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Book of Hours Geofroy Tory, Spirit Renaisans dalam Kontinuitas Ide Desain Hakim, Fitro Nur
Speed - Sentra Penelitian Engineering dan Edukasi Vol 2, No 2 (2010): Speed 6 - 2010
Publisher : APMMI - Asosiasi Profesi Multimedia Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (417.355 KB) | DOI: 10.3112/speed.v2i2.904

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Abstrak: Karya desain grafis banyak dikenal dalam produk-produk komersil, misalnya iklan cetak, televisi dan internet. Awal mula desain dengan penerapan teknik dan teknologi sebenarnya dimulai pada masa Renaisans. Media sebaran desain grafis telah mengalami evolusi besar. Analisis terhadap karya "Book of Hours" oleh Geofroy Troy akan membuka kembali wawasan manusia akan apresiasinya terhadap karya-karya desain grafis. Renaisans merupakan sebuah kebangkitan desain grafis ditahun 1500, para desainer menggeliat merasuk ke ranah media massal. Sebuah aktivitas desain yang bertolak belakang dengan kebiasaan pada masa sebelumnya, yang lebih mempersembahkan desain grafis untuk pekerjaan religius. Tanpa mengurangi spirit religi dalam karya desainnya, Geofroy Troy telah memediasi sebuah gagasan desain yang lebih berguna bagi masyarakat banyak. Book of Hours karya Geofroy Troy telah memberi kesempatan kepada banyak insan, untuk ikut menikmati sebuah karya desain berupa "buku doa" yang sebelumnya merupakan benda eksklusif milik orang-orang kaya. Mesin cetak dan teknik ilmu ukur telah memudahkan manusia untuk memfasilitasi kebutuhan manusia terhadap produk desain grafis dalam hidupnya. Kata kunci : Desain grafis Renaisans Abstract: Graphic design work is widely known in commercial products, such as print ads, television and internet. Beginning with the application of engineering design and technology actually began during the Renaissance. Media distribution of graphic design has undergone a major evolution. Analysis of the work "Book of Hours" by Troy Geofroy will reopen the human insight appreciation of works of graphic design. Renaissance is a graphic design revival in the year 1500, the designers stretched penetrate into the realm of mass media. A design activity is contrary to custom in the past, offered a more graphic designs for religious work. Without prejudice to the religious spirit in his design work, Geofroy Troy has mediated a design idea that is more useful for many people. Book of Hours work Geofroy Troy has given occasion to many human beings, to share in the design work of a "prayer book" which previously was the exclusive object belongs to rich people. Printing machines and techniques of human geometry has made it easier to facilitate human needs for graphic design products in his life. Keywords : Renaissance graphic design
RULE BASED DAN SAFETY STOCK UTUK MONITORING DATA WAREHOUSE PERUSAHAAN Mokhamad Iklil Mustofa; Fitro Nur Hakim
JURNAL TEKNOLOGI INFORMASI DAN KOMUNIKASI Vol 9 No 1 (2018): Maret
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/jtikp.v9i1.165

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Abstrak A inventory system is created to maximize customer service and corporate profits, the system created by focusing on stockopname security. The method of rule base and safety stock, used to optimize inventory in warehouse / data warehouse. After the trial, the result rule / rule proven, so the stock in a secure position.
Penerapan Gesture Recognition Pada Aplikasi Desktop Komputer Sebagai Sarana Pengembangan Ketrampilan Penggunaan Mouse (Studi Kasus : SD Mataram Semarang) Ambarwati Subiyanto, Ema; - STMIK Provisi Semarang, Fitro Nur Hakim
IJNS - Indonesian Journal on Networking and Security Vol 7, No 1 (2018): IJNS Januari 2018
Publisher : APMMI - Asosiasi Profesi Multimedia Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (406.759 KB)

