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Sistem Pendukung Keputusan Pemilihan Drone Berbasis Web Menggunakan Metode Topsis Angga Ardiansyah; Fabriyan Fandi Dwi Imaniawan; Warjiyono - AMIK BSI Tegal
Indonesian Journal of Networking and Security (IJNS) Vol 6, No 1 (2017): IJNS Januari 2017
Publisher : APMMI - Asosiasi Profesi Multimedia Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (776.389 KB) | DOI: 10.55181/ijns.v6i1.213

Abstract

Abstract - small unmanned aircraft drones alias central to the current trend of good government ownership, private sector and individuals. Currently drones are widely used by individuals to photography to take pictures or video from a height. The number of drone with various specifications brands sold in the market today, making the user the difficulty in determining the choices according to their wishes and budget. This study aims to assist in selecting the drone based on criteria such as price, quality camera, a long fly, distance control. Using methods TOPSIS and implemented in a web-based application that is able to provide convenience to choose the best drone based on a number of alternatives. This application is built using PHP and WySQL. Keywords: SPK, Drone, TOPSIS Abstrak - Pesawat kecil tanpa awak alias drone tengah menjadi trend saat ini baik kepemilikan pemerintah, swasta maupun perorangan. Saat ini drone banyak digunakan oleh perorangan untuk photography untuk mengambil gambar atau video dari ketinggian. Banyaknya merek drone dengan beragam spesifikasi yang dijual dipasaran saat ini, membuat pengguna menjadi kesulitan dalam menentukan pilihan yang sesuai dengan keinginan dan anggaran mereka. Penelitian ini bertujuan untuk membantu dalam memilih drone berdasarkan kriteria-kriteria seperti harga, kualitas kamera, lama terbang, jarak control. Menggunakan metode TOPSIS dan diimplementasikan dalam aplikasi berbasis web yang mampu memberikan kemudahan untuk memilih drone terbaik berdasarkan sejumlah alternatif. Aplikasi ini dibuat dengan menggunakan PHP dan WySQL. Kata Kunci: SPK, Drone, TOPSIS
Pengaruh Variabel Support Terhadap Penjualan Dan Distribusi Merk Produk Elektronik Primatech Hidayat Muhammad Nur - Universitas BSI; Fabriyan Fandi Dwi Imaniawan - STMIK Nusa Mandiri
SPEED - Sentra Penelitian Engineering dan Edukasi Vol 11, No 1 (2019): Speed 2019
Publisher : APMMI - Asosiasi Profesi Multimedia Indonwsia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55181/speed.v11i1.386

Abstract

Abstract – In the business marketing system, computer companies and office equipment have the following programs, strategies for each line of departments, both short and long term, to be running by management and staff. This study aims to determine the effect of variable effectiveness on the support of primatech electronic product brands in assisting the sales process and get the results of distribution to partners. The research method used in doing the percentage is the AIDA model, namely Attention of 10%, Interest of 23%, Desire of 10%, Action for the communication approach then continued measurement of Reliability Test re-Test to find out the change in score, the value of alpha reliability coefficient> 0.8.Kata Kunci: Variables, Sales, Distribution, Communication, Reliability. Abstrak – Dalam sistem usaha pemasaran perusahaan komputer dan peralatan kantor mempunyai program berikut strategi pada setiap lini departemen baik jangka pendek dan panjang untuk dijalankan oleh jajaran manajemen dan staf. Penelitian ini bertujuan untuk mengetahui pengaruh efektifitas variabel support terhadap merk produk elektronik primatech dalam membantu proses penjualan serta menuai hasil distribusi ke rekanan. Metode penelitian yang digunakan dalam melakukan prosentase adalah model AIDA, yaitu Attention (Perhatian) sebesar 10%, Interest (Ketertarikan) sebesar 23%, Desire (Keinginan) sebesar 10%, Action (Tindakan) untuk pendekatan komunikasi kemudian dilanjutkan pengukuran reliabilitas Tes Re-Test guna mengetahui perubahan skor, nilai koefisien reliabilitas alpha >0.8.Kata Kunci: Variabel, Penjualan, Distribusi, Komunikasi, Reliabilitas.
Analisis Sistem Informasi Order dan Tracking Barang Menggunakan Metode Prototyping pada CV. Untung Maju Bersama Rian Permatasari; Fabriyan Fandi Dwi Imaniawan; Hidayat Muhammad Nur
Pixel :Jurnal Ilmiah Komputer Grafis Vol 15 No 1 (2022): Vol 15 No 1 (2022): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v15i1.754

