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PERANCANGAN SISTEM PENJURIAN BAGI FEDERASI OLAHRAGA BARONGSAI INDONESIA (FOBI) MAKASSAR Pieter Wonggianto; Syaiful Rahman; Junaedy
JTRISTE Vol 5 No 1 (2018)
Publisher : STMIK KHARISMA Makassar

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Abstract

This research aims to design the application of lion barra cage system for Indonesia Lion dance sports federation of Makassar on Android smart phone and test the application made whether it can be used to conduct the lion barraque process. The literature study was conducted to collect information related to research such as the assessment of the lion dance game, android and java programming. To design the presence process, the author uses UML modeling language which consists of use case diagram and activity diagram. In its implementation, the Java programming language is used to create server and application presensi on android smartphone. The results of the analysis are designed using UML modeling language which consists of use case diagram and activity diagram. Test results above the Android platform show that the judging system created can be used to perform a lenght barging system, where a side judge residing in the match field can assess the team Is playing through his android device. So this can help the judge side to do the assessment without having to return to the jury table.
PERANCANGAN APLIKASI PRESENSI KELAS DENGAN MENGGUNAKAN METODE PENGENALAN WAJAH SECARA KOLEKTIF Richard Sam; Syaiful Rahman; Junaedy
JTRISTE Vol 5 No 2 (2018)
Publisher : STMIK KHARISMA Makassar

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Abstract

The purpose of this research is to design a class presension application using Collective Facial Recognition using Haar-Cascade methods. The presension problem nowadays is really worrying. Lately, there’s a lot of presension problem, either from college students or from another acamedic instances. Which is why the author is trying to design a presension application that implements facial recognition system in classrooms to deal with this presension problem. The author uses Microsoft Visual Studio 2010 to design and create this application. The result of this research is the author managed to design and create the presension application using facial recognition with Visual Studio 2010 with accuracy rate along 71%.
PERANCANGAN SISTEM PELAYANAN MAHASISWA PADA STMIK KHARISMA MAKASSAR DENGAN MENGGUNAKAN FRAMEWORK CODEIGNITER Royan Haris Widodo; Syaiful Rahman; Hamdan Arfandy
JTRISTE Vol 5 No 2 (2018)
Publisher : STMIK KHARISMA Makassar

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Abstract

This research aim to build a College Student Service Computerisation system by using a Framework Codeigniter at STMIK Kharisma Makassar. Framework codegniter used as college student service system web-based because framework codeigniter using a MVC (Model View Controller) which build a web programme become more structured and framework codeigniter can also work with PHP 5. Data collecting method to collect requirement specification and system development are done by an interview activity and study literature. For Data Model using an ERD (Entity Relationship Diagram). Application testing result which developed shows that score demand service and document demand service will be easier because we can do it online. Meanwhile BAAK administration and prodi can further the demand service process. This testing shows that Application which being developed is used as a communication media between two sides in a score demand process service and documents demand service online.
PENGEMBANGAN SISTEM PERUBAHAN KARTU RENCANA STUDI BERBASIS ANDROID PADA STMIK KHARISMA MAKASSAR George Lomowa; Syaiful Rahman; Junaedy
JTRISTE Vol 5 No 2 (2018)
Publisher : STMIK KHARISMA Makassar

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Abstract

Study Program Card is something that owned by every college student. On every end of semester, college student must submit their Kartu Rencana Studi for their next semester. Sometimes college students also made a mistake when they submitted their Kartu Rencana Studi then they need to resubmit or change their Kartu Rencana Studi. The purpose of this research is to develop an Android-Based system for changing study program card on STMIK Kharisma Makassar that can help the student and college staff. There are method that writter use for this research such as Rapid Application Development for the process of developing this system and Black Box Testing for testing the system input-output. The result of this research is the author has successed for developing android-based system for changing study program card that can be used in STMIK Kharisma Makassar.
Implementasi Metode Fuzzy Tsukamoto dalam Menangani Ketersediaan Barang Randy Sugito Djie; Syaiful Rahman; Hasniati
JTRISTE Vol 3 No 2 (2016)
Publisher : STMIK KHARISMA Makassar

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Abstract

This research aims to predict the amount of goods (aluminum casement type) which must be ordered to deal with the availability of goods in the PT. Happy Aluminium. For that aims, it is proposed to use fuzzy Tsukamoto method. Fuzzy Tsukamoto can be applied to predict the amount of goods and tolerate data that is both flexible and volatile. Data collection techniques in this research was conducted through interviews with sources and literature studies. Applications designed using Unified Modeling Language (UML), use case diagrams, class diagrams and activity diagrams. The design of the database using the Entity Relationship Diagram (ERD). Furthermore, the design is implemented using Visual Basic 6.0 programming language and uses MySQL database storage. Results of the research were able to make predictions about the amount of goods (aluminum casement type) to be ordered so it can handle the availability of goods.
PENERAPAN METODE HILL CLIMBING UNTUK MENDIAGNOSA PENYAKIT GANGGUAN SARAF BERBASIS ANDROID Nicolina Djiu; Syaiful Rahman; Izmy Alwiah Musdar
JTRISTE Vol 6 No 1 (2019): JTRISTE
Publisher : STMIK KHARISMA Makassar

