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RANCANG BANGUN APLIKASI REAL-TIME REMOTE WELL MONITORING SYSTEMS (STUDI KASUS: PT. XYZ) Fitra Nugraha; Aji Permana
JEJARING : Jurnal Teknologi dan Manajemen Informatika Vol 1, No 2 (2016)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/jejaring.v1i2.260

Abstract

ABSTRAKReal-Time Remote Well Monitoring System merupakan aplikasi pengolahan data hasilpengeboran kilang minyak yang akan memantau pada masing-masing titik pengeboran kilangminyak. Tiap alat pengeboran akan diinstalasi alat sejenis Raspberry sebagai komputer miniyang bertugas untuk mengirimkan data pressure, temperature, flow rate dan RPM ke servermonitoring. Kemudian data tersebut akan diolah secara realtime dalam waktu 1 detik sekalioleh aplikasi Real-Time Remote Well Monitoring yang berbasis web sehingga user akan lebihmudah melihat hasil minyak yang diperoleh dari masing-masing bor secara realtime tiap detik.Selain itu user juga dapat melihat secara langsung alat-alat yang masih berfungsi (On) atautidak berfungsi (Off)tanpa harus jauh-jauh datang ke tempat pengeboran minyak karena Real-Time Remote Well Monitoring ini dihubungkan secara On-Line menggunakan fasilitasinternet.Keywords: Real-Time, Well Monitoring System, aplikasi monitoring Raspberry
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 SISTEM INFORMASI KEPEGAWAIAN (STUDI KASUS: UNIVERSITAS KUNINGAN) Aji Permana
NUANSA INFORMATIKA Vol 14, No 2 (2020)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (918.381 KB) | DOI: 10.25134/nuansa.v14i2.2895

Abstract

Design of Personnel Information System (A Case Study at Kuningan University) is a means to manage and obtain employee data both Lecturers and Educational staffs at Kuningan University. Management of this application includes employee data, employee documents, periodic payments, in passing, attendance, service personnel questionnaire and so forth. This Personnel Information System provides the official website of the personnel department as a means of information for employees as well as a public means for obtaining job vacancy information. The results obtained in this Personnel Information System consist of employee data reports, periodic, in passing and other approval data that can be adjusted according to the type of report and the range taken.Keywords: Personnel Information System
RANCANG BANGUN SISTEM INFORMASI SURAT ELEKTRONIK (STUDI KASUS : UNIVERSITAS KUNINGAN) Aji Permana
NUANSA INFORMATIKA Vol 15, No 2 (2021)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (834.96 KB) | DOI: 10.25134/nuansa.v15i2.2896

Abstract

Rancang Bangun Sistem Informasi Surat Elektronik (Studi Kasus: Universitas Kuningan) merupakan sarana untuk mengelola data surat masuk dan surat keluar pada unit yang berada di Universitas Kuningan. Pengelolaan aplikasi ini mencakup data unit, pengguna, surat masuk, surat keluar dan lain sebagainya. Hasil yang didapat pada Sistem Informasi Surat Elektronik ini berupa arsip digital mengenai surat masuk maupun surat keluar yang dapat diambil kembali dan disesuaikan menurut jenis surat dan rentang waktunya.
PEMODELAN INFRASTRUKTUR MENGGUNAKAN FRAMEWORK OIAM (STUDI KASUS PS. AS PUTRA) Aji Permana
NUANSA INFORMATIKA Vol 9, No 2 (2015)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (14057.172 KB) | DOI: 10.25134/nuansa.v9i2.226

