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Perancangan Meja dan Kursi pada Stasiun Penjilidan di Percetakan Mulya Jaya dengan Pendekatan Antropometri Shendy Pratama; Felix Saputra; Vincent; Andre Pratama; Willy Christy
SAINTEK : Jurnal Ilmiah Sains dan Teknologi Industri Vol. 4 No. 1 (2020): JISTIN Vol 4 No 1
Publisher : Universitas Katolik Musi Charitas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32524/saintek.v4i1.147

Abstract

Percetakan Mulya Jaya adalah sebuah usaha yang bergerak dibidang percetakan dengan aktivitas kerja yang beragam, seperti fotokopi, penjilidan, pencetakan, dan lainnya yang berada di wilayah Sekip Madang, Palembang. Salah satu faktor penting bagi kesehatan dan kenyaman para pekerja atau operator adalah posisi dan sikap kerja dari para pekerja itu sendiri saat melakukan aktivitas kerjanya. Disinilah ergonomi berperan untuk melakukan penyesuaian posisi para pekerja dalam bekerja. Untuk mencapai ENASE, perlu dilakukan perubahan stasiun kerja, yang sebelumnya operator bekerja pada posisi berdiri dengan kaca etalase menjadi meja dan kursi yang berguna untuk mencapai ENASE. Penelitian ini menghasilkan rancangan meja dan kursi yang sesuai dengan kondisi dari pekerja yang ada. Untuk Kursi dengan ukuran lebar, panjang, dan tinggi dudukan kursi sebesar 45cm, 42cm, dan 44 cm, tinggi sandaran kursi 30cm hingga 55cm. Sedangkan untuk perancangan meja dimensi yang dihasilkan adalah ukuran panjang, lebar, dan tinggi meja sebesar 168 cm, 68cm, dan 74cm.
PERENCANAAN MODEL PENJADWALAN DAN POLA PENANAMAN DENGAN GOAL PROGRAMMING DI KEBUN ROOFTOP HYDROFARM Vincent; Theresia Sunarni
SAINTEK : Jurnal Ilmiah Sains dan Teknologi Industri Vol. 6 No. 2 (2022): JISTIN Vol 6 No.2
Publisher : Universitas Katolik Musi Charitas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32524/saintek.v6i2.520

Abstract

Rooftop Hydrofarm adalah sebuah kebun yang menghasilkan sayuran dengan metode hidroponik. Dalam studi lapangan didapatkan bahwa jadwal yang saat ini digunakan masih menyebabkan banyak pengangguran media tanam pada saat perubahan siklus penjadwalan yang menyebabkan penurunan kapasitas produksi yaitu meningkatnya waktu yang dibutuhkan untuk menghasilkan sayuran. Oleh karena itu, penelitian ini bertujuan untuk merencanakan model yang dapat menghasilkan jadwal penanaman yang berkelanjutan dengan mempertimbangkan durasi pembibitan, pembesaran, dan maintenance sementara meningkatkan kontinuitas dan kapasitas produksi. Perencanaan model ini akan dilakukan dengan menggunakan pendekatan goal programming. Pertama dilakukan formulasi model dengan didasarkan pada kebijakan pada kebun untuk mendapatkan persamaan yang akan menghasilkan jadwal penanaman yang sesuai, kemudian dilakukan skenariosasi untuk mendapatkan jumlah periode yang memenuhi kriteria dan sesuai kebutuhan untuk masing-masing jenis tanaman. Jadwal hasil yang didapatkan menunjukkan adanya penurunan waktu yang dibutuhkan untuk menyelesaikan sebuah siklus penjadwalan yaitu sebesar 4 hari untuk jenis tanaman 1 dan 2, dan penurunan sebesar 3 hari untuk jenis tanaman 3, sedangkan untuk jenis tanaman 4 terjadi penurunan sebesar 1 hari untuk menyelesaikan 3 siklus penanaman.
Pengaruh Penambahan Minyak Kelapa Murni terhadap Sifat Perekat Berbahan Dasar Tepung Tapioka Vincent; Pancasakti, Bima Prasetya; Budhijanto
Jurnal Teknik Kimia USU Vol. 11 No. 1 (2022): Jurnal Teknik Kimia USU
Publisher : Talenta Publisher (Universitas Sumatera Utara)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32734/jtk.v11i1.8067

