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Perancangan Website Dengan Metode Waterfall Di Kabupaten Ciamis (Study Kasus Di Komunitas Peduli Alam Dan Lingkungan Galuh Ciamis) Usep Abdul Rosid; Sidiq, Maulana; Mulyana, Dadan; Yudi Permana, Nana
Jurnal Sistem Informasi Galuh Vol 1 No 2 (2023): Jurnal Sistem Informasi Galuh
Publisher : Fakultas Teknik Jurusan Sistem Informasi Universitas Galuh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25157/jsig.v1i2.3203

Abstract

Pedal Gas is an abbreviation of the name of the community organization or NGO Paguyuban Peduli Alam dan Lingkungan Galuh Asri. Declared in Ciamis Regency, West Java by a group of activists who care about the preservation of nature and the environment. Information on community activities still uses a manual system, namely by attaching activity brochures to the announcements that have been provided, therefore to be able to provide information while promoting activities organized by nature care community organizations, facilities are needed in the form of a website that will be designed using the waterfall method with the results in the form of a website prototype design. With the design of the website, it can help the community in developing a web-based system which in the future is expected to be more familiar with Pedal Gas and the community and can add promotional facilities for every activity through the website.
Perancangan Aplikasi Virtual Reality Sebagai Media Pembelajaran Sistem Tata Surya Syani, Mamay; Rizky Hadiansyah , Muhammad; Ahmad Firdaus, Eryan; Mulyana, Dadan; Yudi Permana, Nana
Jurnal Sistem Informasi Galuh Vol 2 No 1 (2024): Journal of Galuh Information Systems
Publisher : Fakultas Teknik Jurusan Sistem Informasi Universitas Galuh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25157/jsig.v2i1.3726

Abstract

Learning media have now followed existing technological developments, ranging from print technology, audio visual, computers to technology that combines print technology with computers. Currently, educational media, the result of a combination of print technology and PC, can be realized with Virtual Reality (VR) technology media. Virtual Reality (VR) is a technology that allows users to relate to an area simulated by a PC, an actual area that is imitated or an area that is only in the imagination. Traditional learning as usual where only one interaction occurs makes learning at this time very monotonous, examples of this traditional learning are through pictures, books or even other projection tools. However, with the existence of learning media that utilizes Virtual Reality that is able to realize objects in the virtual world into the real world, it can replace these objects into 3D objects, so that educational procedures are not monotonous.
Aplikasi Sistem Informasi Geografis (SIG) Pendataan Pada Pengawasan Dan Pengendalian Menara Telekomunikasi Berbasis Android (Studi Kasus Dinas Komunikasi Dan Informatika Kota Cimahi) Syani, Mamay; Mahdani; Laia, Firdaus; Mulyana, Dadan; Yudi Permana, Nana
Jurnal Sistem Informasi Galuh Vol 2 No 2 (2024): Journal of Galuh Information Systems
Publisher : Fakultas Teknik Jurusan Sistem Informasi Universitas Galuh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25157/jsig.v2i2.3950

Abstract

A Geographic Information System (GIS) application based on Android is used for the purpose of data collection and monitoring of telecommunication towers, with a case study conducted at the Department of Communication and Informatics (Diskominfo) of Cimahi City. The aim of this research is to optimize the process of data collection and monitoring of telecommunication towers through the utilization of Android-based technology and geographic information. The hope is that the developed application will provide efficient support for Diskominfo in data management, accurate monitoring of telecommunication tower locations, and enhanced supervision of this crucial infrastructure. By combining Android technology and GIS features, it is expected that this application can become an effective tool in supporting the monitoring and control of telecommunication towers in Cimahi City. The methodology used in designing this system is the Waterfall Software Development Life Cycle (SDLC) methodology, which consists of seven stages: Requirement Definition, Design, Development, Testing, Implementation, Maintenance, and Evaluation. This application is built using Flutter version 3.10.6. From the results of the conducted User Acceptance Test (UAT), the average parameter scores are as follows: user interface (85.6%), application performance (88.4%), application functionality (88.4%), application security (80%), and final feedback (91.4%). The overall test result is 86.7%.
Implementasi Teknologi QR Code pada Sistem Absensi Karyawan Berbasis Website Nanda Aprillia, Monita; Wahyu Christanto, Febrian; Parga Zen, Bita; Maulana, Haisyam; Yudi Permana, Nana
Jurnal Sistem Informasi Galuh Vol 3 No 1 (2025): Journal of Galuh Information Systems
Publisher : Fakultas Teknik Jurusan Sistem Informasi Universitas Galuh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25157/jsig.v3i1.4445

