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IMPLEMENTASI METODE 5-GROOVE DALAM SOFTWARE VISUAL GRAFIS SEBAGAI PENUNJANG PROSES KREATIF PEMBUATAN TEATER Panji Novantara
JEJARING : Jurnal Teknologi dan Manajemen Informatika Vol 3, No 1 (2018)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/jejaring.v3i1.1399

Abstract

5-Groove is a method created by researchers in combining various software for the creative process of theater making. As is known, the growth of theater in Indonesia, especially the contemporary theater that always combines the application of technology in its application occurs so rapidly. In fact, Indonesian theaters are often performed abroad. This is a challenge for people to be able to create a more unique theater, attracted foreign countries, and can take advantage of existing technology in the making.5-Groove means 5 software paths that can be done for theater creation in sequence. Dramatica Pro is used to create a play of theater performances, ranging from outline, plot, character creation and characterization, physical characteristics of characters, plot, and the whole process of making the whole script. Photoshop CS3 obviously serves as a software for editing images like theater stage background. MatLab is known as a useful application for graphics creation, but actually this software can be used to cut the song format. Wav, so the song only sounds instrumental. In addition, also assisted by the Power Sound Editor. Autodesk 3ds Max is an application for creating an overview in blocking theater as well as the stage property layout, Corel VideoStudio 12.0 is the last application in the theater making process, as it is a video editing software which is used after theater performances are completed.With 5-Groove, making the theater can be simpler because it uses easy-to-reach software, which can reduce production costs and be more economical.
SISTEM PENUNJANG KEPUTUSAN PESERTA KURSUS UPTD BLK KAB. KUNINGAN DENGAN METODE PROFILE MATCHING BERBASIS WEB Panji Novantara
Cloud Information Vol 3, No 2 (2018)
Publisher : Sistem Informasi Fakultas Ilmu Komputer Universitas Kuningan

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Abstract

In accordance with the regulations set by the government in the process of graduation of course, needs criteria for determining the graduation of participants, especially in vocational information and communication technologies in the sub department office tools. In the process of determining graduation at UPTD BLK Kuningan, it needs a decision support system. One method that can be used for decision support system is using the Profile Matching. This method is chosen because it is able to select the best candidates from a number of course participants in Kuningan District, determining graduation course participants of UPTD BLK for assessment in determining the graduation, in this case the participants meant that the weight value for each attribute, such as aspects of intelligence and aspects of the work attitude, then it is conducted ranking process that will determine the optimal alternative, in this case is the best course participants.Keywords : SPK, Graduation Course Participants, Profile Matching Method
RANCANG BANGUN APLIKASI CATUR MENGGUNAKAN ALGORITMA MINIMAX DENGAN OPTIMASI ALPHA-BETA PRUNING Panji Novantara
Cloud Information Vol 3, No 1 (2017)
Publisher : Sistem Informasi Fakultas Ilmu Komputer Universitas Kuningan

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Abstract

ABSTRACT Chess is a strategy game which is played in turns. This game has been around since ancient times. In the game of chess, it requires strategy or a good way to win a game. It is one of sports that many people played. Almost everyone knows the game of chess, although some of them do not know the steps of the chess pieces. To determine a good movement in chess, we need an algorithm, one of them is the Alpha-Beta Pruning algorithm. Alpha-Beta Pruning is the development of MiniMax algorithm which is one of the searching algorithm to determine the maximum and minimum values by cutting unnecessary nodes. In this study, the writer makes an application chess game that anyone can play chess on an electronic device, especially PC, while the algorithm used is Alpha-Beta Pruning (specify the steps taken by the computer) with a software development method that is chosen is the Rational Unified Process (RUP ). In the process of implementing, these algorithms needs a method called evaluation board, in which each chess piece has a respective value of 0 is king, queen 900, 300 elephants, 300 horses, castle 500 and pawns 100. The results of this paper is the use of an algorithm Alpha-Beta Pruning in this chess game that the computer can respond to the steps taken by the users quickly.  Keywords : Chess, Minimax, Alpha-Beta Pruning, Node, RUP
IMPLEMENTASI METODE MULTISCALE RETINEX UNTUK IMAGE ENHANCEMENT MENGGUNAKAN DELPHI Deni Supriadi; Panji Novantara
NUANSA INFORMATIKA Vol 10, No 2 (2016)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1213.617 KB) | DOI: 10.25134/nuansa.v10i2.995