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Abstract - Gesture is a development of HCI (Human Computer Interface), a very simple feature that allows users to operate a smartphone. Gesture is now known to many people, gesture is a feature of the smartphone is very interesting, if Gesture can be applied to the field of education, will be very interesting students to learn to know the computer. Gesture-based applications can maximize the ability of a mouse on a desktop computer without the need for additional facilities. Keywords : gesture; recognition; desktop; mouse Abstract - Gesture is a development of HCI (Human Computer Interface), a very simple feature that allows users to operate a smartphone. Gesture is now known to many people, gesture is a feature of the smartphone is very interesting, if Gesture can be applied to the field of education, will be very interesting students to learn to know the computer. Gesture-based applications can maximize the ability of a mouse on a desktop computer without the need for additional facilities. Keywords : gesture; recognition; desktop; mouse
Perancangan Aplikasi Helpdesk Servis Software Dan Hardware Berbasis Web (Studi Kasus : PT. Karya Zirang Utama Semarang) ., Pranoto; Nur Hakim, Fitro; Gayuh Utomo, Victor
Indonesian Journal of Networking and Security (IJNS) Vol 4, No 2 (2015): IJNS April 2015
Publisher : APMMI - Asosiasi Profesi Multimedia Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1894.045 KB) | DOI: 10.55181/ijns.v4i2.1327

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Abstract: PT Karya Zirang Utama is a automotive Comppany. PT Karya Zirang use a computer system to support the activities of the company. Problems associated with information technology handled by the IT department. Problems management processes that still use manual recording method has one constraint among staff with other staff. Ussing manual method statements can not be done quickly.  To simplify the IT department to manage incoming issues, they required applications that can handle the needs of IT. With Web-based information systems can be accessed using a web browser from a variety of operating systems. With the application of web-based systems can also be accessed from the branch office. The method used in the design of this application is the SDLC (System Development Life Cycle), which consists of several stages. The purpose of this research is the application of the helpdesk service web-based software and hardware that is used and useful for the work of employees of PT Karya Zirang Utama for IT-Departemnt.Keywords: Helpdesk,information systems, web-based Abstrak: PT Karya Zirang Utama adalah perusahaan yang bergerak dibidang otomotif. PT Karya Zirang menggunakan sistem komputer untuk menunjang kegiatan perusahaan. Masalah yang berhubungan dengan teknologi informasi di tangani oleh bagian IT. Proses pengelolaan permasalahaan yang masih menggunakan metode pencatatan manual memiliki kendala antara staf yang satu dengan staf yang lainnya. Dengan metode manual penyajian laporan tidak bisa dilakukan secara cepat. Sehingga untuk mempermudah bagian IT dalam mengelola permasalahan yang masuk, maka dibutuhkan aplikasi yang dapat menangani kebutuhan IT. Sistem informasi berbasis web dapat diakses menggunakan web browser dari berbagai sistem operasi. Dengan sistem berbasis web aplikasi juga dapat diakses dari kantor cabang.  Metode yang digunakan dalam perancangan aplikasi ini adalah SDLC (Sistem Development Life Cycle) yang terdiri dari beberapa tahapan. Tujuan dari penelitian ini adalah aplikasi  helpdesk service software dan hardware berbasis web yang digunakan dan bermanfaat bagi karyawan PT karya Zirang Utama terutama bagian Staff IT dalam mengelola.Kata Kunci: Helpdesk,Sistem Informasi,berbasis web
Aset Digital Elearning Berbasis Scorm Sebagai Upaya Resource Sharing Multi Platform LMS Untuk Sekolah Menengah Kejuruan RPL ., Migunani; - STMIK ProVisi Semarang, Fitro Nur Hakim
Indonesian Journal of Networking and Security (IJNS) Vol 5, No 2 (2016): IJNS April 2016
Publisher : APMMI - Asosiasi Profesi Multimedia Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (572.285 KB) | DOI: 10.55181/ijns.v5i2.41

