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Pemilihan Jaringan Komunikasi Remote Area Rig Onshore Dan Offshore Edy Sulistiyo,
Teknika Vol 7, No 2 (2006)
Publisher : Teknika

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Abstract

Perkembangan teknologi internet yang sangat pesat mendorong ke arah konvergensi dengan teknologi komunikasi lainnya. Standarisasi protokol komunikasi pada teknologi VoIP seperti H.323 telah memungkinkan komunikasi terintegrasi dengan jaringan komunikasi lainnya seperti PSTN. Jaringan komunikasi yang telah luas tergelar di Indonesia adalah jaringan PSTN yang dikelola oleh PT Telkom. Untuk percangan jaringan tersebut perlu ditentukan posisi Network Operation  Center(NOC) , Point Of Presence (POP), Router , Gateway maupun pembangunan link antar kota – kota yang strategis dan efisien. Dalam perancangan jaringan VoIP, yang di tekankan kali ini adalah masalah delay dan Bandwidth. Delay didefiniskan sebagai waktu yang dibutuhkan untuk mengirimkan data dari sumber (pengirim) ke tujuan (penerima), sedangkan bandwidth adalah kecepatan maksimum yang dapat digunakan untuk melakukan transmisi data antar komputer pada jaringan IP atau internet. Teknologi konvensional menggunakan sistem telekomunikasi yang sangat boros bandwith di sisi perangkat telekomunikasi. Dari sisi data sebenarnya  relatif sama  artinya tidak terlalu jauh bedanya teknologi yang lampau dipakai dengan sekarang. Hanya di sisi penggunaan sarana telekomunikasi yang memang bisa dikatakan mengalami revolusi yang cukup berarti yaitu dengan menggunakan  teknologi yang akhir-akhir ini tengah booming di masyarakat, yaitu apa yang dinamakan teknologi VoIP (Voice over IP). VoIP ini bisa lebih menghemat bandwith karena menggunakan komprosi suara. Bisa dibayangkan bahwa jika kita menggunakan teknologi lama maka konsumsi bandwith bisa mencapai 64 kbps, jika menggunakan teknologi Voip hanya 32 Kbps maksimum. Untuk memperlancar kegiatan operasional digunakan beberapa sistem komunikasi. Tetapi   yang paling penting adalah komunikasi keluar pulau Pagerungan, karena Pagerungan tidak bisa terjangkau oleh sistem komunikasi biasa, contohnya hand phone sehingga untuk berkomunikasi dengan luar Pagerungan digunakan komunikasi satelit yang menunjang untuk komunikasi data, voice, kendali, dan juga pengawasan. Fast development of internet technology has made convergence of another communication technology. Standardization on communication technology of VoIP such as H.323 has made possibility in integrating with another communication network such as PSTN.  PSTN is the widest communication network in Indonesia is held by PT Telkom. To design the network it is needed the position of Network Operation Centre (NOC), point of  Presence (POP), Router , Gateway and also needed to construct the effective and`efficient link among strategic cities. The VoIP design emphasizes on delay and bandwidth factor. Delay is defined as the time needed for sending data from transmitter to receiver. Bandwidth is the maximum speed of data transmission among computer in IP or internet network. Conventional communication technology use inefficient bandwidth of telecommunication devices. From data transmission point of view, there are no significant difference between conventional and`modern communication technology. The new breaktroughon communication technology is the used of VoIP technology. VoIP technology has superiority in bandwidth saving because of sound compression. Because of its capability VoIP can safe the bandwidth until 59% from 64kbps to 32 kbps. For supporting operational activities, it is used some communication system, but the most important is communication system outside of Pagerungan island because on that area cannot be covered by conventional communication system such as handphone, so it is needed satellite communication system for handling data communication voice, control, and monitoring.
Pengembangan Buku Ajar Projek Kreatif Dan Kewirausahaan Berbasis Augmented Reality Untuk Meningkatkan Hasil Belajar Siswa Kelas XI Teknik Audio Video Di SMK Negeri 1 Kediri Ridho Nugroho; Edy Sulistiyo; Rina Harimurti; M. Syariffuddien Zuhrie
Venus: Jurnal Publikasi Rumpun Ilmu Teknik  Vol. 2 No. 1 (2024): Februari : Venus: Jurnal Publikasi Rumpun Ilmu Teknik
Publisher : Asosiasi Riset Ilmu Teknik Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/venus.v2i1.110

Abstract

The absence of student textbooks in the new Creative and Entrepreneurial Project subjects in accordance with the current Merdeka Curriculum causes students to be less familiar with Creative and Entrepreneurial Project material. Therefore, researchers developed an Augmented Reality-Based Creative and Entrepreneurial Project Teaching Book. The research conducted is a type of research and development (research and development). The product development model uses the ADDIE model which consists of Analyze, Design, Development, Implementation, and Evaluation. The development of textbooks uses augmented reality as a supporting media in textbooks. This research design adapts the One Group Pretest Posttest Design, with data collection techniques using questionnaires, observations, and tests. The research subjects involved 28 students of class XI Audio Video Engineering 2 at SMK Negeri 1 Kediri and validators consisting of two lecturers in the Electrical Engineering Education Study Program, and one teacher teaching Creative Projects and Entrepreneurship subjects at SMK Negeri 1 Kediri. The results showed that the level of validity of the textbook in terms of expert assessment was 91% with very valid criteria. The level of practicality of the book in terms of students' responses was 93% with very practical criteria. Learning outcomes with multiple choice tests showed an average pretest score of 64.64, while the average posttest score was 88.04. Based on the Wilcoxon test which shows the difference or increase in pretest and posttest scores has a significance value of 0.000. The significance value of the calculated results thus falls in the H0 rejection area because the significance value of 0.00 <0.05, in other words that the pretest and posttest scores have a significant difference or increase. Based on the calculation and analysis of student learning outcomes data, it can be concluded that the Augmented Reality-Based Creative and Entrepreneurial Project Teaching Book developed is effective in improving student learning outcomes.