Claim Missing Document
Check
Articles

Found 28 Documents
Search
Journal : Compiler

AUTOMATISASI PENENTUAN JALUR KONEKSI INTERNET PADA TIGA PROVIDER Wicaksono, Galih Dwi; Sajati, Haruno; Nugraheny, Dwi
Compiler Vol 5, No 1 (2016): Mei
Publisher : Sekolah Tinggi Teknologi Adisutjipto Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (179.467 KB)

Abstract

Along with the times, the computer network has undergone many changes from time to time. Eventually, internet network is known. To test the reachability of a host on an IP address (internet protocol) network and to measure the round-trip time for messages sent from the host to the destination, computer needs to perform ping process. Ping operates by sending ICMP (Internet Control Message Protocol) echo request packets to the target host and waiting for an ICMP response. internet connection lane determination automation uses three providers done by comparing the smallest average value of the result of the ping. The test results are printed in the form of a statistical summary of the response packets received, including the minimum, maximum and average round-trip time. The signal strength is not directly proportional to the value of average, because the signal strength is affected by the report the data RSCP, throughput and quality of services covering CSSR (Call Setup Success Ratio), CCSR (Call Completion Success Ratio), DCR (Dropped Call Ratio) and BCR (Blocked Call Ratio) which can be used to optimize the network.
PENGEMBANGAN MODEL TRANSPORTASI SEIMBANG (BALANCE) DENGAN MODIFIED DISTRIBUTION (MODI) DENGAN ORDO 5X5 BERBASIS ANDROID Indrianingsih, Yuliani; Nugraheny, Dwi; Putra, Dwi Andhika
Compiler Vol 6, No 2 (2017): November
Publisher : Sekolah Tinggi Teknologi Adisutjipto Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (745.526 KB)

Abstract

The absence of rapid examination technique to study transportation model using Modified Distribution often learning process become less efficient and effective. To use Modified Distribution (MODI), the first must to found the first solution of transportation model. To find the first solution of this transportation model using Northwest Corner method then find optimum solution with Modified Distribution (MODI) method. Before that Modified Distribution method had built to application on desktop with [9], but it just to calculate optimum solution to find minimum cost of transportation model on matrix 3X3. On application have some suggestion for developer who want to develop it, like to change user interface to be interesting, expand matrix to m X n (for example 5X5) and add some study case in application to guide user to done case of Operation Research to calculate optimum solution to find minimum cost on transportation model using Modified Distribution (MODI) method in the class. In this essay will be develop an application Modified Distribution (MODI) using Northwest Corner method to calculate  first solution and Modified Distribution (MODI) to calculate optimum solution with matrix 5X5 which implemented on android in operating system minimum API 15: Android 4.0.3 (Ice Cream Sandwich). Application Modified Distribution (MODI) have interesting interface, give easy to access information, and get accurate results, this is established from testing with score average 83,77%.
INTERACTIVE MEDIA TO LEARN IDENTIFYING PATTERNS AND CALCULATING GEOMETRY OBJECTS ( CASE STUDY: TK ABA SURYA MELATI, YOGYAKARTA) Nugraheny, Dwi; Setiawan, Arry Dwi
Compiler Vol 7, No 2 (2018): November
Publisher : Sekolah Tinggi Teknologi Adisutjipto Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1123.328 KB)

Abstract

Interactive learning media is the media more effectively so that the user can feel the learn more practical yet fun and stimulating for users desirous of learning. The pattern is the process of recognizing an object based on data that already exists to distinguish various patterns with different size and geometry of each pattern is obtained. The purpose of this thesis was to design an interesting learning media and interactive, in particular to facilitate the child TK Aba Surya Melati get to learn identifying pattern and calculating geometry objects. Based on testing performed, the results obtained to learn identifying pattern 80% and calculating geometry objects is 65%.
Introduction to Yogyakarta Icons in The Game of Running Challenge Bonai, Angga Adha Nugroho; Nugraheny, Dwi; Agustian, Harliyus
Compiler Vol 8, No 1 (2019): Mei
Publisher : Sekolah Tinggi Teknologi Adisutjipto Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (861.546 KB) | DOI: 10.28989/compiler.v8i1.432

Abstract

Yogyakarta's strong culture makes Yogyakarta one of the tourist areas frequented by tourists, both foreign tourists and local tourists. The Visitors come from various groups, for example visitors who come with family or individuals. A game model is needed that can facilitate the child in remembering the tourist icons in Yogyakarta through a Game Running Challenge that is made as attractive as possible and can run on the Windows operating system. The game running challenge application can provide convenience to users who are children aged 6-10 years to get to know and know the most famous icons in Yogyakarta through a game. So that it can be an educational medium that has a pattern of learning by doing learning. 
MONITORING AKTIVITAS DI JEJARING SOSIAL MENGGUNAKAN ALGORITMA SELECTION SORT PADA MEDIA SOSIAL PENDIDIKAN Humaerah, Mutiah; Honggowibowo, Anton Setiawan; Nugraheny, Dwi
Compiler Vol 5, No 2 (2016): November
Publisher : Sekolah Tinggi Teknologi Adisutjipto Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (145.256 KB) | DOI: 10.28989/compiler.v5i2.170

