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Journal : JOINTECOMS (Journal of Information Technology and Computer Science)

Penerapan Antrian dan Pemesanan Online di Aplikasi Pearl Salon And BarberShop Berbasis Mobile Rizaldi, Alfian; Pranatawijaya, Viktor Handrianus; Putra, Putu Bagus Adidyana Anugrah
Journal of Information Technology and Computer Science Vol. 1 No. 1 (2021): JOINTECOMS : Journal of Information Technology and Computer Science
Publisher : Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (446.196 KB) | DOI: 10.47111/jointecoms.v1i1.2384

Abstract

Pearl Salon and Barbershop is a provider of services and services engaged in the body care of women and men in the city of Palangkaraya. Pearl Salon and Barbershop itself wants to increase the number of turnover and maintain customer loyalty pearl in the service and services in the field of body care by creating queue applications and ordering online. Building this application uses extreme programming (xp) method software development methodology, which has stages, Exploration phase, Planning phase, Iteration Phase, Production Phase, and Maintenance Phase. At the concept stage, namely by describing the project and analysis of the system to be made. The application and website creation phase of this study used Android Studio, Firebase, XML, Java, PHP, Javascript, CSS, and JSON. The tests performed on these applications and websites use a type of Black Box testing, where the Black Box testing focuses on the requirements or functional needs of the software created. With the construction of Pearl Salon and Barbershop application can produce a system of queues and bookers that facilitate customers salon and barbershop, and realize optimal service, so that the owner can increase the trust and income of the customer salon and barbershop itself
Rancang Bangun Aplikasi Monitoring Kegiatan Menggunakan Metode Prototype Aditya, Rizky; Pranatawijaya, Viktor Handrianus; Putra, Putu Bagus Adidyana Anugrah
Journal of Information Technology and Computer Science Vol. 1 No. 1 (2021): JOINTECOMS : Journal of Information Technology and Computer Science
Publisher : Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (549.596 KB)

Abstract

Monitoring is an activity that aims to monitor or observe something. In monitoring an activity to be monitored manually, it still has to be monitored directly.The software methodology used for development is the prototype according to Pressman. In this modeling, there are stages, namely Communication, Modeling Quick Design, Construction of prototypes, and Deployment Delivery & Feedback. At this stage of Communication, a Flowchart is made. At the Quick Design stage, the Unified Modeling Language (UML) was made. In the Construction of prototype stage, interface design and programming are made using the Java language.Application Monitoring This activity data storage is created in the online database Firebase Realtime Database as a database, which uses JSON as data parsing, and Android studio is used for application development. There are several features including user login feature, homepage feature, group add feature, map monitoring feature, group attendance feature, member attendance list feature, and user profile feature.
Sistem Pendukung Keputusan Penerima Bantuan Desa Di Desa Lupu Peruca Dengan Metode Profile Matching Sukartono, Adi; Putra, Putu Bagus Adidyana Anugrah; Widiatry, Widiatry
Journal of Information Technology and Computer Science Vol. 1 No. 2 (2021): JOINTECOMS : Journal of Information Technology and Computer Science
Publisher : Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (415.051 KB)

Abstract

Villages receive financial assistance for underprivileged residents, so the criteria for collecting data on residents are needed to determine who will be recorded. Problems that occur in the provision of financial assistance to residents are not optimal, because at the time of selecting beneficiaries there is no support system so that during the selection process only estimates are used and there is no calculation at the time of selecting beneficiaries. determination of data collection, so as to shorten the completion time and can improve the quality of decisions in determining the assistance. In designing and building the system using 2 development methods, namely the waterfall method as a software development development method and the profile Matching method as a decision support system method in its calculations. Where, this methodology has several stages, namely requirements definition, system and software design, implementation and unit testing, integration and system testing and operation. While the profile matching method has several stages and the results of calculations are carried out using predetermined criteria and sub-criteria. Testing this system using a blackbox testing system. The test results with the blackbox system show that the system created has been running according to the researchers' expectations. This study resulted in a decision support system for beneficiaries that can provide recommendations for prospective beneficiaries to Lupu Peruca village.
Aplikasi Pengenalan Kerajinan Tangan Khas Kalimantan Tengah Menggunakan Augmented Reality Berbasis Android Angelina, Christin Clarita; Putra, Putu Bagus Adidyana Anugrah
Journal of Information Technology and Computer Science Vol. 1 No. 3 (2021): JOINTECOMS : Journal of Information Technology and Computer Science
Publisher : Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (631.135 KB) | DOI: 10.47111/jointecoms.v1i3.8815

