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PEMBUATAN SYSTEM CORPORATE MESSENGER PADA JARINGAN LAN Dewi, Lily Puspa; MB Kmurawak, Remuz; Santoso, Petrus
Jurnal Informatika Vol 9, No 2 (2008): NOVEMBER 2008
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (543.815 KB) | DOI: 10.9744/informatika.9.2.159-165

Abstract

Corporate messenger is the one of the application that can be used for communication in a local area network. The backgrounds of this topic are needs of sending message process in the LAN. The messages which want to be presented are not only in a text format, but also can be in audio visual format. Computer client will connect to the server. When the connection has been established, the client continued the authentication and started sending message between client and server. Audio and video message sending can be done with peer to peer connection with entering the IP address first from remote user that we want to communicate with. The evaluation of this application was done by using 3 computers and as the result, we found that authentication process can work properly, sending text message was done properly and communication using audio can be heard clearly. In addition to video sending message, we could see directly in remote client. The average time to show the video on remote client is 3.771 seconds. Abstract in Bahasa Indonesia: Corporate messenger merupakan suatu aplikasi yang dapat digunakan untuk berkomunikasi dalam sebuah Local Area Network. Hal ini dilatarbelakangi oleh perlu adanya proses pengiriman pesan secara bersama-sama dalam sebuah Local Area Network. Pesan yang ingin dikomunikasikan tidak hanya berupa teks, tetapi dapat juga menggunakan video maupun audio Komputer client akan melakukan koneksi dengan server. Jika sudah terjadi koneksi dengan server, maka client tersebut akan melanjutkan dengan autentikasi dan kemudian dapat melakukan pengiriman pesan dengan client yang telah terdaftar dalam database server. Pengiriman pesan audio dan video terjadi dengan koneksi peer to peer dengan terlebih dahulu memasukkan IP address dari remote user yang ingin diajak berkomunikasi. Pengujian dilakukan dengan menggunakan tiga buah komputer dan diperoleh bahwa proses autentikasi dapat berjalan dengan baik, pengiriman pesan teks dapat dilakukan dengan baik dan komunikasi dengan menggunakan audio dapat didengar dengan jelas. Khusus untuk pengiriman pesan dengan menggunakan video dapat langsung dilihat pada remote client. Rata-rata waktu yang dibutuhkan untuk menampilkan video pada remote client adalah 3.71 detik. Kata kunci: Local Area Network, Messenger, Client server
Use Of Augmented Reality As A Learning Media In Early Childhood Education Solideo Perumnas I Jayapura Kmurawak, Remuz; Setyaningsih, Diana
Early Childhood Research Journal (ECRJ) Vol.3, No.1, June 2020
Publisher : Muhammadiyah University Prss

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/ecrj.v3i1.10544

Abstract

Learning media for young children is a tool used to introduce the theme as teaching materials or what is often called the curriculum for early childhood. The more sense tools are involved in the learning process, the more likely the child understands the information presented by the teacher. Recently, learning media still uses face to face methods or books. Meanwhile, early childhood is easily bored and more interested in new things. This research aims to develop a Learning media that used to introduce animals using Augmented Reality (AR) so that children can know the environment and food needed by the introduced animal. 83% of teachers and 91% of students enjoy using the application in animal recognition. KEYWORDS    Learning Media, Animal Recognition, Augmented Reality, Mobile Phone
Pengukuran Tingkat Kesiapan E-learning Guru di Kota Jayapura di Masa Pandemik Covid-19 Remuz Maurenz Bertho Kmurawak; Samuel Alexander Mandowen
Techno.Com Vol 20, No 4 (2021): November 2021
Publisher : LPPM Universitas Dian Nuswantoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/tc.v20i4.5168

Abstract

E-learning is one of the revolutions in the education system that encourages the acceleration of quality learning. The Covid-19 pandemic has become a catalyst for accelerating the implementation of e-learning in Jayapura, Papua. Teachers are required to be able to adapt to this rapid change. Thus, E-learning becomes essential amid the pandemic, yet the ICT indicators reveal many barriers to implementing it. This study aims to assess the level of readiness of the teachers in implementing the e-learning system. Data was collected by distributing questionnaires to the teachers from elementary to high school in Jayapura City. Technology infrastructures, human resources, and e-learning content were the main variables to measure. This study indicated that based on teachers' perceptions, more than 70 percent were using google classroom as an e-learning platform. The level of readiness was level 3 (ready with minor improvements). Infrastructures, internet access, and e-learning content availability are the indicators that needed extra attention for improvement
Use Of Augmented Reality As A Learning Media In Early Childhood Education Solideo Perumnas I Jayapura Remuz Kmurawak; Diana Setyaningsih
Early Childhood Research Journal (ECRJ) Vol.3, No.1, June 2020
Publisher : Department of Early childhood Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/ecrj.v3i1.10544

