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RANCANG BANGUN APLIKASI PKM (PROGRAM KREATIVITAS MAHASISWA) DI UNIVERSITAS LAMPUNG MENGGUNAKAN METODE RUP (RATIONAL UNIFIED PROCES) PADA FCM (FIREBASE CLOUD MESSAGING) ANDROID DAN SMS GATEWAY Qonitati Qonitati; Astria Hijriani; Rico Andrian
Jurnal Komputasi Vol. 6 No. 1 (2018)
Publisher : Jurusan Ilmu Komputer Fakultas MIPA Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v6i1.1487

Abstract

PKM (Student Creativity Program) is a program of Directorate of Research to improve the quality of students. PKM at the University of Lampung already exists and the participants continue to increase for each year. Information related to the implementation of PKM at the University of Lampung has also been submitted by the BAK (Bureau of Academic and Student Affairs) University of Lampung through the website, but according to the BAK that students are less active in visiting the website. Applications that can provide reminders related to PKM information can help students to obtain PKM information. PKM application that can provide this reminder is developed using FCM (Firebase Cloud Messaging) and sms gateway. FCM serves to provide android notifications. PKM application is also developed using RUP (Rational Unified Process) with 4 phases of inception, elaboration, construction and Transition. Inception is business modeling and requirement, then in elaboration phase is analysis, design and implementation. The processes performed in the construction phase are testing, analysis, design and implementation, while the process in the transition phase is testing and deployment. Tests conducted in this study using black box testing with a success rate of 88%.Keywords: android; education; fcm, gammu; mysql; php; pkm; sms gateway; university of lampung.
PENGEMBANGAN APLIKASI INFORMASI RUTE ANGKUTAN KOTA BANDAR LAMPUNG BERBASIS ANDROID Rico Andrian; Febi Eka Febriansyah; Basir Efendi
Jurnal Komputasi Vol. 7 No. 1 (2019)
Publisher : Jurusan Ilmu Komputer Fakultas MIPA Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v7i1.1714

Abstract

This research is done to design and build Information Application of Bandar Lampung City’s Public Transportation with Android. This application can be used as a media to know about Bandar Lampung’s Public Transportation and the routes which is used by Bandar Lampung City’s public transportation, and the benefit of this application is to help citizen who does not know Bandar Lampung City to know about the routes of Bandar Lampung City’s public transportation. Application of Bandar Lampung City’s Public Transportation uses java programming language. Development of the application uses Unified Process (UP) method and is designed with Unified Modeling Language (UML). The result produced in the test using Equivalence Paritioning shows that system’s management of rules are able to run well and the system can provide information well. Base on testing data, this application is categorized as User Friendly with the average of 83,67% (Very Good).
Implementasi Metode Ekstraksi Fitur Gabor Filter dan Probablity Neural Network (PNN) untuk Identifikasi Kain Tapis Lampung ADMI SYARIF; AKBAR RISMAWAN TANJUNG; RICO ANDRIAN; FAVORISEN R. LUMBANRAJA
Jurnal Komputasi Vol. 8 No. 2 (2020)
Publisher : Jurusan Ilmu Komputer Fakultas MIPA Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v8i2.2641

Abstract

Tapis Fabric is a traditional clothing of the people of Lampung in the form of a shawl cloth or a sarong made of woven cotton thread with various motifs and ornaments, silver thread or gold thread by embroidered or punched. The pattern of filter cloth is quite complex, unlike the pattern of fabric in general, with its own uniqueness that has become the culture of Lampung society until now. This filter cloth will be investigated by identifying the three types of filter cloth, namely Sasab, Bintang Perak and Gunung Beradu and see the results of its identification. The method used to identify is by combining the Gabor Filter feature extraction method which has frequency and orientation parameters and Probability Neural Network classification methods. Previously, the combination of these two methods was used to identify objects with simple patterns. The results are quite good, such as detecting faces, leaf patterns, and other simple patterns. This research is expected to get maximum identification results on the filter cloth even though it has a pattern that is not simple and will be used as a research report to determine the suitability of the method used for the filter object.
Pengembangan Sistem Rekruitmen Karyawan Perusahaan Mitra UPT Kewirausahaan Dan Pengembangan Karir Universitas Lampung Destian ade anggi Sukma; Machudor Yusman; Favorisen Lumbanraja; Rico Andrian
Jurnal Komputasi Vol. 8 No. 1 (2020)
Publisher : Jurusan Ilmu Komputer Fakultas MIPA Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v8i1.2331