Abstract

Augmented Reality is an environment that incorporates 3D virtual objects into the real environment in real-time. This study aims to develop applications for handicrafts typical of Central Kalimantan based on Unity 3D. With this application, it is hoped that it can be useful to help elementary school students to get to know handicrafts in Central Kalimantan which has been almost extinct. And the purpose of this application is so that students can learn more interactively using the Android platform without having to go to a place for making or selling handicrafts typical of Central Kalimantan.Making this application is built using Unity, Blender, and Figma Web. The methodology used in making this application for introducing handicrafts typical of Central Kalimantan is the Multimedia Development Life Cycle (MDLC), namely Concept, Design, Material Collecting, Assembly, Testing and Distribution. Design the design with UML. This thesis incorporates AR technology into handicraft applications typical of Central Kalimantan, so that this handicraft application becomes more real with the presence of 3D objects in handicrafts. Then this application will track and detect the marker, if the marker is detected correctly it will open an image of a 3D handicraft object and an audio explanation. The results of this study indicate that the Unity 3D-based learning evaluation media is feasible to be used as a learning medium in the arts. This is evidenced by the positive assessment of material experts and media experts. The results of the study were also strengthened by the assessment of the students in the agree category from the 15 respondents. Meanwhile , in the calculation of the calculation scale model , the respondent 's answer score is 345. Meanwhile, in the Likert scale calculation, the percentage is 92%. Based on these data, it can be concluded that the Unity 3D-based learning application is feasible to be used as an evaluation medium for elementary school art learning.
Aplikasi Tanda Tangan Digital Pada Platform Android Kristanto, Yoshua Indriasandy; Putra, Putu Bagus Adidyana Anugrah
Journal of Information Technology and Computer Science Vol. 2 No. 1 (2022): JOINTECOMS : Journal of Information Technology and Computer Science
Publisher : Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (485.892 KB) | DOI: 10.47111/jointecoms.v2i1.8831

Abstract

A signature or initial is a handwriting that is sometimes given a certain style of writing from a person's name or other identification mark. Basically, the signature has a function as written evidence that shows the fulfillment of the terms of the "agreement". Along with the development of digital technology and the emergence of the internet, digital signatures are growing. Now digital signatures are increasingly in demand by the public and are increasingly used by individuals and companies to state institutions for formal purposes involving digital documents. This application was developed using the Extreme Programming methodology. Application development begins with making plans to find the needs of users. Then do the design of the application system that will be made. Followed by design, program implementation and application testing.The results of this study are applications that can create, store, and insert digital signatures in the form of QR Codes or hand drawings into PDF files and save them, and can scan QR Codes either through the camera or take QR Code images from the gallery.
Rancang Bangun Media Informasi Wisata Alam Di Kabupaten Murung Raya Berbasis Website Nurhuda, Thomas; Putra, Putu Bagus Adidyana Anugrah
Journal of Information Technology and Computer Science Vol. 2 No. 2 (2022): JOINTECOMS : Journal of Information Technology and Computer Science
Publisher : Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (358.838 KB) | DOI: 10.47111/jointecoms.v2i2.8847

Abstract

The rapid development of technology encourages people to use technology to develop. Technological advances have had a huge impact on the world of information technology. Therefore the author took the initiative to create a website for Nature Tourism Information Media in Murung Raya Regency which is expected to provide information about natural tourism in Murung Raya Regency.The methodology used in making the Nature Tourism website in Murung Raya Regency is the waterfall methodology, with the stages, namely the Requirements definition stage described using a flowchart. Requirements analysis and definition is illustrated through DFD (Data Flow Diagram), ERD (Entity Relationship Diagram) and database. Implementation and unit testing with the programming languages used, namely HTML, PHP, CSS, Bootstrap, Javascript and MySQL. Integration and system testing uses the blackbox testing method.
Alat Deteksi Penggunaan Masker Era New Normal Covid-19 Di Sdn 1 Batu Nindan Berbasis Mikrokontroler Atika, Putu; Putra, Putu Bagus Adidyana Anugrah
Journal of Information Technology and Computer Science Vol. 2 No. 3 (2022): JOINTECOMS : Journal of Information Technology and Computer Science
Publisher : Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (375.913 KB) | DOI: 10.47111/jointecoms.v2i3.8862

