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Mobile Augmented Reality Jurusan Sistem Komputer Universitas Diponegoro Berbasis Android (MARSISKOM) Teguh Martono, Kurniawan; Kridalukmana, Rinta
Jurnal Sistem Komputer Vol 4, No 1 (2014)
Publisher : Jurnal Sistem Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jsk.v4i1.64

Abstract

Department of Computer system Diponegoro University , Faculty of Engineering is one of the majors are still young . The department has several areas of specialization for students . Areas of specialization include Software Engineering , Computer Networks , Embedded Systems and Robotics and Multimedia . Majors but it also has some buildings that are used as a laboratory , classroom and centralized administration . To help facilitate students and the general public in recognizing or knowing the location of each of the buildings with the development of computer technology can be facilitated . One technology that can be applied is by using augmented reality technology which is combined with mobile communication devices . This study uses peracangan software system using the waterfall model . This model is a systematic approach and sequence ranging from system level requirements and then headed to the stage of analysis , design , coding , testing / verification , and maintenance . Referred to as step -by-step waterfall that must be passed pending the completion of the previous stage and run sequentially . System testing performed by menggukan black box testing which aims to determine the functionality of the system . System testing that has been done is stated that the system is run in accordance with what is expected . Testing the functionality of the system can be run on mobile devices with android operating system version of the jelly bean .
Integrasi Sharepoint Portal dan Office Web Application untuk Mendukung Layanan Cloud Kridalukmana, Rinta; Martono, Kurniawan Teguh
Jurnal Sistem Komputer Vol 4, No 2 (2014)
Publisher : Jurnal Sistem Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jsk.v4i2.71

Abstract

Abstract – Nowadays, information technology has been entering new era of cloud computing, whereas internet user can save and manipulate their file using the cloud. For more, not only provides storage and manipulation function, cloud can be used for document approval between employee to their manager. One of many solution to accommodate the needs mentioned above is sharepoint application by Microsoft. Web application maintained by sharepoint can be used as user interface to collaborate between users. To support document sharing and manipulation, sharepoint can be integrated with Office Web Application (OWA). By using OWA, user will meet experience using Microsoft Office through web browser. Considering Microsoft Office used by most people, the integration between sharepoint as web application farm and Office Web Application can be an altertative to enter cloud computing era
Pengembangan Game Dengan Menggunakan Game Engine Game Maker Teguh Martono, Kurniawan
Jurnal Sistem Komputer Vol 5, No 1 (2015)
Publisher : Jurnal Sistem Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jsk.v5i1.80

Abstract

Computer is one part that can not be separated in human life at this time. The use of computer technology penetrated in all areas of health, education, military and trade. One of the effects of perkembanagn computer technology is in the field of entertainment, namely games. Game is one of the multimedia applications that can be used for various purposes such as education, entertainment, or for simulation. The development of a game requires methods and tools. Various methods can be used in deploy, one method that can be used is to use the method of multimedia development. Tool that can be used in the development of the game is to use the game maker. This tool is one tool that can be learned in a short time. Use game tool maker in game development can be used for game development beginner. This is because the language used in the game maker uses symbols are easily understood by the user. The language used in the tool maker game is to use GML language or the game maker.
katapengantar Teguh Martono, Kurniawan
Jurnal Sistem Komputer Vol 5, No 2 (2015)
Publisher : Jurnal Sistem Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jsk.v5i2.97

Abstract

daftarpenulis Teguh Martono, Kurniawan
Jurnal Sistem Komputer Vol 5, No 2 (2015)
Publisher : Jurnal Sistem Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jsk.v5i2.98

Abstract

PEMANFATAAN TEKNOLOGI INFORMASI DALAM PEMBERDAYAAN PENGERAJIN KAPAL KAYU DI KABUPATEN BATANG Martono, Kurniawan Teguh
Jurnal Sistem Komputer Vol 7, No 2 (2017)
Publisher : Jurnal Sistem Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jsk.v7i2.160

Abstract

Batang regency is one of the regency located in the north coast of Java in the province of Central Java. This district has various potentials that can be used as a regional superior potential. One of the potentials owned by Batang district is the wooden ship production area. This area is located in the north of the stem, namely Senturi area. Utilization of information technology or computer technology has not been widely used in ship production process. The production capability of ships made by this group is obtained from generation to generation or based on the experience of each member. This condition certainly causes problems in the process of resource management both from human resources and resources. Shipyard resource management information systems can be implemented in the woodcraft craftsman community. The results of both the functionality and the usability test show that the results are aligned where the design and test results have been appropriate. In the usability testing it is found that community groups can master the use of the system.
RANCANGAN BANGUN SISTEM INFORMASI PRODUKSI AYAM PETELUR DENGAN MENGGUNAKAN FRAMEWORK CODEIGNITER Teguh Martono, Kurniawan Martono; Windasari, Ike Pertiwi
Jurnal Sistem Komputer Vol 8, No 1 (2018)
Publisher : Jurnal Sistem Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jsk.v8i1.163

Abstract

Chicken eggs are one source of animal protein that is easy to obtain and widely consumed by the community. Chicken eggs consumed in Indonesia consist of chicken and chicken. This opportunity became one of the causes of the emergence of many breeders of laying hens. Detailed processing production results cause problems for farmers. Information technology is one technology that is growing rapidly and widely used in helping activities in various sectors. One such sector is the field of laying hens. The use of information technology aims to solve a problem experienced by breeders and also to improve the effectiveness and efficiency when doing a job. Information technology in this case also has the following functions Capture, Processing, Generating, Storage, and Transmissions. To know the performance of the system that has been built then done the testing process. Test methods are performed using functionality testing. The results of this test results that the system has been built in accordance with the initial design. Performance of the system is running in accordance with its functionality.
Comparative Analysis on the Performance of Bluetooth 3.0 and Bluetooth 4.0 in the monitoring system of Toddler Growth Teguh Martono, Kurniawan Martono
Jurnal Sistem Komputer Vol 10, No 1 (2020)
Publisher : Jurnal Sistem Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jsk.v10i1.192