Abstract

PS. AS PUTRA is a company engaged in chickens and feed distributors. PS. AS PUTRA a company which has been implementing ICT in business processes but existing infrastructure is still not good. Therefore, it needs a special model of defining the infrastructure, so that the existing infrastructure can be targeted in order to obtain a description of the infrastructure required for the development of infrastructure and enterprise systems PS. AS PUTRA. Open Infrastructure Architecture Model is a framework that is able to bring the company achieve the desired objectives with concrete measures to ensure the optimal use of architecture. OIAm able to define the "capability" or the ability of a solution to a set of quality attributes. OIAm bring business agility, effectiveness of landscape architecture and infrastructure are managed and expanded in the hand of any organization. The results obtained in this thesis report generates a Landscape Infrastructure on the need for infrastructure companies PS. AS PUTRA. Modeling infrastructure in the company PS. AS PUTRA use Framework OIAm the components used in the modeling covers Working Areas, Environment, Building Blocks, Elements and Quality attributes. Keywords: Infrastructure Landscape, Open Infrastructure Architecture Model, Agribusiness
Sosialisasi dan Pelatihan Administrasi Pemerintahan Menggunakan Microsoft Office di Desa Nangka Kecamatan Kadugede Aji Permana; Heru Budianto; Fahmi Yusuf; Fitra Nugraha
Journal of Innovation and Sustainable Empowerment Vol. 3 No. 1 (2024)
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/jise.v3i1.32

Abstract

Tertib administasi merupakan sebuah keharusan bagi penyelenggara pemerintahan baik dari unit terkecil hingga unit tertinggi dalam suatu pemerintahan. Peran aparat desa sangat diharapkan dalam terwujudnya kelembagaan yang dinasmi dan budaya desa yang adapatif. Namun hal ini belum terlihat di desa nangka kecamatan kadugede kabupaten kuningan, dimana pelayanan adminstasi masih terkendala dengan adanya arsip yang hilang, rusak maupaun tercecer. Sehingga perlu adanya pelatihan penggunaan teknologi dalam hal ini adalah aplikasi Microsoft office dalam menunjang tugas aparat desa untuk menjamin terciptanya tertib administasi. Kegiatan pengabdian ini dilaksanakan berfokus pada aparat desa untuk meningkatkan keterampilannya di bidang penguasaan teknologi dan aplikasi dalam menunjang tugas sehari hari. Kegiatan ini dilaksanakan dalam 2 bentuk yaitu sosialisasi dan pelatihan yang akan  dilaksanakan selama 3 hari. Adapun luaran dari pelatihan ini adalah publikasi artikel pada jurnal pengabdian terakreditas sinta. Disamping peningkatan kualitas aparat desa dalam menciptakan tertib adminstrasi program ini bertujuan untuk mencapai salah satu tujuan SDGs Desa. 
Pelatihan Pembuatan Electronic Book (E-Book) untuk Peningkatan Minat Belajar Siswa di Sekolah Dasar Heru Budianto; Fahmi Yusuf; Aji Permana; Elsa Syakira; Acep Triana
Journal of Innovation and Sustainable Empowerment Vol. 3 No. 2 (2024)
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/jise.v3i2.79

Abstract

Pengabdian masyarakat ini dilaksanakan dalam rangka meningkatkan keterampilan pembelajaran guru sekolah dasar melalui kegiatan pembuatan flipbook. Flipbook, merupakan salah satu bentuk e-book yang dapat dipergunakan sebagai media pembelajaran kreatif, diintegrasikan ke dalam metode pengajaran untuk memberikan pendekatan yang menarik dan efektif bagi guru-guru SD. Kegiatan ini dilaksanakan sebagai bentuk upaya keenganan siswa dalam membaca buku dikarenakan kondisi perpustakaan yang kurang baik dan buku-buku yang tidak tertata dengan baik dengan kondisi yang banyak mengalami kerusakan. Pengunaan e-book dirasakan lebih efektif dimana disesuaikan dengan karakter generasi pada zaman ini yang menggunakan smartphone dalam kesehariannya. Pendekatan yang dilaksanakan dalam pengabdian ini adalah workshop/seminar, praktek terbimbing dan evaluasi. Kegiatan yang dilaksanakan berjalan lancar dan diikuti dengan antusias oleh peserta. Hasil akhir dari pelaksanaan kegiatan pengabdian adalah peningkatan keterampilan guru dalam pembuatan media ajar berbasis teknologi yaitu flipbook. Kegiatannya ini diharapkan dapat terus berlanjut dengan topik dan pembahasan lainnya yang mendukung dalam pembuatan media ajar berbasis teknologi.
Competency Development, Sustainability Practices, and Industry Preparedness in Maritime Vocational Education Winarno Winarno; Tri Cahyadi; Larsen Barasa; Aji Permana; Cris Kuntadi; Yayu Nopriani Martha; Marudut Bernadtua Simanjuntak
Digital Innovation : International Journal of Management Vol. 2 No. 1 (2025): Digital Innovation : International Journal of Management
Publisher : Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/digitalinnovation.v2i1.180

