Articles
Sistem Manajemen Keluhan Mitra Kerjasama Berbasis Framework Code Igniter dan SMS Gateway
Dwiana Okviandini;
Oky Dwi Nurhayati;
Ike Pertiwi Windasari
Jurnal Teknologi dan Sistem Komputer Volume 2, Nomor 1, Tahun 2014 (Januari 2014)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (842.148 KB)
|
DOI: 10.14710/jtsiskom.2.1.2014.31-39
Pada Balai IPTEKnet Badan Pengkajian dan Penerapan Teknologi (BPPT) terdapat sebuah prosedur untuk memanajemen keluhan mitra kerjasama. Sistem ini bertujuan untuk memudahkan mitra kerjasama agar dapat menyampaikan keluhannya serta memudahkan staf Balai IPTEKnet dalam mengelola keluhan yang disampaikan oleh mitra kerjasama. Manajemen ini merupakan salah satu strategi CRM atau manajemen hubungan pelanggan yang ada di Balai IPTEKnet BPPT. Teknologi informasi memainkan peranan penting dan makin luas dalam bisnis. Mengingat berkembangnya dunia teknologi informasi dewasa ini, maka upaya yang akan dilakukan peneliti agar memudahkan pelanggan untuk berinteraksi dengan pegawai Balai IPTEKnet dalam menyampaikan keluhan dan mengefisienkan staf Balai IPTEKnet dalam memanajemen keluhan yaitu dengan membuat sebuah sistem manajemen keluhan mitra kerjasama berbasis web.Perancangan sistem dilakukan setelah data diperoleh dan analisa terhadap data yang didapat telah dilakukan. Sistem yang akan dibuat dirancang berdasarkan metode unified process dan menggunakan diagram UML (Unified Modeling Language). Dilakukan pengujian dengan menggunakan metode black box.
Sistem Informasi Geografis Asrama Mahasiswa Aceh Berbasis LBS (Location Based Service) “Saweue Syedara” Berbasis Android
Alwie Augusra T. A;
Kodrat Iman Satoto;
Ike Pertiwi Windasari
Jurnal Teknologi dan Sistem Komputer Volume 3, Nomor 1, Tahun 2015 (Januari 2015)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (811.108 KB)
|
DOI: 10.14710/jtsiskom.3.1.2015.8-12
Student Dormitory is a desirable place to live for all overseas Aceh students that far from home, Student Dormitory be exclusive if the existence of a dormitory is located very far from the government and from the student's hometown, so the presence of dormitory is felt not exist and far from elegant impression , there are many Aceh students dormitory are not recorded by the Regional Government , that recorded only dormitory under the auspices of the government, when in fact the most dormitory are located under other institutions. Along with the development of, make it even easier people's lives in their daily live. During its development, mobile technology can determine the position of users, find the location you want to target, and provide a route to that location. The use of mobile devices for the Aceh Government, Society, and students in particular is to facilitate them in the course of a visit to Student Dormitory. 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 this application design is the realization of a mobile application that can allow users to find information and search for Aceh Student Dormitory in Java Island, Indonesia. The Geographic Information System uses technology of LBS (Location Based Service), this allows users to find the location of dormitory that wish to visit. This system will be developed on mobile devices using the Android operating system.
Analisis Tata Kelola Teknologi Informasi menggunakan Kerangka Kerja COBIT 5 pada AMIK JTC Semarang
Hadi Hilmawan;
Oky Dwi Nurhayati;
Ike Pertiwi Windasari
Jurnal Teknologi dan Sistem Komputer Volume 3, Nomor 2, Tahun 2015 (April 2015)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (387.454 KB)
|
DOI: 10.14710/jtsiskom.3.2.2015.247-252
Informations technology has been important elements in an organisation but getting higher information technology implementation cost requires any company or organization to implement an effective operation of information technology. Information technology was expected to help organization in achieveing their business goals and providing not only financial profit but also non-financial profit. To achieve their business goals and ensuring process of information technology works effectively and efficiently, a continuously audit and evaluation of our IT process need to introduced in organization. It will help organization aligning their business process with IT process. One of IT governance framework is COBIT 5. COBIT 5 is a comprehensive framewok that helps organizations to create optimal value from IT by maintaining a balance between realizing benefits and optimizing risk levels and resources use. COBIT 5 enables information and related technology to be governed and managed in a holistic manner for the whole organizations, taking full end to end business and functional area of responsibility, considering the IT-related intererst of internal and external stakeholders.
