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MIX USE BUILDING ‘JAVA MARINA BEACH WALK SEMARANG’ agus priyadi; agung dwiyanto; indriastjario indriastjario
IMAJI Vol 3, No 4 (2014): jurnal IMAJI - Oktober 2014
Publisher : Departemen Arsitektur, Fakultas Teknik, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (593.628 KB)

Abstract

Semarang merupakan ibu kota Propinsi Jawa Tengah , dalam perkembangan dewasa ini kota ini menjadi salah satu destinasi pariwisata di Jawa Tengah . Lokasi yang sangat berada di antara pusat ekonomi Indonesia yaitu Kota Jakarta dan Kota Surabaya , Kota Semarang menjadi persinggahan yang cukup populer di jalur darat penghubung kedua kota tersebut . Selain di topang dari jalur darat , pembukaan jalur udara langsung dari Kota Semarang menuju negara-negara tetangga menjadikan Semarang di banjiri turis mancanegara , tak kurang 3442 orang pada tahun 2012 mengunjungi Kota Semarang . Pertumbuhan jumlah turis di kota ini berdampak dengan berkembangnya bisnis di dunia pariwisata di Kota Semarang . Dari berbagai macam bisnis tersebut , salah satunya adalah bisnis penginapan . Bisnis dunia pariwisata sangat bergantung dengan pasaran yang akan di bidik . Perkembangan yang semakin pesat menjadikan kompetitor –kompetitor yang ada bersaing di kelas konsumen yang telah ada . Kelas konsumen yang semakin beragam dan berbagai tujuan menjadikan kelas bisnis penginapan semakin majemuk. Dari beberapa yang sedang populer di kalangan masyarakat adalah konsep penginapan bugdet yang digolongkan dalam peraturan pemerintah dapat diartikan berkelas bintang tiga (3) setara . Penginapan bugdet memiliki banyak kompetitor , selain kelas yang di tentukan adalah lokasi . Lokasi sangat menentukan suatu penginapan akan di kembangkan . Lokasi juga padat dimanfaatkan sebagai daya dukung atau ciri yang berbeda agar dapat bersaing dengan kompetitor lainnya .Lokasi yang cocok untuk khasus ini adalah Pantai Marina Semarang .
PENGARUH BERBAGAI INTENSITAS CAHAYA TERHADAP TINGKAH LAKU DAN KEPADATAN BRACHYONUS SP. Agus Priyadi
ZOO INDONESIA No 13 (1992): Zoo Indonesia No. 13
Publisher : Masyarakat Zoologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52508/zi.v1i13.2400

Abstract

Abstrak
PENGARUH BERBAGAI INTENSITAS CAHAYA TERHADAP TINGKAH LAKU DAN KEPADATAN BRACHYONUS SP. Agus Priyadi
ZOO INDONESIA No 13 (1992): Zoo Indonesia No. 13
Publisher : Masyarakat Zoologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52508/zi.v1i13.2400

Abstract

Abstrak
Inovasi Media Sosial dan Pengaruhnya terhadap Penerapan Fotografi Fashion Irdha Yunianto; Wiwid Wahyudi; Agus Priyadi
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 2 No. 2 (2023): Oktober : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrsendem.v2i2.2679

Abstract

The development of information technology brings a change in society. The birth of social media caused people's behavior patterns to experience a shift in existing culture, ethics and norms. The use of social media, especially Instagram, is currently the focus used in providing information. Almost all levels of society use social media to communicate. There are many new ideas that can be used to utilize social media, one of which is as a promotional medium in the field of fashion photography. The increasingly developing fashion industry must of course also be balanced with fashion photography. Therefore, one of the industries in the field of photography, namely Photoin Studio, continues to innovate using social media to play an important role in influencing society. By using a qualitative approach and semiotic analysis from Charles Sanders Peirce, you can find out and understand this research.
SISTEM PAKAR DIAGNOSA PENYAKIT TANAMAN JAGUNG MENGGUNAKAN METODE FORWARD CHAINING BERBASIS WEB rudjiono, daniel; Setiyo Adi Nugroho; Agus Priyadi; Aprilia Ferawati Ndaumanu
Elkom : Jurnal Elektronika dan Komputer Vol 17 No 1 (2024): Juli : Jurnal Elektronika dan Komputer
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/elkom.v17i1.1889

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Abstract - Corn plants are one of the plants that are easy to grow and relatively fast to get results but also a plant that is vulnerable to pests and diseases. The symptoms that arise require an expert or agricultural expert to be able to diagnose. Limited time and expert labor is one of the causes of delayed diagnosis, causing a decrease in farmers' yields. This is the basis for making this expert system by adopting knowledge from agricultural experts about the symptoms of corn disease using the Forward Chaining method. To support the research conducted, researchers used the Research and Development (R&D) research method and the design used the Object Oriented Programming (OOP) method using the Unified Modeling Language (UML). Software is built using the PHP programming language, MySQL as a database, and Bootstrap as an interface design with a web-based system.
Sistem Akuntansi Manajemen Keuangan Terintegrasi E-Commerce Untuk Meningkatkan Akurasi Laporan Keuangan Ewilla Sewing Demak Sukemi Kamto Sudibyo; Eni Endaryati; Vivi Kumalasari Subroto; Sri Wahyuning; Nur Rokhman; Agus Priyadi; Delinda Dalis Yuliani
MANAJEMEN Vol. 5 No. 1 (2025): MEI : MANAJEMEN (Jurnal Ilmiah Manajemen dan Kewirausahaan)
Publisher : LPPM Politeknik Pratama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/manajemen.v5i1.950

