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Journal : ComTech: Computer, Mathematics and Engineering Applications

Teknologi Location Based Service (Global Positioning System) Pada Perangkat Mobile Yulianto, Budi
ComTech: Computer, Mathematics and Engineering Applications Vol 1, No 1 (2010): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v1i1.2168

Abstract

Article presents analysis and design of software using Location Based Service (LBS) that is part of communication technology based on geographic position. The goal of the research is designing LBS application to be implemented on mobile device that has GPS (Global Positioning System) technology and uses GPRS (General Packet Radio Service) to connect to server for generating shortest path by Dijkstra algorithm method Fibonacci Heap. Software development method used is LBS application implemented on mobile device. Conclusion of the research has shown that shortest path generated using Dijkstra algorithm method Fibonacci Heap as single source shortest path is faster than Dijkstra algorithm and Bellman Ford.
Aplikasi RPG Berbasiskan Teknologi Andengine pada Perangkat Mobile Android Gingerbread Yulianto, Budi; Pratama, Andy Budy; Widjaja, Hutomo
ComTech: Computer, Mathematics and Engineering Applications Vol 3, No 1 (2012): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v3i1.2460

Abstract

This article presents an application development of a Tactical Role-Playing Game based on AndEngine on an Android Gingerbread mobile device. The goals of the research are designing an entertaining application that implements artificial intelligence and AndEngine technology as well as presenting Indonesian cultures. The output of the research is a 2-dimension-based Tactical Role-Playing Game application implemented on Android Gingerbread mobile device and a game engine for creating items and skills of the characters for the game. On the application development phase, the research uses literature study, user requirement analysis, and similar game analysis. The research showed that the game application is developed using 2-dimension perception implementing artificial intelligence and AndEngine technology for having interesting control and appearance for users. In addition, it motivates other programmers for developing other game that presents Indonesian cultures, and uses conditional framerate for reducing battery usage on mobile device.
Analisis Korelasi Faktor Perilaku Konsumen terhadap Keputusan Penggunaan Teknologi Komunikasi Voip Yulianto, Budi
ComTech: Computer, Mathematics and Engineering Applications Vol 5, No 1 (2014): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v5i1.2619

Abstract

The advancement of communication technology that is combined with computer and the Internet brings Internet Telephony or VoIP (Voice over Internet Protocol). Through VoIP technology, the cost of telecommunications in particular for international direct dialing (IDD) can be reduced. This research analyzes the growth rate of VoIP users, the correlation of the consumer behavior towards using VoIP, and cost comparisons of using telecommunication services between VoIP and other operators. This research is using descriptive analysis method to describe researched object through sampling data collection for hypothesis testing. This research will lead to the conclusion that the use of VoIP for international area will be more advantageous than the use of other operators of GSM (Global System for Mobile), CDMA (Code Division Multiple Access), or the PSTN (Public Switched Telephone Network).
Audio Visual Media Components in Educational Game for Elementary Students Hartono, Meilani; Santoso, Andri Guna; Raya, Crisantus Lebu; Yulianto, Budi; Suwarno, Suwarno
ComTech: Computer, Mathematics and Engineering Applications Vol 7, No 4 (2016): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v7i4.2515

Abstract

The purpose of this research was to review and implement interactive audio visual media used in an educational game to improve elementary students’ interest in learning mathematics. The game was developed for desktop platform. The art of the game was set as 2D cartoon art with animation and audio in order to make students more interest. There were four mini games developed based on the researches on mathematics study. Development method used was Multimedia Development Life Cycle (MDLC) that consists of requirement, design, development, testing, and implementation phase. Data collection methods used are questionnaire, literature study, and interview. The conclusion is elementary students interest with educational game that has fun and active (moving) objects, with fast tempo of music, and carefree color like blue. This educational game is hoped to be an alternative teaching tool combined with conventional teaching method.
Aplikasi Simulasi Tambak Ikan Berbasiskan Mobile untuk Meningkatkan Minat Kewirausahaan Yulianto, Budi; Dewi, Lusiana Citra; Prayoga, Erlangga Damar; Budiman, Rizky Arif
ComTech: Computer, Mathematics and Engineering Applications Vol 4, No 2 (2013): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v4i2.2552

