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Journal : Computer

IMPLEMENTASI APLIKASI GAME TRIVIA CODING C# DENGAN METODE GDLC BERBASIS ANDROID Winsen, Winsen; Hutabri, Ellbert
Computer Science and Industrial Engineering Vol 8 No 2 (2023): Comasie
Publisher : LPPM Universitas Putera Batam

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Abstract

This game was developed due to the lack of game-based C# learning media and Indonesian language. The goal of developing this game is to increase Indonesian-based C# coding learning media and improve user skills in C# coding. The design of this game uses the GDLC method which has seven stages, namely Initiation, Team Building, Pre-Production, Main Production, Alpha Version, Beta Version and Release Version. This study also uses UML to describe how this game works, namely Use Case Diagrams, Activity Diagrams, Sequence Diagrams and Class Diagrams. Researcher use Unity and Visual Studio Code to design this game. The result of this research is an Android-based C# coding trivia game. The testing results is this game functions as desired.
APLIKASI RESERVASI SEAT IBADAH MENGGUNAKAN FLUTTER BERBASIS ANDROID Sondang, Frans Obet Nego Sihombing; Hutabri, Ellbert
Computer Science and Industrial Engineering Vol 8 No 3 (2023): Comasie
Publisher : LPPM Universitas Putera Batam

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Abstract

As a result of the COVID-19 virus pandemic that occurred in the world including Indonesia, all outdoor activities were reduced and also required to comply with health protocols, such as maintaining distance, wearing masks and always washing hands. This huge impact resulted in activities such as schools, tourist attractions, places of worship while carrying out activities boldly. After the number of positive patients decreased, the GBI TABGHA Church, Batu Aji branch, carried out worship activities attractively, but the congregation that wanted to worship was limited. At this time, Android is a very complex technology because it uses open source as a project basis, making it the most widely used smartphone operating system at the moment. The support for the Flutter or Framework software is an application that can be run on the Android, iOS operating systems, and can be used to run WEB, there is also Android Studio which is software developed by Google. Android Studio is an Android programming IDE that replaces the previous one, Eclipse, and Xampp is a software or computer application that is widely used by college students and students because Xampp is web-based software that is used to view web design results before they are made online using web hosting that is sold. on the market. In this study the testing method used is Black Box Testing or known as functional testing because software testing is used without having to know the code structure or internal program. The resulting application is a prayer seat reservation application using Android-based Flutter. The use of this technology makes it easier for the congregation to make reservations for worship seats online using a smartphone.
PERANCANGAN GAME EDUKASI BAHASA INGGRIS DENGAN RPG MAKER MV MENGGUNAKAN ALGORITMA RULE BASED Sibarani, Yeremia Abednego; Hutabri, Ellbert
Computer Science and Industrial Engineering Vol 9 No 1 (2023): Comasie
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/comasiejournal.v9i1.7416

Abstract

Masalah sering ditemui adalah susahnya siswa dalam menghafal kosakata dan kesulitan dalam pelafalan bahasa Inggris, dan tidak memiliki teman untuk berlatih adalah dalam pembelajaran bahasa Inggris, Tujuan dari penelitian ini adalah untuk merancang game dengan unsur edukasi didalamnya dan juga mengimplementasikan algoritma Rule Based dalam pembuatan game ini guna meningkatkan semangat siswa dalam belajar kosakata bahasa Inggris dengan menggunakan media game didalamnya.Perancangan menggunakan metode GDLC (Game Development Life Cycle) yang memiliki 6 tahapan, yaitu inisialisasi, praproduksi, produksi,pengujian beta hingga rilis penuh, UML juga digunakan untuk melakukan desain pada use case, diagram sequence, dan activity diagram, Pengujian dilakukan dengan metode black box testing yang dilakukan oleh siswa dan guru. Hasil pengujian yang telah dilakukan yaitu dengan melakukan black box testing, pengujian kepada beberapa perangkat smartphone, dan wawancara yang telah dilakukan, telah berhasil mendapatkan hasil yang telah diharapkanDapat disimpulkan bahwa pengembangan game dapat dikatakan berhasil untuk meningkatkan minat dan motivasi siswa dalam belajar bahasa Inggris, dan metode GDLC juga dapat dikatakan berhasil diterapkan dalam game edukasi bahasa Inggris yaitu ” Can I – The Lost Ring”.
APLIKASI PENGENALAN OBJEK WISATA KEPULAUAN RIAU MENGGUNAKAN METODE SOFTWARE DEVELOPMENT LIFE CYCLE Rosmawati, Rosmawati; Hutabri, Ellbert
Computer Science and Industrial Engineering Vol 9 No 1 (2023): Comasie
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/comasiejournal.v9i1.7444

