Claim Missing Document
Check
Articles

Pelatihan Pemanfaatan Teknologi Informasi dan Komunikasi di Era Pandemi Covid-19 untuk Mendukung Koordinasi Kerja Aparatur Desa Sembawa, Kuningan Jawa Barat Krisdiawan, Rio Andriyat; Fitriani, Aida; Haqmi, Fahrul
Empowerment Vol. 4 No. 01 (2021): Empowerment
Publisher : Program Studi Ilmu Hukum Fakultas Hukum Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/empowerment.v4i01.3647

Abstract

Coronavirus Disease 2019 (COVID-19) telah dinyatakan oleh WHO sebagai pandemic dan lndonesia telah menyatakan COVID-19 sebagai bencana non alam berupa wabah penyakit yang wajib dilakukan upaya penanggulangan sehingga tidak terjadi peningkatan kasus.  Kementerian Desa, Pembangunan Daerah Tertinggal, dan Transmigrasi (Kemendes PDTT) mendorong perangkat desa mengambil peran khusus dalam penanggulangan wabah COVID-19 yang disebabkan virus corona SARS-CoV-2. Ada lima peran khusus perangkat desa dalam mempercepat penanggulangan COVID-19 di tingkat desa diantaranya : Pertama, perangkat desa harus mengolah arus data dan informasi seluruh warganya. Kedua, perangkat desa harus mampu mengelola kendali informasi terkait COVID-19. Ketiga, perangkat desa menangambil inisiatif mitigasi dampak sosial dan ekonomi warga. Keempat, perangkat desa dapat membuat pranata sosial baru yamg sesuai dengan kebutuhan di desa. Kelima, bagaimana agar perangkat desa bisa memberikan informasi terkait COVID-19 setiap hari, yaitu dengan memanfaatkan peran teknologi informasi dan Komunikasi (TIK). Penggunaan TIK di era pandemic COVID-19, bagi aparatur desa seperti disebutkan diatas, sangat diutamakan terutama untuk berkoordinasi dan memberikan informasi. Dalam koordinasi rapat yang tidak bisa dilakukan secara langsung, dapat memanfaatkan teknologi rapat secara daring dengan menggunakan google meet. Dalam hal pemberian informasi dan koordinasi langsung dari warga, RT, RW, bisa memanfaatkan media social seperti Whatsapp, Telegram dan lain sebagainya. Disaat protocol covid diberlakukan, masyarakat dan aparatur desa harus benar-benar menguasai penggunaan TIK.
ANALISIS RISIKO SISTEM INFORMASI PENJUALAN BERBASIS ISO 31000 - RISK MANAGEMENT DI PT. REMAJA ROSDAKARYA Tri Ramdhany; Rio Andriyat Krisdiawan
JEJARING : Jurnal Teknologi dan Manajemen Informatika Vol 3, No 1 (2018)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/jejaring.v3i1.1220