Abstract

Entering an increasingly advanced era, the role of information technology is very important in various sectors. Currently, many business people have used information technology as a system in an agency or company. CV. Untung Maju Bersama is a company engaged in the sale of snacks and basic necessities. In its journey, the system used is still using a manual system. To maximize the sales system, therefore an analysis of the sales system design was made using the prototyping method to help improve the existing system. The system used on this website has three users, namely admin, sales, and delivery who have different access rights and have different tasks according to their respective job descriptions. In the analysis of this information system design, a prototyping method is used where the design made must be in accordance with the system to be built. Several features will be added in this proposed design system which did not exist in the previous system, namely the addition of an item tracking feature. This feature allows customers to see how far their orders have been processed. It is hoped that the design of this system can help CV. Untung Maju Bersama in maximizing sales and data management. Keywords: information systems, order systems, tracking systems, prototyping
Evaluasi Kualitas Website Mitratel dengan Pendekatan Webqual Dan Importance Performance Analysis Muhamad Ricky Nursyamsyi; Fabriyan Fandi Dwi Imaniawan
Elkom : Jurnal Elektronika dan Komputer Vol 14 No 2 (2021): Desember: Jurnal Elektronika dan Komputer
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/elkom.v14i2.505

Abstract

PT. Dayamitra Telekomunikasi or Mitratel is a subsidiary of PT Telkom Indonesia (Persero) Tbk which is engaged in providing telecommunications infrastructure. Mitratel has been in the telecommunications tower business since 2008. To date, Mitratel has managed more than 13,700 telecommunication towers spread throughout Indonesia. The choice of a website as a company's communication medium with the public is the right decision considering that the website can provide information or messages to anyone who wants that information even though they are in different parts of the world. The website built by the company can provide information related to the company's activities that are considered worthy to be known by the public. Through the website, the public can also find out the company in sufficient detail, starting from the profile, vision and mission, history, contacts, and activities carried out by the company. So far, the Mitratel website has never been evaluated, so the authors evaluate using the Webqual method and Importance Performance Analysis. The results obtained indicate that there are still many parts of the Mitratel website that must be improved.
DESIGNING AN ANIMAL ADOPTION AND SOCIAL MEDIA INFORMATION SYSTEM USING THE SDLC WATERFALL METHOD Fabriyan Fandi Dwi Imaniawan; Dany Pratmanto; Teguh Rijanandi; Ayu Silvia
Jurnal Teknoinfo Vol 17, No 1 (2023): Vol 17, No 1 (2023): JANUARI
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jti.v17i1.2333

Abstract

Animal lovers are not only known as people who like certain animals because of their uniqueness or cuteness. Behind it all, animal lovers have the privilege that they are called good people. This is not without reason, because of course people who like to keep animals must be full of affection, sensitive and they have a way to be happy. We often have problems if we are animal lovers, we don't know where the nearest vet is, especially if we are a newcomer from a faraway city, where can we buy equipment or pet food, and the worst is if we don't know how to care for animals. our pets, especially when our pets are sick or other examples if we want to adopt animals or want to release our adopted animals to other people through existing social media but we are afraid of being deceived or even our pets will be abandoned. With the rapid development of this technology and with the help of artificial intelligence technology, we want to overcome all these problems, because technological developments have been used in all aspects such as schools, hospitals and so on. No exception in the field of animal and animal husbandry. We want to design an adoption information system using the Software Development Life Cycle (SDLC) method which is divided into several stages such as analysis, design, implementation, verification and finally repair. The author uses qualitative methods to collect data which the author will discuss on the background and stages of system analysis in the waterfall development method, qualitative methods emphasize more on observing phenomena and examining more into the substance of the meaning of these phenomena. The analysis and acumen of qualitative research are greatly affected by the strength of the words and sentences used. The system design we created uses the PHP Programming Language, Javascript and the mysql database, the authors hope that this research can become a reference for other articles in the future.
Sistem Informasi Administrasi Dan Peminjaman Buku Perpustakaan Berbasis Website Pada SMA Negeri 1 Terusan Nunyai Donny Raditya Priastanto; Fabriyan Fandi Dwi Imaniawan
Indonesian Journal on Software Engineering (IJSE) Vol 8, No 2 (2022): IJSE 2022
Publisher : Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/ijse.v8i2.14025

