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Rancang Bangun dan Implementasi Aplikasi e-DUPAK Pranata Komputer Berbasis Website Menggunakan Framework Laravel di Pemerintah Kabupaten Sidoarjo Handoko Irawan; Sumarno; Nuril Lutvi Azizah
Jurnal Ilmiah Komputasi Vol. 22 No. 1 (2023): Jurnal Ilmiah Komputasi : Vol. 22 No 1, Maret 2023
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32409/jikstik.22.1.3321

Abstract

Prestasi kerja Pranata Komputer diukur berdasarkan keberhasilan dalam mengumpulkan angka kredit selama periode waktu tertentu. Angka Kredit diperoleh dari akumulasi nilai butir kegiatan yang harus dicapai dalam rangka pembinaan karier. Butir kegiatan Pranata Komputer sebagaimana tertuang dalam Peraturan Menteri Pendayagunaan Aparatur Negara dan Reformasi Birokrasi Nomor 32 tahun 2020 sedangkan petunjuk teknis penilaiannya diatur dalam Peraturan Kepala Badan Pusat Statistik Nomor 2 Tahun 2021. Untuk mendapatkan angka kredit, setiap Pranata Komputer harus membuat daftar usul penilaian angka kredit (DUPAK). Saat ini mekanisme pengajuan DUPAK masih dilakukan secara manual. Pranata Komputer menyusun DUPAK yang terdiri dari berbagai dokumen bukti fisik pelaksanaan butir kegiatan tugas dalam format berkas hardcopy kemudian mengirimkan secara manual ke Sekretariat Tim Penilai Angka Kredit. Tim Penilai kesulitan ketika memeriksa bukti fisik dalam format hardcopy dan Sekretariat Tim Penilai kesulitan ketika melakukan rekapitulasi nilai secara manual dan berpotensi terjadinya kesalahan perhitungan nilai. Dengan dibangunnya Aplikasi ini Pranata Komputer dapat mengajukan DUPAK secara online dan paperless, Tim Penilai dapat melakukan penilaian dengan mudah dan Sekretariat Tim Penilai dapat mengelola data pengajuan DUPAK dengan lebih baik dan efisien. Sistem ini dirancang menggunakan UML (Unified Modelling Language), dibangun menggunakan framework Laravel didukung dengan database MySQL dan diuji dengan metode blackbox.
Optimasi Perawatan Pasien Rawat Inap Berbasis Android Untuk Pemantauan Cairan Infus Sumarno Sumarno; Arief Wisaksono; Mochammad Luthfan Hakim; Riski Yulianto; Hindarto Hindarto
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 7, No 3 (2023): Juli 2023
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v7i3.6060

Abstract

Good and thorough patient care at the hospital is very necessary, so that someone who is treated at the hospital can be served properly, one of which is giving infusions to patients. So far, many hospitals or puskesmas provide infusions manually, relying on nurses or those who look after the patient. This study aims to provide Android-based infusion fluids, so that nurses or caregivers can find out the condition of the patient's infusion. The research used is quantitative research with experimental methods. The location of the research was carried out at the Siti Suaibah clinic located in Tempel Village, Kec.Krian, Kab.Sidoarjo. Data processing methods are used to sort data according to the topic where the data produces something from a research and also Coding data. The research carried out consisted of two stages, the first was making software and the second was making hardware. The results of the research are sending infusion fluid data every 10-12 seconds, and auto refreshing on the blynk application every 5 seconds with a measurement error percentage of 2.15 from the results of manual measurements as well as sending notifications on smartphones if the volume of intravenous fluids is below 6 mm by 70 time. The data sharing process was successful because the data held by the ultrasonic and Mlx90614 temperature of the infusion fluid were successfully stored in the Blynk database via the Arduino Wemos D1R2.
Aplikasi untuk marketing mukena handmade berbasis augmented reality Dimas Ayu Putri Risky Nofa; Rohman Dijaya; Sumarno Sumarno
Jurnal Pendidikan Informatika dan Sains Vol. 12 No. 1 (2023): Jurnal Pendidikan Informatika dan Sains
Publisher : IKIP PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/saintek.v12i1.5396

