Articles
Sistem Informasi Geografis Tour Dan Travel Berbasis Android Di Kabupaten Tegal
Farijz Milzan;
Rinta Kridalukmana;
Ike Pertiwi Windasari
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.4.2.2016.276-281
The development of a device move technology , facilitate human life in undergo kesehariannya .To progress , technology device move could determine the existence of users , find out which address want to intended , and give a route to the location .The use of devices movement for the district government tegal , and students tegal in particular made them in the visits to the agent travel and tourism tegal spread across the country .Needed a system that help you in seeking information on travel agent and tourist tegal especially for students and the tegal problems that hampered by the agent the location. The geographic information system created using the Java programming language with SDK (Software Development Kit) Android and using MySQL and SQLite databases, the system is a client-server. The process of making and development of Geographic Information System using SDLC (Software Development Life Cycle) using prototyping life cycle. By using the life cycle of prototyping, the design can be quickly created and tested by users. Users can participate in helping the development of a system to provide feedback on the prototype that has been tried before, so that the system be made better. The result of design this program is a system for the geographic information on device move that would facilitate users in find information and to travel agent and tourist attractions contained in district tegal .Information systems geographical location use technology LBS ( location based service ) , this technology allows users to find the location of travel agent and tourist destinations want to visited .This system will developed in a move that runs the android operating system.
Pembuatan Permainan Lompat Karung Berbasis iOS Menggunakan GameSalad
Laila Adhanisa;
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.4.2.2016.414-424
Game edukasi merupakan suatu bentuk permainan yang berperan dalam membantu mendidik anak. Permainan dan bermain sangat identik dengan dunia anak- anak. Melalui permainan, anak-anak dapat mempelajari/mengenal banyak hal. Perancangan game edukasi ini bertujuan untuk membuat karakter yang mewakili dunia anak, membantu anak dalam belajar, dan membuat proses belajar anak lebih menarik dan menyenangkan. Oleh karena itu dikembangkanlah permainan Lompat Karung sebagai media pembelajaran anak tersebut melalui permainan perangkat bergerak berbasis iOS. Permainan Lompat Karung tersebut dibangun menggunakan GameSalad. Metode pengembangan mutimedia yang digunakan adalah Multimedia Development Life Cycle (MDLC) yang terdiri dari enam tahap, yaitu: konsep,desain,pengumpulan materi, pembuatan, pengujian, dan distribusi/evaluasi. Untuk metode pengujian aplikasi menggunakan metode Black Box Test. Hasil dari penelitian ini berupa suatu aplikasi permainan dengan nama Lompat Karung yang dapat berjalan dengan baik pada perangkat bergerak berbasis iOS. Permainan tersebut dapat menjadi media pembelajaran pada anak SD dalam melatih kemampuan berhitung dengan cara yang menyenangkan.
Perancangan Permainan Gelembung Huruf (Tokoh Wayang) Berbasis Sistem Operasi iOS Menggunakan Gamesalad
Adhitama Ksatriya Nugraha;
Kodrat Iman Satoto;
Rinta Kridalukmana
Jurnal Teknologi dan Sistem Komputer Volume 2, Nomor 1, Tahun 2014 (Januari 2014)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro
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DOI: 10.14710/jtsiskom.2.1.2014.1-10
Currently, the globalization and modernization of the country make us forget the traditional culture. Not surprisingly, more people are not familiar with puppet , let alone moved to preserve it. Therefore, in this era get involved use of mobile devices such as smartphones as the most efficient tool as interactive learning media. Now, the use of smart mobile devices are no longer limited by age, therefore developers will try to exploit this as a media that can be used for interactive learning.Puppets as one of traditional Indonesian art is very typical of Indonesia. Aside from the form or shape, it can be seen also particularities of the story and the character of each puppet characters . Games that are culturally especially puppet is still rare, especially for mobile devices based on its iOS operating system. Thus the authors tried to make a game design that aims to increase knowledge about the names of the puppet characters.Game development tool use to make this game is GameSalad, with object -oriented programming concepts. GameSalad is one of game development tools that game developers can use to facilitate the making of the game for mobile devices based on the iOS operating system. The design phase begins with analysis requirement and system design. Implementation stage is done by building and developing the game in accordance with the draft that has been made, the implementation of the program. The testing phase is done with a black-box method.The results show that this game can run well on mobile devices with the iOS operating system. The buttons and functions on the game also can function properly and in accordance with their respective functionality. Based on the assessment provided by a sample of users, the game "Gelembung Huruf (Tokoh Wayang)” is considered attractive, easy to understand and play, able to gain knowledge about the names of the puppet characters, raises curiosity, as well as look good game, so the user's attention to play this game again.