Abstract

ABSTRACT PT. Adolescent Rosdakarya is a book publishing company in Indonesia with two strategic business units namely publisher and printing. In conducting business activities of PT. Adolescent Rosdakarya has implemented an information system on the sales of sales information systems that can generate various information that can be useful to support sales activities. This makes the activities that occur in it becomes very crucial. Running elements and system components well becomes very important to support the performance of the system itself. It can not be denied, however, that the possibility of various threats and risks may inhibit and even paralyze activity within the system. Current risk management has become the main reference in the application of various management system standards, which will in particular refer to the existing provisions of ISO 31000 Risk Management- Principles and guidelines. From the result of risk analysis based on ISO 31000 - Risk Management that used as risk management standard in research got risk priority value based on measurement process which have been done at each risk which have been identified and analyzed before. So that the company can do prevention, handling and improvement for the future in accordance with the level of priority risk. Keywords: Risk Management. ISO 31000. Sales Information System
IMPLEMENTASI METODE CRM OPERASIONAL PADA SISTEM INFORMASI PEMESANAN MAKANAN DI KABUPATEN KUNINGAN BERBASIS ANDROID Mochamad Anggi Zaelani; Sugeng Supriyadi; Rio Andriyat Krisdiawan
Cloud Information Vol 3, No 3 (2018)
Publisher : Sistem Informasi Fakultas Ilmu Komputer Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Marketplace is an online sales system in which there are buyers and sellers who are usually used by businessmen to market their products or services, because they are considered more effective and efficient. The system that will be created will produce an online market in which there are food products from various different restaurants. This system implements an operational Customer Relationship Management (CRM) method to establish good relationships with existing customers and to obtain new customers. This system is based on Android and it is built with the Java programming language, MySQL database as a data storage and testing methods using white boxe and black box texting. Entities involved in this system are customers, sellers and admin. The seller can manage the data including food data, discount, sales data, send orders and withdrawal of sales balance. While the admin can confirm the request for withdrawal of balance and manage user data that is deleting user data if there is a request or there are other problems. Customers who want to order food must first be registered in the system, then make payments via bank transfer and after that confirm the orders that have been paid. Then the delivery of orders is done by the seller with the provision for a minimum purchase of several portions for locations very far from the seller. Customers who have already registered in the application can see information in the form of food discounts, foods that are most favored by buyers and the latest products marketed by sellers.
RANCANG BANGUN APLIKASI PENGUKURAN KINERJA KEUANGAN PERUSAHAAN MENGGUNAKAN METODE ANALISIS RASIO KEUANGAN (Studi Kasus: Mitra Jaya Group Cabang Bandung) Tri Ramdhany; Rio Andriyat Krisdiawan
Cloud Information Vol 1, No 1 (2015)
Publisher : Sistem Informasi Fakultas Ilmu Komputer Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

AbstrakEvaluasi dan intropeksi mengenai kondisi perusahaan sangat penting dilakukan oleh perusahaan, terutama mengenai penilaian kinerja keuangannya. Begitu pula yang dilakukan oleh Mitra Jaya Group Cabang Bandung yang menilai kinerja keuangannya dengan cara melihat laporan keuangan. Namun, laporan keuangan memiliki keterbatasan. Ini menyebabkan pengambilan keputusan finansial yang dilakukan manajemen hanya didasarkan pada perkiraan dan pendapat murni mereka saja.Oleh karena itu, dibangun alat bantu berupa aplikasi berbasis komputer untuk dapat menganalisis laporan keuangan secara lebih lanjut dengan menggunakan  metode rasio keuangan yang dapat merekam catatan akuntansi atas transaksi perusahaan hingga menghasilkan laporan keuangan dan laporan analisis keuangan beserta interpretasinya. Hal ini akan membantu manajemen dalam pengambilan keputusan yang lebih bijak dan tepat karena dibantu dengan data bukan hanya perkiraan dan pendapat murni saja.   Kata Kunci: Penyusunan dan Analisis Laporan Keuangan, Rasio Keuangan, Kinerja Keuangan. Abstract       Evaluation and introspection about condition of the company are very important held by companies, particularly regarding to the financial performance assessment. Similarly as it was conducted by Bandung Mitra Jaya Group assessing financial performance by looking at the financial reports. However, the financial reports have limitations. It leads to financial decision making by management based on estimating and opinions of their pure alone.       Therefore, the tools built is in the form of computer-based applications to be able to analyze the financial reports using financial ratios that can record the accounting records of the transaction the company to produce financial reports and financial analysis and its interpretation. It will assist management in making more informed decisions precisely because it is assisted with the data not estimating and opinion of pure alone. Keywords: Preparation and Analysis of Financial Statements, Financial Ratios, Financial Performance
APLIKASI SISTEM INFORMASI AKUNTANSI PEMBELIAN KREDIT (STUDI KASUS : PT BERSAMA CIPTA RASA MULYA) Tri Ramdhany; Rio Andriyat Krisdiawan
Cloud Information Vol 3, No 2 (2018)
Publisher : Sistem Informasi Fakultas Ilmu Komputer Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Purchasing is the most important thing in a business process company. Every business activity must make the purchase process, whether it is engaged in services, buying and selling, or industry. Similarly, what happens in PT Bersama Cipta Rasa Mulya, a company engaged in the sale of bread always makes purchases of credit on raw materials needed for production activities. The process of recording credit purchase transactions and repayment of credit purchases is still done on a page by page so there is often a delay in making the report. Therefore, tools are needed to make reporting easier and more automated. This raw material purchase application can manage the recording, ordering, purchasing, returning purchase, recording of credit purchase repayment, and reporting on supplier assessment. The methodology chosen to build tools in the form of this application is a prototype methodology that is adapted with the needs of authors in data collection. While the tools used in system design analysis is Flow map, Context Diagram, Data Flow Diagram, Data Dictionary, and Entity Relationship Diagram. Implementation of system design uses Visual Basic for Applications by using Microsoft Access 2013 as a database. This application can facilitate in recording transactions and making reports relating to the purchase of raw material credit and facilitate in making supplier selection decisions before making purchases of credit transactions of raw materials. Keywords: Credit Purchase, Raw Material, Supplier Rating, Database, Prototype
PEMBANGUNAN APLIKASI SEBAGAI MEDIA PEMBELAJARAN BANGUN RUANG TINGKAT SD/SMP DENGAN MENGGUNAKAN METODE MARKER AUGMENTED REALITY Nur Alamsyah; Rio Andriyat Krisdiawan
NUANSA INFORMATIKA Vol 15, No 1 (2021)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (662.697 KB) | DOI: 10.25134/nuansa.v15i1.3847

