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SCAN RADIO FREKWENSI (RF) DRIVE TEST DALAM TELEKOMUNIKASI Dimpo Sinaga
JSI (Jurnal sistem Informasi) Universitas Suryadarma Vol 4, No 1 (2017): JSI (Jurnal sistem Informasi) Universitas Suryadarma
Publisher : Universitas Dirgantara Marsekal Suryadarma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35968/jsi.v4i1.72

Abstract

In order to explore the potential candidates for employment, then in the world of school or college need to conduct scouting systematically between education obtained from any school or college with the business world. This can be realized through practical work so that students will be directed to achieve a professional competence. Planning is to get the optimal use of resources and maximum revenue potential while maintaining the level of quality of the system. In addition to cost considerations and spectrum allocation should also be considered. A system must be well planned so that when traffic increases, the capacity can be increased. Because the environment in each region is different, so different each macrocell and microcell network. Therefore, accurate planning is essential to ensure that the system can be enhanced capacity and improved network quality. RF planning has an important role in the design of mobile. With proper growth plan, we can reduce a lot of the problems that may arise and also reduce the cost optimization. However, if planning is bad then it will appear a lot of problems on the network and also increase the cost optimization.
EVOLUSI KOMPUTER, KINERJA KOMPUTER DAN INTERCONNECTION NETWORKS DALAM PERKEMBANGAN DUNIA TEKNOLOGI INFORMATIKA Dimpo Sinaga
JSI (Jurnal sistem Informasi) Universitas Suryadarma Vol 2, No 2 (2015): JSI (Jurnal sistem Informasi) Universitas Suryadarma
Publisher : Universitas Dirgantara Marsekal Suryadarma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35968/jsi.v2i2.46

Abstract

Informtika Engineering Department should be able to make plans in accordance with the Program in accordance with the wish to make. Berdasrkan logic systematically created a very complex logical thinking is required, whereas if the program that we make must tratur and directed, it is quite a Progremer that make the program shall have a mathematical logic. In addition to thinking of efficient human resources, as a program must also determine what logical programming language that is suitable for use or do not even need to use a programming language, because it uses a programming language that requires great thought just to make simple and will not even static efficiency of In terms of the program.
PERANCANGAN SISTEM INFORMASI ADMINISTRASI PEMELIHARAAN PESAWAT TERBANG MILITER PADA SKADRON TEKNIK (SKATEK) 021 Indarwati .; Dimpo Sinaga
JSI (Jurnal sistem Informasi) Universitas Suryadarma Vol 4, No 2 (2017): JSI (Jurnal sistem Informasi) Universitas Suryadarma
Publisher : Universitas Dirgantara Marsekal Suryadarma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35968/jsi.v4i2.8

Abstract

Advances in information technology, access to data or information available can take place quickly, efficiently and accurately. The rapid technological developments have enabled the air media widely for various purposes and created a new force known as air power.According to the doctrine of air power, air control air capability, air attack, air support with various modifications according to the needs and needs of each country. Aircraft that require air power of various types, types and functions is the type of hunter / combat aircraft, reconnaissance, bombers, and transport aircraft.What can be done to transport personnel and equipment such as weaponry in the soonest possible time. In the context of Scheduling, speed and accuracy. Measurement tool readiness unit operation unit.
Monitoring Data Center Cyber dengan Camera Network Fiber Optik Dimpo Sinaga
JSI (Jurnal sistem Informasi) Universitas Suryadarma Vol 5, No 2 (2018): JSI (Jurnal sistem Informasi) Universitas Suryadarma
Publisher : Universitas Dirgantara Marsekal Suryadarma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35968/jsi.v5i2.243

Abstract

In dealing with free trade there will be complex problems in the business world. One of the complex problems is the need for extensive information that can be useful for both internal and external parties. Especially in the field of server data rack rental business, because this business requires a lot of capital so it needs a computerized security system. The problem faced today is to facilitate the process of leasing server data racks and based on these problems. Networking is a set of computers that are connected by cable or wireless to other computers in order to communicate with each other, exchange information, share files and printers. The advantages of networking can produce information that is useful for the interests of internal and external parties.
PERANCANGAN MEJA DAN KURSI BELAJAR DITINJAU DARI ASPEK ARGONOMIK Peniarsih Peniarsih; Dimpo Sinaga
JSI (Jurnal sistem Informasi) Universitas Suryadarma Vol 9, No 2 (2022): JSI (Jurnal sistem Informasi) Universitas Suryadarma
Publisher : Universitas Dirgantara Marsekal Suryadarma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35968/jsi.v9i2.929