Abstract

The existence of COVID-19 has had a very negative impact on the world of education. Currently, online learning is being carried out (on the network) which requires students to use mobile phones or computers to participate in these online learning activities. However, at SDN 1 Batu Nindan, they are currently carrying out face-to-face teaching and learning activities but not as usual, namely a student turnover system so as not to create a crowd, in 1 day only half the students are absent from class capacity and change hours every 2 hours. one hour. To raise awareness of the use of masks in students and teachers pay attention to students one by one, this is a manual method. Therefore, in this profesional program research the author will discuss how to design and build a prototype for detecting the use of masks at SDN 1 Batu Nindan using the Arduino Uno microcontroller board as Teachable Machine software in input data processing and hardware in output data processing, as well as I2C LCD support modules. 16x2 and there are also LEDs and Buzzers, which are used to detect the use of masks. If the tool detects an object using a mask, the output produced by the green LED will light up and the LCD will display text and if an object is detected without a mask, the red LED will light up and the buzzer will sound and will display text on the LCD. The test results show that the tool is sensitive to light, the level of accuracy will be high if the tool is placed in sufficient light and the tool can read the presence of objects within a maximum distance of 150cm and this tool is also sensitive to the color of the mask used.
Sistem Informasi Geografis Tempat Kost Di Kota Palangka Raya Berbasis Website Baghaskara, Ghiraldi; Putra, Putu Bagus Adidyana Anugrah; Pranatawijaya, Viktor Handrianus
Journal of Information Technology and Computer Science Vol. 2 No. 4 (2022): JOINTECOMS : Journal of Information Technology and Computer Science
Publisher : Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (702.698 KB) | DOI: 10.47111/jointecoms.v2i4.8880

Abstract

Currently the internet has become an important and effective means of communication to obtain various sources of information. The internet has also been proven to provide benefits to the community, one of which is in the business of providing residential services or boarding houses. Due to limited information about facilities, prices, locations and availability of boarding rooms, it is difficult for people to come directly to the location to survey the boarding house.The methodology used is Waterfall which has five stages, namely, Requirement Analysis and Definition, System and Software Design, Implementation and Unit Testing, Integration and System Testing, and Operation and Maintenance. At the analysis stage, data collection and needs analysis were carried out. At the design stage, Data Flow Diagrams (DFD) and Entity Relationship Diagrams (ERD) are made. At the implementation stage, the system was created using PHP and JavaScript as the programming language, and MySQL as the database server. The testing method used is the Blackbox Testing method. Boarding seekers can view the location, route, boarding information, filter data, and see the panorama of the boarding house and can book a boarding house in the city of Palangka Raya. The boarding house owner can use this system as a place to promote his boarding house.
Analisis Sentimen Berbasis Aspek dan Deteksi Emosi dari Ulasan Timnas Indonesia di Instagram Artha Pratama, I Made Bayu; Handrianus Pranatawijaya, Viktor; Adidyana Anugrah Putra, Putu Bagus
Journal of Information Technology and Computer Science Vol. 4 No. 4 (2024): JOINTECOMS : Journal of Information Technology and Computer Science
Publisher : Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47111/jointecoms.v4i4.10792

Abstract

Olahraga, khususnya sepak bola ini memiliki peran penting dalam memperkuat citra nasional. dalam analisis sentimen dan emosi penggemar. terhadap Timnas Indonesia di piala Asia 2023 melalui komentar Instagram. Sebanyak 96.485 komentar dikumpulkan dan di proses menggunakan teknik Latent Dirichlet Allocation (LDA) untuk indentifikasi topik serta cosine similarity untuk menghubungkan aspek-aspek relevan.Emosi dilabeli menggunakan kamus NRC lexicon, sementara sentimen dianalisis secara manual dan dengan model Indobert, yang menunjukkan akurasi tertinggi, yaitu 97,58%.Hasil penelitian menunjukkan dominasi sentimen positif (74,9%) dengan emosi utama trust dan joy, meski terdapat kritik signifikan terkait hasil pertandingan.Emosi negatif seperti anger dan fear muncul, mencerminkan ketidakpuasan sebagai penggemar.Meskipun mayoritas penggemar merasa puas, terdapat kelompok yang sangat tidak puas dengan kinerja tim. Temuan ini memberikan wawasan bagi pihak terkait untuk meningkatkan performa dan kualitas interaksi dengan penggemar.
Rancang Bangun Sistem Informasi Akademik Sekolah Tinggi Ilmu Hukum Tambun Bungai Berbasis Web Ardeanto, Robert; Putra, Putu Bagus Adidyana Anugrah; Christian, Efrans
Journal of Information Technology and Computer Science Vol. 3 No. 1 (2023): JOINTECOMS : Journal of Information Technology and Computer Science
Publisher : Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47111/jointecoms.v3i1.10794

Abstract

Tambun Bungai College of Law (STIH-TB) has quite a lot of students but the academic process is still done manually. This manual process makes it difficult to present information if it is needed at any time and can be hampered if an error occurs in the required data so that it will result in wasted time. Based on these problems, a website-based Academic Information System (SIAKAD) is needed so that the Tambun Bungai School of Law (STIH-TB) can facilitate the process of academic activities so that they become more effective and efficient. The method used in this research is the Extreme Programming method. There are four stages that must be done in the extreme programming (XP) method, namely planning for problem identification, design for system modeling, coding is the implementation stage or program code creation, and testing to find out what errors arise when the website is running. This research produces an academic information system website that is useful for the Tambun Bungai law school so that it can help the academic process.