Abstract

Nowadays, the development of technology is growing so rapidly and the development can not be stopped. With a lot of advanced technology that popping up, various kinds of human work can be done in more innovative way. One of the example is in the field of education. Right now, there is a lot variety of learning media based technology, one of them is learning media using Augmented Reality technology or often shortened become AR. Application Development as Solid Shape Learning Media for Elementary School/Junior High School Level Using Marker Augmented Reality Method is one of utilization of the AR technology in the field of education, especially as learning media. By making solid shape learning media based Augemented Reality technology, students are expected to understand learning materials easily, and student’s learning interest can increased because the solid shape objects are build in attractive design colorful, and interactive to avoid boredom. Based on it, then this research become one of the new breakthrough in education field that utilizing the advancement of technology and help the teacher provide more interesting learning media. Meanwhile, the result of this research is an AR application and a solid shape mathematic book (handbook).Keywords : : Augmented Reality, Marker Augmented Reality, Learning Media, Solid Shape
PEMBUATAN GAME EDUKASI SEJARAH KERAJAAN SRIWIJAYA MENGGUNAKAN RPG MAKER MV Tri Ramdhany; Indraguna BAS; Diki Pahrilah; Rio Andriyat Krisdiawan
NUANSA INFORMATIKA Vol 15, No 2 (2021)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (462.881 KB) | DOI: 10.25134/nuansa.v15i2.4220