Abstract

The Riau Archipelago is a place that has many tourist objects, one of which is in Batam City. Batam City is one of the largest cities in the Riau Archipelago Province, strategically located very close to international waterways, direct widening with the Singapore Strait and the Malaysia Strait. Tourism object is everything that exists in a tourist destination area which is an attraction so that people want to come to visit that place, all places or natural conditions that have tourist resources that are built and developed so that they have an attraction and are cultivated as a place to visit. traveler. However, currently there is no application that helps the public to introduce tourist objects and forms of marketing or marketing tourism objects in Batam City for foreign tourists is very difficult. So with this Android-based application for recognizing tourist objects in the Riau Islands to make it easier or to get to know tourist objects in the Riau Islands, and to make it easier to find locations for tourist objects in the Riau Islands. Its creation in mobile form aims to make it easy to carry anywhere. with this an application will be created using Adobe Animate. This research method uses the SDLC (Software Development Life Cycle) method with the aim of introducing natural tourism objects in the Riau Archipelago and the design uses UML (Unified Modeling Language).
PERANCANGAN KUNCI PINTU RUMAH OTOMATIS MENGGUNAKAN E-KTP BERBASIS ARDUINO Japin, Maria; Hutabri, Ellbert
Computer Science and Industrial Engineering Vol 9 No 3 (2023): Comasie
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/comasiejournal.v9i3.7649

Abstract

Currently, cases of theft are still relatively high, because of this, tools or door locks with a more sophisticated security system are needed, such as the use of an e-KTP system. The door of the house is the main access to enter the house, but the security system at home used today is still relatively common and very vulnerable to theft or robbery. It is also very dangerous for the life of the home owner in the event of theft. So it takes a high level of security system to open or enter the door of the house. A system that can be implemented to improve security is one of them is a microcontroller-based electronic circuit system, this system makes it possible to design a home entrance security system with RFID to read e-KTP codes and manual passwords based on Arduino Mega 2560 and Arduino Nano. This system is designed with ±5V DC power supply, LCD, RFID, LED and ±12V DC solenoids. Arduino Mega 2560 and Arduino Nano as microcontrollers and solenoids and LCD as their outputs. Based on the test results, it can be concluded that the designed door security system works well and works optimally. With the help of a system that is made to open the door of the house automatically with RFID which reads the ID contained in the registered e-KTP or password, so as to minimize the occurrence of crime, especially cases of theft and burglary at the door of the house.
RANCANG BANGUN SISTEM KEAMANAN JARINGAN MIKROTIK MENGGUNAKAN FIREWALL FILTERING DAN PORT KNOCKING DENGAN NOTIFIKASI TELEGRAM PADA EVENT VIRTUAL Febri, Febri; Hutabri, Ellbert
Computer Science and Industrial Engineering Vol 9 No 4 (2023): Comasie
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/comasiejournal.v9i4.7704

Abstract

Network security is a very important aspect in maintaining information security. In network management using proxy devices, use of firewall filtering and port knocking in an effort to increase security and control network access and hide services that are not needed. In addition to obtaining information on suspicious network activity in real-time with telegram notifications. The method used includes analysis of network security needs, system architecture design, firewall filtering and port knocking configurations on the proxy and integration with the telegram API to send notifications. The results of this study show that using firewall filtering and port knocking on Mikrotik can effectively improve network security by limiting unauthorized access and reducing the risk of attacks from outside. The system is also capable of providing notifications via telegram when suspicious activity is detected, thus enabling a network administrator to respond quickly to these threats
DESAIN PEMBELAJARAN BAHASA JEPANG MELALUI APLIKASI CHATBOT BERBASIS ARTIFICIAL INTELLIGENCE tina, ernes; Ellbert Hutabri
Computer Science and Industrial Engineering Vol 10 No 4 (2024): Comasie
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/comasiejournal.v10i4.8568

