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RANCANG BANGUN APLIKASI DIGITAL STYLING BOOK MENGGUNAKAN MULTIMEDIA INTERAKTIF BERBASIS ANDROID Swandy Ciptakusumo Wisang; Hamdan Arfandy; Junaedy
KHARISMA Tech Vol 13 No 2 (2018): Jurnal KHARISMATech
Publisher : STMIK KHARISMA Makassar

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Abstract

The aim of the research is to build an interactive application which is able to be a helping instrument in deciding hair style and fashion style. In the process of creating this application, author used ActionScript 3.0 as programming language which supports powerful animation interface because Adobe Flash is used in creating animation. Testing methods used by author is a black box testing. The result can be stated that the system has been created by author goes according to plan and specification requirements system. Based on the result of the research, we can concluded that author has built interactive multimedia based application with Flash which is able to be a helping instrument in deciding hair style and fashion style.
IMPLEMENTASI FRAMEWORK CODEIGNITER PADA PERANCANGAN APLIKASI PENGOLAHAN NILAI SISWA DI SMA ZION MAKASSAR Edric; Hamdan Arfandy; Hendra Surasa
KHARISMA Tech Vol 13 No 2 (2018): Jurnal KHARISMATech
Publisher : STMIK KHARISMA Makassar

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Abstract

This research aims to implementation a web-based programm in designing Students Value Processing Application at Zion High School Makassar .The system development process is performed using the PHP Programming Language. Furthermore, using the MVC (Model View Controller) concept will be implemented using the CodeIgniter Framework. The process of implementing the concept of MVC (Model View Controller) split between the database logic, view logic and then will be combined with database logic into one (1) data that called controller that used to arrange the work flow of the system. The evaluation show the result from MVC (Model View Controller) concept will be implemented with PHP programming, where the system can help input and processing values by online
GAME INTERAKTIF 3 DIMENSI SEBAGAI ALAT BANTU BELAJAR BERHITUNG BAGI ANAK KELAS 1 SD Katharina Ineke Chandra; Moh. Sofyan S. Thayf; Hamdan Arfandy
KHARISMA Tech Vol 13 No 2 (2018): Jurnal KHARISMATech
Publisher : STMIK KHARISMA Makassar

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The purpose of this research is to design a multimedia application that can help students in learning to count and play. This app can run only on smartphones. Implemented using Unity with C # programming language. The program was tested using black box testing method. In this application, the introduction and operation of numbers just until 20 only. Based on the results of research and testing can be concluded that the author has managed to build a 3 Dimensional Interactive Game as a Counting Learning Tool For Grade 1 Elementary school children.
SIMULASI TATA SURYA SEBAGAI MEDIA AJAR PADA PELAJARAN GEOGRAFI MENGGUNAKAN PAPERVISION3D Erwina; Mohammad Fajar; Hamdan Arfandy
KHARISMA Tech Vol 13 No 2 (2018): Jurnal KHARISMATech
Publisher : STMIK KHARISMA Makassar

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Abstract

The aim of this research is to develop a solar system simulation software with its planet information as a learning and teaching media of geography subject, especially at senior high school. Data collection techniques are done through literature study, interview and software evaluation using Black Box method. The simulation software application is developed based on Kepler’s law of celestial mechanics and it is designed using Unified Modelling Language (UML) which involving use case diagram, class diagram, and activity diagram. While Document Type Definition (DTD) is used to define its database. The designed artifacts then implemented into computer programs using Adobe Flash, ActionScript 3.0 programming language, Papervision3D library, and eXtensible Markup Language (XML). The Papervision3D library is applied to form planets movement simulation, develop 3D solar system objects, apply texture or material into the objects, and insert 3DS object for ringed planets such as Saturnus and Uranus. The evaluation result shows that the designed simulation software is able to simulate solar systems consisting of the Sun and its planets, showing information from simulated objects, simulating Sun and Lunar eclipse. The software also provides practices feature for question and answer related to the solar systems and shows terms list in the solar system for Geography learning requirements.
PERANCANGAN APLIKASI CUSTOMER SERVICES BERBASIS WEB MENGGUNAKAN METODE MVC (MODEL VIEW CONTROLLER) PADA SONIC KOMPUTER MAKASSAR Dave Georgie Samuel Sowo; Syafri Arief; Hamdan Arfandy
KHARISMA Tech Vol 13 No 2 (2018): Jurnal KHARISMATech
Publisher : STMIK KHARISMA Makassar

