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All Journal Jurnal Infra
Anita Nathania Purbowo
Program Studi Teknik Informatika

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Pembuatan Aplikasi Informasi Beasiswa Berbasis Android Sharlyne Sinsky Hendra; Andreas Handojo; Anita Nathania Purbowo
Jurnal Infra Vol 6, No 1 (2018)
Publisher : Jurnal Infra

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Abstract

Scholarships are grants in the form of financial help to anyoneeligible based on the given requirements and are used to ensuretheir education sustainability. School and university students oftensearch for information on scholarships which are obtainable frombroadcast news on social media, brochures, wall magazines, andother mass media.However, as the information they get is disorganised as it isobtained from different sources, they may find it difficult to getupdated on the specific information they have gotten. Anotherproblem related to different sources of scholarship information isthat both school and university students face difficulties tocompare every piece of scholarship information to choose the bestone.Therefore, the development of this Android-based scholarshipinformation application will help its users to easily getinformation on scholarships. The users will get notified whenthere is newest information on scholarships and will be able tosearch and get suggested scholarships according to the users'sprofile information.
Aplikasi HIMAINFRA Berbasis Android Silvy Krismayanti Winarto Giam; Henry Novianus Palit; Anita Nathania Purbowo
Jurnal Infra Vol 6, No 2 (2018)
Publisher : Jurnal Infra

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HIMA or Himpunan Mahasiswa is a student union on the department’s level in a university. HIMAINFRA is the Student Union of the Department of Informatics and Business Information System of Petra Christian University. HIMAINFRA aims to address the needs of all students of the Department of Informatics and Business Information System of Petra Christian University in academic and non academic matters. One of the services of HIMAINFRA is to distribute announcements and upcoming events to the students.Nowadays, HIMAINFRA uses posters and social media, such as LINE and Instagram, to distribute the announcements and information to the students. However, due to some limitations on the social media, not all announcements and information from HIMAINFRA can be received by the students. Besides that, to register as an event participant or an event committee, the student still need to do it manually (i.e., paper-based).This Android-based HIMAINFRA application was developed to help HIMAINFRA distribute the announcements and information. This application also helps HIMAINFRA’s members on running a committee and enables the students of the Department of Informatics and Business Information System to register online as event participants or committees. This application leverages on Firebase Realtime Database and Firebase Cloud Messaging.
Aplikasi Perbaikan dan Manipulasi Citra Digital Berbasis Android Anthony Wijaya; Liliana Liliana; Anita Nathania Purbowo
Jurnal Infra Vol 3, No 2 (2015)
Publisher : Jurnal Infra

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Abstract

Technology is always evolving today is the smartphone. Even today smartphone can replace a lot of the role of one of the camera or computer and have become as one of the necessities for most people. The camera of the mobile phone one of which is widely used, but sometimes the picture is still not good so the need for image enhancement. Editing application on the computer one way to fix it. But with it still less practical because many processes that must be performed. Therefore, the application of repair and manipulation of digital images based on Android it easier to make edits or changes to the image.Systems made include the process of taking pictures from external memory smartphone, insert the image into the acticty main menu editor. This menu can be selected four existing menu ie brightness, contrast, auto contrast and blur. The auto contrast using the histogram method and using the RGB and HSV color space, while for the blur, brightness and contrast using RGB color space. This application is built using the Java programming language with the android his studio as an IDE.The test results show the value or number adders and multipliers for the brightness and contrast is very influential on the final result image, because it will make the picture look even brighter or darker. Giving blur effect cannot be given once to a high level of blur due to high blur effect makes the process will be long. In the process of auto results in images that are too light will produce images that appear broken ghosting or auto process works better if the images tend to be dark, large pixels also affects the work of the editing process.
Pembelajaran Interaktif Matematika Untuk Taman Kanak-Kanak Berbasis Mobile Alvius Victor Hartono; Alexander Setiawan; Anita Nathania Purbowo
Jurnal Infra Vol 4, No 2 (2016)
Publisher : Jurnal Infra

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Abstract

Gadget is an important thing today, childrens already understand how to use gadgets. This makes children spend more time playing gadget than learning. In the world of education, the learning process in children under five is very important. In teaching in kindergarten, children are taught various things, one of which is the introduction of mathematics. Therefore, to improve their interest in learning mathematics, invented an interactive learning app for teaching mathematics kindergarten.The application consists of two menus, namely learning and games. In the learning menu there are four types of learning, recognize numbers, count the objects, mathematical operations, and write numbers. While in the games menu, there were 7 games including counting things, the addition, write numbers, the game sort of numbers, subtracting numbers, fill in the numbers, and comparing numbers. The game of addition and substraction use the accelerometer which allows the user to put ball into hole by moving the device. There is a score in each game. In addition to learning and game menu, the user can change the language used in this game. Available languages are Indonesian, English and Mandarin.Overall, the application can display 5 highest score and able to assist children in learning mathematics. Judging from the results of testing the application which has done to 12 childrens, the child interested in solving problems in the game.