Abstract

Wood adhesive has significant contribution in the development of furniture industries. Currently, the most widely used type of adhesives is synthetic adhesive which is carcinogenic to humans. This research aimed to develop cassava starch-based bioadhesive. The additive added to the adhesive was virgin coconut oil (VCO) which had antibacterial and antifungal properties. The research method used is quantitative approach where adhesives were made and the properties were analyzed. The steps of making the adhesives included hydrolysis reaction, oxidation, and VCO addition. The reaction was carried out at 70 ℃ and atmospheric pressure for 90 minutes. The amount of VCO added were varied to 0%, 10%, 15%, 20%, 25%, and 30% of the weight of cassava starch. The properties measured were viscosity, solid content, shelf life, shear strength, and the molecular structure of the adhesives. The results showed that the addition of VCO improved the shelf life of the adhesive but weakened the shear strength of the adhesive. The amount of VCO that should be added to improve the adhesive quality is 10% of the weight of cassava starch.
PERANCANGAN DAN PEMBANGUNAN SISTEM PENILAIAN SISWA SD ERENOS Vincent
STORAGE: Jurnal Ilmiah Teknik dan Ilmu Komputer Vol. 3 No. 2 (2024): Mei
Publisher : Yayasan Literasi Sains Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55123/storage.v3i2.3461

Abstract

Information systems include networks and internet technology which are an important part of organizational life, one of which is in the world of education. School education must be able to facilitate services for students. Currently there are more and more students studying at Erenos Elementary School. The assessment currently carried out at Erenos Elementary School is manual, namely using Microsoft Excel and producing report cards via Microsoft Word. This manual method can hinder the speed of teacher performance in student assessment and errors can also occur in recording and calculating, so this research aims to create a system that helps teachers in calculating the report card grades of Erenos Elementary School students so that it can be done more quickly and accurately. and accurate. The analysis and design method used in this research is UML (Unified Modeling Language). The results of this research show that a web-based information system can help teachers input student grade data precisely and accurately so as to produce e-reports quickly and accurately. In addition, web-based information systems can produce databases that can be used to analyze student progress and other information.
Pengaruh Penambahan Minyak Kelapa Murni terhadap Sifat Perekat Berbahan Dasar Tepung Tapioka Vincent; Pancasakti, Bima Prasetya; Budhijanto
Jurnal Teknik Kimia USU Vol. 11 No. 1 (2022): Jurnal Teknik Kimia USU
Publisher : Talenta Publisher (Universitas Sumatera Utara)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (241.777 KB) | DOI: 10.32734/jtk.v11i1.8067

Abstract

Wood adhesive has significant contribution in the development of furniture industries. Currently, the most widely used type of adhesives is synthetic adhesive which is carcinogenic to humans. This research aimed to develop cassava starch-based bioadhesive. The additive added to the adhesive was virgin coconut oil (VCO) which had antibacterial and antifungal properties. The research method used is quantitative approach where adhesives were made and the properties were analyzed. The steps of making the adhesives included hydrolysis reaction, oxidation, and VCO addition. The reaction was carried out at 70 ℃ and atmospheric pressure for 90 minutes. The amount of VCO added were varied to 0%, 10%, 15%, 20%, 25%, and 30% of the weight of cassava starch. The properties measured were viscosity, solid content, shelf life, shear strength, and the molecular structure of the adhesives. The results showed that the addition of VCO improved the shelf life of the adhesive but weakened the shear strength of the adhesive. The amount of VCO that should be added to improve the adhesive quality is 10% of the weight of cassava starch.
Perancangan Aplikasi Belanja Online Tricky Menggunakan Metode Agile Berbasis Mobile Vincent; Yulisa Geni, Bias
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 13 No. 1 (2024)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v13i1.73128