Abstract

The development of this toddler growth recorder was designed using HC 05 (bluetooth 3.0) module. Meanwhile, the development of the bluetooth protocol has reached bluetooth 4.0, one of the tools used by Bluno Nano board. This study aims to compare the performance of communication devices using HC 05 module (bluetooth 3.0) with Bluno Nano board (bluetooth 4.0). The data were collected through a number of tests with calculations using electrical formulas. The results obtained from the performance of these two tools showed that Bluno Nano (bluetooth 4.0) board had more advantages compared to HC 05 module.
Pengembangan Sistem Pendeteksi Gesture Angka pada Tangan secara Realtime Berbasis Android Wulandari, Pradipta Sekar Ayu Putri; Martono, Kurniawan Teguh; Windasari, Ike Pertiwi
Edu Komputika Journal Vol 7 No 1 (2020): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/edukomputika.v7i1.38655

Abstract

The Image Processing technology growing very rapidly now days. Many research develop this system. Cause image processing system can help deaf communication. Communication is a very important basic in life. Based on health profile in 2005 from Indonesian Ministry of health, the Indonesian congenital deafness reached 214.100 people. The congenital deafness is a hearing loss since birth, which lack of nerve impulses in the ear to convert the mechanical energy of vibration into electrical energy. With translator applications from sign languages to text, the deafness will be facilitated to interacting with other, despite the person can’t understand sign languages. The pupose of Numbering Gesture Recognition Application exists is to be basic for the next research to built translator sign languages to text. Android platform choosen because this platform already spread and open source, so it will be easily to spread this application.
Rancang Bangun Media Pembelajaran Pengenalan Spesies Ikan dengan Teknologi Augmented Reality Martono, Kurniawan Teguh; Fauzi, Adnan
Edu Komputika Journal Vol 5 No 1 (2018): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/edukomputika.v5i1.23015

Abstract

Education is one process that has a goal to develop the potential that exists in itself optimally. The education process can not be separated from the role of educators, infrastructure and society. In this era, the biggest challenge in the world of education is how to develop learning media that have interactive properties. The development of computer technology brought changes in the process of interaction between students and teachers. The computer technology used in this research is by using Augmented Reality technology. To know the working function of existing components in this application is done testing process with blackbox testing. This test is done by testing the effect of camera angle on marker and the influence of light in detecting marker. Based on the results of blackbox testing that has been done then obtained the bottom results in the conditions of light intensity 5 - 9 lux with angle orintation from 10 to 90 degrees marker failed to detect this is because the light intensity in the room does not meet so that the camera difficulty in performing marker detection. Markers can be detected when the light intensity is increased from 20 to 200 lux with an angle greater than or equal to 30o.
Co-Authors Abda Rafi Ade Riyantika Dewi Adhiim Catur Hanggoro Adi Putra Nugraha Adian Fatchur Rochim Aditya Nur Prasetyo Afandi Nur Aziz Thohari Ahmad Muzami Aji Yudha Al-Baarri, Ahmad Ni’matullah Alan Zuniargo Prabowo Andhika Dewanta Anggit Sri Herlambang Anisa Eka Utami Arena Bayu Chandra Permana Ari Fitriyanto Arief Puji Eka Prasetya Aulia Nastiti Bashit, Nurhadi Dania Eridani Danial Ahmad Muslih Dea Ismy Soraya Isabella Destya Ulfiana Desyta Ulfiana Dilan Arya Sujati Dini Indriyani Putri Dodi Triwibowo Dyah Mustika Nency Widowati Eggy Listya Sutigno Eka Desyantoro Erwin Adriono Fanidia Nur Utami Fatima Setyani Fauzi, Adnan Fauzi, Adnan Fauzi, Adnan Feby Adhi Putra Fira Nathania Ghali Adyo Putra Gilang Aditya Pamungkas Hadisuwarno, Muhamad Anggito Herlambang Hendra Taufiq Oktafianto Hendry Ike Pertiwi Windasari Imaduddin Abdul Rahim Indra Permana Isvandiari Fitri Utami Iwan Setya Nugraha Laila Adhanisa Lazuardi Arsy M. Rizki Kurniawan Margaretha Tuti Susanti Muhammad Risqullah Naufal Yudanar Muhammad Rozi Yerusalem Ni Luh Made Dewi Asih Astita Novia Sari Ristianti Novia Sari Ristianti Nurhadi Bashit Oky Dwi Nurhayati Prima Widyaningrum Quraish Quraish R Rizal Isnanto Rachel Chrysilla Tijono Refika Khoirunnisa Richard RF Siahaan Rinta Kridalukmana Rismawan Fajril Falah Rizal Panuntun Rizka Lukmana Afif Rosdelima Hutahaean Samuel Samuel Siti Susanti, Siti Siti Wulansari Sri Mulyani Suryo Mulyawan Raharjo Syariful Mujab Talitha Almira Ulfiana, Destya Wijaya Wahyudi Akbar Wulandari, Pradipta Sekar Ayu Putri Yenita Dwi Setiyawati Yongki Yonatan Marbun Yusnia Alfi Syahrin Zaskia Wiedya Sahardevi