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ANALISIS DAN DESAIN SISTEM PENJUALAN KONSINYASI MENGGUNAKAN PENDEKATAN BERORIENTASI OBJEK LIGHTWEIGHT RATIONAL UNIFIED PROCESS Fajar, Mohammad; Rahmatika, Richla; Afifah, Afifah
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 9 No 2 (2024): Juli
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v9i2.4735

Abstract

The aim of this study is to apply Lightweight Rational Unified Process (RUP) approach in modeling consignment sales information systems. Data collection is performed through literature studies, interviews and evaluation of modeling results systems. The application of the Lightweight RUP method in this research is carried out by following each stage of the approach, starting from requirements stage, analysis stage, then design stage, and the implementation stage where the connection between one stage and another can be maintained through the artifacts produced. In the requirements stage, usecase is made based on the requirements table which contains system features based on literature studies related to sales information systems and through interviews of the potential users. Furthermore, the usecase is the basis for making a number of diagrams at the analysis stage, namely activity diagrams and sequence diagrams. At the design stage, platform selection needs to be done first, so that the class diagram that will be designed to adjust to the platform chosen. In addition, at the final stage of the design, the author adds the evaluation process to the completeness of the class diagram before translated them into program code. Evaluation at the final stage of the design shows that the created class diagram has fulfilled all aspects of completeness so that it is possible to be mapped to the final target platform selected, namely the Java programming language. While the evaluation of generated program code on the Java platform shows that the cashier will able to use the desktop application to make sales transactions. As for the Android platform-based application can be used by the consignor to see the information on the status of the sold items (cakes).
Analisis Tataniaga Mente Di Kecamatan Dasuk Kabupaten Sumenep Fajar, Mohammad; Sadik, Jakfar; Santriawan, Bondan
Neo-Bis Vol 13, No 1 (2024): JUNI
Publisher : Trunojoyo University of Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21107/nbs.v13i1.28866

Abstract

Penelitian ini bertujuan untuk mengetahui tentang struktur pasar tataniaga mente di Kecamatan Dasuk Kabupaten Sumenep, mengetahui tentang pola saluran tata niaga mente dari petani produsen sampai ke konsumen akhir (rumah tangga) di Kecamatan Dasuk Kabupaten Sumenep, mengetahui tentang margin pemasaran mente di Kecamatan Dasuk Kabupaten Sumenep, mengetahui tentang pembagian laba per unit masing-masing pelaku tata niaga mente dari total laba per unit (profit sharing). Teknik pengambilan data yang dilakukan dalam penelitian ini adalahdata primer dan sekunder. Data primer diperoleh melalui observasi dan wawancara responden dengan serangkaian pertanyaan yang dipersiapkan. Data sekunder diperoleh dari instansi terkait. Pengolahan data dilakukan dengan menggunakan analisis margin tataniaga, pembagian laba antar pelaku tataniaga dan analisis keseimbangan pasar. Kesimpulan studi ini adalah (1) Terdapat lima pasar dan struktur pasar yaitu pasar petani produsen dan pengepul kecil mendekati struktur pasar persaingan monopolistik, pengepul kecil dan pengepul besar mendekati pasar monopolistik, pengepul besar dan industri pengolahan mendekati pasar oligopsoni, industri pengolahan dan pengecer mendekati pasar, pengecer dan konsumen akhir mendekati pasar persaingan monopolistik; (2) Terdapat dua saluran yaitu pola I (petani produsen-pengepul kecil-pengepul besar-eksportir), pola II (petani produsen-pengepul kecil-pengepul besar- Industri pengolahan- pengecer-konsumen akhir); (3) Margin pemasaran berdasarkan harga pelaku tataniaga mente yaitu pengepul kecil dengan Petani Produsen sebesar Rp 300, Pengepul besar dengan Pengepul kecil sebesar Rp 1.300, Industri Pengolahan dengan Pengepul besar sebesar Rp. 52.500, pengecer dengan Pengepul keciI sebesar Rp 5.000; (4) Petani mente memperoleh laba sebesar Rp 2.700 atau sekitar 7,4 %, pengepul kecil dalam pembagian laba sebesar Rp. 200 atau sekitar 0,27 %, pengepul besar dalam pembagian laba mendapatkan laba sebesar Rp. 650 atau 2,33%, industri pengolahan sekitar 76,27%, pengecer dalam pembagian laba sekitar13,71%.
Desain Over the Air Programming pada Jaringan Sensor Nirkabel Berbasis Platform Arduino Fajar, Mohammad
JTRISTE Vol 11 No 2 (2024): JTRISTE
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/jtriste.v11i2.551