Abstract

Belanja online merupakan kegiatan jual beli yang dilakukan oleh pihak penjual dan pembeli secara online. Kegiatan belanja online sangat populer seiring dengan perkembangan teknologi, belanja online terkenal dikarenakan kemudahan pelaksanaannya dan kepopulerannya seiring dengan sosial media yang berkembang, sehingga belanja online menjadi salah satu model bisnis yang paling disarankan. Saat ini toko Fashion Lala yang kegiatan bisnis utamanya dilakukan di platform Shopee akan melakukan peluncuran brand baru yang bernama TRICKY. Brand TRICKY ini diluncurkan dengan harapan menjadi brand ternama seperti Erigo, Uniqlo, dan H&M, oleh karena itu aspek branding sangat diperhatikan sehingga diperlukan aplikasi belanja online guna meningkatkan brand awareness dan menjadi fondasi dari brand TRICKY. Perancangan aplikasi belanja online ini menggunakan metode pengembangan Agile Development karena waktu pengembangan yang lebih efisien dan juga fleksibel di setiap tahapnya. Pengembangan menggunakan framework React Native sehingga bahasa pemrograman yang digunakan adalah Javascript karena React Native merupakan framework Javascript. Penggambaran model sistem menggunakan Unified Modelling Language (UML). Data yang digunakan berasal dari web TRICKY sendiri yang interaksinya menggunakan REST API untuk kegiatan create, read, update dan delete. Dengan perancangan aplikasi ini, brand TRICKY dapat menggunakan aplikasi hasil pengembangan untuk kepentingan penjualan dan branding-nya.
Impact of Digital Technology Use in Improving Productivity and Competitiveness of MSMEs in Medan City Vincent; Lisa Elianti Nasution
PROCEEDING INTERNATIONAL BUSINESS AND ECONOMICS CONFERENCE (IBEC) Vol. 3 No. 1 (2024): “Sustainability Challenges Through Technology in Emerging Market Economies”
Publisher : Sekolah Tinggi Ilmu Ekonomi Eka Prasetya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47663/ibec.v3i1.210

Abstract

This study aims to determine whether productivity and digital technology have a significant effect on the competitiveness of MSMEs in Medan City. This study uses quantitative data methods and the data source is primary data.The population in this study were MSMEs in Medan city totaling 12,550 MSMEs during 2023. The sample of this study was calculated using the slovin formula so that 99 respondents were obtained and using simple random sampling data collection techniques. Data analysis and testing consists of validity tests, reliability tests, descriptive statistical tests, classical assumption tests, multiple regression analysis, partial (T test) and simultaneous (F test) hypothesis testing, and determination coefficient tests. The research results indicate that Digital Technology has a significant partial effect on Competitiveness, with a calculated t value of 0.947 > table t value of 0.198. Productivity has a significant partial effect on competitiveness, with a calculated t value of 10.556 > t table of 0.198. Digital technology and competitiveness have a significant simultaneous effect on competitiveness, with a calculated F value of 134.864 > F table of 3.09, and a regression coefficient of 73.8%.
PERANCANGAN SISTEM PAKAR DIAGNOSA PENYAKIT TONSILITS MENGGUNAKAN METODE FORWARD CHAINING BERBASIS WEB Vincent; Dasa Putri, Anggia
Computer Based Information System Journal Vol. 13 No. 1 (2025): Jurnal CBIS
Publisher : Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/cbis.v13i1.9583

