Articles
Aplikasi Manajemen Praktikum Laboratorium Software Engineering Sistem Komputer Universitas Diponegoro
Diaz Wicaksono;
Kodrat Iman Satoto;
Rinta Kridalukmana
Jurnal Teknologi dan Sistem Komputer Volume 2, Nomor 2, Tahun 2014 (April 2014)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro
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DOI: 10.14710/jtsiskom.2.2.2014.143-148
Lab activities are activities that are routinely performed by college students, lab activities shall be carried out as part of the lectures. In practice, there is no doubt often occur int the organization of costraints associated with the lab, such as information dissemination, creation of assessment list and data is not centralized. One of the lab activities is performed in the Laboratory of Computer System Software Engineering Diponegoro University. The labs require a lab managementapplications in order to improve work efficiency and improve the smooth operation of the lab. Practical Application Management consist of client and a blogapplications, created using Visual C# for client, ASP.NET for the blog and with the .NET Framework technology also Microsoft SQL Server databases. Development method was performed using the waterfall method, whereas in application design using UML modeling. The expected result from design of this application is to create an application that consist of client and blog application to managedata from many lab activities in a university lab, such as processing data from various laboratory practitioner, creation of assessment list and dissemination of information about the lab activities.
Pengembangan Dan Implementasi Aplikasi Pencarian Lokasi Pelanggan Dan Penjadwalan Teknisi PT. Telkom Kandatel Pati Berbasis Android
Tri Nor Ahfandi;
Rinta Kridalukmana
Jurnal Teknologi dan Sistem Komputer Volume 4, Nomor 2, Tahun 2016 (April 2016)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro
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DOI: 10.14710/jtsiskom.4.2.2016.266-275
Telkom Group is the only telecommunications company as well as telecommunications service providers and the largest network in Indonesia. At this time the daily scheduling of technicians and customers do not have a location search memadahi information system. In some fields, the management is still done manually. Such as scheduling repairs to the customer given to technicians only reports of damage on the day yesterday so that customers in today's report will have to wait one day plus also a technician who does not mengetehaui in detail the work area so that slowing customer service. Development of information systems in this study using the waterfall method. The waterfall model is composed of: requirements, design, implementation, testing and maintenance. For the beginning of the design, developers need observation or interviews to determine the needs of the system that is being developed. Applications developed using CodeIgniter framework. The results of this final project is an information system that can meet the needs of PT. Telkom Kandatel Patis in managing daily scheduling service technicians and search customer locations in accordance with existing business processes.
Pembuatan Sistem Informasi Manajemen Klinik dengan Rekam Medis: Studi Kasus di Klinik Kebon Arum Boyolali
Yanuar Wisnu Triaji;
Rinta Kridalukmana;
Eko Didik Widianto
Jurnal Teknologi dan Sistem Komputer Volume 5, Nomor 1, Tahun 2017 (Januari 2017)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro
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DOI: 10.14710/jtsiskom.5.1.2017.15-22
The manual process of registration, inspection, payment, reporting and administrative employees at a clinic is not efficient. An information system to assist and facilitate a user in the process of a medical record is needed. The purpose of this research is to design and build a management information system for a clinic, specifically for Kebon Arum Clinic at Boyolali. The method used in this system development is the waterfall, which consists of the plan requirements, process design, and implementation. This application is built using PHP language, CodeIgniter framework, and MySQL database. As the results, the application can solve problems on manual clinic registration, queues, services, payments and patient data.