Abstract

The purpose of this research is to design over the air programming mechanism for a node in wireless sensor network. Data are gathered from experiments of the proposed system on a constrainted environment. On this design, the Arduino that becomes the target of reprogramming has it’s bootloader modified to enable the capability to run embedded program from the SD Card. Arduino’s source code .ino file is compiled into a .hex file using the Arduino IDE. Then, it is processed using avrdude application into a ready to run firmware binary file on Arduino. A desktop application is made for this mechanism in order to control sender XBee device in transmitting data packet by packet. If the transmission was successful, the node will restart itself, and trigger the bootloader to load new program from the SD Card. The system is evaluated through preset scenarios which including testing at various distances and environments (indoor and outdoor). It was concluded that the reprogramming mechanism was uneffective in transmitting source code when at least one of the XBee devices is located inside the building which affected the transmission process. For the second testing scenario, both nodes were located outdoors with testing distance up to 15 metres, resulting with average transmission speed of 35 bytes per second for sent packet size of 60 bytes. The safest sent packet size to avoid packet loss while transmitting should not exceed 30 bytes for transmission distance up to 15 metres. Transmission speed across all test scenarios ranges between 14 bytes per second to 35 bytes per second. For indoor testing, the evaluation results showed that the designed OTAP mechanism in this study is not yet effective. This is assumed to be influenced by the transmission capability of the XBee communication module.
Strategi Peningkatan Kinerja Bisnis Usaha Mikro Kecil Menengah (Studi Pada UMKM Makanan Dan Minuman Nasabah KUR Bank Syariah Indonesia Area Bandung Kota) Fajar, Mohammad; Syarief, Rizal; Yusri, Doni
MANAJEMEN IKM: Jurnal Manajemen Pengembangan Industri Kecil Menengah Vol. 20 No. 1 (2025): Manajemen IKM
Publisher : Institut Pertanian Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29244/mikm.20.1.25-33

Abstract

Bank Syariah Indonesia as one of the state-owned banks has an interest in the success of the people's business credit (KUR) financing program launched by the government. The objectives of this study are: (1) to analyse the effect of financial literacy on the business performance of food and beverage (F&B) SMEs; (2) to analyse the effect of financial inclusion on the business performance of F&B SMEs; (3) to analyse the effect of entrepreneurial orientation on the business performance of F&B SMEs; (4) to analyse the effect of social media marketing capability on the business performance of F&B SMEs: (4) analyse the effect of social media marketing capability on business performance of mamin SMEs; and (5) formulate strategies to improve business performance of F&B SMEs. Data collection using the slovin method, where the sample size was set at 283 respondents. Research with descriptive and inferential statistical methods using multiple linear regression analysis, which consists of validity test, reliability, t test, F test. Strategy formulation using internal-external environmental analysis with IFE and EFE matrix, position mapping and alternative strategies with IE and SWOT matrixs, then determine strategy priorities with QSP matrix. The results of the analysis show that food and beverage SMEs are in quadrant I (grow and build). Based on the results of quantitative analysis on the QSP matrix, the strategy that can be implemented is assistance in preparing financial reports of SMEs to maintain financial stability.
Perancangan Sistem Keamanan Lingkungan Berbasis Short Message Service Menggunakan Platform Arduino Huda, Andi M. Nurul; Fajar, Mohammad; Munir, Abdul
JTRISTE Vol 11 No 2 (2024): JTRISTE
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to create an Short Message Service (SMS) based security system using the Arduino platform, where the system can be applied to every corner of the village in Indonesia. The system functions to play the sound of the danger signal whether it is theft or fire. The method used to remotely or or control the system is to use the Short Message Service (SMS) Tracking method, namely by sending an SMS command to play the sound of an alarm (Mp3). The system can run well such as receiving sms and processing the contents of the sms to play mp3 files, although there is still a little delay in receiving sms and playing the mp3.
PERANCANGAN PROTOTYPE HAND GLOVE BERBASIS ARDUINO SEBAGAI ALAT BANTU IDENTIFIKASI OBJEK BAGI PENYANDANG TUNANETRA Sun, Enrique Justine; Fajar, Mohammad; Munir, Abdul
KHARISMA Tech Vol 20 No 1 (2025): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v20i1.566