Abstract

Monitoring the activity on social network is a web-based application used to monitor the activity o f students or children in socially mediated by parents or teachers. Social media educational been created to support student learning in school. The application o f monitoring usedSelection Sort Algorithm. Selection sort algorithm used to sort the data based on the results o f monitoring input the desired date. From the test results can be concluded that this application can be used to monitor the activity o f children in social media education based on status, comments,and messages. The results o f this study indicate that parents o f Mutiah (user) monitoring the activities o f their children based on the status o f the results o f an update 8 (eight) status starting from the date o f July 26, 2016 until August 2, 2016 with the sequences data from the newest date and time until the oldest data or sorting from the greatest data and average results obtained from testing using a questionnaire with 30 respondents and the amount calculated by the Likert method is 80.97% with the criteria o f "Very Good".
PERMAINAN CATUR INGGRIS BERBASIS ANDROID MENGGUNAKAN ALGORITMA MINIMAX Pratama, Deni Fajar; Tamatjita, Elizabeth Nurmiyati; Nugraheny, Dwi
Compiler Vol 5, No 2 (2016): November
Publisher : Sekolah Tinggi Teknologi Adisutjipto Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (147.683 KB) | DOI: 10.28989/compiler.v5i2.167

Abstract

Today development of computer technology is growing rapidly, especialy in term of the game are certainly not stranger for the fans, from children to adults. The game has a positive impact that could indirectly hone the ability o f the brain and improve memory and patience.  Catur Inggris is a strategy game like chess origin from Pekanbaru city, Riau province is generally played by two people, but more simple. Catur Inggris is based on Android with the programming C # language. Catur Inggris using Minimax algorithm with three difficulty levels that is, easy, medium, and hard. Minimax algorithm is an algorithm that using Depth-First Search method to find solutions step with limited depth. The results obtained from the test results using the algorithm method Minimax with Depth-First Search managed to generate possible winning position. Results obtained from tests using Minimax algorithm is 80% with five depth o f Depth-First Search tree four wins for the computer and a victory for the player, therefore Minimax algorithm can work well Catur Inggris game, and results test for user with 30 respondents get results 84%, therefore Catur Inggris game had a very good response from the users
Simulator Modules for Learning Maintenance of Avionics Components in Solid State Cockpit Voice Recorder (SSCVR) PN. 980-6022-001 and Aircraft Battery PN. 405CH Saputri, Dwinny Puspa Dinar; Nugraheny, Dwi
Compiler Vol 8, No 2 (2019): November
Publisher : Sekolah Tinggi Teknologi Adisutjipto Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (791.006 KB) | DOI: 10.28989/compiler.v8i2.521

Abstract

PT GMF AeroAsia Tbk is an international company that provides the largest maintenance facilities and services in Asia. The divisions in PT GMF AeroAsia Tbk one of which is the Avionics Shop division, where the division is a part that performs maintenance of avionics components such as Solid State Cockpit Voice Recorder (SSCVR), Flight Data Recorder (FDR), Aircraft Battery and all other electronic components that is in the plane. At the Avionics Shop at PT GMF AeroAsia Tbk for the maintenance training needs of the avionics component, a simulator is needed as a learning media about the process of introducing, assembling and dismantling a PN Solid State Cockpit Voice Recorder (SSCVR) component. 980-6022-001 and Aircraft Battery PN. 405CH. The simulator is built using Unity 3D and asset modeling using Blender. The results of the functionality test state that the simulator can run well according to its function. The results of the due diligence obtained an average value of 90.4 which is included in the category of "Very Good" and stated that the simulator has met the needs that underlie the design of the simulator, meets the needs of all interested parties, and can be run well on several different platforms.
COMPARISON OF QUICKSORT AND MERGESORT METHOD FOR USER INTERFACE AND USER EXPERIENCE ASSESSMENT IN ADISUTJIPTO COLLEGE OF TECHNOLOGY Abidin, Muhammad Zainal; Nugraheny, Dwi; Indrianingsih, Yuliani
Compiler Vol 9, No 1 (2020): Mei
Publisher : Sekolah Tinggi Teknologi Adisutjipto Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (720.459 KB) | DOI: 10.28989/compiler.v9i1.633

Abstract

This study is intended to assess the user interface and user experience on the Adisutjipto College of Technology website using the mergesort method and compared with the quicksort method in finding the highest value of several variables or elements that are categorized as good or good in order to improve the quality of the Adisutjipto College of Technology website. The results of the study show that the quicksort method is faster in the process of calculating questionnaire data than the merge method with an average time record of 0.476667 seconds for the quicksort method and 0.576667 seconds for the mergesort method. The results of the comparison of the two methods on the questionnaire website to assess the accuracy in terms of user interface and user experience on the Adisutjipto College of Technology website, that the mergesort method is more accurate than the quicksort method, the Usability category scores the highest, while the Expressive aesthentics category has the lowest value