Abstract

Being able to speak Japanese in this day and age is very promising social skill in this day and age. This is a result of the large number of Japanese businesses in Indonesia today. However, it can accelerate the career path, on the other hand, it is a communication skill. However, there are so many obstacles in learning it because one of the hardest languages in the world is Japanese that has writing using three different letters, namely hiragana, Katakana, and Kanji. Each elemen of the letter has a different function. Because of this difficulty, it is among the issue that is often experienced by people who want to learn Japanese. Therefore, Japanese Learning Design using Chatbot was created. The chatbot supports an effective and interactive self-learning, which is implemented using the User Centered Design (UCD) method. The outcome of the conducted testing, show that the performance of the application works as it should. Satisfaction evaluation from users shows a positive score, concluding that the application gets very good acceptance from users.
PERANCANGAN APLIKASI PENGOLAHAN INVENTARIS ASET BERBASIS WEB DI PT BPR CENTRAL KEPRI Octavia Manurung; Ellbert Hutabri
Computer Science and Industrial Engineering Vol 10 No 4 (2024): Comasie
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/comasiejournal.v10i4.8574

Abstract

Perkembangan teknologi informasi memainkan peran krusial dalam meningkatkan kinerja perusahaan, termasuk dalam pengelolaan inventaris aset. PT. BPR Central Kepri yaitu sebuah perusahaan perbankan masih menggunakan pendekatan manual dalam pengelolaan aset yang mengakibatkan seringnya terjadi kesalahan manusia dan ketidaksesuaian data antar catatan. Dalam upaya meningkatkan efisiensi dan akurasi maka penelitian bertujuan untuk merancang aplikasi pengolahan inventaris aset berbasis web. Metode penelitian yang digunakan yaitu metode agile dengan tahapan planning, design, develop, test, deploy, evaluasi dan launch. Hasil penelitian menunjukkan bahwa aplikasi telah berhasil memudahkan pencatatan aset, pemeliharaan, dan pelaporan secara otomatis, mengurangi waktu dan tenaga yang diperlukan. Keunggulan aplikasi ini terletak pada kemampuannya untuk melacak aset secara real-time, memastikan kondisi aset dan lokasinya selalu terkini. Pengujian aplikasi menggunakan blackbox testing menegaskan fungsionalitas yang baik dan hasil sesuai dengan harapan. Dengan diterapkannya aplikasi ini diharapkan PT. BPR Central Kepri dapat mengoptimalkan pengelolaan inventaris aset, menghindari kesalahan manusia, dan meningkatkan efisiensi dalam berbagai aspek termasuk pengadaan aset, perbaikan, dan pencarian aset.
RANCANG BANGUN SISTEM ALARM KONDISI SUHU PADA KANDANG REPTIL BERBASIS IOT Ningsih, Setia; Ellbert Hutabri
Computer Science and Industrial Engineering Vol 10 No 5 (2024): Comasie
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/comasiejournal.v10i5.8615

Abstract

The research proposes an IoT-based temperature alarm system addressing challenges in maintaining precise enclosure temperatures for reptile husbandry. The system, utilizing the DHT11 temperature sensor and Blynk platform, enables remote monitoring of reptile enclosures. When temperatures deviate from the desired range, the sensor transmits data to the system controller, which, in turn, sends warning notifications to users' smartphones. This prototype empowers users to make timely adjustments, such as deactivating UV lamps or activating fans, to maintain optimal enclosure temperatures. Ultimately, the system offers a practical solution for reptile caretakers, ensuring the well-being of reptiles by closely mimicking their native habitats through effective temperature control.
PERANCANGAN APLIKASI E-FOODCOURT DENGAN TEKNOLOGI AUGMENTED REALITY BERBASIS WEB Nurlaila; Ellbert Hutabri
Computer Science and Industrial Engineering Vol 11 No 4 (2024): Comasi Vol 11 No 4
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/comasiejournal.v11i4.9167

Abstract

With technological developments in various fields that influence human life, one of which is the culinary field. However, when showing the food and drink menu from a foodcourt, there aro no props available to display the menu. Currently, when showing food and drink menus to customers, only 2D images are used. By utilizing augmented reality technology, it is hoped that it can help foodcourt in presenting food and drink menus to make them more attractive because augmented reality can be a tool to display menus in 3D form. By using 3D visuals, it is also hoped that it can help customers to know more about the menus available at the foodcourt. With augmented reality supported by the markerless method, the foodcourt can display the available menus in 3D as well as details of each menu. In modelling 3D objects about the menus, software in the form of Blender will be used. For system development, the prototype method will be used so that the steps of development are known.