Abstract

Learning media for young children is a tool used to introduce the theme as teaching materials or what is often called the curriculum for early childhood. The more sense tools are involved in the learning process, the more likely the child understands the information presented by the teacher. Recently, learning media still uses face to face methods or books. Meanwhile, early childhood is easily bored and more interested in new things. This research aims to develop a Learning media that used to introduce animals using Augmented Reality (AR) so that children can know the environment and food needed by the introduced animal. 83% of teachers and 91% of students enjoy using the application in animal recognition. KEYWORDS    Learning Media, Animal Recognition, Augmented Reality, Mobile Phone
Sistem Informasi Setoran Wajib Jemaat Menggunakan Framework Codeigniter Filia Meitri Alelo; Remuz MB Kmurawak; Mingsep Rante Sampebua
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol 10, No 2 (2021): JULI
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v10i2.1143

Abstract

Klasis GKI Sentani is part of the GKI Denomination which regulates churches in the Jayapura (Sentani) Regency area. One of the tasks of the Klasis is the monitoring and evaluation of the Setoran Wajib Jemaat (SWJ). Each Church is required to collect offerings cumulatively each month. The obstacle faced in financial management in the Klasis Sentani environment is the budget processing system which is manual, where donations are deposited to Klasis by attaching proof of deposit. this makes the process of collecting donations an inefficient routine. Including the documentation process that looks not up-to-date and the difficulty in publishing the results to the congregation at Klasis Sentani. This study aims to facilitate the reporting of mandatory deposits for the classic GKI Sentani congregation, namely by creating an information system for the congregation's mandatory deposit. The development of the software system uses the Waterfall method, with the Unified Modeling Language as the system modeling language. This system has been implemented and makes it easier to manage finances for the church treasurer and classics. Financial information can also be viewed transparently on the page provided and can be accessed by the congregation.
PAPUA PROVINCE OF MSME DATA COLLECTION APPLICATION WITH LARAVEL FRAMEWORK Amelia Ludia Kafiar; Remuz MB Kmurawak; Samuel Aleksander Mandowen
JURTEKSI (Jurnal Teknologi dan Sistem Informasi) Vol 8, No 2 (2022): April 2022
Publisher : STMIK Royal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/jurteksi.v8i2.1332

Abstract

Abstract: MSMEs are an essential sector in regional economic growth. Up to now, Papua Province has been trying to improve the economy. Still, it seems not optimal, as seen from the Human Development Index and the Percentage of the Poor Population, where Papua occupies the last rank. One of the causes found here is the processing of MSMEs that have not been optimal. MSME data collection services are still done manually with Microsoft Excel. This impacts making strategic policies for SMEs that are not optimal because their data are not updated. This study aims to develop a web-based MSME data collection application to facilitate the SME field admin and MSME actors for the data collection process. The method used in making this application is the waterfall method, where the development of this application is done sequentially. The final result of this study resulted in an easy application for collecting data on SMEs and updating data. In addition, it is also in the form of data collection reports for MSMEs and mapping of beneficiaries each year.           Keywords: Laravel Framework; UMKM Data Collection; Waterfall  Abstrak: UMKM merupakan sektor yang penting dalam pertumbuhan perekonomian daerah.  Selama ini Provinsi Papua berusaha meningkatkan perekonomian, namun terkesan belum optimal, dapat dilihat dari Indeks pembangunan Manusia serta Persentasi penduduk Miskin, dimana Papua menempati Posisi terakhir di Indonesia. Salah satu penyebab yang di temukan disini adalah pengolahan UMKM yang belum optimal. Pelayanan pendataan UMKM masih dilakukan secara manual dengan Microsoft Excel. Hal tersebut berdampak dalam pengambilan kebijakan strategis UMKM yang tidak optimal, karena data yang dimiliki tidak up to date. Penelitian ini bertujuan tunk mengembangkan aplikasi pendataan UMKM berbasis web untuk mempermudah admin bidang UKM maupun pelaku UMKM untuk proses pendataan. Metode yang digunakan dalam pembuatan aplikasi ini adalah metode waterfall, dimana pengembangan aplikasi ini lakukan secara berurutan. Hasil akhir penelitian ini menghasilkan aplikasi yang mudah untuk untuk pendataan UMKM  serta updating data. Selain itu juga berupa laporan pendataan UMKM dan juga pemetaan penerima bantuan setiap tahunnya.  Kata kunci: Framework Laravel; Pendataan UMKM; Waterfall,
PEMBELAJARAN JARAK JAUH DALAM JARINGAN BAGI GURU SD INPRES PERUMNAS I WAENA JAYAPURA Ida Mariati Hutabarat Hutabarat; Yacob Ruru; Andi N. Ramadhana; Remuz M.B. Kmurawak
Prosiding Seminar Nasional Pengabdian Kepada Masyarakat Vol 2 (2021): PROSIDING SEMINAR NASIONAL PENGABDIAN KEPADA MASYARAKAT - SNPPM2021
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (250.759 KB)