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This research objectives is to application MVC (Model View Controller) concept into Costumer Service system development in Sonic Komputer Makassar. This system developed using MVC (Model View Controller) where using PHP as programing text and MySQL as database. MVC (Model View Controller) concept using to input and display of problems and suggest from employee to costumer whom claimed reparation service. Its evaluation showing value of development system where using MVC (Model View Controller) concept into PHP script, where this system can development to help costumer to send any problems and suggest about their computer.
RANCANG BANGUN APLIKASI PEMANTAUAN AKTIVITAS PADA KOMPUTER BERBASIS ANDROID Junaedy; Hamdan Arfandy
JTRISTE Vol 4 No 1 (2017)
Publisher : STMIK KHARISMA Makassar

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Abstract

This study aims to utilize android based applications in designing and building applications that can assist parents in monitoring computer activities operated by his son. In the process of making this application, the author uses Juno Eclipse with Java programming language. Testing methods used writer is black box testing. As a result, it can be stated that the system has been created by the author goes according to plan and specification requirements. Based on the results of this study concluded that the author has managed to create android based mobile application to assist in the monitoring of the activity on the computer.
PERANCANGAN SISTEM PELAYANAN MAHASISWA PADA STMIK KHARISMA MAKASSAR DENGAN MENGGUNAKAN FRAMEWORK CODEIGNITER Royan Haris Widodo; Syaiful Rahman; Hamdan Arfandy
JTRISTE Vol 5 No 2 (2018)
Publisher : STMIK KHARISMA Makassar

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Abstract

This research aim to build a College Student Service Computerisation system by using a Framework Codeigniter at STMIK Kharisma Makassar. Framework codegniter used as college student service system web-based because framework codeigniter using a MVC (Model View Controller) which build a web programme become more structured and framework codeigniter can also work with PHP 5. Data collecting method to collect requirement specification and system development are done by an interview activity and study literature. For Data Model using an ERD (Entity Relationship Diagram). Application testing result which developed shows that score demand service and document demand service will be easier because we can do it online. Meanwhile BAAK administration and prodi can further the demand service process. This testing shows that Application which being developed is used as a communication media between two sides in a score demand process service and documents demand service online.
RANCANG BANGUN APLIKASI WEB UNTUK PELELANGAN PONSEL BEKAS MENGGUNAKAN FRAMEWORK MODEL VIEW CONTROLLER Lidya Yosephine; Hamdan Arfandy; Baizul Zaman
JTRISTE Vol 8 No 1 (2021): JTRISTE
Publisher : STMIK KHARISMA Makassar

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Abstract

Pelelangan di Indonesia yang digunakan sebagai alternatif penjualan kendaraan, property, dan lain sebagainya. Lelang adalah proses membeli dan menjual barang atau jasa dengan cara menawarkan kepada penawar, menawarkan tawaran harga lebih tinggi, dan kemudian menjual barang kepada penawar harga tertinggi. Dalam teori ekonomi, lelang mengacu pada beberapa mekanisme atau peraturan perdagangan dari pasar modal. Pada dasarnya semua barang dapat dilelang. Ketika ada kebutuhan atas penjualan dengan cepat dan harga tertinggi dan atau penjualan dalam skala banyak, maka penjualan melalui lelang adalah cara yang paling tepat. Pelaksanaan lelang yang dilakukan saat ini biasanya dengan mendatangi tempat lelang, melakukan proses administrasi yang rumit, dan mengikuti pelaksanaan lelang di lokasi dengan konsep mengacungkan tangan atau NPL (nomor peserta lelang) untuk menunjukkan keikutsertaannya. Saat ini terdapat beberapa penjual ponsel bekas yang tidak dapat menjual seluruh ponsel bekas dengan mudah segingga menjadi tertinggal karena terus menerus masuknya hp bekas. Oleh karena itu penulis merancang sebuah aplikasi berbasis web yang bisa digunakan untuk menjual ponsel bekas sehingga dapat membantu penjual ponsel bekas untuk mengurangi kerugian.
Rancang Bangun Trainer Kit Berbasis Arduino Sebagai Media Pembelajaran Pada Mata Kuliah Robotika Nur Alamsyah; Hamdan Arfandy; Rahma Muhayddin Rahma; Ahmad Darmawansyah
Jurnal Teknologi dan Komputer (JTEK) Vol 2 No 02 (2022): DESEMBER
Publisher : Teknik Informatika Universitas Islam Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56923/jtek.v2i02.97