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Abstrak - Membangun masyarakat berpengetahuan (knowledge based society) e-Learning ikut memainkan peranan yang penting. e-Learning merupakan pembelajaran yang memanfaatkan atau menerapkan teknologi informasi dan komunikasi. Fenomena yang terjadi saat ini bahwa portal e-Learning memiliki beragam platform. Selain itu format sumber belajar yang disajikan memiliki keragaman pula. Kondisi ini akan berpengaruh pada beberapa hal diantaranya : (1) Keterbatasan penggunaan sumberdaya pembelajaran (aset digital) yang dapat di pakai (resource sharing) pada platform Learning Managemen System (LMS) yang berbeda. (2) Konten pembelajaran tidak dapat di paketkan yang dapat di gunakan kembali pada sistem dengan platform yang berbeda. (3) Pada konten pembelajaran dengan format selain Shareble Content Object Reference Model (SCORM) tidak mudah disesuaikan dengan kebutuhan karena harus menyusun ulang konten sumberdaya pembelajaran setiap kali menggunakan platform Learning Manajemen System yang berbeda. (4) Tidak mendukung penggunaan ulang sumberdaya pembelajaran (reusability), kurang fleksibilitas dalam mengolah, menggabungkan dan menyusun kembali pembelajaran berdasarkan objek-objek pembelajaran yang sudah ada. Oleh karena itu diperlukan (1) metode untuk menghasilkan format standar konten e-Learning agar dapat digunakan dalam berbagai platform LMS dalam merancang sumberdaya pembelajaran yang dapat dibagipakai (sharing) sehingga dapat digunakan pada platform yang berbeda, (2) terkumpulnya sumber pembelajaran secara lengkap dalam satu-kesatuan yang dapat dipasang secara menyeluruh dalam satu paket materi pembelajaran meskipun menggunakan platform LMS yang berbeda, (3) tersusunya konten pembelajaran yang dapat menyesuaikan kebutuhan individu atau organisasi sehingga memudahkan penyampaian, (4) fleksibilitas dalam mengolah, menggabungkan dan menyusun kembali objek pembelajaran berdasarkan objek-objek pembelajaran yang sudah ada. Untuk Sekolah Menengah Kejuruan Bidang Keahlian Rekayasa Perangkat Lunak.Keyword : e-Learning, SCORM, Aset Digital, LMS, Rekayasa Perangkat Lunak
Design and Implementation Multimedia Learning Success for Vocational Schools Fitro Nur Hakim; Achmad Solechan
International Journal of Electrical and Computer Engineering (IJECE) Vol 8, No 2: April 2018
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (416.421 KB) | DOI: 10.11591/ijece.v8i2.pp1067-1073

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This research aims to design a web-based multimedia applications, interactive learning, in order to improve the learning outcomes of students, especially students of Vocational High School. Multimedia Learning has been designed with some additional content in the form of applications: decision support system for multimedia usage based on Model of Multimedia Learning Success. The population obtained from respondents vocational school in Central Java, which is already implementing multimedia learning. The method used is qualitative analysis in the form of: the development of multimedia learning integrated with decision support systems. Design and implementation of multimedia learning success system that is abbreviated "Sikemuning". Sikemuning can be used to measure or provide guidance for teachers in the use of multimedia. Interviews with several respondents teachers from vocational schools in Central Java showed that: the system success multimedia learning developed in this study can be used as feedback to assess the success and effectiveness of the implementation of learning activities, multimedia learning can improve the performance and intelligence of vocational school students.
Confirmatory Factor Analysis untuk Mengetahui Pemanfaatan Multimedia Learning pada Perguruan Tinggi Swasta di Kota Semarang Achmad Solechan; Fitro Nur Hakim
Jurnal Transformatika Vol 12, No 1 (2014): July 2014
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v12i1.85

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Dominant indicator of the use of multimedia in learning needs to be studied using the Confirmatory Factor Analysis. This study aims to determine the most dominant factor affecting the use of multimedia in learning, this study uses the Technology Acceptance Modelling theory. This study uses the technique of Judgment Sampling Area or a sampling technique that is based on the determination of the research area. Determination of the study area are four private universities in Semarang, namely USM, Udinus, STMIK Provisi and Unisbank, so the overall number of respondents as many as 200 students. This study shows that: 1-the greatest contribution value of the Perceived Usefulness latent variable that is multimedia learning increase the effectiveness of learning in the classroom, 2-the greatest contribution value of the Confirmation latent variable, that is Lecturer Services using multimedia learning is preferred, 3-the greatest contribution value of the Perceived Ease of Use latent variable that is teaching materials using multimedia learning is something that is easy for students to understand. This study also shows that : 4-the greatest contribution value of the Satisfaction latent variable that is multimedia learning used by Lecturer in teaching and learning in the classroom is able to provide information in accordance with the information that students need, and 5-the greatest contribution value of the Continued IT Usage Intention latent variable that is students interested in understanding the material, which is taught by Lecturer, if Lecturer teaching using multimedia based than conventional models
SISTEM PAKAR DIAGNOSA KERUSAKAN PADA MOTOR MATIC VARIO BERBASIS WEB Imam Wicaksono; Fitro Nur Hakim; Victor Gayuh Utomo
Jurnal Transformatika Vol 13, No 2 (2016): January 2016
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v13i2.327