Abstract

Aplikasi Pembelajaran Penulisan Huruf Hiragana dan Katakna berbasis Android Panji Novantara; Tito Sugiharto; Danu Pradana
JEJARING : Jurnal Teknologi dan Manajemen Informatika Vol 4, No 1 (2019)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/jejaring.v4i1.6713

Abstract

Saat ini teknologi sudah sangat berkembang terutama dalam hal perangkat komunikasi. Perangkat komunikasi yang awalnya berfungsi untuk menyampaikan pesan suara dari seseorang ke orang lain, sekarang fungsinya semakin bertambah dan model yang ditawarkan semakin beragam, dan saat ini pula tengah berkembang sebuah sistem operasi yang diterapkan kepada perangkat komunikasi (terutama handphone) yaitu sistem operasi Android. Handphone dengan sistem operasi Android memungkinkan penggunanya untuk memanfaatkan teknologi layar sentuh. Dengan adanya teknologi ini akan lebih baik jika kita manfaatkan untuk dunia pendidikan. Maka dari itu penulis membangun Aplikasi Pembelajaran Penulisan Huruf Hiragana Dan Katakana Berbasis Android. Metode yang digunakan untuk membangun aplikasi ini adalah metode RUP ( Rational Unified Process). Aplikasi ini dibangun menggunakan Eclipse, bertujuan untuk membatu masyarakat yang ingin belajar huruf hiragana dan katakana agar dapat menggunakan handphone berbasis sistem operasi Android sebagai media pembelajaran sehingga metode dan media pembelajaran menjadi lebih kaya dan variatif. Aplikasi ini berektensi .apk, dengan begitu dapat dijalankan menggunakan handphone yang berbasis sistem operasi Android. Di dalam aplikasi ini dijelaskan mengenai pola menulis huruf hiragana dan katakana, dan evaluasi berupa pilihan ganda. Kata Kunci : Aplikasi Pembelajaran, Huruf Hiragana dan Katakana, Android
Implementasi Algoritma PCA pada Pengenalan Pola Tanda Tangan dengan Menggunakan Bahasa Pemrograman Phyton Dadan nugraha; Panji Novantara; Alman Muhammad
JEJARING : Jurnal Teknologi dan Manajemen Informatika Vol 6, No 1 (2021)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/jejaring.v6i1.6734

Abstract

ABSTRAK Tanda tangan adalah hasil dari proses menulis seseorang yang bersifat khusus sebagai substansi simbolik. Tanda tangan merupakan bentuk yang paling banyak digunakan untuk identifikasi seseorang. Fungsi tanda tangan sendiri adalah untuk pembuktikan. Dalam kehidupan sehari-hari, tanda tangan digunakan sebagai identifikasi dari pemilik tanda tangan. Keberadaan tanda tangan dalam sebuah dokumen menyatakan bahwa pihak yang menandatangani, mengetahui, dan menyetujui seluruh isi dari suatu dokumen. Dengan Metode Principal Component Analysis (PCA) atau dikenal juga dengan nama Karhunen-Loeve transformation (KLT), yang telah dikenal sejak 30 tahun dalam dunia pengenalan pola. PCA memberikan tranformasi orthogonal yang disebut dengan “eigenimage” yang mana sebuah image direpresentasikan kedalam bentuk proyeksi linier searah dengan eigenimage. Secara praktis eigenimage ini dibangun dari sekumpulan image training yang diambil dari berbagai obyek/kelas dan dibantu dengan metode Euclidean distance yang menyatakan jarak antara dua titik dalam suatu ruang. Dimana jarak antara dua titik adalah garis terpendek diantara semua garis yang menghubungkan kedua titik tersebut, kita bisa mengidentifikasi suatu tanda tangan berdasarkan data yang dimiliki. Dengan menggunakan bahasa pemrograman python dalam pengolahan matematisnya akan lebih mudah dalam penerapannya.Kata Kunci : Tanda Tangan, PCA, Eigenimage, Euclidean Distance dan python.
Implementasi Algoritma Digital Differential Analyzer dalam Penentuan Rute Pada Peta Topografi berbasis Android Panji Novantara; Tito Sugiharto; Elpan Januar
JEJARING : Jurnal Teknologi dan Manajemen Informatika Vol 6, No 2 (2021)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/jejaring.v6i2.6740