Pengembangan Permainan Edukatif Ragam Budaya Nusantara Berbasis Android
Dony Defrianto;
Rinta Kridalukmana;
Ike Pertiwi Windasari
Jurnal Teknologi dan Sistem Komputer Volume 3, Nomor 3, Tahun 2015 (Agustus 2015)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro
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DOI: 10.14710/jtsiskom.3.3.2015.379-386
This research aims to develop a game software that can be used as an alternative means of learning media in Indonesian local culture for the community in the form of the game in the Android operating system. The methodology used in this study is the Multimedia Development Life Cycle (MDLC) sourced from Luther and has been modified by Sutopo, which consists of six stages, namely the concept, design, collection of material, manufacture, testing, and distribution. Testing applications that have been created using black-box method, which is carried out to check the functions contained in the application. The process of application testing is done by using a questionnaire. The testing is done objectively by asking ratings from users of the application. Therefore, the results of the study that were obtained using black-box method, indicates that the game is already working according to specifications needed to show test results for each application functions and buttons. And the results of the questionnaire data obtained by the average score of all ratings amounted to 84%. And it can be concluded that the applications made are well-qualified.
Perancangan Aplikasi Toko Online "XO-Licious" Berbasis Mobile Web pada Sistem Operasi Android
Alifvia Arviningrum;
Kodrat Iman Satoto;
Rinta Kridalukmana
Jurnal Teknologi dan Sistem Komputer Volume 1, Nomor 4, Tahun 2013 (Oktober 2013)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro
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DOI: 10.14710/jtsiskom.1.4.2013.179-189
XO-Licious merupakan sebuah toko online yang bergerak dalam bidang penjualan original CD, official maupun unofficial goods para penyanyi di Asia. Sasaran penjualan dari toko online ini adalah kalangan muda. Agar tidak kalah bersaing dengan banyaknya toko online yang sekarang ada, maka XO-Licious membutuhkan suatu terobosan yang dapat mempermudah pembeli untuk melakukan transaksi maupun hanya untuk mendapatkan update terbaru.Mobile commerce atau seringkali disebut dengan m-commerce adalah pengembangan sistem perdagangan elektronik (e-commerce) dengan menggunakan peralatan portabel/mobile seperti telepon genggam, Smart Phone, PDA, atau Notebook. Aplikasi mobile commerce yang dibangun adalah aplikasi mobile yang dapat berjalan pada sistem operasi android. Karena saat ini android telah menguasai pasar smartphone dan merupakan sistem operasi open source yang mudah untuk dikembangkan. Framework yang digunakan dalam pembuatan m-commerce ini adalah jQuery Mobile dan PhoneGap. Framework – framework tersebut tersebut dipilih karena memiliki banyak fitur yang menarik seperti, tampilan jQuery mobile dapat menyesuaikan layar dari perangkat bergerak. Sedangkan PhoneGap merupakan sebuah framework opensource yang digunakan untuk membuat aplikasi cross-platform mobile hanya dengan menggunakan bahasa pemrograman HTML , JavaScript dan CSSMobile commerce yang berbasis mobile web akan sangat cocok untuk XO-Liciou. Aplikasi mobile commerce ini dapat mempermudah pelanggan/pembeli untuk memesan barang dari XO-Licious dimanapun dan kapanpun melalui smartphone atau tablet yang telah menjadi gaya hidup remaja saat ini.
Pengembangan Aplikasi Manajemen Pelatihan Laboratorium Software Engineering Di Fakultas Teknik Sistem Komputer
Faiz Risaludin Islami;
Kodrat Iman Satoto;
Rinta Kridalukmana
Jurnal Teknologi dan Sistem Komputer Volume 4, Nomor 2, Tahun 2016 (April 2016)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro
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DOI: 10.14710/jtsiskom.4.2.2016.223-231
System computer engineering of Diponegoro University has a software engineering laboratory fonctioned to provide the learning and training activities in order to give the opportunity for the students, to examine and to apply the theory or the research and the verification scientifical subject study or a part of certain subject study. The probleme emerge in this training is less the information about the training accepted by the society who willing to attend the training at the software engineering laboratory. In propose, to solve all the problemes appear, the writer make a Management Trainee Developement Application System of Software Engineering Laboratory at Faculty of System Computer Engineering gave a complete information about the training and the registration in software engineering laboratory. Management Trainee Application of Software Engineering Laboratory at Faculty of System Computer Engineering is an application based on website, made by using the program language PHP in scope Framework Code Igniter, and also MySQL for database. The developement methode used the waterfall methode, while designing the application used the UML modele. The result from this application is the realization an application based on website which is abble to manage the trainee data in software engineering laboratory, for example to manage the participant training data, the list of training data, the time schedule training data, admin data, the participant traininh data along the completed training History data.