Pengembangan Permainan Edukatif Ragam Budaya Nusantara Berbasis Android
Dony Defrianto;
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
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (871.252 KB)
|
DOI: 10.14710/jtsiskom.3.3.2015.379-386
This research aims to develop a game software that can be used as an alternative means of learning media in Indonesian local culture for the community in the form of the game in the Android operating system. The methodology used in this study is the Multimedia Development Life Cycle (MDLC) sourced from Luther and has been modified by Sutopo, which consists of six stages, namely the concept, design, collection of material, manufacture, testing, and distribution. Testing applications that have been created using black-box method, which is carried out to check the functions contained in the application. The process of application testing is done by using a questionnaire. The testing is done objectively by asking ratings from users of the application. Therefore, the results of the study that were obtained using black-box method, indicates that the game is already working according to specifications needed to show test results for each application functions and buttons. And the results of the questionnaire data obtained by the average score of all ratings amounted to 84%. And it can be concluded that the applications made are well-qualified.
Perancangan Aplikasi Pembelajaran “Fruvenimal” Berbasis HTML5
Teddy Satria;
Adian Fatchur Rochim;
Ike Pertiwi Windasari
Jurnal Teknologi dan Sistem Komputer Volume 3, Nomor 4, Tahun 2015 (Oktober 2015)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (417.606 KB)
|
DOI: 10.14710/jtsiskom.3.4.2015.421-425
Golden Age is the time when a child's brain's ability to absorb information is very high. All information supplied will influence the child in later. Technology gives an effect on the progress of children. Computer technology can be a fun learning media and interseted for kid. Therefore, Fruvenimal application is developed as a learning media for introducing fruits, vegetables, and animals from the name, shape, sound, and vitamin via multimedia applications. Fruvenimal application is built using Construct 2. Multimedia aplication development used Multimedia Development Life Cycle (MDLC) which consists of six stages: concept, design, collection of material, manufacture, testing, and distribution /evaluation. For application testing method using the black box Test. Results from this study in the form of a multimedia application named Fruvenimal that can run on HTML5 browser. The application can be a learning media to introduce of fruits, vegetables, and animals for people, especially aged <8 so that kid from an early age is able to recognize the diversity of fruits, vegetables, and animals on earth.
Pembuatan Sistem Informasi Rental Mobil dengan Menggunakan Java dan Mysql
Annisa Rahmawati;
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
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (811.496 KB)
|
DOI: 10.14710/jtsiskom.3.3.2015.335-342
Pangsa pasar yang semakin berkembang di berbagai bidang usaha khususnya pada jasa, membuat sistem pembukuan penjualan yang belum menggunakan komputer menjadi tidak efektif. Salah satu contoh bidang usaha tersebut adalah usaha rental mobil. Proses pengolahan data transaksi perusahaan tersebut semakin tidak akurat dan lambat seiring dengan meningkatnya transaksi yang dilakukan. Atas dasar tersebut digunakan Sistem Informasi Rental Mobil yang berbasis komputer sehingga lebih cepat dan akurat. Sistem Informasi tersebut dibuat dengan menggunakan bahasa pemrograman Java dan menggunakan database MySQL yang tertanam langsung pada aplikasi. Proses pembuatan dan pengembangan Sistem Informasi Rental Mobil ini menggunakan metode SDLC (Software Development Life Cycle) model air terjun. Hasil dari perancangan aplikasi ini adalah suatu aplikasi desktop yang dapat memudahkan pengguna dalam pencarian mobil yang sedang tersedia, penagihan pembayaran dan pengembalian mobil jika batas waktu pengembalian sudah tiba.