Abstract

A common ear, nose, and throat (ENT) condition that typically affects people of all ages is tonsillitis. Tonsillitis related issues can be avoided with a diagnosis procedure. In the medical field, expert systems a technology that can solve issues using expert knowledge are frequently employed to diagnose illnesses. People can determine whether they have tonsillitis or not by simply use the system for early diagnosis. The Forward Chaining technique is applied on the expert system. Because the Forward Chaining approach can trace the rules from user inputs and then derive conclusions, it is usually used. The Rapid Application Development (RAD) approach is implemented during application design and development simply because the method has the benefit of enabling the quick development of applications. The tonsillitis expert system was developed using the PHP programming language and MySQL database, which facilitate the maintenance of facts and knowledge. From the research results, it is shown that the system were able to help diagnose tonsillitis quickly and provide recommendations for treatments. Expert system to diagnose tonsillitis is expected to raise public awareness of the illness's dangers and the need of staying well. The system should also be able to help the general public make well informed judgments regarding treatment of tonsillitis.
A Hybrid Machine Learning and Deep Learning Approach for In-Game Assistance Dianaris, Audrey Ayu; Vincent; Setiono, Kevin; Setiawan, Mikhael; Pranoto, Yuliana Melita; Dewi, Grace Levina
Intelligent System and Computation Vol 7 No 1 (2025): INSYST: Journal of Intelligent System and Computation
Publisher : Institut Sains dan Teknologi Terpadu Surabaya (d/h Sekolah Tinggi Teknik Surabaya)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52985/insyst.v7i1.430

Abstract

The rapid development of artificial intelligence (AI) has opened new possibilities for enhancing user interaction within video games. This study presents the design and implementation of a button-based assistant system for the simulation game Story of Seasons: Friends of Mineral Town, aimed at simplifying repetitive player tasks and improving the overall gameplay experience. The proposed system leverages a hybrid approach that combines Machine Learning and Deep Learning techniques, specifically Optical Character Recognition (OCR) with Tesseract, object detection using a custom-trained YOLOv7 model, the A* pathfinding algorithm for navigation, and automated input control through scripting. The assistant is capable of reading in-game time, weather, and events directly from screen captures, recognizing non-player characters (NPCs), and automatically directing the player’s character to desired locations or NPCs based on contextual data such as day, time, and weather conditions. A database-driven module stores key information such as NPC schedules, favorite gifts, and daily events to enable informed decision-making and interaction automation. Comprehensive testing was conducted, including comparisons of pathfinding algorithms, model accuracy assessments, and user experience evaluations involving volunteers. Results showed high detection accuracy with YOLOv7 and positive user feedback on the assistant's interface and usability. Users reported a more streamlined and enjoyable gaming experience, especially in managing daily tasks and character interactions. This research demonstrates how a hybrid AI-based approach can be effectively applied to traditional video games, offering a foundation for future development in intelligent game assistance systems. The proposed methodology not only improves convenience but also provides insights into the practical integration of AI in user-centric game design.
Pengaruh Kompensasi Finansial Dan Non Finansial Terhadap Kinerja Karyawan PT. X Medan Vincent
CITACONOMIA : Economic and Business Studies Vol. 3 No. 01 (2024): Maret
Publisher : CITACONOMIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63922/citaconomia.v3i01.639

Abstract

Dalam beberapa literatur diketahui bahwa kompensasi finansial dan kompensasi non finansial dapat memberikan efek terhadap kinerja karyawan dalam sebuah perusahaan atau organisasi. Penelitian ini bertujuan untuk mengetahui bagaimana pengaruh kompensasi finansial dan kompensasi non finansial terhadap kinerja karyawan. Penetapan sampel dengan metode sampel dengan jumlah 20 orang karyawan. Metode penelitian yang digunakan dalam penelitian ini adalah metode deskriptif merupakan metode penelitian yang bertujuan menelaah secara mendetail tentang latar belakang. Untuk memecahkan masalah dan menguji kebenaran hipotesa yang diajukan, maka digunakan alat :Pengukuran Jawaban Quisioner Responden. . Jenis data yang digunakan adalah Data Kualitatif, yaitu data yang berupa uraian-uraian atau penjelasan-penjelasan yang dapat dipergunakan untuk menerangkan data kuantitatif. Dari hasil penelitian ini menunjukkan efek pemberian kompensasi finansial dan kompensasi non finansial akan memberikan kenaikan dan penurunan terhadap kinerja karyawan. Hubungan kompensasi finansial dan kompensasi non finansial memiliki hubungan positif terhadap kinerja karyawan di PT X. kompensasi finansial dan non finansial mempunyai pengaruh signifikan terhadap kinerja karyawan di PT X.