Abstract

The definition of human and computer interaction = a relationship between humans and computers that have certain characteristics to achieve a certain goal by running a system that is masked by an interface (interface). • The working principle of a computer = input-) process -) output .The computer is given data which is generally a series of numbers and letters. Then it is processed in a computer which becomes output according to human needs and desires. In aspects of life that must be done by every human being. With the increasing level of maturity of students, it is expected that students can play a role in society. The habits of students who have been very much an obstacle in the teaching and learning process are students who are less or not serious in learning due to inadequate learning facilities. For example, chairs and tables do not match the age level of students, the atmosphere of the room is not supportive, including poor lighting, very low noise levels and others. Therefore, a research is needed to redesign the table and chairs ergonomically, namely the design of tables and chairs by paying attention to comfort for the wearer. The tables and chairs used by school children today generally do not meet the ergonomic criteria, because the shape, design, and size are still very simple, and in the design process, factors related to Argonomics have not been considered.In meeting the design objectives or product design that is in accordance with the needs of school children, it is necessary to consider the dimensions of the children's bodies as the basis for measuring body dimensions. People generally never know what happens when data is entered into the CPU box via the keyboard. . Humans (users) are always focused on the monitor/printer as output. Humans are rarely aware of the process of interacting with computers. Humans only realize the interaction process when they find a problem and do not find a solution. Usually humans blame the interface that is less innovative, less attractive, less communicative Interaction can be said to be a dialogue between the user and the computer Keywords: Ergonomki, Interaksi manusia dan computer
Sistem Informasi Pembelian Berbasis Web ( Studi kasus pada PT. Asia Collect Indonesia ) Suyanto; Ari Prasetyo; Dimpo Sinaga
Jurnal Ilmiah METADATA Vol. 5 No. 1 (2023): Edisi Bulan Januari 2023
Publisher : LPPM YPITI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47652/metadata.v5i1.321

Abstract

Tujuan utama dari penelitian ini adalah mempelajari sistem pembelian yang berlangsung di PT. Asia Collect Indonesia sehingga diketahui kelebihan dan kelemahannya lalu merancang sistem informasi pembelian yang baru berupa sistem online berbasis web melalui jaringan internet. Metodologi penelitian dilakukan atas beberapa tahap yang terdiri dari proses pengumpulan data, analisa sistem, perancangan sistem, uji coba sistem dan evaluasi sistem. Sedangkan perangkat lunak yang digunakan dalam perancangan sistem informasi adalah HTML, PHP, Java Script, dan manajemen basis data MySQL. Hasil akhir dari penelitian adalah terciptanya sebuah sistem informasi pembelian berbasis web yang dapat memberikan informasi pembelian kapan saja dan dimana saja asal terkoneksi jaringan internet sehingga sangat membantu pihak manajemen PT. Asia Collect Indonesia dalam mengontrol sistem pembelian
APLIKASI ENKRIPSI DAN DEKRIPSI DENGAN METODE VIGENERE CIPHER BERBASIS ANDROID Dimpo Sinaga
JURNAL MITRA MANAJEMEN Vol 10, No 1 (2019): JURNAL MITRA MANAJEMEN
Publisher : JURNAL MITRA MANAJEMEN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35968/jmm.v10i1.294

Abstract

Kebutuhan akan informasi hampir menjadi prioritas utama bagi setiap orang karena itu banyak orang menginginkan informasi yang dapat menguntungkan berbagai pihak. Salah satu cara mengantisipasi hal ini adalah dengan merahasiakan informasi tersebut dengan teknik enkripsi. Teknik enkripsi klasik adalah  metode vigenere yang akan menyandikan teks. Penelitian ini untuk membuat suatu Aplikasi Enkripsi Sederhana Pada Android. Aplikasi ini bertujuan untuk menggantik teks sehingga informasi teks dapat dilindungi. Dalam pembahasan aplikasi ini masalah dibatasi pada pernacangan aplikasi Enkrip Dekrip pada Android dan pembuatan program androidnya. Pembuatan aplikasi Enkripsi Vigenere ini, menggunakan Eclipse sebagai tempat editor untuk menulis Java Android. Android banyak di gunakan karena Android bersifat open source, bersifat fleksibel dan mudah dalam pemakaiannya. Aplikasi ini dijalankan dengan menggunakan telepon genggam berbasis Android yang banyak digunakan karena Android bersifat open source.
ANALISA SENTIMEN DATA ULASAN PADA GOOGLE PLAY DENGAN MENGGUNAKAN ALGORITMA NAÏVE BAYES DAN SUPPORT VECTOR MACHINE Betesda, Betesda; Purwanto, Hari; Nuryadi, Hepi; Sinaga, Dimpo; Al Din, Sayyid Jamal; Al Afghani, Dhian Yusuf
Jurnal Sains dan Teknologi ISTP Vol. 22 No. 01 (2024): DESEMBER
Publisher : LPPM ISTP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59637/jsti.v22i01.423