Pengembangan Aplikasi Android Pada UKM Basket Universitas Diponegoro
Adrian Putranda Rispurwadi;
R. Rizal Isnanto;
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.4.2.2016.232-241
Until now, Diponegoro University has become one of the most favored State University for High School students to proceed their study. So far, there hasn’t been any information system for basketball student organization in Diponegoro University such as mobile device application that provides information, field location, and reminder for the basketball practice. Based on this concern, an application for the information system must be made on Android Operation System. Design of mobile information system for basketball student organization in Diponegoro University based android, a client server application created by using theJava, PHP, jQuery and MySQL for database. The intake of latitude and longitude coordinate will utilize the GPS feature on the mobile device and will be displayed on Google Maps API. JSON will collect the data of schedules into the mobile device, continued to recieve dialog alert and broadcast reciever for the alarm feature. The result of this design is realization of a application that able to search location of a basketball field based on android system, equipped with features that can help user to find the field and alarm to remind them of practice time. This design is also used to introduce android application developers using the Global Positioning System functions for user navigation.
Aplikasi Panduan Wisata Kota Kudus Menggunakan Perangkat Bergerak Berbasis Android
Yusuf Hasyim Maghfuri;
Kodrat Iman Satoto;
Rinta Kridalukmana
Jurnal Teknologi dan Sistem Komputer Volume 4, Nomor 3, Tahun 2016 (Agustus 2016)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro
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DOI: 10.14710/jtsiskom.4.3.2016.463-469
Interesting tourist sites is the reason for people to visit. Traveled as an option for people to fill holiday time to gather with familiy and friends. Because of lack information about tourist sites in Kudus city known by the public, assistance is needed to facilitate to search for the location. Travel guide Kudus city-Based applications Android Locator is the ultimate solution in search of tourist sites in the Kudus city. The purpose of making this application is to develop a search guidance system location based android that features a tourist guide. Kudus City Travel Guide-Based applications Android Locator is a client server based applications created using the Java programming language and the Eclipse software using MySQL database. Stages of development software used is SDLC (Software Development Life Cycle) by using the method waterfall, as modeling software used is UML (Unified Modelling Language). Steps in this research is software requirement analysis, design, coding, testing and maintenance. Functional testing using a method of black box. The result of this research that the Kudus City Application Tourist Sites Guide Using Android-Based Mobile Devices used for guidance in traveling in the Kudus city. Function menus and buttons is going according to their respective functions. Kudus city travel guide app can now be used as a medium for guidance in finding tourist sites. Objek wisata yang menarik adalah salah satu alasan orang untuk berkunjung. Berwisata menjadi pilihan untuk masyarakat mengisi waktu liburan dengan berkumpul bersama keluarga maupun teman. Karena sedikitnya informasi lokasi objek wisata kota Kudus yang diketahui oleh masyarakat, diperlukan bantuan untuk mempermudah dalam pencarian lokasi tersebut. Aplikasi Panduan Wisata Kota Kudus Menggunakan Perangkat Bergerak Berbasis Android adalah solusi utama dalam pencarian lokasi objek wisata di kota Kudus. Tujuan pembuatan aplikasi ini adalah mengembangkan suatu sistem pemandu pencarian lokasi objek wisata berbasis android yang memiliki fitur penunjuk jalan. Aplikasi Panduan Wisata Kota Kudus Menggunakan Perangkat