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Robotika merupakan salah satu mata kuliah wajib yang ada di Prodi Teknik Informatika Universitas Islam Makassar. Proses pembelajaran pada mata kuliah robotika berupa teori yang tidak diimplementasikan dengan alat peraga robotika, sehingga pemahaman pembelajaran robotika masih dikategorikan rendah. Tujuan penelitian merancang dan membangun trainer kit berbasis arduino sebagai media pembelajara mata kuliah robotika guna memudahkan mahasiswa dan dosen dalam mengaplikasikan materi perkuliahan robotika. Metode penelitian Research and development (R&D) dengan prosedur pengembangan mengacu pada model ADDIE yang bertujuan mengetahui unjuk kerja serta tingkat kelayakan trainer sebagai media pembelajaran. Hasil pengujian trainer ini terdiri dari beberapa komponen seperti arduino sebagai alat pengendali, sensor ultrasonik sebagai input pendeteksi jarak suatu objek, Motor DC sebagai output penggerak yang memiliki rotasi 3600, motor servo dengan rotasi putaran aksimal sebesar 1800 sebagai sendi penggerak dari robot arm LCD 16x2 sebagai output yang menampilkan teks, push button sebagai pengontrol suatu kondisi, joystik sebagai remot penggerak dari robot arm, dan Step down DC sebagai penyuplai tegangan dengan besaran 5 volt dan 12 volt, semua komponen dikemas dalam Box Aluminium dilengkapi dengan kabel USB yang berfungsi untuk mengirimkan program, serta adapter yang berfungsi sebagai power supply pada perangkat arduino uno. Hasil validasi uji coba pemakaian oleh dosen ahli memperoleh persentase sebesar 90,5% aspek edukasi, 79,15% aspek teknik, dan 77,65% aspek estetika. Kesimpulan media pembelajaran berupa trainet kit dapat dikategorikan sangat layak digunakan sebagai alat penunjang pembelajaran pada mata kuliah robotika teknik informatika universitas islam Makassar.
Applying Use Case 2.0 Approach to The Development of IoT-Based Rainfall Monitoring System Mohammad Fajar; Ferian Bagus Chandra; Hamdan Arfandy
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol. 12 No. 2 (2023)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v12i2.61529

Abstract

The use of Internet of Things (IoT) technology for monitoring and controlling environmental conditions or objects is quite popular. However, most of the development of the IoT systems including rainfall monitoring systems, mainly focuses on the implementation perspective, rather than discussing the development approaches or design techniques. The use of suitable development approaches will increase maintainability aspect of the IoT system in the future. Therefore, the aim of this study is to implement and evaluate the use case 2.0 approach in modeling and designing an IoT-based monitoring rainfall system. Data collection was performed through evaluation using object-oriented metrics to measure encapsulation, polymorphism, and reusability properties of the designed system. In modeling the IoT system, collected requirements specifications are organized into user stories. The user stories are then mapped into UML use case diagrams. Each of the use case should be sliced into thinner pieces, taking into account of the basic and alternative flows of the user stories. Moreover, the use case slices are designed, implemented, and evaluated independently. The results of modeling and designing a rainfall monitoring system using the use-case 2.0 are then implemented on the NodeMCU platform and Android-based application. Evaluation results show that the implementation of use-case Reading, Viewing and Searching for Rainfall Data can be run successfully on the target platform.  The measurement uses object-oriented metrics on the designed IoT system indicating that the use case slices have an impact on the ease of system modification level.