Abstract

This study investigates the effectiveness of maritime vocational education in preparing graduates to meet the evolving demands of the industry, focusing on competency development, sustainability integration, and practical readiness. The research addresses the increasing need for training programs to align with global industry standards while incorporating sustainable practices to manage environmental and operational challenges. By integrating insights from maritime professionals, educators, graduates, and regulatory officers, the study provides a comprehensive and grounded analysis. The research explores how maritime education equips graduates with industry-relevant skills and incorporates sustainability into training frameworks. Using a qualitative approach, the study involved interviews with 10 stakeholders and thematic analysis of their experiences. Findings indicate strong outcomes in practical readiness (score: 9.3/10), supported by immersive sea-going experiences and hands-on training. However, sustainability integration scored lower (8.6/10), highlighting the need for a greater emphasis on environmental practices and sustainable operations within curricula. The results underscore the significance of collaboration between educational institutions and industry professionals to ensure training aligns with real-world demands. This study offers valuable recommendations for curriculum design and sustainability practices, contributing to a well-prepared and environmentally conscious maritime workforce. The findings serve as a foundation for policy development, institutional strategies, and further research into vocational training and sustainable maritime operations.
Pelatihan Administrasi Pemerintahan Desa Kertayasa Kecamatan Sidangagung Menggunakan Microsoft Office Aji Permana; Heru Budianto; Fitra Nugraha
Journal of Innovation and Sustainable Empowerment Vol. 4 No. 1 (2025)
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/jise.v4i1.81

Abstract

Orderly administration is a must for government managers, from the smallest government unit to the highest. The role of village officials is highly expected in creating dynamic institutions and adaptive village culture. However, this is not the case in Kertayasa Village, Sindangadung District, Kuningan Regency, administrative services are still hampered due to missing, damaged or scattered records. Therefore, training in the use of technology (in this case Microsoft Office applications) is needed to support the tasks of village officials and ensure orderly management. This service activity focuses on village officials to improve their skills in mastering technology and applications to support daily work. This event is for social networking and training and lasts for 1 day. The output of this training is publication in the accredited service journal "Sinta". Apart from improving the quality of village officials in creating orderly government, this program also aims to achieve one of the village's sustainable development goals
Implementasi E-Goverment pada Sistem Informasi Pemerintahan Desa Kabupaten Kuningan Aji Permana; Nugraha, Dadan; Wati, Dyah Puteria
JITSI : Jurnal Ilmiah Teknologi Sistem Informasi Vol 6 No 1 (2025)
Publisher : SOTVI - Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/jitsi.6.1.378

Abstract

Kuningan Regency has 361 villages and 32 sub-districts consisting of village officials with their duties and authorities. In this case, village officials have not been recorded in a system, which causes a lot of data on officials that does not match the latest data, so that the DPMD (Dinas Pemberdayaan Masyarakat dan Desa) has difficulty collecting data on village officials such as personal identity, position, education, family data and other supporting data. Apart from data collection on apparatus, each village has institutions such as BPD (Badan Permusyawaratan Desa), LPM (Lembaga Pemberdayaan Masyarakat), PKK (Pemberdayaan Kesejahteraan Keluarga), Karang Taruna, Posyandu, RT/RW data, innovations and legal products which have not been recorded so that the DPMD has difficulty getting these data. The village government information system in this research will assist in managing village government data such as the identity of village officials, BPD, LPM, PKK, Karang Taruna, RT/RW, innovation, legal products to the management of proposed village documents for the purposes of reporting the village financial system which includes photos of the Village APBDesa Baligho, ILPPDrab Baligho, Siskeudes Online Homepage, Siskeudes Online Financial Report and Siskeudes Online RAPBDes. The output of this research is the Kuningan Regency Village Government Information System with users divided into DPMD, District and Village parties with access levels according to their needs.