Gunawan Gunawan
Bina Nusantara University

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Penerapan Unsur Budaya Indonesia pada Aplikasi Game Tetris Nusantara Berbasis Android Albertus Agung; Gredion Prajena; Gunawan Gunawan; Ervia Mariski
ComTech: Computer, Mathematics and Engineering Applications Vol. 5 No. 2 (2014): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v5i2.2182

Abstract

Game Application of Tetris Nusantara is a game application that can run on mobile devices that have Android operating system. The game has elements of Indonesian culture and a new gameplay of Tetris. Therefore, this game application aims to entertain and introduce cultural diversity that exists in Indonesia so that players are not only entertained but get the knowledge through the application of this ‘Tetris Nusantara’ game. Research methods used in developing applications of this game is the waterfall method of research because it has a stage suitable for developing applications of this game. This game application allows users to find out information about the culture in Indonesia and entertained with a new gameplay of Tetris game. The results of this research is the creation of the archipelago Tetris game application using Indonesian cultural elements that can create interest for players to learn and add to the knowledge of the culture in Indonesia.
Analisis Waste dalam Aliran Material Internal dengan Value Stream Mapping Pada PT XYZ Gita Ayu; Jeffry Hanggara; David Kurniawan; Gunawan Gunawan
ComTech: Computer, Mathematics and Engineering Applications Vol. 3 No. 1 (2012): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v3i1.2448

Abstract

The main focus of the research is excess inventory and motion waste which commonly occur in warehouse and production floor. This research is carried out to minimize the average level and eliminate unnecessary motions, with consideration of electronic pull and traceability system characteristics. Product X, the highest-selling product, is the object of this research. To identify the current condition, the current state Value Stream Mapping (VSM) is developed as the basis to arrange improvement plan to minimize the wastes. Safety stock is determined through average and maximum consumption difference; and reorder point is determined to comply with pull approach. Average inventory level is calculated using continuous review method. The simulation was conducted and it was shown that 8.29 minutes is the maximum lateness. Thus, safety stock and reorder point are adjusted accordingly to anticipate stockout due to lateness. The improvement of process cycle efficiency is shown to increase from 4.1 % to 5.1 % as projected in future state VSM.