Abstract

Recruitment is the process of finding and the best-qualified candidate work in a company or agency. There are various recruitment methods such as via employee recommendations, university collaboration, job vacancy, and jobsfair. In this paper an online company employee recruitment will be made using the black box testing method with the Equivalence Partitioning technique and the Likert scale. The data is taken from company users and job seekers. System displays job vacancies in accordance with the minimum level of education, gender and applicant's GPA. Job seekers fill out the Curriculum Vitae (CV) on the system as a company assessment for acceptance of applicants.The system can also provide announcements for applicants who have successfully passed a company. The system has been tested with black box testing with technique Equivalence Partitioning and get valid results for each test case, and for testing using a Likert scale gets very good results with a value of 87.05%.
Implementasi Kecerdasan Bisnis pada UPT. (Unit Pelaksana Teknis) Pengembangan Karier dan Kewirausahaan Universitas Lampung Rico Andrian; eggi amandara; Rizky Prabowo; Diky Hidayat
Jurnal Komputasi Vol. 11 No. 2 (2023)
Publisher : Jurusan Ilmu Komputer Fakultas MIPA Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v11i2.14157

Abstract

Universitas Lampung memiliki tujuan untuk menghasilkan lulusan yang berkualitas dan berdaya saing tinggi serta mampu menciptakan lapangan kerja bagi dirinya dan orang lain. Universitas Lampung memiliki tracer study sebagai sistem pelacakan alumni dalam pencarian kerja, situasi kerja, dan pemanfaatan perolehan kompetensi. Penelitian ini menggunakan pendekatan business intelligence roadmap yang terdiri dari justifikasi, perencanaan, analisis bisnis, desain, konstruksi, dan penerapan. Penelitian ini juga menggunakan indikator kinerja utama yang bertujuan untuk menjadi acuan dalam mengetahui dan meningkatkan kinerja suatu instansi sehingga tujuan, sasaran, dan rencana suatu instansi dapat tercapai. Hasil evaluasi yang dilakukan dalam penerapan dashboard data alumni Universitas Lampung memiliki empat tahapan yaitu message check, visual components check, squint test, dan accessibility check. Hasil evaluasi dashboard tracer study di Universitas Lampung menyatakan bahwa dashboard bersifat intuitif, artinya informasi yang ingin disampaikan pada dashboard dapat dipahami oleh pengguna.
Perbandingan Kinerja Backpropagation dan Convolutional Neural Network untuk Klasifikasi Citra Batik Lampung Renada Dhea Armelia; Rico Andrian; Akmal Junaidi
Jurnal Komputasi Vol. 12 No. 1 (2024): Jurnal Komputasi
Publisher : Jurusan Ilmu Komputer Fakultas MIPA Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v12i1.248

Abstract

one of Indonesia's cultures on October 2, 2009. Lampung initially did not have a batik tradition but there is a legacy that is referred to as the first batik worn by Lampung people, namely sembagi cloth. Batik Siger is a business that produces batik typical of Lampung which originated from a course and training institution and was established in 2008. LKP Batik Siger provides services to the community in the field of written batik. This research discusses the performance of backpropagation and convolutional neural networks that will be used for the classification of Lampung batik image patterns. The Lampung batik motifs used are sembagi, pakjimo, granitan, soga, siger tangkup betik, jung agung, kembang cengkih and siger ratu agung. The stages that will be carried out are scaling, grayscale, thresholding and classification. The comparison of training data, testing data and validation used is 70:20:10 with the needs of backpropagation and convolutional neural network, namely epoch = 100, learning rate = 0.01. Backpropagation classification resulted in an accuracy of 96.25% and a classification error of 3.75%. The convolutional neural network classification resulted in an accuracy of 99.37% and a classification error of 0.63%. The performance of the CNN method has 3.12% higher accuracy compared to the performance of convolutional neural network.
RANCANG BANGUN SISTEM INFORMASI PENGELOLAAN DATA SAMPAH UNIVERSITAS LAMPUNG MENGGUNAKAN MODEL PROTOTYPE Fikri Aslam Taufiqurrahman; Rico Andrian; Ofik Taupik Purwadi; Didik Kurniawan
Jurnal Komputasi Vol. 12 No. 2 (2024): Jurnal Komputasi
Publisher : Jurusan Ilmu Komputer Fakultas MIPA Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v12i2.271

Abstract

Pengelolaan data sampah yang efektif merupakan tantangan penting dalam menjaga kebersihan lingkungan dan mendukung upaya daur ulang. Sistem informasi pengelolaan data sampah diperlukan untuk memudahkan proses pencatatan, pemantauan, dan analisis data sampah yang dihasilkan. Penelitian ini bertujuan untuk merancang dan membangun sistem informasi pengelolaan data sampah dengan menggunakan model pengembangan prototype. Model ini dipilih karena fleksibilitasnya dalam merespon kebutuhan pengguna melalui pengujian dan iterasi yang berkelanjutan. Sistem informasi yang dirancang meliputi beberapa modul utama, seperti pencatatan jenis sampah, pengelolaan data transaksi, dan pelaporan hasil pengelolaan sampah berbasis diagram. Pengujian sistem akan dilakukan pada beberapa aspek, seperti fungsional dan kompatibilitas. Hasil dari pengujian fungsional ini menunjukkan bahwa semua fungsi berjalan dengan baik, sedangkan pengujian kompatibilitas memiliki beberapa potensi masalah pada tampilan di beberapa browser.
Game Edukasi Awal Berdirinya Kerajaan Majapahit dengan Metode Game Development Life Cycle Yunda Heningtyas; Vadella Nikita Ayumi; Ossy Dwi Endah Wulansari; Rico Andrian
Jurnal Komputasi Vol. 12 No. 2 (2024): Jurnal Komputasi
Publisher : Jurusan Ilmu Komputer Fakultas MIPA Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v12i2.273