Pengembangan Game Edukatif G30S/PKI Berbasis Android
Annisa Hedlina Hendraputri;
Rinta Kridalukmana;
Oky Dwi Nurhayati
Jurnal Teknologi dan Sistem Komputer Volume 2, Nomor 4, Tahun 2014 (Oktober 2014)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro
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DOI: 10.14710/jtsiskom.2.4.2014.231-240
Gaya hidup masyarakat zaman sekarang tak pernah lepas dari kemajuan teknologi. Masyarakat menengah keatas, baik dari anak-anak hingga orang dewasa, hampir tidak ada yang tidak meggunakan perangkat mobile seperti handphone atau tablet. Namun sayangnya masyarakat zaman sekarang cenderung apatis dengan kondisi sekitarnya, bahkan tidak mengenal sejarah negaranya. Penelitian ini dilakukan untuk mendekatkan kembali anak-anak dengan sejarah terutama peristiwa G30S/PKI melalui game perangkat seluler berbasis Android. Penelitian ini dilakukan dengan menerapkan tahap pengembangan MDLC (Multimedia Development Life Cycle) mulai dari tahap penentuan konsep sampai dengan sidtribusi. Sebagai sumber yang relevan, cerita sejarah diambil langsung dari Monumen Pancasila Sakti di Lubang Buaya, Jakarta Timur, sebagai salah satu tempat bersejarah yang erat kaitannya dengan peristiwa G30S/PKI. Hasil dari penelitian ini berupa suatu aplikasi permainan yang menceritakan peristiwa sejarah G30S/PKI yang dikemas menjadi aplikasi perangkat seluler dengan sistem operasi Android. Penelitian ini diharapkan mampu menarik minat anak-anak khususnya usia 9 sampai dengan 12 tahun untuk mempelajari dan mencintai sejarah Indonesia.
Pembuatan Sistem Informasi Rental Mobil dengan Menggunakan Java dan Mysql
Annisa Rahmawati;
Rinta Kridalukmana;
Ike Pertiwi Windasari
Jurnal Teknologi dan Sistem Komputer Volume 3, Nomor 3, Tahun 2015 (Agustus 2015)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro
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DOI: 10.14710/jtsiskom.3.3.2015.335-342
Pangsa pasar yang semakin berkembang di berbagai bidang usaha khususnya pada jasa, membuat sistem pembukuan penjualan yang belum menggunakan komputer menjadi tidak efektif. Salah satu contoh bidang usaha tersebut adalah usaha rental mobil. Proses pengolahan data transaksi perusahaan tersebut semakin tidak akurat dan lambat seiring dengan meningkatnya transaksi yang dilakukan. Atas dasar tersebut digunakan Sistem Informasi Rental Mobil yang berbasis komputer sehingga lebih cepat dan akurat. Sistem Informasi tersebut dibuat dengan menggunakan bahasa pemrograman Java dan menggunakan database MySQL yang tertanam langsung pada aplikasi. Proses pembuatan dan pengembangan Sistem Informasi Rental Mobil ini menggunakan metode SDLC (Software Development Life Cycle) model air terjun. Hasil dari perancangan aplikasi ini adalah suatu aplikasi desktop yang dapat memudahkan pengguna dalam pencarian mobil yang sedang tersedia, penagihan pembayaran dan pengembalian mobil jika batas waktu pengembalian sudah tiba.