Abstract

The background of the research is that mobile phone based application growth is not as increasing as its education category for improving users’ entrepreneurial-interest, especially in fishpond. The goal of the research is designing an application as a digital game based education tool that can simulate fishpond to users. Output of the research is a mobile application that can deliver information of fishpond system as basic entrepreneurship knowledge to users. On the development phase, the research uses literature study and user requirement analysis. Conclusion of the research has shown that the developed application is based on multimedia and game and also can deliver basic information of fishpond to users such as preservation, purchasing, and selling. The application is developed with good-looking interface and easily-covered level of difficulty.
Aplikasi Pencarian Tempat Wisata Berbasiskan GPS dengan Metode Radius dan Rating Yulianto, Budi; Layona, Rita
ComTech: Computer, Mathematics and Engineering Applications Vol 6, No 1 (2015): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v6i1.2296

Abstract

Tourist place navigation application becomes more important for travelers, especially backpackers. Previous research had produced applications which can only show the route from the position of traveler to tourist place with map shown. The goal of the research is to use the radius and rating method that is still rare in the community to navigate tourist place. Output of the research is a GPS-based application that can display the search results of tourist sites based on rating and radius method, route from the traveler to the destination place, and description of the place. Development method used waterfall that contained user requirement, analysis, design, coding and testing, implementation, and maintenance. Conclusion of the research has shown that the developed application provided convenience in searching tourist places based on radius and rating, displaying route, and description of tourist places.
Peran Website Restoran terhadap Daya Tarik Konsumen Online Yulianto, Budi; Dewi, Lusiana Citra; Wijaya, Oky
ComTech: Computer, Mathematics and Engineering Applications Vol 5, No 2 (2014): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v5i2.2376

Abstract

Less-usability restaurant website will decrease its online sales. Restaurant website must easy to use and has good interface. The goals of the research are designing a restaurant website that can be online accessed by consumers and analyze its level of usability, interface, and multimedia elements. Outputs of the research are a restaurant website that delivers its information, place booking and delivery order facility, and location. Development methodology uses waterfall that contains system engineering, analysis, design, coding and testing, implementation, and maintenance. Conclusion of the research has shown that the developed website attracts online consumers, easily access to get information, good interface, and contains multimedia elements to supports restaurant in delivering newest product or information, as a good promotion tool that can be accessed 24 hours anytime and anywhere.
An Implementation of Location Based Service (LBS) for Community Tracking Yulianto, Budi; Layona, Rita
ComTech: Computer, Mathematics and Engineering Applications Vol 8, No 2 (2017): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v8i2.3749

Abstract

The case of lost or missing children when people go traveling or in the hustle often occurs due to lack of parental supervision. These problems can be solved using Global Position System (GPS)-based navigation technology Location Based Service (LBS). This research aimed to determine the position of members of the community (such as family) who were lost or missing by using mobile devices. Rapid Application Development (RAD) was used for system development, which comprised the step of requirement or planning, system design, development, and cutover. The result of this research is a GPS-based application that is able to display the position of members of the community, the route to the location, and the media discussion (comments). The conclusions show that the application provides an easy and useful function in finding the location of the community member, displays the route to the location, and allows the interaction in the form of communication.
Aplikasi Pembelajaran Algoritma Dasar Interaktif Berbasiskan Computer Assisted Instruction Yulianto, Budi; Heriyanni, Eileen; Sembiring, Radinal Eliset; Amalia, Rininta; Fridian, Rudy
ComTech: Computer, Mathematics and Engineering Applications Vol 4, No 2 (2013): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v4i2.2611

Abstract

Book as a learning method is less effective and interactive since it can not deliver motion animation. Thus, a more interactive learning method is needed to have a better learning process. The goal of the research is developing an application that provides easiness for students in learning algorithm by combining computerassited instruction (CAI) and internet technology. On the development phase, the research methodo uses fact finding by a survey to students who are or have been learning algorithm and a literature study, and also waterfall method for software development. The research output is a CAI application for learning algorithminteractively. The developed application is interactive for learning process and able to help students in deepen algorithm topics.
Potential Threats of Information Disclosure in Social Media: a Systematic Literature Review Yulianto, Budi; Purnomo, Fredy; Madyatmadja, Evaristus Didik; Meyliana, Meyliana; Prabowo, Harjanto
ComTech: Computer, Mathematics and Engineering Applications Vol 7, No 3 (2016): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v7i3.2499

Abstract

Along with the growth of social media, a variety of potential threats to users is also increasing. These kinds of threats often occur because the users accidentally or unknowingly disclose their information or identity on social media. Threats resulted from the disclosure of information are needed to be known so that the users can understand the risks that arise and take precautions. This research was aimed to summarize the potential threats arising from the information disclosure in social media. The research method used was a systematic literature review to explore and summarize the literatures that discuss the specific topic. The research results show that the potential threats are mostly social threats and identity theft.