Abstract

Dalam pembelajaran sejarah secara konvensional, siswa sering merasa proses belajar membosankan sehingga dibutuhkan media pembelajaran yang interaktif dan menarik. Role Playing Game (RPG) cocok untuk menjadi genre game pembelajaran sejarah. Penelitian ini bertujuan untuk mengembangkan game edukasi pembelajaran sejarah berdirinya kerajaan Majapahit yang interaktif, menarik dan mudah dipahami oleh siswa SMA. RPG adalah game yang pemainnya memiliki peran dalam sebuah alur cerita. Pengembangan game ini menggunakan RPG Maker dengan metode Game Development Life Cycle (GDLC). Tahapan dalam GDLC yaitu initiation, pre-production, production, testing, beta dan release. Pada tahap beta testing, diperoleh hasil 92% (sangat baik) sehingga game ini interaktif, menarik dan mudah dipahami. Pengujian pretest dan posttest terhadap 20 responden yang terdiri dari siswa SMA menyatakan nilai setelah bermain game sebesar 88% dan nilai pembelajaran konvensional hanya 31%. Hal ini menunjukan bahwa game ini lebih efektif digunakan untuk media pembelajaran. Game dapat diunduh pada situs itch.io dan diinstal pada desktop yang menggunakan sistem operasi Microsoft Windows.
Co-Authors . Wamiliana Adi Pribadi, Raden Irwan Admi Syarif Admi Syarif Agatha Beny Himawan Ahmad Adi Wijaya, Ahmad Adi AKBAR RISMAWAN TANJUNG Akmal Junaidi Alkhadafi Saddam Simparico Ananto Danu Prasetyo Andikha Yunar Cornelius Dabukke Andriyan Hutomo Ardiansyah Ardiansyah Aristoteles, Aristoteles Astria Hijriani Astria Hijriani Astria Hijriani, Astria Asyidiqi, Abdilah Ayu Taqiya Ulfa Basir Efendi Dedy Hermawan Dedy Miswar Destian ade anggi Sukma Dian Riskiyana Didik Kurniawan Diky Hidayat Dwi Sakethi Dwi Sakethi Dwi Sakethi Dwi Sakethi eggi amandara Eka Fitri Jayanti Eko Septiawan Febi Eka Febriansyah Fikri Aslam Taufiqurrahman Flaurensia Riahta Tarigan Florencia Irena Gandadipoera, Faishal Hariz Makaarim Heningtyas, Yunda Hernani, Livia Ayu Istoria Herwanto, Hans Christian Igo Febrianto Indrianti Indrianti Irawati, Anie Rose Ismail Indra Pratama Jannati Asri Safitri Kristina Ademariana Kurnia Muludi Larasati, Novi Yunita Lisa Suarni Lona Ertina Lumbanraja, Favorisen R M. Juandhika Rizky Machudor Yusman Maharani, Devi Malik Abdul Azis Malik Abdul Aziz Meizano Ardhi Muhammad Muhammad Chairuddin Muhammad Iqbal Muhammad Iqbal Muhammad, Meizano Ardhi Muhaqiqin Muhaqiqin Noera Yudhiarti Utami Novita Dwilestari Octarina, Nur Ayu Ofik Taupik Purwadi Ossy Dwi Endah Wulansari Prabowo, Rizky Prabowo, Rizky Pradana Marlando Qonitati Qonitati RA Dina Nia Pratiwi Raden Irwan Adi Pribadi Rahman Taufik Rahmat Safe'i Reda Meiningtiyas Renada Dhea Armelia Rika Ningtias Azhari S Susiyani Safitri, Jannati Asri Saipul Anwar Saipul Anwar Sari, Dini Ratna Sholehurrohman, Ridho Slamet Budi Yuwono Sriatna, Diah Adi Sunita Agustina TANJUNG, AKBAR RISMAWAN Taufik, Rahman Tri Maryono Tristiyanto Tristiyanto Utami, Noera Yudhiarti Vadella Nikita Ayumi Verina, Vira Wamiliana Wamiliana Wartariyus Wartariyus Zuhri Nopriyanto