Abstract

The route is direction that must be taken from the starting point to the destination point. Determination of the route is usually done for a reference trip that will be taken include the distance, time or slope of the terrain to be passed. In the implementation, the determination of the route is often used by agencies and organizations operating in the open nature where the activities require special expertise that can process geographic information systems. Although the tools and technology for route determination are sufficient, they are still less effective and efficient because to know the distance, time and slope of a terrain on topographic maps are still using conventional calculations, therefore the application of route determination's topographic maps based android and applying Digital Differential Analizer algorithm. The algorithm can be used as a line maker to display a slope picture of the field being traversed. This application was developed using the Rational Unified Process (RUP) method which has 4 stages: Inception, Elaboration, Contruction, and Transition. This application can be run at least on Android platform version 4.1.Keywords : Geographic Information Systems, Routes, Digital Differential Analizer Algorithm, Android, RUP
Implementasi Algoritma Floyd Warshall Untuk Pencarian Rute Terpendek Berbasis Android (Studi Kasus : Pandu Logistik Kuningan) Panji Novantara; Fitri Susanti
JEJARING : Jurnal Teknologi dan Manajemen Informatika Vol 4, No 1 (2019)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/jejaring.v4i1.6709

Abstract

Advance of technology and information makes business developments in the online store in Indonesia increased. This phenomenon is clearly illustrated in demand and market movements in the online world that is growing every day. The continued development of this online store business will affect the development of logistics business in Indonesia. The growth of the logistics business has now been evenly distributed throughout Indonesia. Therefore, the development of online business is a great opportunity that is very promising for the delivery service company. In the case of the distribution of goods from companies logistik, determiningthe shortest path from one point to another is a problem frequently encountered in the distribution of goods as well as everyday life.Along with the elapsed time and also the development of science and technology, the problem of finding the shortest path has been solved by various algorithms. One of them is the Floyd Warshall algorith. Making thisandroid based software so that employees can access the application anywhere and anytime by using internet connection. The software has a web service as a service provider and operator for the update process on the admin side.The design of the system uses an objectbased design by using the Unified Modelling Language (UML)method. This application is expected to assist in finding the shortest route to distribute of goods to the consumers.Keywords: logistics business, online business, shortest path, Floyd Warshall algorith, UML
Perbandingan Metode Gaussian Filter dengan Median Filter dalam Mereduksi Noise Pada Citra Digital Panji Novantara; Jajang Mutiara
JEJARING : Jurnal Teknologi dan Manajemen Informatika Vol 6, No 1 (2021)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/jejaring.v6i1.6736

Abstract

Basically all humans want something perfect as well as in a digital image. One problem that often occurs in the digital image is noise or damage on the image. Noise is an error that occurs in the process of shooting so that unwanted signals exist. Improvement of digital images containing noise is an important thing in digital image processing. In designing the applications, the writer uses two methods i.e. Gaussian filter and Median Filter methods. Gaussian filter method is a linear filter with a weighted value for each pixel members is selected based on the shape of the members’ function. While the median filter method is one of the non-linear filter methods that arranges a bunch of pixel intensity values then replaces the pixel values being processed with a median value. From the test results of a digital image that has a noise, it is known that the result of the median filter method is better than Gaussian filter to reduce noise in digital images.Key words: Image Filtering, Method Gaussian Filter, Median Filter
Implementasi Algoritma Euclides pada Model Pembelajaran Latihan FPB dan KPK Berbasis Android Panji Novantara; Anggun Apriani
JEJARING : Jurnal Teknologi dan Manajemen Informatika Vol 6, No 2 (2021)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/jejaring.v6i2.6742

Abstract

Hasil Penelitian penulis tentang “Implementasi Algoritma Euclides Pada Model Pembelajaran Latihan FPB Dan KPK Berbasis Android” merupakan alternatif baru yang dapat diterapkan untuk menentukan FPB dan KPK dengan cara yang lebih efektif. Untuk memenuhi alternatif tersebut dirancang sebuah aplikasi yang bisa membantu siswa dalam mencari nilai FPB dan KPK dari sebuah bilangan. Seiring pesatnya perkembangan jaman tekhnologi-tekhnologi diciptakan untuk memenuhi kebutuhan anak-anak salah satunya kebutuhan dalam pembelajaran. Atas dasar inilah aplikasi yang saya rancang sudah bisa digunakan di Smartphone yang kebanyakan masyarakat mulai dari anak kecil, dewasa dan tua sudah menggunakanya, serta minat yang sangat tinggi dari anak-anak terhadap tekhnologi Smartphone menjadi suatu alasan penulis melakukan penelitian ini. Dengan syarat Smartphone tersebut sudah menggunakan System Operasi Android. Dengan harapan aplikasi ini bisa dimanfaatkan dengan baik oleh anak-anak.Kata Kunci : Algoritma Euclides, Aplikasi pembelajaran FPB dan KPK, Android