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Dharmawati
universitas harapan medan

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PERANCANGAN LEARNING GAME INTERAKTIF MENGGUNAKAN METODE LINEAR SEQUENTIAL BERBASIS ANDROID Dafid Kurniawan; Khairunnisa; Dharmawati
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2020): PROSIDING SNASTIKOM 2020
Publisher : Universitas Harapan Medan

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Abstract

The design of interactive games using the Android-based linear sequential method was aimed at students in grades 1 to 4 basic school. This game designing purposes to know various kinds of rare and unique animals that do not exist in their surroundings through quiz games, even in the garden, even the closest animal does not have a complete and unique animal. The designing of this interactive game is made by using 4 softwares, namely CorelDraw X4 software used to design gate, Adobe Photoshop to tidy up and change the .JPG format to .PNG, Construct 2 as the main software in design this game and the last one is Adobe PhoneGap Build which is a software online which functions to build files into .APK form so that this game can be played on android users. The process of design this game requires an idea and a sequence. The result of this game provide a new knowledge in order to add insight into various kinds of rare and unique animals that do not exist in the surrounding environment through a game where childern learn while playing.
PENERAPAN FUNGSI KURVA BAHU DAN SEGITIGA PADA METODE FUZZY SUGENO DALAM MENENTUKAN KELAYAKAN KONSUMEN DALAM MEMBELI PROPERTI Ema Wardiana; Rismayanti; Dharmawati
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2020): PROSIDING SNASTIKOM 2020
Publisher : Universitas Harapan Medan

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Abstract

Marketing is the spearhead in a company, whether it is engaged in services or products. One of the most important assets owned by a company in its efforts to maintain its viability,developing, the ability to compete and earn a profit. Therefore, marketing must minimize the possibility of offering products to targets that are not potential. Application of the decision support system for determining the target market by using the Sugeno fuzzy method aims to minimize potential targets. Based on the tests carried out, it can be seen that the representation of the membership function of the shoulder curve and triangle curve can produce the expected decisions. This application is built by using the C # programming language which is implemented by Visual Studio 2010 ands designed by unity 3D software.
Implementasi Kriptografi Triple Des Dan Blowfish Pada Pengamanan File Multimedia Video Aldi Wahyudi; Sumi Khairani; Dharmawati
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2021): Prosiding Snastikom 2021
Publisher : Universitas Harapan Medan

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Abstract

Sending a message, data and information are very important and requires a high level of security. Developing of information technology is so rapid where everyone will find it is easy to get a message, data and information, especially video. Video is one of the multimedia content often uses. Maintaining the confidentiality of the video is important so that unauthorized people cannot see the message contained in the video. One of the methods used to secure video is using the triple des and blowfish algorithms, both of these algorithms are cryptographic methods that use the concept of block cipher and symmetric cryptography. These two algorithms are used as a reference in making encryption and decryption software for video files and analyzing the performance of existing security systems, and implementing them by testing and measuring the system, in terms of processing time for video files encryption and decryption. The application designed by using Visual Basic 2010 which is a programming language based on OOP (Object Oriented Programming) that utilizes .NET technology which is used to create applications in a Windows-based work environment. This application is expected to be able to accept the implementation of triple des and blowfish cryptography in securing multimedia video files properly and carry out the encryption and decryption process according to the algorithm
Implementasi Media Interaktif Budidaya Kelapa Sawit Bagi Komuditas Tani Berbasis Android Ulul Azmi Harahap; Sumi Khairani; Dharmawati
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2021): Prosiding Snastikom 2021
Publisher : Universitas Harapan Medan

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Abstract

Palm oil is an industrial plant / plantation used as a producer of vegetable oils, industrial oils and fuels. There are two types of oil palm, elaeis guineensis and elaei soleifera, which are used to produce palm oil in commercial agriculture. In fact, many communities (farmers) have failed or are still minimal in oil palm management. These factors include land conditions, knowledge of farming and insufficient experience. One way to provide knowledge to oil palm farmers is through socialization. Socialization which is equipped with media in accordance with technological developments will facilitate and greatly help the community. It will be easier for the community to obtain information about oil palm cultivation. The purpose of this study is to provide an attraction for oil palm cultivation. Then this research uses Unity 3D software by utilizing augmented reality technology. The results of this study are an android-based application about oil palm cultivation that has augmented reality technology. In the interactive media introduction of palm oil using Augmented reality technology, there are questionnaire results that conclude the first question questionnaire gets 62.6% results, the second question gets 64%, the third question gets 64%, the fourth question gets 64% and the last question 78.6%.
Implementasi Algoritma Sequential Search Dalam Game Edukasi Penyusunan Kalimat Terstruktur Siddiq Alridho; Khairunnisa; Dharmawati
SNASTIKOM Vol. 2 No. 1 (2023): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2023
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

The problem in this research is that it is difficult to learn structured sentences, especially in composing words, due to minimal knowledge, so this research aims to implement the Sequential Search algorithm in an educational game which aims to help users in composing structured sentences. The Sequential Search algorithm is used to search for and arrange words sequentially according to correct grammatical rules. This game is designed to help players, especially children, understand the concept of constructing sentences correctly in language. This research uses data originating from Indonesian language books. Through the implementation of this algorithm, it is hoped that players can develop their skills in constructing sentences correctly and effectively, as well as improve their understanding of grammar. This research combines the concept of learning through games (game-based learning) with an understanding of the Sequential Search algorithm in the context of language education. It is hoped that the results of this research can make a positive contribution in improving players' abilities in the field of composing structured sentences.
Implementasi Teknik Animasi Frame by Frame Pada Animasi 2D Sebagai Media Promosi Desa Surya Ramadan Hasibuan; Dharmawati; Rismayanti
SNASTIKOM Vol. 2 No. 1 (2023): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2023
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

Now there are many kinds of promotions that have been made along with the times, animation itself can be used as a form of promotion. The types of promotions that are made are sometimes based on 2 dimensions and 3 dimensions. Various things are promoted, both products and the promotion of tourist objects. In the promotion of tourist objects, it is usual to take places that are rarely known to someone, such as underdeveloped villages but have tourism potential that can attract people's attention, such as culture, daily life, or customs of the place. For 2-dimensional animation itself, there are many methods, one of which is used in this study is frame by frame, where this method is a method that in moving objects must draw objects in each frame, the more objects that are drawn in each frame, the more objects are drawn in each frame. the smoother the resulting animation. The promotion produced in this study, it will be in the form of an animated video file that can be played in a video player application