Abstract

Blind individuals face obstacles in identifying objects or things around them, so a tool is needed that can help overcome these obstacles. This study aims to design an Arduino-based Hand Glove prototype that can help blind people identify objects around them. Research data collection was carried out through literature studies and testing of the designed prototype. The system is designed to consist of two large parts, the first part is the hand glove used by blind individuals, consisting of Arduino, RFID reader and speaker. The second part consists of objects to be identified that have been given an identity label in the form of a RIFD Tag. The evaluation results show that the design prototype can read and identify objects such as chairs, tables, laptops, cellphones and PCs which are distinguished from the sound variations that have been set and defined using a buzzer as a notification tool.
POLA DESAIN MODEL-VIEW-VIEW MODEL UNTUK PENGEMBANGAN APLIKASI CALORIE COUNTER YANG EFISIEN Fajar, Mohammad; Hijaya, Daniel Alexander; Hasniati
JTRISTE Vol 12 No 1 (2025): JTRISTE
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/jtriste.v12i1.573

Abstract

This study aims to design an efficient calorie counter application using Model-View-ViewModel (MVVM). The use of the Model-View-ViewModel design pattern is based on efforts to facilitate the process of reusing source code (Reusability). The design process uses flutter as an application framework. This research can be used as a reference regarding the Model-View-ViewModel, as well as providing new knowledge for researchers regarding the combination of the Model-View-ViewModel design pattern with the flutter framework on the android platform. Data collection in this study was carried out through literature studies and evaluation of the system design. The application was developed using the Dart programming language, while the evaluation of the implementation of MVVM design pattern is measured by using CK metrics. The evaluation shows that the MVVM calorie counter application can be run on Bluestacks Android Emulator successfully. The reusability degree of the application is better than the non-MVVM calorie counter apps, where the WMC parameter decreased by 4.5 points, and the DIT parameter by 0.3 points, while the CBO parameter decreased by 0.4 points, and the LCOM parameter by 31.2 points. The results indicate that the MVVM calorie counter application is easier to maintain.
IMPLEMENTASI FINITE STATE MACHINE UNTUK MENGATUR ALUR NARASI GAME VISUAL NOVEL MYSTIC PAGES Yason, Clarissa; Fajar, Mohammad; Zaman, Baizul
KHARISMA Tech Vol 20 No 2 (2025): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v20i2.607

Abstract

Visual novels are a genre of video games that emphasized the delivery of interactive narratives, where players engaged with the storyline through a series of choices that influenced its direction and outcomes. In the development of Mystic Pages, a mystery-themed visual novel, challenges were encountered in managing branching storylines. Conventional methods such as if-else structures and flag systems were found to be inefficient and prone to logical errors when applied to large-scale scenarios. Therefore, this study aimed to implement a Finite State Machine (FSM) as a solution to manage dynamic and structured narrative flows. The storyline was represented as states within an FSM diagram, starting from the “start dialog” state to the “dialog pack end 5” state, with narrative progression determined by player choices. The results demonstrated that the documentation and visualization of Mystic Pages’ branching storylines using FSM facilitated modifications, as developers only needed to add new states and transitions without disrupting existing logic. Furthermore, black-box testing confirmed that all transitions between states operated correctly, with no issues such as dead ends or infinite loops. All branches executed as designed, achieving a 100% success rate.