Penyisipan Media Teks dan Citra Menggunakan Teknik Steganografi pada Media Pembawa Citra Digital
Alim Muadzani;
Oky Dwi Nurhayati;
Ike Pertiwi Windasari
Jurnal Teknologi dan Sistem Komputer Volume 4, Nomor 3, Tahun 2016 (Agustus 2016)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (728.279 KB)
|
DOI: 10.14710/jtsiskom.4.3.2016.470-478
Information has now become an important comodity in human life, with the rapid development of communications technology has enable people to communicate and exchange information more easily. Internet is very popular and used by billions users worldwide, the information passing through the internet is very large, and some certain people trying to get this information for profit. The information need to be secured to prevent the others to get the information that send through the internet, steganography can be used to hide the information before sending it and the receiver can recover the hidden data. Digital steganography using computer can use a variety of digital file, digital image file is one of them. With the infomation being hidden inside the image-carrier, the others will not aware about the hidden information. Application created using C# programming leanguage and the steganoraphy method using Least Significant Bit Insertion (LSBI). Microsoft Visual Studio used as Integrated Development Environtment (IDE) to code and design the user interface. Software develpment model using Extreme Programming, and the testing using black box method. Application designed to hide text or image inside an image-carrier and the hidden text or image can be recovered. The result of this research are an application that can hide text or image into image-carrier, and the hidden text or image can be recovered. Based on the testing application can run as expected and fulfill all the requirements.
Perancangan Game Math Adventure Sebagai Media Pembelajaran Matematika Berbasis Android
Muhammad Rizky Rahadi;
Kodrat Iman Satoto;
Ike Pertiwi Windasari
Jurnal Teknologi dan Sistem Komputer Volume 4, Nomor 1, Tahun 2016 (Januari 2016)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (320.939 KB)
|
DOI: 10.14710/jtsiskom.4.1.2016.44-49
Upaya meningkatkan efisiensi penyediaan aplikasi yang mengandung unsur pendidikan diperlukan berbagai alternatif dan inovasi baru dalam hal pemrograman untuk bisa diterapkan sebagai alat untuk mempermudah proses pembelajaran. Adanya game edukasi matematika ini diharapkan dapat meningkatkan kemampuan berhitung anak dalam proses pembelajaran matematika, dan menghilangkan rasa jenuh dan takut bagi anak-anak untuk belajar matematika. Game edukasi ini sangat berguna dibidang pendidikan khususnya matematika. Penulis memilih anak berusia 6 tahun sampai 9 tahun sebagai pengguna dalam game edukasi ini, karena akan lebih efektif jika mulai belajar matematika dari kecil karena di usia itulah anak-anak bisa dengan mudah mengingat dalam belajar menghitung. Metodologi yang digunakan dalam penelitian ini adalah Multimedia Development Life Cycle (MDLC) yang bersumber dari Luther dan sudah dimodifikasi oleh Sutopo. Alat bantu yang digunakan untuk menganalisis penyusun menggunakan Unified Modeling Language (UML). Sedangkan aplikasi yang digunakan dalam pembuatam skripsi ini adalah construct 2. Penerapan game edukasi matematika ini diharapkan dapat mengatasi masalah tersebut. Jadi disaat anak memainkan game ini anak tidak bosan dan tidak takut untuk belajar matematika, dengan harapan semangat anak untuk belajar akan lebih terpacu dan meningkatkan kualitas belajar anak. Untuk game edukasi ini sendiri diharapkan dapat dikembangkan lagi dalam hal animasi, desain, fitur, dan music sehingga menjadi semakin atraktif.
