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DESAIN MEDIA KOMUNIKASI VISUAL PENUNJANG EVENT WISUDA Triyono Triyono; Kemal Salahuddin; Hendi Setiawan
CCIT Journal Vol 10 No 1 (2017): CCIT JOURNAL
Publisher : Universitas Raharja

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (846.522 KB) | DOI: 10.33050/ccit.v10i1.524

Abstract

Graduation organizing events in an educational institution is the most awaited moment by the student who has completed the learning. That Moment is the awarding accordance to each education level. STMIK Raharja is a computer-based educational institution in Tangerang city which organizes Graduation event for Diploma and Bachelor's Degree annually. The implementation of the graduation is the biggest event to the colleges therefore the preparation is organized carefully starting from the committee formation. Refer to this event so that required a new media visual communication to support the implementation runs attractive and successful. This event is held not only to reward graduates but also to promote the college to invited guests or public. The aims of this study is to determine the media used to be effective in organizing events and drafting Graduation visual communication media to support the event as an image of the college. The methodology used is objective visual, strategy visual, copy writing, art directing and rough layout designing, comprehensive layout, and final artwork . The media visual communication are designed to 9 items such as banners outside and inside, banners up and down, Backdrop, Invitation Cards and contents of the invitation, book Cover, media advertised of Greetings & Success addressed to Graduations in mass media and souvenir such as fans and glasses.
Pengembangan Sistem Informasi Pengolahan Stok Barang Toko Dual Comm Tanjungpinang Berbasis Client Server Hendi Setiawan; Andrew
Jurnal Bangkit Indonesia Vol 8 No 2 (2019): Bulan Oktober 2019
Publisher : LPPM Sekolah Tinggi Teknologi Indonesia Tanjungpinang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (647.605 KB) | DOI: 10.52771/bangkitindonesia.v8i2.103

Abstract

Pengolahan stok barang di Toko Dual Comm saat ini dalam pengolahan data barang masuk dan keluar meliputi barang pembelian atau penambahan stok barang dan juga untuk keluar sebagai penjualan. Agar proses pengolahan data barang masuk dan keluar dapat berjalan dengan efektif dan efisien, maka sudah seharusnya untuk menggunakan aplikasi sistem informasi pengolahan data barang masuk dan keluar yang dapat menangani proses barang masuk dan keluar. Dengan dibentuknya suatu sistem dengan proses terkomputerisasi berbasis client server, maka diharapkan dapat mengatasi masalah-masalah yang telah terjadi.Dalam melakukan penelitian ini, metode pengembangan perangkat lunak yang digunakanadalah metode waterfall yang terdiri dari rekayasa sistem, analisis, desain, implementasi, pengujian dan pemeliharaan. Aplikasi ini dibangun dengan Bahasa pemograman Netbeans dan PhpMyAdmin. Hasil dari penelitian ini adalah sistem perangkat lunak yang berbasis client server untuk proses pengolahan data barang masuk dan keluar. Dengan adanya aplikasi ini diharapkan untuk mempermudah dan mempercepat kinerja pihak Toko Dual Comm terutama dibagian accounting dalam proses barang masuk dan keluar.
Prediksi Kebutuhan Alat Tulis Kantor Dengan Metode Fuzzy Logic Tsukamoto Di BPR Dana Mulia Sejahtera Hendi Setiawan
Jurnal Bangkit Indonesia Vol 9 No 1 (2020): Bulan Maret 2020
Publisher : LPPM Sekolah Tinggi Teknologi Indonesia Tanjungpinang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (392.208 KB) | DOI: 10.52771/bangkitindonesia.v9i1.105

Abstract

Processing inventory data manually by counting one by one and it is difficult to distinguish the types of inventory is very ineffective and inefficient, for that we need an application that can simplify performance and solve problems related to inventory processing. So we need a method to overcome various things, the method used is the Fuzzy Logic Tsukamoto method. Fuzzy Logic Tsukamoto is a technique or method used to overcome uncertainty in problems that have many answers. Based on existing problems, the authors analyze and design a new system that anticipates weaknesses in the running system without causing new problems. With Fuzzy logic Tsukamoto reasoning provides a way to understand system performance by assessing system input and output from observations.
Sistem Kendali Lampu Otomatis Berbasis Iot (Internet Of Things) Menggunakan Node Mcu Hendi Setiawan; Farzin Abdaoe; Kevin Perdana
Jurnal Bangkit Indonesia Vol 9 No 1 (2020): Bulan Maret 2020
Publisher : LPPM Sekolah Tinggi Teknologi Indonesia Tanjungpinang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (9007.269 KB) | DOI: 10.52771/bangkitindonesia.v9i1.130