Sistem Informasi Antropometri Terintegrasi Dengan Sistem Tertanam Sebagai Pengukur Berat Dan Tinggi Balita
Nugroho Budi Wicaksono;
Rinta Kridalukmana;
Ike Pertiwi Windasari
Jurnal Teknologi dan Sistem Komputer Volume 4, Nomor 1, Tahun 2016 (Januari 2016)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro
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DOI: 10.14710/jtsiskom.4.1.2016.187-201
Indonesian children’s growth are monitored monthly and can be seen by the KMS graphic and posyandu cadre’s book. The data from posyandu activity will be evaluated by the government health department. In practice, there are many obstacles to make posyandu works ideally. First, the cadres of posyandu have a difficulty to use the conventional anthropometric equipment, so the measurement data may not be valid and precise. Second, noting the KMS graphic needs an accuracy. Third, the measurement result in posyandu is not rapidly integrated to the central health data. A technology innovation of automatization anthropometry measurement called OTOTIM designed for infants that supported by an integrated information system is needed to solve those problems. OTOTIM designed to make anthropometric measurement for infants more fast, valid, and accurate. The measurement result will be stored in the database and transferred to an image that describe the nutrition status in the KMS. Microcontroller will process the data from load sensor that measure baby’s weight and ping sensor that measure baby’s height. Then those raw data will be sent to main component of OTOTIM, which is the software itself to gain informative result of measurement, that consist of right suggestion on what kind of treatment used to take care various nutrition condition of infant and comparison against the previous measurement. OTOTIM will also generate statistics which group the infant by nutritional condition for each month. Those statistics will also include information on how percentage of male and female babies which have certain nutritional condition. However those statistic will provide information which is relevant only for specific district as OTOTIM used in regional manner. In order to create statistic which is relevant to consumed by public, those measurement data must be processed in central server which can calculate whole data and grouped them by nutritional condition. OTOTIM introduces the central server that bring synchronization service between OTOTIM software which is installed locally on client PC and the server itself. OTOTIM software have to establish a connection to server to publish subdistrict-specific statistic, however this connection is not mandatory to run primary function. So if client have trouble to connect, this will not interrupt the primary function as OTOTIM supposed to run in less-signal environment.
Pembuatan Aplikasi Permainan “Ayo Sehat” Berbasis Android
Rinta Kridalukmana;
Kurniawan Teguh Martono
Jurnal Teknologi dan Sistem Komputer Volume 4, Nomor 2, Tahun 2016 (April 2016)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro
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DOI: 10.14710/jtsiskom.4.2.2016.315-321
Penerapan Perilaku Hidup Bersih dan Sehat (PHBS) disekolah merupakan kebutuhan mutlak seiring munculnya berbagai penyakit yang sering menyerang anak usia sekolah dasar, yaitu usia 6 sampai 12 tahun seperti kecacingan, diare, sakit gigi, sakit kulit, gizi buruk dan lain sebagainya yang ternyata berkaitan erat dengan PHBS. Usia sekolah dasar merupakan waktu yang tepat untuk menanamkan kebiasaan menerapkan perilaku hidup dan sehat. Salah satu cara mengenalkan PHBS adalah melalui permainan. Aplikasi permainan Ayo Sehat dibuat menggunakan Unity, sebuah game engine yang dapat merancang permainan pada berbagai platform. Aplikasi permainan ini dikembangkan dengan metode Multimedia Development Life Cycle (MDLC) melalui tahap pengembangan konsep, desain, pengumpulan materi, pengujian, dan pendistribusian. Aplikasi permainan ini diuji dengan Black Box Testing, menunjukkan bahwa permainan sudah berjalan sesuai spesifikasi kebutuhan yang menampilkan hasil uji pada tiap fungsi aplikasi dan tombol. Berdasarkan hasil uji Wilcoxon terdapat perbedaan nyata antara nilai pretest dan nilai post- test dimana pengguna lebih memahami Pola Hidup Bersih dan Sehat setelah penggunaan aplikasi. Hasil dari penelitian dan pengujian menunjukkan bahwa aplikasi permainan Ayo Sehat telah sesuai dengan tujuan yaitu mengenalkan PHBS di lingkungan sekolah pada anak usia sekolah dasar.