Sistem Informasi Antropometri Terintegrasi Dengan Sistem Tertanam Sebagai Pengukur Berat Dan Tinggi Balita
Nugroho Budi Wicaksono;
Rinta Kridalukmana;
Ike Pertiwi Windasari
Jurnal Teknologi dan Sistem Komputer Volume 4, Nomor 1, Tahun 2016 (Januari 2016)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (1166.673 KB)
|
DOI: 10.14710/jtsiskom.4.1.2016.187-201
Indonesian children’s growth are monitored monthly and can be seen by the KMS graphic and posyandu cadre’s book. The data from posyandu activity will be evaluated by the government health department. In practice, there are many obstacles to make posyandu works ideally. First, the cadres of posyandu have a difficulty to use the conventional anthropometric equipment, so the measurement data may not be valid and precise. Second, noting the KMS graphic needs an accuracy. Third, the measurement result in posyandu is not rapidly integrated to the central health data. A technology innovation of automatization anthropometry measurement called OTOTIM designed for infants that supported by an integrated information system is needed to solve those problems. OTOTIM designed to make anthropometric measurement for infants more fast, valid, and accurate. The measurement result will be stored in the database and transferred to an image that describe the nutrition status in the KMS. Microcontroller will process the data from load sensor that measure baby’s weight and ping sensor that measure baby’s height. Then those raw data will be sent to main component of OTOTIM, which is the software itself to gain informative result of measurement, that consist of right suggestion on what kind of treatment used to take care various nutrition condition of infant and comparison against the previous measurement. OTOTIM will also generate statistics which group the infant by nutritional condition for each month. Those statistics will also include information on how percentage of male and female babies which have certain nutritional condition. However those statistic will provide information which is relevant only for specific district as OTOTIM used in regional manner. In order to create statistic which is relevant to consumed by public, those measurement data must be processed in central server which can calculate whole data and grouped them by nutritional condition. OTOTIM introduces the central server that bring synchronization service between OTOTIM software which is installed locally on client PC and the server itself. OTOTIM software have to establish a connection to server to publish subdistrict-specific statistic, however this connection is not mandatory to run primary function. So if client have trouble to connect, this will not interrupt the primary function as OTOTIM supposed to run in less-signal environment.
Pengembangan Sistem Informasi Penjualan dan Pembelian pada Toko PC Tablet
Nur Setyo Permatasasi Putri W;
R. Rizal Isnanto;
Ike Pertiwi Windasari
Jurnal Teknologi dan Sistem Komputer Volume 2, Nomor 2, Tahun 2014 (April 2014)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (361.017 KB)
|
DOI: 10.14710/jtsiskom.2.2.2014.181-186
Sistem informasi penjualan dan pembelian yang dimiliki oleh perusahaan masih mempunyai beberapa kekurangan yang menyebabkan terjadinya kesalahan data pada laporan yang dihasilkan. Dan juga meskipun perusahaan telah memiliki sistem informasi namun perusahaan masih sering melakukan proses transaksi dan pencatatan transaksi secara manual, sehingga kesalahan data tidak dapat terhindarkan lagi. Oleh karena itu, perusahaan membutuhkan sebuah sistem informasi penjualan dan pembelian yang memadai, untuk dapat menampilkan data lebih akurat dan lebih mudah dipahami dalam penggunaannya. Pengembangan sistem informasi penjualan dan pembelian diawali dengan analisis kebutuhan sistem. Hal ini ditujukan untuk mendapatkan spesifikasi sistem yang sesuai. Kemudian dari data yang ada, dilakukan perancangan sistem informasi penjualan dan pembelian yang disesuaikan dengan kebutuhan perusahaan. Dalam tahapan perancangan, penggambaran proses bisnis sistem informasi dijelaskan dengan menggunakan DFD (Data Flow Diagram) dan untuk merepresentasikan data dalam sistem secara logis dilakukan dengan menggunakan ERD (Entity Relationship Diagram). Hasil dari perancangan kemudian diimplementasikan dengan menggunakan bahasa pemrograman PHP dan menggunakan sistem basis data MySQL. Perangkat yang digunakan adalah perangkat lunak Adobe Dreamweaver CS6 dan XAMPP. Hasil pengujian sistem informasi penjualan dan pembelian menunjukkan bahwa semua fitur yang terdapat dalam sistem informasi dapat bekerja dengan baik seperti mengelola data transaksi, mengelola data admin, mengelola data barang dan mengelola data lainnya yang berhubungan dengan kegiatan pokok dalam transaksi ini. Pada sistem informasi penjualan dan pembelian juga disertakan fungsi untuk menampilkan laporan dari proses transaksi yang dilakukan oleh pengguna.