Abstract

IoT (Internet of Things) is a concept that aims to expand the benefits of continuously internet connectivity. IoT (Internet of Things) can be used in a room as a tool to control electronic equipment that can be operated with a smartphone application via an internet connection. The application of the Internet of Things (IoT) based light control system uses the NodeMCU ESP8266 module as a microcontroller and the Android application as a controller. This system is used to control lights on or off. Also in this system design also uses a relay that is used as a liaison lamp with the system. From the results of testing and analysis, the control of electronic equipment on the lamp control system operates according to the instructions given. As long as the system is connected to the internet network stably and continuously, there will be no obstacles in the IoT (Internet of Things) based light control system using a NodeMCU.
Rekayasa Perangkat Lunak Pengelolaan Data Alumni Stt Indonesia Tanjungpinang Saharudin; Hendi Setiawan
Jurnal Bangkit Indonesia Vol 10 No 02 (2020): Bulan Oktober 2020
Publisher : LPPM Sekolah Tinggi Teknologi Indonesia Tanjung Pinang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2516.034 KB) | DOI: 10.52771/bangkitindonesia.v10i02.154

Abstract

Every college must have alumni information data after graduating, so far the data collection is only done by taking notes in printed documents, resulting in data management that cannot be done quickly and still often has errors and is difficult to update, this problem can be overcome with a the method that is developing is the programming system. One of them is programming in the form of software. With this information management system software, it is expected to help manage school alumni data.
Sistem Pendukung Keputusan Penerima Bantuan Sosial Menggunakan Metode Multi-Factor Evaluation Process (MFEP) pada Dinas Sosial Tanjungpinang Hendi Setiawan; Tommy Darian
Jurnal Bangkit Indonesia Vol 12 No 1 (2023): Bulan Maret 2023
Publisher : LPPM Sekolah Tinggi Teknologi Indonesia Tanjung Pinang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52771/bangkitindonesia.v12i1.214

Abstract

This research was compiled based on the results of the analysis of the current system and the results of the system design carried out at the Tanjungpinang City Social Service. The results of the analysis show that the data processing for selecting recipients of Uninhabitable Houses (RS-RTLH) for incoming mail still uses a manual system, that is, it has not used a system so that it takes a relatively longer time and is less efficient when making decisions. To correct the ongoing shortcomings, a new system designed to increase efficiency and effectiveness in assisting assessments can help design a grant program to assist social service employees to create a decision support system for the selection of beneficiaries using the MFEP method. This application is built using Visual Basic programming language and MySQL database, the methodology used is the waterfall method. With the existence of this new system and application, it is expected to increase the efficiency of the existing performance in the agency.
Implementasi Metode Triple Exponential Smoothing Berbasis Website Dalam Memprediksi Persediaan Barang Pada Chronix Project Hendi Setiawan; Dias Erlangga Valdiviano
Jurnal Bangkit Indonesia Vol 12 No 2 (2023): Bulan Oktober 2023
Publisher : LPPM Sekolah Tinggi Teknologi Indonesia Tanjung Pinang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52771/bangkitindonesia.v12i2.248

Abstract

Chronix project is a company engaged in Convection. One of its main tasks is to manage the inventory of goods for the daily needs of the store, because these goods cannot last for a long time, so if the receipt of too many goods will have an impact on the quality of these goods, if too little acceptance will cause losses to the store and also to the level of consumer confidence in the store. Forecasting in the ordering of goods generally uses the Triple Exponential Smoothing method, which is an average method that gives greater weight to the latest demand and is more reliable for analyzing data that shows a trend.
AUGMENTED REALITY MOBILE APPLICATION AS AN ANIMAL INTRODUCTION LEARNING MEDIA FOR ELEMENTARY SCHOOL STUDENTS WITH MENTALLY DISABLED Nanny Raras Setyoningrum; Hendi Setiawan; Danandjaya Saputra
Jurnal Media Elektrik Vol. 22 No. 1 (2024): MEDIA ELEKTRIK
Publisher : Jurusan Pendidikan Teknik Elektro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/metrik.v22i1.6201

Abstract

Mental disability is a disorder in mental development that is usually characterized by a level of intelligence that is below the average of normal children, so mentally disabled children require a different learning approach because of their unique characteristics. The disability rate statistics for children aged 5-19 years is 3.3%. Meanwhile, the total population at that age (2021) is 66.6 million. Data from the Ministry of Education and Culture as of August 2021 states that the number of students attending SLB or inclusion schools is 269,398 children. The obstacle complained about by teachers in providing learning for children with special needs (with mentally disabled) is that teachers have difficulty delivering learning material because children with special needs find it difficult to understand what the teacher is conveying so they need help using effective and efficient learning media, for example learning media that uses augmented reality technology. This research aims to design a mobile-based application as a learning medium for animal recognition for mentally disabled students using augmented reality technology. This research method uses research and development research. The results of the research are an augmented reality application called ARAnimal which can visualize pets from two-dimensional images into 3D objects, besides that it can also provide a description of the animal's physical characteristics using audio. There is a quiz feature in the form of completing animal names and pairing animal names with types of pets or wild animals. With this application, student learning becomes interactive and interesting and helps teachers in delivering animal introduction material.