Abstract

Reviews on the Google Play website are an application's user ratings, which contain users' ratings and comments. Review data describes user sentiment towards the application according to the ratings and comments are given. In practice, there is often a discrepancy between the rating and the comments given, resulting in a biased sentiment, so it is necessary to analyze the review to find out the sentiment contained therein. The Naïve Bayes method and the Support Vector Machine can be one of the methods that are often used to carry out sentiment analysis, because they have a good level of accuracy in the sentiment analysis process. In collecting data from the Google Play site using the Web Scraping technique with the google- play-scraper package from Python. Reviews that are successfully scraped then go through the preprocessing stage so that the data set is more structured. In the next stage, the data set is labeled based on the rating, and given a weight using TF-IDF. After classifying using the Naïve Bayes and Support Vector Machine methods, then evaluating using the confusion matrix, and validating using K-Fold Cross Validation. Research results using the Naïve Bayes method and Support Vector Machine for sentiment analysis on the Google Play website, the Naïve Bayes method produces 87.82% accuracy, 58.90% precision, 60.08% recall, while the Support Vector Machine method produces 90% accuracy .01% , precision 61.89%, recall 60.18%.
Pelatihan Teknologi Berbasis Multimedia Untuk Meningkatkan Kompetensi Siswa SMK Muhammadiyah 15 Jakarta kurnia, jehan; Betesda; Dimpo Sinaga; Alcianno Ghobadi; Tata Sumitra; Muryan Awaludin
Jurnal Bakti Dirgantara Vol. 2 No. 2 (2025): Jurnal Bakti Dirgantara
Publisher : Universitas Dirgantara Marsekal Suryadarma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35968/j44qvn80

Abstract

Bidang Desain Komunikasi Visual (DKV) saat ini berkembang pesat di sektor profesional dan pendidikan. Di Indonesia, perkembangan ini menunjukkan dinamika yang cukup kompleks, khususnya di pendidikan kejuruan. Salah satu tantangan yang dihadapi adalah rendahnya kompetensi siswa dalam multimedia, terutama pengembangan game, seperti yang terlihat di SMK Muhammadiyah 15 Jakarta. Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan pengetahuan dan keterampilan siswa dalam bidang multimedia pada kurikulum DKV. Program dirancang untuk mendukung pendidikan kejuruan melalui pelatihan berbasis teori dan praktik. Pelatihan dimulai dengan penyampaian materi dasar, dilanjutkan dengan praktik langsung menggunakan Construct 2, hingga tahap publikasi game secara daring. Kegiatan ini memberikan pengalaman langsung kepada siswa dalam seluruh proses pembuatan game, dari perancangan hingga implementasi. Hasil evaluasi menunjukkan 66,7% siswa sangat setuju bahwa pelatihan bermanfaat, dan 33,3% menyatakan setuju. Program ini juga memperkenalkan materi multimedia baru yang belum diajarkan sebelumnya, sehingga berkontribusi pada peningkatan kualitas pembelajaran dan kompetensi siswa. Dengan demikian, lulusan SMK diharapkan lebih siap menghadapi tuntutan industri kreatif saat ini.   The field of Visual Communication Design (VCD) is currently experiencing rapid growth in both professional and educational sectors. In Indonesia, this development presents a complex dynamic, particularly in vocational education. One key challenge is the limited student competence in multimedia, especially in game development, as observed at SMK Muhammadiyah 15 Jakarta. This community service initiative aims to enhance students' knowledge and skills in multimedia within the VCD curriculum. The program supports vocational education through a combination of theoretical and practical training. The sessions begin with basic theoretical instruction, followed by hands-on practice using Construct 2, and conclude with the online publication of the developed games. The activity provides students with direct experience throughout the game development process, from design to implementation. Evaluation results show that 66.7% of students strongly agreed that the training was beneficial, while 33.3% agreed. The program also introduced new multimedia content previously unavailable in the school’s curriculum, contributing to improved learning quality and student competence. Consequently, vocational school graduates are expected to be better prepared to meet the demands of today’s creative industries.