Abstract

AbstrakGame saat ini banyak diminati oleh kalangan anak anak, remaja hingga dewasa dan menjadikan media hiburan. Role Playing Game (RPG) adalah Pemain game akan terlibat dalam alur cerita yang kompleks sehingga pemain game akan merasa seperti tokoh dalam game tersebut .Game ini dibuat bertujuan untuk media pembelajaran mengal sejarah kerajaan di Indonesia dengan menggunakan RPG Maker MV. Game ini berkisah mengenai sejarah kerajaan sriwijaya  dan mengambil salahsatu kisah Raja yang terkenal yaitu Raja Balaputradewa Berita mengenai Raja Balaputradewa awal diketahui dari catatan Prasasi Nalanda. Raja Balaputradewa menjabat sekitar abad ke-9, pada masa kekuasaannya, kerajaan Sriwijaya berkembang cepat menjadi kerajaan besar dan menjadi sebuah pusat agama Buddha di Asia Tenggara. Kata Kunci : Game, RPG, Kerajaan Sriwijaya 
IMPLEMENTATION OF THE RSA CRYPTOGRAPHIC ALGORITHM IN THE QR-CODE ANDROID-BASED BUILDING PERMIT CHECKING APPLICATION Darsanto Faiz; Rio Andriyat Krisdiawan; Dias Eka Prayuda
NUANSA INFORMATIKA Vol 15, No 1 (2021)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (464.825 KB) | DOI: 10.25134/nuansa.v15i1.3895

Abstract

The investment office and one-stop integrated service (DPMPTSP) of Kuningan regency issues various kinds of permits, one of which is a building permit (IMB) issued by the investment office and one-stop integrated service on the applicant's side. Research is motivated by the vulnerability of counterfeiting permits that have been granted by the investment service and one-stop integrated services. The purpose of this research is to create a system or information technology that can help to make it easier to check building permits, one of which is by using QR-Code technology. This system can scan code that has been encrypted with the RSA algorithm so that the code created is not easily faked or read with similar applications. RSA Cryptography Algorithm, an algorithm used to encrypt and decrypt data. The RSA algorithm itself is an asymmetric algorithm, so it has a public key and a private key. RSA has a basic encryption and decryption process in the concepts of prime numbers and modulo arithmetic. The decryption and encryption keys are both integers. The encryption key is not kept secret and is known to the public so that the encryption key is also known as the public key, but the key for decryption is secret.Keywords: DPMPTSP, QR-Code, RSA Cryptrographic Algorithm
RANCANG BANGUN GAME TREASURE OF LABYRINTH DENGAN ALGORITMA BACKTRACKING BERBASIS ANDROID Rio Andriyat Krisdiawan; Ramdoni Ramdoni; Aji Permana
NUANSA INFORMATIKA Vol 14, No 1 (2020)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (692.544 KB) | DOI: 10.25134/nuansa.v14i1.2442

Abstract

Games are one of the entertainment media which is the choice of almost everyone to get rid of boredom or just fill in spare time, there are also games used as hobbies and moreover games are now used as electronic sports (e-sports). Currently the game has many types of games, one of which is a type of puzzle game (puzzle). One puzzle game is a maze game. The labyrinth is a puzzle that has a complex branching form and has many dead ends. At the moment there are many labyrinth type games, but rarely are labyrinth games equipped with characters, enemies and a dynamic maze that can change if the game is repeated. To create a labyrinth game that has a dynamic labyrinth arena requires a labyrinth generator or can be called a labyrinth generator by utilizing the backtracking algorithm. This algorithm is powerful enough to be used in some problem solving and also to provide artificial intelligence in the game. The software methodology used in making games is the GDLC (Game Development Life Cycle). GDLC is a game development model that adopts an iterative approach consisting of 6 development phases, starting from the innitiation, pre-production, production, testing, beta and realese phases. for the generation of the labyrinth arena using the Backtracking algorithm while for testing this game uses the UAT (User Acceptment Test). The results of this study in the form of an adventure game based on a maze puzzle that is applied to mobile android. This game is played to train players in problem solving and entertainment facilities.Keywords: Puzzle Game, GDLC (Game Development Life Cycle), Backtracking Algorithm, Android
RANCANG BANGUN GAME KUMBANG KUM OID MENGGUNAKAN ALGORITMA A* (STAR) BERBASIS ANDROID Dede Sunarto; Rio Andriyat Krisdiawan
NUANSA INFORMATIKA Vol 11, No 2 (2017)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (762.162 KB) | DOI: 10.25134/nuansa.v11i2.1124

Abstract