Abstract

Traditional attendance systems face challenges related to their vulnerability to human error and limitations in management time. Using a QR Code provides attendance management and recording benefits. The problem that occurred at the Jati Mulya Shop in January - June 2024 was that there were 5 employees who manipulated attendance, causing losses.  Jati Mulya Shop is a fashion shop that has a good reputation and has quite a large number of employees located at Pasar Johar Semarang. The aim of this research is to implement web-based QR Code attendance. The data source in this research is primary data in the form of interviews with business owners. The system development method used is the Prototype model. Before implementing the QR code-based attendance system, Jati Mulya Shop experienced a loss of Rp. 2,810,000 per month, consisting of Rp. 2,500,000 due to absence without permission and Rp. 310,000 due to errors in recording absences. After implementing the new system, efficiency increased 100% so that the loss became Rp. 0. With the QR code system, unauthorized absences and errors in recording absences as well as financial losses are completely eliminated. The hope created by this system can make it easier for business owners to monitor employees and employees who are often absent will also be helped by this system.
ANALISIS BALANCED SCORECARD PADA PERENCANAAN SISTEM INFORMASI SEKOLAH MUSIK Andrijana Kusuma, Kanggep; Prama Agusmar Yahya, Angga; Naufal, Alman; Ratna Juwita Sari, Deassy; Yudi Permana, Nana
Jurnal Sistem Informasi Galuh Vol 3 No 2 (2025): Journal of Galuh Information Systems
Publisher : Fakultas Teknik Jurusan Sistem Informasi Universitas Galuh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25157/jsig.v3i2.4947

Abstract

Balanced Scorecard analysis in music school system planning can help company strategy to compete in music school business. Where it is designed to run strategy into goals, measures, targets, and strategic initiatives. Also as a group that interacts and depends on each other regularly forms a unity and helps music schools to effectively run their strategy. The research conducted aims to visualize the company's strategy, communicate various strategic goals, align and make plans and set goals, improve Reciprocal effects and learning. In this study, the author conducted observations at a music school to obtain data, documents, and also conducted interviews with the owner of the music school as a source of information needed by the author. The final results of this study consist of several perspectives, namely financial perspective, customer perspective, internal business process perspective and learning and growth perspective. Balanced scorecard analysis within the scope of the music school business will be very helpful in achieving customer satisfaction, market share, facilitating infrastructure and creating an initiative workforce. The suggestion from this study is that the results of the balanced scorecard are expected to contribute to running a business strategy into goals, targets, measures and strategic initiatives. Which will greatly influence the achievement of the goals of the music school. Also supports the company in implementing Information Systems and Information Technology planning.
Rancangan Sistem Perlindungan Korban Tindak Pidana Kekerasan Berbasis Elektronik Melalui Aplikasi Viktima bagi Warga Kampus di Universitas Galuh Zulkipli Lubis, Fahmi; Yudi Permana, Nana; Amin Effendy, Muhammad; Ramdani, Fitriyana; Susilawati, Siska
Jurnal Accounting Information System (AIMS) Vol. 8 No. 2 (2025)
Publisher : Ma'soem University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32627/aims.v8i2.1610

Abstract

Violence on campus remains a serious problem that threatens the security and well-being of the academic community. The lack of a safe, fast, and reliable reporting mechanism often causes many victims to choose silence, thereby neglecting their right to protection. This study aims to design an electronic-based victim protection system for victims of violent crimes through the Viktima application for campus residents at Galuh University as an innovative solution in preventing and handling cases of violence. The research method used the Rapid Application Development (RAD) approach, which includes the stages of planning, workshop design, construction, and implementation. Data were obtained through interviews, observations, and questionnaires with lecturers, students, and the PPKPT Task Force at Galuh University. A needs analysis revealed that users desired anonymous reporting features, psychological support, and notifications on case progress. The application was then developed with an emphasis on data confidentiality, ease of access, and integration of support services. The trial results showed that the Viktima Electronic application was able to increase the effectiveness of reporting and victims' confidence in reporting cases of violence. The system's feasibility level based on the System Usability Scale (SUS) reached a score of 81.25, which is categorized as very good. In addition, this application supports the implementation of Permendikbudristek No. 55 of 2024, which requires universities to provide victim protection mechanisms. This study concludes that the use of information technology through the Viktima application is effective in strengthening the protection system for victims of violence on campus. The application has the potential to become a model that can be replicated at other universities in an effort to create a safe, inclusive, and violence-free academic environment.