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PERANCANGAN APLIKASI MOBILE UNTUK KONSUMSI CAFFEINE : STUDI KASUS "KOPI JOSS" I Nyoman Yudi Anggara Wijaya; Nur Budi Nugraha
Jurnal Teknologi Informasi dan Komputer Vol 4, No 2 (2018): Jurnal Teknologi Informasi dan Komputer
Publisher : LPPM Universitas Dhyana Pura

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (500.973 KB)

Abstract

ABSTRACTPopularity of Coffee as one of the popular drinks because it has a distinctive taste and aroma. Coffee contains caffeine which is a psychoactive one that is used to reduce fatigue and also relieve drowsiness. Daily caffeine consumption shows that the average person consumes 180.94 mg until 319.32 mg of caffeine per day. Excessive consumption of caffeine can interfere with health. Several studies on coffee have now been carried out by researchers who discuss the benefits of coffee, the benefits of each coffee bean and how to make coffee with the best taste, of course, by doing laboratory testing to get good results. Coffee is the main source of caffeine all over the world. Problems that occur at this time where consumers as fans of coffee sometimes do not know the ideal coffee dose that can be consumed by consumers. Every consumption of coffee has a dose that can affect health. From the problem of the coffee dose, to find out the ideal proportion in joss coffee consumption based on one's weight, a mobile application will be developed that can help users to know the amount of caffeine from ground coffee based on the weight of the coffee, and specifically knowing the ideal amount of coffee consumption based on one's weight . The results of this study are an adroid application design that can be used to calculate coffee that can be consumed by consumers. The purpose of this study is to provide an overview of the amount of coffee that can be consumed and a person's weight.Keywords: Mobile Application, Caffeine Computatition, Kopi Joss, Coffee, CaffeineABSTRAKPopularitas Kopi sebagai salah satu minuman yang digemari masyarakat karena memiliki cita rasa dan aroma yang khas. Kopi mengandung kafein yang merupakan salah satu psikoaktif yang digunakan untuk mengurangi kelelahan dan juga menghilangkan kantuk. Konsumsi kafein harian menunjukkan bahwa rata-rata orang mengkonsumsi 180,94 mg sampai dangan 319,32 mg kafein per hari. Konsumsi caffeine yang berlebihan dapat mengganggu kesehatan. Penelitian tentang kopi saat ini beberapa sudah dilakukan oleh para peneliti yang membahas mengenai manfaat kopi, manfaat masing-masing biji kopi dan bagaimana membuat kopi dengan cita rasa terbaik tentunya dengan melakukan pengujian laboratorium untuk mendapatkan hasil yang baik. Kopi adalah sumber utama kafein seluruh dunia. Permasalahan yang terjadi saat ini dimana konsumen sebagai penggemar kopi terkadang belum mengetahui takaran kopi yang ideal yang dapat dikonsumsi oleh konsumen. Setiap mengkonsumsi kopi memiliki takaran yang dapat mempengaruhi kesehatan. Dari permasalahan takaran kopi tersebut maka untuk mengetahui proporsi yang ideal dalam konsumsi kopi joss berdasarkan berat badan seseorang akan dikembangan aplikasi mobile yang dapat membantu pengguna untuk mengetahui jumlah caffeine dari kopi bubuk berdasarkan berat kopi tersebut, dan kususnya mengetahui jumlah ideal konsumsi kopi berdasarkan berat badan seseorang. Hasil dari penelitian ini adalah sebuah perancangan aplikasi android yang dapat digunakan untuk perhitungan kopi yang dapat dikonsumsi oleh konsumen. Tujuan dari penelitian ini untuk memberikan gambaran perhitungan jumlah kopi yang dapat dikonsumsi dan berat badan seseorang.Kata kunci: Aplikasi Mobile, Komputasi Kaffein, Kopi Joss, Kopi, Kafein.
Rancang Bangun Sistem Pencatatan dan Pelaporan Terpadu (SIPETER) pada Puskesmas Cantigi Yaqutina Marjani Santosa; Nur Budi Nugraha; Alifia Puspaningrum; Ananta Padma Kusuma; Cepri Damiri; Muhammad Saka Fathurrahman
Prosiding Industrial Research Workshop and National Seminar Vol. 15 No. 1 (2024): Prosiding 15th Industrial Research Workshop and National Seminar (IRWNS)
Publisher : Politeknik Negeri Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35313/irwns.v15i1.6237