Bergerak Berbasis Android merupakan aplikasi berbasis client server yang dibuat dengan menggunakan bahasa pemrograman java dengan software eclipse dan menggunakan basis data MySql. Tahapan pengembangan perangkat lunak yang digunakan adalah SDLC (Software Development Life Cycle) dengan menggunakan metode waterfall serta pemodelan perangkat lunak yang digunakan adalah UML (Unified Modeling Language). Langkah-langkah dalam penelitian ini adalah analisis kebutuhan perangkat lunak, desain, pengkodean, pengujian dan pemeliharaan. Pengujian fungsional dilakukan menggunakan metode black box. Hasil dari penelitian ini yaitu Aplikasi Panduan Wisata Kota Kudus Menggunakan Perangkat Bergerak Berbasis Android yang digunakan untuk panduan dalam berwisata di kota Kudus. Fungsi menu dan tombol-tombol sudah berjalan sesuai dengan fungsionalitasnya masing-masing. Aplikasi panduan wisata kota Kudus ini sudah bisa digunakan sebagai media panduan dalam menemukan lokasi wisata.
Pengembangan Aplikasi Berbasis Web untuk Menampilkan Absensi dan Nilai Akhir Peserta Didik (Studi Kasus di SMP Negeri 32 Semarang)
Patricia Evericho Mountaines;
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.1.4.2013.129-144
Aplikasi berbasis web telah banyak digunakan sebagai media penyampai informasi disektor pendidikan. Namun, SMP Negeri 32 Semarang belum mulai memanfaatkan teknologi ini.Hal ini dipandang kurang efektif dan efisien, terutama oleh peserta didik. SMP Negeri 32Semarang kini membutuhkan aplikasi berbasis web yang mampu menampung informasi tentangsekolah sekaligus menampilkan data absensi dan nilai akhir peserta didik.Agar dalam implementasi aplikasi tidak memakan biaya mahal, maka aplikasidikembangkan dengan menggunakan perangkat lunak open source. Untuk bahasa pemogramanmenggunakan PHP sedangkan untuk basis data menggunakan MySQL, yang sudah terangkumdalam satu paket aplikasi XAMPP. Metode pengembangan aplikasi yang digunakan adalahmetode SDLC (Software Development Life Cycle) model Waterfall.Dari hasil pengujian yang telah dilakukan, diketahui bahwa hasil keluaran yangditunjukkan selama proses pengujian sesuai dengan rancangan sistem. Maka dapat disimpulkanbahwa Aplikasi Berbasis Web untuk Menampilkan Absensi dan Nilai Akhir Peserta Didik ini telahberhasil dikembangkan dan dapat berfungsi dengan baik.
Aplikasi Data Pelanggan Berbasis Java dan Mobile pada PT. PLN (Persero) Area Semarang
Rizaldi Habibie;
R. Rizal Isnanto;
Rinta Kridalukmana
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.4.1.2016.50-59
In modern times, like today, the role of software or applications that run on top of the platform is very important. This is because almost all of the work done by the people, made by the software or application. Applications can be used to assist in the processing of data and upload the final report. Data recorded previously processed by the paper can be recorded and processed by the application so that more efficiently. PT. PLN (Persero) Semarang District State electricity company has many customers in the city of Semarang. Customer data belonging to this company has not been processed in digital form. This causes the data of regular visits undertaken are not directly connected with customer data, owned so inefficient and requires a long process in the course of the report. Thus, it takes an application that can help in the treatment of customer data, data of visited consumer, and generate reports . Customer data Java-based and mobile applications for PLN (Persero) Semarang District State intended for the treatment of customer data, data of visited connsumer and generate reports. The application consists of two application. The first applications developed using the programming language Java, which can run on the operating system Windows. The second application was designed and implemented using the framework ionic, which can run on the Android operating system. This application uses MySQL as a database management system, which is used for data storage media.