Abstract

SMA Negeri 1 Terusan Nunyai menjadi salah satu SMA favorit di Kabupaten Lampung Tengah. Namun di era digital saat ini, sekolah belum menerapkan sistem yang terkomputerisasi untuk memenuhi berbagai kebutuhan siswa dalam hal peminjaman buku pada perpustakaan. Hal ini menuntut penggunaan sistem informasi berbasis teknologi komputer atau CBIS (Computer Base Information System) pada perpustakaan SMA Negeri 1 Terusan Nunyai. Dari permasalahan tersebut, maka diperlukan sistem informasi administrasi dan peminjaman buku perpustakaan SMA Negeri 1 Terusan Nunyai berbasis website. Dalam penelitian ini digunakan metode pengembangan dan pengumpulan sistem waterfall dengan cara observasi, wawancara, dan studi pustaka. Sistem informasi ini dibuat dengan menggunakan aplikasi Visual Studio Code sebagai editor teks dan XAMPP versi 3.2.2 sebagai server, serta bahasa pemrograman yang digunakan adalah HTML, PHP, dan Javascript. Hasil dari penelitian, dengan adanya sistem informasi administrasi dan peminjaman buku perpustakaan berbasis website dapat memenuhi kebutuhan siswa dan petugas perpustakaan SMA Negeri 1 Terusan Nunyai.           Kata kunci: Sistem Informasi, Perpustakaan, Administrasi Perpustakaan
Implementasi Metode Prototype pada Sistem Informasi Pemesanan Kaos Sablon CV Jiyo’g Berbasis Website Joko Dwi Mulyanto; Fabriyan Fandi Dwi Imaniawan; Mustofa Mustofa; Ibnu Alfarobi
Bianglala Informatika Vol 11, No 1 (2023): Bianglala Informatika 2023
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/bi.v11i1.16015

Abstract

Abstrak - Seiring perkembangan teknologi yang semakin pesat sangat mempengaruhi berbagai kehidupan terutama dalam kegiatan bisnis seperti usaha konveksi guna mempertahankan dan bersaing di dalam bisnis yang semakin ketat. CV. Jiyo’g merupakan usaha industri yang bergerak di bidang konveksi yang melayani jasa produksi pakaian khususnya pembuatan kaos sablon yang memprioritaskan kepuasan pelanggan. Padahal CV. Jiyo’g sudah memiliki banyak pelanggan, tetapi saat ini dalam kegiatan bisnis pemesanannya masih belum efektif, dimana pelanggan datang ke toko untuk melakukan pemesanan serta dalam pencatatan data pemesanan masih menggunakan buku. Untuk itulah penulis mencoba membuat Tugas Akhir mengenai Perancangan Sistem Informasi Pemesanan Kaos Sablon Berbasis Web Pada CV Jiyo’g yang bisa memudahkan pelanggan dalam pemesanan kaos sablon, serta admin dapat mengolah data pemesanan, dan data pembayaran dengan cepat. Metode yang digunakan merancang sistem ini berupa metode prototipe, teknik pengumpulan data dengan cara observasi, wawancara dan studi pustaka. Dengan adanya sebuah sistem informasi ini dapat mempermudah pelanggan maupun admin.Kata Kunci: Sistem Informasi, Pemesanan, Sablon.Abstract - Along with the rapid development of technology, it greatly affects various lives, especially in business activities such as the convection business in order to maintain and compete in an increasingly tight business. CV. Jiyo'g is an industrial business engaged in convection that serves clothing production services, especially the manufacture of screen printing t-shirts that prioritize customer satisfaction. Even though CV. Jiyo'g already has many customers, but currently in its ordering business activities it is still not effective, where customers come to the store to place orders and in recording order data they still use books. For this reason, the author tries to make a Final Project regarding the Design of a Web-Based Screen Printing T-shirt Ordering Information System at CV Jiyo'g which can make it easier for customers to order screen printing t-shirts, and admins can process order data, and payment data quickly. The method used to design this system is a prototype method, data collection techniques by means of observation, interviews and literature study. With the existence of this information system can make it easier for customers and admins.Keywords: Information System, Ordering, Screen Printing.
Analisis Sentimen Terhadap Aplikasi Canva Menggunakan Algoritma Naive Bayes Dan K-Nearest Neighbors Dany Pratmanto; Fabriyan Fandi Dwi Imaniawan
Computer Science (CO-SCIENCE) Vol. 3 No. 2 (2023): Juli 2023
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/coscience.v3i2.1917