Abstract

Mukena merupakan salah satu perlengkapan sholat wanita muslim. Seiring dengan adanya perkembangan zaman dan industry fashion yang semakin banyak pilihan model, motif dan fariasinya, maka diperlukan sebuah marketing yang mendukung. Salah satu cara untuk mendukung proses dari media marketing nya yaitu dengan menggunakan aplikasi Augmented Reality. Dengan menggunakan teknologi Augmented Reality, penelitian ini berupaya mendongkrak daya tarik produk mukena perusahaan kepada konsumen. Pendekatan yang digunakan dalam penelitian ini adalah pendekatan MDLC (Multimedia Development Life Cycle), yang memiliki enam tahapan: (1) Konsep; (2) Desain; (3) Pengumpulan Materi; (4) Implementasi; (5) Pengujian; dan (6) Distribusi. Aplikasi marketing berbasis Augmented Reality ini  dirancang dan dikembangkan dengan menggunakan Unity, Vuforia SDK, dan juga Marker Based Tracking. Cara menggunakan dari aplikasi ini yaitu dengan mengarahkan kamera ke arah gambar marker mukena yang telah disediakan dan akan menampilkan visualisasi bentuk objek 3D. Hasil kesimpulan dari penelitian ini yaitu terbentuknya media marketing mukena handmade menggunakan teknologi Augmented Reality.
Implementasi Jaringan RT/RW Net menggunakan metode IP Binddings dan HTB untuk Usaha Menengah Kecil Mikro Wildan Arif Hidayatulloh; Hamzah Setiawan; S Sumarno
Kesatria : Jurnal Penerapan Sistem Informasi (Komputer dan Manajemen) Vol 4, No 2 (2023): Edisi April
Publisher : LPPM STIKOM Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/kesatria.v4i2.167

Abstract

The Internet is one of the results of technological advancement. Almost all activities can be done online using the Internet. However, the distribution of the Internet has not reached all sectors, especially in remote villages. This is due to the expensive cost of Internet installation, making it inaccessible to middle to lower-class communities. One solution to this problem is the RT RW Net business, which not only benefits the owner but also provides affordable Internet access to lower-middle-class communities. This research discusses the creation of RT RW Net using IP Bindings and HTB methods. IP Bindings is a technique of the hotspot server where the MAC Address of the user's Access Point is registered in the bypass type of IP Bindings so that the user's AP can connect to the Internet without authentication. To manage bandwidth, this research uses Hierarchical Token Bucket (HTB), which is a method of bandwidth management in Mikrotik that applies a hierarchical or tiered grouping concept. By combining these two methods, this research produces a good and appropriate RT RW Net Internet network. This provides access to information, business opportunities, healthcare services, education, and financial transactions online for rural communities. However, factors such as network infrastructure, trained human resources, and transparent and fair policies for all users need to be considered to run the RT RW Net business effectively and provide optimal benefits to the community.
Integrasi Aplikasi Monitoring dan Transaksi Pembayaran pada Kantin Sekolah Suseno Ardiansyah; Irwan Alnarus Kautsar; Uce Indahyanti; Sumarno Sumarno
Journal of Electrical Engineering Vol. 1 No. 1 (2024): April
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/jte.v1i1.2476

Abstract

Kontrol dan peran orang tua terhadap makanan yang dikonsumsi oleh anak sangatlah penting karena berkaitan dengan pertumbuhan anak. Banyaknya zat berbahaya yang mengancam metabolisme anak karena masih rentan penyakit akibat mengonsumsi makanan berbahaya tanpa pengawasan orang tua. Perlu adanya sistem informasi yang terintegrasi dengan transaksi pembayaran pada kantin sekolah. Penelitian ini bertujuan untuk menciptakan sistem dengan mengoptimalkan pemantauan konsumsi makanan anak di lingkungan sekolah secara lebih efisien dan akurat menggunakan data hasil transaksi pembelian. Metode pengembangan Agile Development Scrum dan pengujian metode Blackbox pada proses penelitian kali ini. Dengan penelitian ini hasil pengujian dapat disimpulkan bahwa dengan sistem tekomputerisasi orang tua dapat memonitoring transaksi pembelian makanan anak pada kantin sekolah. Integrasi aplikasi monitoring dan transaksi pembayaran diharapkan menjadi solusi untuk memonitoring transaksi pembelian makanan anak.
Sistem Informasi Manajemen Pengelolaan Keuangan Masjid Berbasis Android Webview Ayu Safalah Tasya Kharisma; Sumarno Sumarno
Journal of Electrical Engineering Vol. 1 No. 1 (2024): April
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/jte.v1i1.2478

Abstract

Masjid selalu membuat laporan akuntansi mengenai pemasukan dana yang di terima seperti sumbangan donatur, sedekah, atau bentuk bantuan sosial lainnya, karena itu pengurus masjid (takmir) harus mempertanggung jawabkan kepada publik semua laporan keuangan masjid. Pengelolaan keuangan masjid yang baik, juga merupakan salah satu faktor utama dalam upaya menjaga kelangsungan hidup dan memakmurkan masjid. Hal ini dikarenakan, masjid juga memerlukan ketersediaan dana yang tidak sedikit setiap bulannya. Dana-dana tersebut diperlukan untuk mendukung kegiatan peribadatan, keagamaan, pengadaan sarana dan prasarana, dan pengembangan masjid. Di masjid ini penulis melakukan penelitian tentang bagaimana sistem manajemen keuangan masjid mengenai pemasukan juga pengeluaran masjid, yang biasanya pengurus masjid melakukan pembukuan secara manual dengan buku kemudian mereka buatkan printout nya dan di tempel di masjid agar para donatur, juga jama’ah mengerti jela suang sumbangan tersebut di gunakan untuk keperluan masjid apa saja. Diharapkan setelah terealisasikannya Sistem Informasi Manajemen Pengelolaan Keuangan Masjid ini, takmir masjid dapat mengelola keuangan masjid dengan lebih mudah dan efisien.
PERANCANGAN GAME PARKOUR 3D BESERTA DAMPAK POSITIFNYA PADA KETERAMPILAN KOGNITIF PEMAIN Hafizh As Shoqri; Cindy Taurusta; Sumarno Sumarno
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 7 No 1 (2024)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v7i1.1208