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Vario matic motorcycle riders do not know the constraints Vario matic motor damage and tend to leave the constraints of damage to the mechanical motor matic Vario without knowing that the actual damage is a simple damage, but if the rider had knowledge of treatment damages the motor matic Vario Vario matic handling damage can be done solely by the rider so that handling damage can be handled immediately without having to wait for a motorcycle repaired in the workshop. This study aims to produce rules as a knowledge base for damage matic based on the symptoms of damage and produce an expert system for diagnosis of the motor and electrical damage in the motor vehicle Vario matic. Methods in the design of this expert system uses an expert system dengen stages 6 stages, namely the identification, conceptualization, formalization, implementation, evaluation and development system. Diagnosis expert system Vario matic damage to the motor can be used to solve the problem of damage to motor matic vario diagnosis because it can give a diagnosis of any type of damage to the value of the probability of occurrence of each type of damage. 
SISTEM PENDUKUNG KEPUTUSAN UNTUK PEMILIHAN JURUSAN MENGGUNAKAN FUZZY MULTIPLE ATRIBUTE DECISION MAKING DENGAN METODE SIMPLE ADDITIVE WEIGHTING STUDI KASUS PADA SMA ISLAM SULTAN AGUNG 1 SEMARANG Dian Novita Handayani; Fitro Nur Hakim; Achmad Solechan
Jurnal Transformatika Vol 11, No 2 (2014): January 2014
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v11i2.98

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Problems that occur between major discrepancy with talent and competence are often experienced by high school students, therefore the role of decision support system for the selection of major is needed, so that teachers and students can assist in providing the appropriate department. The data collection process begins with the system requirements, system design, system creation process and the testing process. System design starts from designing the Unified Modeling Language (UML), Entity Relationship Diagram (ERD) and the design of the table. The process of ranking the major alternative use traditional methods of Simple Additive Weighting (SAW), which consists of a criteria subjects value, the value of attendance, the value of talent, values of Psikotest and quota of class. The final result in the form of majors recommendation from the calculation of the most high-ranking criteria. Recommended majors are expected to be the right advice for decision makers to make decisions majors, where the results showed that with this system have recommended majors conformity with the competence and talents of students by 74%.
Optimalisasi Throughput Menggunakan Link Aggregation Berbasis Open Source (Studi Kasus: PT Selaras Eka Citra Pariwara) Dhani Adityo Cahyadi; Rissal Efendi; Fitro Nur Hakim
Jurnal Transformatika Vol 12, No 2 (2015): January 2015
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v12i2.83

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PT Selaras Pariwara Ekacitra merupakan perusahaan dibidang advertising yang membutuhkan tingkat bandwidth yang besar karena tingkat transfer data yang sangat besar dari satu komputer ke komputer yang lain, terutama akses beberapa client ke server. Pada jaringan tersebut tingkat bottleneck terkecil yang terjadi adalah 74,6% dan tingkat bottleneck terbesar adalah 77,7%. Sedangkan rata-rata tingkat bottleneck yang terjadi adalah 75,58%. Link aggregation atau trunking port atau Ethernet bonding merupakan penggabungan beberapa port jaringan menjadi satu sehingga bisa mendapatkan bandwidth yang lebih besar dari beberapa interface. Pengujian endurance pada jaringan komputer dilakukan dengan melakukan transfer data dengan kecepatan maksimal dengan menggunakan File Transfer Protocol (FTP). Pengujian dilakukan pada server yang telah dipasang tools Filezilla server dan pada client yang telah dipasang filezilla client. Dan hasil setelah menggunakan metode link aggregation, kecepatan data transfer rate mengalami kenaikan rata – rata sebesar 66%.