Abstract

The sentiment analysis used in the Canva application involves collecting user reviews or feedback. Then, a sentiment analysis algorithm is applied to classify the reviews as positive or negative. Sentiment analysis can help the company understand user opinions about the Canva application and how the application can meet user needs. The process of sentiment analysis in the Canva application involves collecting user reviews or feedback, which are then classified using a sentiment analysis algorithm. The research results show that the KNN algorithm has an accuracy rate of 83.92%, while Naive Bayes only has an accuracy rate of 77.41%. The KNN algorithm also has higher recall and precision values than Naive Bayes, namely 83.66% and 84.49%, respectively. In addition, the AUC value generated by the KNN algorithm is also higher than Naive Bayes, namely 95.00% compared to 94.50%. Therefore, it can be concluded that the KNN algorithm is more suitable for data classification in this research. This research can contribute to the development of the Canva application and improve the quality of service for its users.
Evaluasi Kualitas Website Mitratel dengan Pendekatan Webqual Dan Importance Performance Analysis Muhamad Ricky Nursyamsyi; Fabriyan Fandi Dwi Imaniawan
Elkom : Jurnal Elektronika dan Komputer Vol 14 No 2 (2021): Desember: Jurnal Elektronika dan Komputer
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/elkom.v14i2.505

Abstract

PT. Dayamitra Telekomunikasi or Mitratel is a subsidiary of PT Telkom Indonesia (Persero) Tbk which is engaged in providing telecommunications infrastructure. Mitratel has been in the telecommunications tower business since 2008. To date, Mitratel has managed more than 13,700 telecommunication towers spread throughout Indonesia. The choice of a website as a company's communication medium with the public is the right decision considering that the website can provide information or messages to anyone who wants that information even though they are in different parts of the world. The website built by the company can provide information related to the company's activities that are considered worthy to be known by the public. Through the website, the public can also find out the company in sufficient detail, starting from the profile, vision and mission, history, contacts, and activities carried out by the company. So far, the Mitratel website has never been evaluated, so the authors evaluate using the Webqual method and Importance Performance Analysis. The results obtained indicate that there are still many parts of the Mitratel website that must be improved.
Klasifikasi Tingkat Retensi Pemain Video Game Online Mustofa Mustofa; Heru Purwanto; Fabriyan Fandi Dwi Imaniawan
Informatics and Computer Engineering Journal Vol 4 No 2 (2024): Periode Agustus 2024
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/icej.v4i2.4910

Abstract

The internet has become an integral part of people's lives, with 5.44 billion users worldwide and 185 million users in Indonesia. Internet use covers a wide range of areas, including entertainment such as video games, which had an estimated 3.38 billion global users in 2023 and continues to grow. The video game industry shows huge market potential, with significant revenues. To exploit this potential, game developers must maintain player loyalty. Player retention, i.e. a game's ability to retain players over a long period of time, is critical in increasing a game's revenue and popularity. Knowing player retention rates is a key strategy in marketing, as high retention is associated with higher loyalty. Previous research has examined player behavior and retention in the context of games, but there is no comprehensive model for various types of games. This research aims to develop a classification model that can identify the characteristics of players with high or low retention rates. This model is expected to help game developers design more effective retention strategies. The findings of this research will provide in-depth insight into the factors that influence player retention and offer guidance for game developers in developing better features and strategies to retain players.