Abstract

Parkour 3D games have gained popularity and attracted the interest of players and game developers. These games not only serve as entertainment but also have the potential to enhance cognitive skills such as speed, agility in thinking, and decision-making. However, there is a lack of focus on the relationship between 3D parkour games and the enhancement of speed, agility in thinking, and decision-making. This study aims to explore the impact of playing parkour 3D games on speed, agility in thinking, and decision-making, providing insights into the role of games in developing cognitive and motor skills and the contribution of technology in improving quality of life. The research findings from questionnaires and game analysis indicate that playing parkour 3D games has significantly improved players' speed of thinking, agility, decision-making skills, focus, and concentration, leading to the conclusion that the design of 3D parkour games has been successful in enhancing cognitive skills.
RANCANG BANGUN APLIKASI UJI KEMIRIPAN GAMBAR AI GENERATIVE DAN GAMBAR BUATAN TANGAN MENGGUNAKAN METODE DEEP LEARNING Rifqi Alfaesta Prawiratama; Sumarno Sumarno; Irwan Alnarus Kautsar
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 7 No 1 (2024)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v7i1.1192

Abstract

This research discusses the development of an application to test the similarity between AI Generative images and handmade images using deep learning methods. Artificial Intelligence (AI) technology has been applied to generative art through deep learning algorithms; however, there are still challenges related to copyright and originality of AI Generative art. The aim of this research is to develop an efficient model for classifying AI Generative art and handmade art. The classification model uses a Transformer approach, specifically exploiting the BEiT architecture, which shows highly satisfactory results in image classification tests. The high F1 score in each test reflects a good balance between precision and recall. The Transformer model outperforms previous methods using Convolutional Neural Network (CNN) and VGG16 models. It is expected that this model will be able to classify art more efficiently, assist in the detection of misuse, and mitigate legal risks related to copyright.
Aplikasi Keamanan Berkas dengan Enkripsi AES dan Biometrik Sidik Jari Berbasis Android Habib Husain Amirullah; Ade Eviyanti; Sumarno Sumarno
SMATIKA JURNAL : STIKI Informatika Jurnal Vol 14 No 01 (2024): SMATIKA Jurnal : STIKI Informatika Jurnal
Publisher : LPPM STIKI MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/smatika.v14i01.1130

Abstract

Data security in the current digital era has become critically important. Data and digital document thefts continue to occur, with an average cost of $3.86 million due to data breaches in 2018. To tackle this challenge, cryptography, particularly encryption, has become a key element in maintaining data confidentiality and integrity. The Advanced Encryption Standard (AES) has become the global standard for preserving data confidentiality by transforming data into a form that is difficult to decipher without the correct key. However, AES security relies heavily on the strength of the key used, posing risks of weak keys and potential negligence. This research aims to address these issues by combining AES-128 as the encryption algorithm and fingerprint-based authentication to enhance security access. The use of fingerprint biometric verification provides a user-friendly layer of security. The application was tested using Automated Testing, which is a method for testing a system using a series of scripts. The test results demonstrate that by combining the latest encryption technology and biometric authentication, this research successfully developed an application capable of encrypting data using the AES algorithm and integrating it with BiometricPrompt. The outcome is an improved level of data security in this digital era.
Implementasi Sistem Absensi Pada PG-TK AISYIYAH VI Sebagai Pendataan Absen Guru Gadafi Gadafi; Sumarno Sumarno; Cindy Taurusta
SMATIKA JURNAL : STIKI Informatika Jurnal Vol 14 No 02 (2024): SMATIKA Jurnal : STIKI Informatika Jurnal
Publisher : LPPM STIKI MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/smatika.v14i02.1333

Abstract

PG-TK AISYIYAH is a school with limited information system facilities, so an information system was created that refers to the method of recording attendance using a website with the aim of facilitating a more efficient and practical process when taking attendance. The purpose of this study is to design an attendance system that is applied to the website and automatically the attendance data will be listed, containing the name, time, minutes. In addition, an analysis was carried out at the school and data collection was carried out on teacher personal data. The research method used is through the stages of data analysis, design of the attendance system, implementation of the attendance system, testing and maintenance. At the testing stage using blackbox testing. The results of the study are that the attendance system shows that the application runs smoothly without errors. The admin confirms the attendance data and minutes provided by the teacher. All related entities in the application, with data from the teacher directly entering the admin system for confirmation.