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The development of digital technology encourages business entities to utilize e-commerce to expand their market. However, many have difficulty managing financial reports because the online sales system is not yet integrated. Ewilla Sewing, a convection business, still records finances manually and separately from online sales.  This study designs and implements an integrated e-commerce financial management accounting system to improve the accuracy, efficiency, and reliability of financial reports. The research method uses a descriptive qualitative approach with observation, interviews, and document analysis. The system was developed with a waterfall model. The results of the study show that the system is able to manage finances more efficiently, accelerate reporting, provide real-time data, support internal audits, and help make more appropriate decisions for Ewilla Sewing.
MEDIA INFORMASI VIRTUAL REALITY UNTUK MEMPROMOSIKAN SEKOLAH DI MASA PANDEMI Andik Prakasa Hadi; Setiyo Adi Nugroho; Agus Priyadi; Rizky Ridwan Saputra
Elkom: Jurnal Elektronika dan Komputer Vol. 16 No. 1 (2023): Juli : Jurnal Elektronika dan Komputer
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/elkom.v16i1.1264

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School promotions were carried out directly by visiting junior high schools, during a pandemic this can’t be done. In an effort to attract prospective new students at SMK PGRI 2 Salatiga, it is necessary to innovate by adding promotional media that can be accessed by the wider community. Information distribution can be done through social media and the school's YouTube channel. Information media was chosen as virtual reality in the form of 360° videos to display school facilities and privileges. The measurement indicators used in this study are behavior, interactivity, and sound to find out whether the virtual environment can affect the interest of prospective students at SMK PGRI 2 Salatiga. In addition, the interactivity of the video when it is played and the sound of the environment in the video can give immersive in a school environment. The results of this study by the majority of respondents stated that promotional media virtual reality in the form of 360° videos is appropriate for use for school promotions during a pandemic, as an effort to increase the number of new students.
PERANCANGAN MEDIA PEMBELAJARAN UNTUK MATA PELAJARAN ANIMASI BLENDER KELAS XII SMK KANAAN UNGARAN Rudjiono, Daniel; Setyo Adi Nugroho; Agus priyadi; Krisna Danu Aji Saputra
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 16 No. 2 (2023): 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.v16i2.1515

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The aim of this research is to create flash-based animation learning media for students at Kanaan Ungaran Vocational School, as well as increasing students' interest in learning animation. The method used is Research and Development, namely a method that develops a particular product such as animation-based learning media. This research was motivated by the discovery of a lack of media for learning animation at Kanaan Ungaran Vocational School, especially in class XI Multimedia animation lessons. Due to the lack of learning media, this creates students' interest and motivation in learning animation, so the author can conclude that students need a media that can generate learning motivation. The result of this research is an application from Adobe Flash CS6 which is an application that contains interactive animations that can be played by
Perancangan Video Motion Graphic Sebagai Media Marketing Studi Kasus di PT. Bakool Nusantara Rudjiono, Rudjiono; Setiyo Adi Nugroho; Agus Priyadi; Akhmad Cholif Agung Yuliyanto
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.v17i1.1978

Abstract

PT. Bakool Nusantara is a startup that provides fresh vegetable products with an online BTB and BTC business concept. This research aims to enhance brand recognition and introduce the Bakool Apps application to PT. Bakool Nusantara customers through the design of motion graphic videos as a marketing medium. The company has encountered challenges in effectively introducing the Bakool Apps brand and application to customers, thus requiring innovation in marketing strategy. This study employs a case study method at PT. Bakool Nusantara to gain a comprehensive understanding of the company's challenges. Subsequently, the research focuses on the design of motion graphic videos as a solution to enhance brand recognition and introduce the Bakool Apps application. The use of motion graphic techniques is expected to provide an engaging and effective visual experience in conveying information to customers. The validation results from expert assessments of the motion graphic video product obtained a score of 4.7 out of 5, indicating high validity. Similarly, expert assessments of content validity yielded a score of 4.7 out of 5, suggesting high validity as a marketing media tool. User validation results also scored 4.652 out of 5, indicating high effectiveness for use. Thus, based on expert and user validation results, the produced video product is deemed valid and suitable for production as a product. Keywords: Motion Graphic, Video, Media Marketing
PENGEMBANGAN GAME PEMBELAJARAN INTERAKTIF MATEMATIKA BANGUN RUANG SISWA KELAS 6 SD ahmad zainudin; Agus priyadi; Andik Prakasa Hadi; ALDO KRISDIANANTA
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.v17i1.1979

Abstract

Mathematics is one of the important subjects. Mathematics is also a subject that is difficult to understand. Understanding concepts is the most important part of learning mathematics, meaning that in studying mathematics students must first understand mathematical concepts in order to be able to solve problems and be able to apply this learning in the real world. Based on direct observations and interviews with grade 6 teachers at SD Negeri 02 Getas, teachers have difficulties in the theme of lesson 3 about "Building Space" with basic competencies; 1) identify & compare geometric shapes; 2) calculating the surface area of the geometric shape; 3) calculate the volume of the geometric shape. This is what drives the need to develop game-based mathematics learning media. This game was created using Construct2 software as a 2D video game engine. The method used in this study is the MDLC (Multimedia Development Life Cycle) method. Mathematics is one of the important subjects. Mathematics is also a subject that is difficult to understand. Understanding concepts is the most important part of learning mathematics, meaning that in studying mathematics students must first understand mathematical concepts in order to be able to solve problems and be able to apply this learning in the real world. Based on direct observations and interviews with grade 6 teachers at SD Negeri 02 Getas, teachers have difficulties in the theme of lesson 3 about "Building Space" with basic competencies; 1) identify & compare geometric shapes; 2) calculating the surface area of the geometric shape; 3) calculate the volume of the geometric shape. This is what drives the need to develop game-based mathematics learning media.