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Journal : Prosiding Snastikom

Analisis Performa Owncloud Dan Pydio Pada Aplikasi Layanan Cloud Storage Vinsensius Elman Mendrofa; Tommy; Risko Liza
SNASTIKOM Vol. 1 No. 01 (2022): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2022
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

The comparison analysis of owncloud and pydio performance refers to testing the performance of open sourcecloud storage service applications by identifying the use of resource consumption and technical use of the networkbetween the two cloud services as a benchmark for users and can be used as a basis for selecting cloud storageapplications that meet the criteria for save data. Performance comparison testing is done by uploading a file to acloud service, then resource usage will be monitored using netdata, and for technical network usage it will bemonitored using wireshark. For the results of testing the performance of owncloud and pydio services, in terms ofresource usage and consumption, owncloud is lighter than pydio. On the technical use of the network both havethe same level of criteria. However, for the user interface, pydio has an attractive appearance and is easy to use.
Implementasi Algoritma Multiplicative Random Number Generation (MRNG) Dalam Menemukan Objek Pada Game Berbasis Android Muhammad Fauzy; Tommy; Imran Lubis
SNASTIKOM Vol. 1 No. 01 (2022): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2022
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (522.347 KB)

Abstract

Games are a form of entertainment enjoyed by all age groups of children, adults and the elderly. This researchwill build a game to find a simple game object that is played by disassembling an object or image. Randomizedimages require an algorithm so that it can be applied to games, Game finds the process of playing randomizedobjects using the algorithm used in this study, namely Multiplicative Random Number Generation (MRNG) whichis an algorithm to be able to sequentially or sequence numbers as the results of calculations with a computerwhose distribution is known so that the numbers appear randomly and are used continuously. The result of thisresearch is an android-based game in which there is an object-finding game that utilizes Multiplicative RandomNumber Generation (MRNG). In this study, it was developed using Unity 3D software and utilizing the assets ofUnity 3D software with a visual code text editor, in modeling the flow diagrams in this study using a unifiedmodeling language. The purpose of this research is to produce games that can hone thinking skills and build gamesto find objects. using multiplicative random number generation algorithm. This game can be played by all peoplein training memory and thinking skills, this game is equipped with a time feature.
Virtual Reality Pembelajaran Bahasa Jepang Berbasis Android Tiwi Afriani Hasman; Tommy; Divi Handoko
SNASTIKOM Vol. 1 No. 01 (2022): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2022
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The rapid development of technology makes information media now switch to virtual reality. Virtual reality is atechnology that allows users to interact with a computer simulated environment. The Japanese language itself hasa different accent and its own uniqueness. The advantages of this virtual reality technology will help Androidbasedsmartphoneuserstobeabletodevelopapplicationswithvirtualrealitytechnology,especiallyinlearning Japanese. With this application, it will overcome the time constraints in learning Japanese. This study aims toanalyze the application of virtual reality technology in learning Japanese. The results of the research conductedby the author is to produce a Japanese language learning media using virtual reality technology, especially inkatakana and hiragana letters. In addition, this application also features a quiz feature as a benchmark for users'understanding of learning Japanese, as well as a Japanese sentence feature that can train users to apply Japanesein daily activities. Based on the results of research and testing of 20 respondents with the results agreeing anaverage of 78%, doubting 18% and disagreeing 4%, it can be concluded that the resulting application still needsdevelopment on its features and the system that has been made to be more effective used by users, as well asadjustments to educational needs.