Abstract

Pada tahun 2024, Pemerintah Kabupaten Indramayu fokus pada peningkatan pelayanan publik, khususnya di sektor kesehatan. Penelitian ini mengkaji Puskesmas Cantigi, sebuah pusat pelayanan kesehatan tingkat 3 di Indramayu, yang masih menggunakan metode pencatatan dan pelaporan manual dalam operasionalnya. Penggunaan pencatatan manual ini mengakibatkan berbagai masalah efisiensi dan keakuratan data. Untuk mengatasi permasalahan ini, penelitian ini mengusulkan pengembangan sistem informasi pencatatan berbasis digital. Metode pengembangan yang digunakan adalah metode Agile, yang memungkinkan penyesuaian cepat terhadap perubahan kebutuhan selama proses pengembangan. Hasil dari penelitian ini menunjukkan bahwa implementasi sistem informasi berbasis Agile dapat meningkatkan efisiensi dan akurasi dalam pengelolaan data di Puskesmas Cantigi, serta memberikan contoh penerapan yang bisa diadopsi oleh puskesmas lainnya di Kabupaten Indramayu.
PENERAPAN CAESAR CHIPER DAN LEAST SIGNIFICANT BIT UNTUK MENGAMANKAN DATA REKAM MEDIS Ari Sellyana; Nur Budi Nugraha
Jurnal Publikasi Ilmu Komputer dan Multimedia Vol 2 No 1 (2023): Januari : Jurnal Publikasi Ilmu Komputer dan Multimedia
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupikom.v2i1.1001

Abstract

Technological developments in data security systems in maintaining information security have grown rapidly. Medical record is a document that contains personal data and medical history and medical treatment history of a patient at a hospital. Medical records are sensitive and confidential so that not just anyone can read the information in the patient's medical record. This study aims to secure patient medical record information by encrypting it with caesar cipher cryptography, the name of the patient's disease, then from the results of the encryption, the process of inserting the encrypted information into a digital image uses the least significant bit (LSB) steganography, namely replacing 1 digit behind the binary number in every 1 bit. The results of the study show that the application created is capable of encrypting and encoding patient medical record data information and embedding this information into digital images.
Pengembangan Media Pembelajaran Interaktif Untuk Mata Pelajaran Pendidikan Jasmani Olahraga dan Kesehatan Nur Budi Nugraha
Pixel :Jurnal Ilmiah Komputer Grafis Vol 17 No 1 (2024): Vol 17 No 1 (2024): Jurnal Ilmiah Komputer Grafis
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v17i1.1974

Abstract

Physical Education, Sports and Health are subjects that equip students with physical skills, health understanding and healthy living habits. This subject not only emphasizes the development of physical fitness, but also the formation of character, discipline and teamwork. Traditional teaching methods often face challenges in maintaining student interest and participation. Students who are used to digital technology feel that conventional methods are less interesting and irrelevant to their digital world. This research uses the waterfall method and aims to develop interactive learning media that integrates various elements such as animation, video tutorials, motion simulations and interactive quizzes. The results of the research produced interactive learning media with validation results from material and media experts showing a high level of feasibility, with an average score of 85%, exceeding the minimum criteria of 75%. Student responses were very positive, with 87% stating that this media increased their understanding and interest in learning.
Pengembangan Media Pembelajaran Interaktif Untuk Mata Pelajaran Pendidikan Jasmani Olahraga dan Kesehatan Nur Budi Nugraha
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 17 No. 1 (2024): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v17i1.1974

Abstract

Physical Education, Sports and Health are subjects that equip students with physical skills, health understanding and healthy living habits. This subject not only emphasizes the development of physical fitness, but also the formation of character, discipline and teamwork. Traditional teaching methods often face challenges in maintaining student interest and participation. Students who are used to digital technology feel that conventional methods are less interesting and irrelevant to their digital world. This research uses the waterfall method and aims to develop interactive learning media that integrates various elements such as animation, video tutorials, motion simulations and interactive quizzes. The results of the research produced interactive learning media with validation results from material and media experts showing a high level of feasibility, with an average score of 85%, exceeding the minimum criteria of 75%. Student responses were very positive, with 87% stating that this media increased their understanding and interest in learning.