Zalukhu, Meiman Hasrat; Pangaribuan, Hotma
Computer Science and Industrial Engineering Vol 9 No 2 (2023): Comasie
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/comasiejournal.v9i2.7560

Abstract

This journal presents the "House of Worship Locator," an Android application developed using Xamarin Form framework. Its purpose is to provide residents and visitors of Batam City with an efficient tool to find nearby houses of worship, such as mosques, churches, temples, and other religious sites. The app's implementation involved data collection, database creation, interface design, and rigorous testing. Utilizing GPS technology, it accurately pinpoints users' locations and displays nearby places of worship on an interactive map. Additionally, user-friendly features like search filters, reviews, and ratings enhance the user experience. The "House of Worship Locator" app demonstrates its efficacy through user testing, providing reliable information for users to conveniently find suitable religious venues in Batam City. By offering easy access to religious facilities, this application fosters inclusivity and religious tolerance within the community. It exemplifies the potential of mobile technology in promoting harmony among diverse religious communities in Batam City. The journal concludes by discussing future enhancements and its broader applicability in other urban areas. Through the "House of Worship Locator," Batam City embraces technology to support its citizens' religious needs effectively.
IMPLEMENTASI AUGMENTED REALITY SEBAGAI MEDIA PENGENALAN AKSARA ARAB MELAYU BERBASIS ANDROID Hussudur, Aldie Misbah; Pangaribuan, Hotma
Computer Science and Industrial Engineering Vol 9 No 2 (2023): Comasie
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/comasiejournal.v9i2.7563

Abstract

Indonesia's diverse cultural heritage includes regional scripts and traditional writings, which currently face the risk of extinction due to limited data and declining use as a means of communication. Introducing the Arab-Malay script has mainly relied on print media, making it less appealing to the millennial generation, who prefer modern technology. This script holds cultural significance, originating from Riau Province and spreading across Indonesia, necessitating preservation for future generations. Augmented Reality (AR) technology is proposed as a solution, integrating 3D computer graphics with the real world to introduce and conserve the Arab-Malay script's richness. Using Unity and the Vuforia library, an AR application can project script images into the real environment using markers and Android smartphones, facilitating easier learning and engagement for younger generations in preserving this heritage.
ANALISIS DAN DETEKSI MALWARE PADA PROTOKOL JARINGAN MENGGUNAKAN METODE MALWARE ANALISIS DINAMIS DAN MALWARE ANALISIS STATIS Sianipar, Vicram Renondo; Pangaribuan, Hotma
Computer Science and Industrial Engineering Vol 9 No 6 (2023): Comasie
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/comasiejournal.v9i6.7833

Abstract

Network security is a crucial issue in the rapidly developing era of information technology. One of the main threats is malware, which is malicious software that harms systems and data. To solve this problem, analysis and detection of malware on network protocols need to be improved using effective methods. This research explores the application of two main methods, namely static and dynamic malware analysis. First, static malware analysis involves examining malware files without running them. This method includes analysis of signatures, heuristics, and malicious code to identify typical malware patterns in files on the network.Second, dynamic malware analysis executes malware in an isolated environment (sandbox) to monitor its behavior and impact on the system. This process allows detection of malicious changes and attempts by malware to propagate itself. By combining these two methods, a holistic and efficient approach in malware detection on network protocols can be achieved. It is hoped that the results of this research can improve network security, protect infrastructure from ever-evolving malware threats. The use of static and dynamic analysis methods will help deal with increasingly complex security challenges, enabling networks to operate more securely and reliably.
PERANCANGAN SISTEM PAKAR BERBASIS WEB UNTUK MENDETEKSI KERUSAKAN HANDPHONE DENGAN METODE FORWARD CHAINING Hariyanto, Eri; Pangaribuan, Hotma
Computer Science and Industrial Engineering Vol 10 No 1 (2024): Comasie
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/comasiejournal.v10i1.8373

Abstract

handphone or cell phones are electronic telecommunication devices that have capabilities and functions resembling computers. Almost all society own and use mobile phones for communication and business purposes, so that smartphones are a mandatory item for their users. Like other electronic goods, if used too often, cellphones are susceptible to damage due to various triggers such as exposure to liquids, falls, or improper use in everyday life. Not many people understand the types of cell phone damage. With the rise of irresponsible service agents who take advantage of people's ignorance in detecting damage to cellphones, a web-based expert system was designed to detect damage to damaged cellphones. With the creation of this system, ordinary people can also get an idea of ​​cell phone damage, often with the help of experts in the field. This system uses PHP as the backend, MYSQL as the database, and uses forward chaining.