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Abstract

This research intend to apply Hill Climbing method to system for diagnose nervous disorders by making an application using android programming. In this system there is symptoms of nervous diseases data which the authors get directly from the results of interviews with a neurologist in the place where author doing research. Hill Climbing method is used to look for possible diseases of nervous disorders by observing the symptoms experienced by the user. The results of the implementation of the system by applying Hill Climbing method to diagnose nervous disorders showed that this method can provide the result of temporary diagnosis in the form of early information about the possibility of disease which suffered by the user.
LAYANAN APLIKASI JASA TITIP WANUAKU BERBASIS WEB Agung Ashari AR; Marlina; Syaiful Rahman
JTRISTE Vol 8 No 1 (2021): JTRISTE
Publisher : STMIK KHARISMA Makassar

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Abstract

Penelitian ini bertujuan untuk merancang sebuah sistem informasi jasa titip berbasis web. Dalam penelitian ini, penulis membuat aplikasi dengan menggunakan bahasa pemrograman PHP dan database MySql. Proses pengumpulan data menggunakan observasi dan wawancara dilakukan pada pedagang eceran yang menjualkan komoditas daerah. Dari hasil pengujian yang dilakukan, penulis menarik kesimpulan bahwa aplikasi sudah dapat menampilkan informasi tentang komoditas daerah, menampilkan informasi jumlah ketersediaan stok barang, admin dapat melakukan pengiriman barang serta menentukan tanggal pengiriman dan estimasi kedatangan barang.
ANALISIS KERENTANAN PADA WEBSITE SERVIO MENGGUNAKAN ACUNETIX WEB VULNERABILITY Frenly Kristianto; Syaiful Rahman; Syamsul Bahri
JTRISTE Vol 9 No 1 (2022): JTRISTE
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (580.876 KB) | DOI: 10.55645/jtriste.v9i1.363

Abstract

Website Servio digunakan untuk layanan perbaikan elektronik berbasis digital. Keamanan website tersebut merupakan hal yang sangat krusial untuk menjamin layanan terbaik kepada pelanggan. Dibutuhkan analisis keamanan yang bertujuan untuk mengetahui tingkat kerentanan Website Servio. Metode yang digunakan adalah Vulnerability Assessment (VA) yang menjadi kontrol preventif dengan tujuan mencegah terjadinya insiden pada sistem berbasis teknologi informasi. Secara teknis penelitian ini menggunakan tiga tahap inti dari proses Vulnerability Assessment yaitu Vulnerability Scanning, result analysis and report dengan dua kali pengujian untuk mendapatkan hasil yang valid. Teknik pengumpulan data dalam penelitian ini menggunakan teknik observasi non-partisipan yaitu teknik yang menempatkan peneliti sebagai pengamat terhadap objek yang diteliti tanpa terlibat secara langsung. Hasil dari dua pengujian diperoleh kerentanan 2 pada level low, 2 di level medium, dan 2 pada level informational dengan berbagai web alert yang ditemukan pada website berupa HTML form without anti-CSRF, clickjacking dan beberapa web informational yang harus diterapkan. Ini menunjukkan bahwa website Servio masih memiliki celah keamanan yang perlu diwaspadai oleh pengelola website agar bisa meminimalisir potensi kerentanan ke depannya.
ANALISIS USABILITY HEALTHY LAIFU MENGGUNAKAN METODE SYSTEM USABILITY SCALE ANSHARI ANSHARI; Syaiful Rahman; Syamsul Bahri
JTRISTE Vol 10 No 2 (2023): JTRISTE
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/jtriste.v10i2.502

Abstract

Healthy Laifu dibuat dengan tujuan mengajak pemain untuk berpartisipasi dalam tantangan, memecahkan teka-teki, dan mengambil keputusan yang baik terkait pola hidup sehat. Sejak diluncurkan di Play Store Healthy Laifu belum pernah dilakukan pengujian pada tingkat usability. Oleh karena itu, penelitian ini bertujuan untuk mengetahui tingkat usability dan menghasilkan hasil analisis usability Healthy Laifu menggunakan SUS (System Usability Scale). Penelitian ini menggunakan metode SUS (System Usability Scale). Hasil yang diperoleh adalah Healthy Laifu memiliki skor rata- rata SUS 71,91. Menempati level Marginal High pada posisi Acceptibility Ranges, dari sisi Grade Scales sistem menempati Grade C. Sedangkan dari sisi Adjective Rating berada pada posisi GOOD. Healthy Laifu memiliki nilai usability yang tidak terlalu baik, namun masih dapat diterima oleh pengguna.
Penerapan Algoritma A* untuk Pencarian Rute Terpendek pada Aplikasi Game Shoot'em Up Hasniati; Syaiful Rahman; Suyono
AGENTS: Journal of Artificial Intelligence and Data Science Vol 3 No 2 (2023): Maret - Agustus
Publisher : Prodi Teknik Informatika Universitas Islam Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/jagti.v3i2.65

Abstract

The purpose of this research is to implement A* algorithm for finding shortest path in a shooter game. To design the system, use case diagram will be used to explain the functional requirements of the system, and the activity diagram to describe the system workflow. While in the application development that can be used in a desktop with a Windows operating system, Unity will be used. The testing methods used in this study are the black box method to validate that the game can run as designed, beta testing and software quality testing to verify that the A* algorithm was implemented well. The results of this study are 1) According to the results of black box testing, it can be concluded that all the buttons and features on the application manage to work as designed; 2) According to the result of endurance testing that have been done, it can be concluded that A* is very accurate and can find the shortest path in a short time, and the time used for the pathfinding is very dependant on the node count.