Pembuatan Aplikasi Penduga Berat Badan Sapi dengan Memanfaatkan Kamera Smartphone Berbasis Android
Aris Riyanto;
Rinta Kridalukmana;
Ike Pertiwi Windasari
Jurnal Teknologi dan Sistem Komputer Volume 4, Issue 4, Year 2016 (October 2016)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro
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DOI: 10.14710/jtsiskom.4.4.2016.491-496
Weight is an important parameter in cattle breeding. In determining price of cattle, weight must be known accurately. If the estimation of weight is not accurate, this will cause losses for farmers. On the other hand, traditional farmers don’t have enough money to buy the expensive conventional scale. Even in cattle’s market, more common ranchers estimate cattle's weight only by their feelings. This does not only cause greater potential’s loss but also does not have a scientific foundation. This study aims to help farmers in estimating cattle's weight. Cattle's weight can be estimated by knowing Within Cow's Breast (WCB) as described in DAHAGA formula discovered by Winoto and friends in 2015. This study aims to implement the DAHAGA formula that has accuracy until 97.9% into an android application. The application runs by using the camera to estimate the object’s height to determine the real value of WCB. This calculation is performed using template matching method which compares the real object with image caught on camera. After WCB parameter known, then the application will execute DAHAGA formula and issued cattle’s weight as a final result. This application is expected to be an easy, inexpensive and accurate solution for farmers in estimating cattle’s weight.
Perancangan dan Pengembangan Permainan Jelajah Indonesia Berbasis iOS Menggunakan GameSalad
Arsi Kurniawan;
Kodrat Iman Satoto;
Rinta Kridalukmana
Jurnal Teknologi dan Sistem Komputer Volume 3, Nomor 1, Tahun 2015 (Januari 2015)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro
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DOI: 10.14710/jtsiskom.3.1.2015.26-35
Indonesia is the largest archipelago in the world is made up of thousands of islands. Even in each island, the Indonesian people have a variety of ethnic, regional languages and different customs. And of course in every region in Indonesia has the characteristic of each, ranging from traditional foods, folk song, a mainstay of tourism, and unique customs. It is inevitable because of the vast territory of Indonesia and the many traits that exist in each region as mentioned above, it is no wonder that most Indonesian people themselves do not know the area well characteristic of their own region and other areas. Therefore, it is developing the game Exploration of Indonesia as a medium to introduce the characteristic of regions in Indonesia is through game-based mobile devices iOS. The game is built using GameSalad. Multimedia development method that used is the Multimedia Development Life Cycle (MDLC) from initial concept through distribution determination. For the method of application testing using Black Box Test. The results of this study in the form of an application with the name of the game Exploration of Indonesia that can run well on iOS-based mobile devices. This games can be a media campaign for characteristic of regions in Indonesia, both for citizens of Indonesia itself or to a foreign national who indirectly promote Indonesia to the international
Pengembangan Permainan Edukatif Pahlawan Nasional Berbasis Android
Andhi Setiawan;
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.3.3.2015.393-398
With over time the smartphone is increasingly recognized by the public, it is contrary to the interest in learning about the history of Indonesia, especially the National Hero. Because of it, the idea to combine these two, which combines the sophistication of a smartphone with a history of national hero. Lack of instructional media on a national hero also be one of the factors that led to the creation of this application, not only can be an alternative medium of learning from the lessons of history, this application can also be one of the games that can entertain users. This application intended to provide additional knowledge about the national hero aside from the lessons taught in schools or other educational institutions, the media smartphone is well known by the public is expected that these applications can easily be accepted and may be useful for users who play this application.