Abstract

Abstract In addition to using books or lecture methods, teachers are expected to have different learning media, adjusting learning materials and conditions for their students. Teachers and students can take advantage of technology-based learning media, one of which is the Canva application. Canva is an online-based application that provides attractive designs in the form of templates, features, and categories given in it. With diverse and attractive designs, it makes the learning process not boring. By using the Canva application, teachers can teach knowledge, creativity, and skills that will be obtained for students, so that this media can also be used in various areas of life. Thus, the developed media can be used in online and offline learning. Abstrak Selain menggunakan buku atau metode ceramah, guru diharapkan mempunyai media pembelajaran yang berbeda menyesuaikan materi serta kondisi pada peserta didiknya. Guru serta peserta didik dapat memanfaatkan media pembelajaran berbasis teknologi salah satunya ialah aplikasi Canva merupakan aplikasi berbasis online dengan menyediakan desain menarik berupa template, fitu-fitur, dan kategori- kategori yang diberikan didalamnya. Dengan desian desain yang beragam dan menarik, membuat proses pembelajaran menjadi tidak membosankan.Dengan menggunakan aplikasi Canva, guru dapat mengajarkan ilmu pengetahuan, kreativitas serta keterampilan yang akan didapatkan untuk peserta didik, sehingga media ini juga dapat dimanfaatkan dalam berbagai ranah kehidupan. Dengan demikian, media yang dikembangkan dapat digunakan dalam pembelajaran daring maupun luring.
IOT-BASED HOME AUTOMATION USING NODEMCU ESP8266 Paulus K A Windesi; Mingsep Rante Sampebua; Remuz MB Kmurawak
Jurnal Riset Informatika Vol 4 No 4 (2022): Period of September 2022
Publisher : Kresnamedia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1015.989 KB) | DOI: 10.34288/jri.v4i4.431

Abstract

Home automation is an automation technology that focuses on managing circuits and electronic equipment in homes, offices, and others. Home automation is a form of Internet of Things (IoT) development that allows communication and control through devices while connected to the internet. This study aims to design a Home Automation prototype on lighting devices such as lamps, light sensors to activate lights, and several lights controlled using mobile devices. The research method uses the prototype method, where system development is focused on the results of input from customers who will be evaluated for software development. The stages in this research begin with analyzing device requirements, literature study, system design, hardware design, user interface design testing, and arriving at the results. This research output will be made in the form of a prototype, where all components will be placed based on the layout described in the design. This system can help users control the equipment in the house from anywhere and anytime, including using light sensors to provide input to turn the lights on or off.
Mengolahragakan Masyarakat Melalui Optimalisasi Permenpora No. 18 Tahun 2017 Tentang Gerakan Ayo Olahraga Sutoro Sutoro; Tri Setyo Guntoro; Welly Lokollo; Evi Sinaga; Yos Wandik; Daniel Womsiwor; Remuz Maurens Bertho Kmurawak; Junalia Muhammad; Miftah Fariz Prima Putra
Jurnal Pengabdian Olahraga Masyarakat (JPOM) Vol 3, No 2 (2022): November 2022
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jpom.v3i2.13921

Abstract

Adanya lahan terbuka olahraga terbengkalai menjadi ironi di tengah upaya untuk mengelorakan dan membudayakan olahraga di masyarakat. Oleh karena itu, pengabdian ini memiliki tujuan untuk (1) melalukan optimlasisasi Permenpora No. 18 tahun 2017 tentang “gerakan ayo olahraga” dengan cara memfungsikan lahan terbuka untuk digunakan sebagai sarana olahraga masyarakat, dan (2) menjadikan olahraga sebagai gaya hidup dengan cara memasyarakatkan olahraga dan mengolahragakan masyarakat. Metode yang digunakan dalam kegiatan tersebut adalah edukasi, pendampingan, dan pemberian bantuan berupa peralatan olahraga. Hasil kegiatan menemukan (1) Optimlasisasi permenpora No. 18 tahun 2017 tentang “gerakan ayo olahraga” dengan cara memfungsikan lahan terbuka untuk digunakan sebagai sarana olahraga masyarakat telah berjalan dengan cukup baik, (2) olahraga rutin belum menjadi gaya hidup meskipun telah dilakukan kegiatan memasyarakatkan olahraga dan mengolahragakan masyarakat.
Congregational Information System and Inventory of GKI Harapan Abepura, Papua Albert T. Wairara; Remuz MB Kmurawak; Yokelin Tokoro; Samuel Mandowen
IJISTECH (International Journal of Information System and Technology) Vol 6, No 5 (2023): February
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v6i5.281

Abstract

Gereja Kristen Injili Harapan Abepura Papua processes data by conventionally collecting congregational and inventory data and recapitulating it in Microsoft Excel. This process causes the data not to be up-to-date, the process of adding inefficient data and data that is vulnerable to lose. Information systems are solutions in data management.  A Data and inventory system was created to help the process of efficient data management at GKI Harapan. The waterfall is used to develop the system, consisting of requirements, design, testing, integration, and maintenance.  System Modeling Methods using UML with PHP programming language using codeigniter framework and MySQL as database. The research results in system development have been carried out well and are used at GKI Harapan Abepura.