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Analisis Penerapan Metode Fast-Track dan Crash Program Terhadap Waktu dan Biaya Dalam Pelaksanaan Proyek Pembangunan Jalan Salasa, Bernardo Sandrini; Wardono, Hendro; Sari, Dharwati P; Rasya, Muhammad
Siklus : Jurnal Teknik Sipil Vol. 10 No. 1 (2024): Siklus: Jurnal Teknik Sipil
Publisher : Program Studi Teknik Sipil Fakultas Teknik Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/siklus.v10i1.13718

Abstract

Adanya permasalahan yang terjadi pada pekerjaan konstruksi dapat menyebabkan terjadinya keterlambatan waktu karena adanya ketergantungan antara setiap item pekerjaan. Penelitian bertujuan untuk menganalisis percepatan waktu dan biaya agar ekonomis penggunaannya pada proyek Jalan Sanga-Sanga. Dalam pelaksanaannya terjadi keterlambatan waktu yang semula ditargetkan selesai dalam waktu 42 hari menjadi 59 hari. Metode fast-track dan crash program merupakan metode yang digunakan dalam penelitian untuk menekan keterlambatan dan dibandingkan hasilnya. Hasil analisis menggunakan metode fast-track dan crash program dari segi waktu bisa ditekankan lebih cepat dari rencana awal dengan variasi lewat waktu kerja 1 jam, 2 jam, 3 jam. Pada metode crash program yaitu dalam waktu 36 hari, 32 hari, dan 31 hari. Sedangkan pada metode fast-track­ dapat diselesaikan dalam waktu 39 hari dengan biaya sebesar Rp. 4.054.701.876,00 terjadi penurunan sebesar 0,8%, sedangkan dengan metode crash program memperoleh biaya sebesar Rp. 4.044.725.015,00 untuk 1 jam lembur, Rp. 4.067.463.338,00 untuk 2 jam lembur, dan Rp. 4.096.452.849,00 untuk lembur 3 jam. Dari kedua metode tersebut didapatkan kesimpulan bahwa metode yang lebih efektif dan efisien adalah metode crash program dengan lembur 1 jam dengan biaya Rp. 4.044.725.015,00.
Student Attendance System Using Fingerprint and Raspberry Pi with Notification Rasya, Muhammad; Atthariq, Atthariq; Nasir, Muhammad; Taufik, Taufik
Jurnal Teknologi Rekayasa Informasi dan Komputer Vol 8, No 1 (2025): JURNAL TRIK - POLITEKNIK NEGERI LHOKSEUMAWE
Publisher : Politeknik Negeri Lhokseumawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30811/jtrik.v8i1.7425

Abstract

Fingerprint is an application designed to meet the needs of fast data using fingerprint verification. A fingerprint attendance machine is a type of biometric attendance machine that uses the student attendance/attendance method by detecting fingerprints. This fingerprint attendance is designed with a Fingerprint Sensor, LCD, and notification components. The purpose of this final project is to design an attendance device with fingerprints and a web database as a means of attendance. This system uses a Raspberry Pi as the controller. The study used fingerprints that had previously been verified in the database. In testing this attendance system, there are four tests, namely LCD testing, which is based on the results of the LCD only displaying all forms of data as a display that is by the registered database, fingerprint testing, and 10 times fingerprint testing of 20 people can produce a read. 97.7% of this value can be attributed to the average success rate of the fingerprint. web testing based on the results that have been tested on the Selenium IDE tool with successful output and no errors, the web is available 2 seconds after the fingerprint The data will be stored directly in the web database. Application testing, based on the results of application testing, namely, after fingerprint data enters the web database and immediately notifies the parents' Gmail account of the information from the application that the student has taken attendance, and the parents can see the attendance data or informationfrom the student.
FROM TASTE TO TEXT: A CORPUS-BASED ANALYSIS OF FIGURATIVE LANGUAGE PATTERNS AND RHETORICAL QUALITY IN NOVICE EFL CULINARY DESCRIPTIONS Putri, Rahmadila Eka; Nasution, Mutia; Prananda, Pramudia; Rasya, Muhammad
JR-ELT (Journal of Research in English Language Teaching) Vol. 9 No. 2 (2025): Journal of Research in English Language Teaching
Publisher : English Language Education Program, Faculty of Education and Teacher Training, Sulthan Thaha Saifuddin State Islamic University of Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30631/7c5f1d54

Abstract

This study investigated the patterns and rhetorical quality of figurative language in novice EFL writers’ descriptive texts about real culinary objects using quantitative corpus-based design supported by qualitative rhetorical evaluation. To generate the dataset, 42 first-semester learners in Narrative & Descriptive Writing course produced forty-two 500-word descriptions, forming a small corpus. The texts were manually coded using an instrument covering five figurative categories namely simile, metaphor, personification, hyperbole, and onomatopoeia. Two raters identified and classified all items to ensure reliability, guided by an analytic rubric assessing Contextual Appropriateness, Stylistic Effectiveness, and Creativity Response. The corpus contained 680 expressions, comprising 265 similes, 143 metaphors, 116 personifications, 101 hyperboles, and 55 instances of onomatopoeia. Simile dominated but demonstrated reliance on explicit comparative markers, whereas metaphor exhibited limited conceptual mapping. Personification contributed the strongest stylistic value, while hyperbole often led to overstatement and onomatopoeia appeared sparsely as isolated sound cues. Despite high figurative density, overall rhetorical effectiveness remained moderate, with creativity identified as the weakest dimension. The findings indicate that learners’ figurative use is active yet formulaic. Pedagogically, the study highlights the need for explicit instruction, corpus-informed modelling, and guided revision to support more intentional and stylistically effective descriptive writing.
Analisis Perbandingan Efisiensi Retrofit dan Apollo pada Aplikasi Skincare E-Commerce    Rasya, Muhammad; Kharisma, Agi; Dewi, Candra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 9 No 12 (2025): Desember 2025
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian ini membandingkan penggunaan Retrofit (REST) dan Apollo (GraphQL) dalam satu aplikasi Android e-commerce skincare. Fokus penelitian adalah menganalisis efisiensi performa kedua API berdasarkan waktu respons, penggunaan CPU, penggunaan memori, serta kompleksitas implementasi kode. Eksperimen dilakukan pada satu aplikasi uji yang mengintegrasikan kedua modul API dengan backend dan basis data yang sama sehingga kondisi pengujian identik. Empat skenario diuji: pengambilan data produk, paket produk, pencarian penjual, dan simulasi alur penggunaan. Setiap skenario dijalankan sebanyak 400 iterasi setelah melalui system warm-up, API warm-up, dan cooldown untuk mencapai kondisi steady-state. Analisis dilakukan secara deskriptif dan inferensial menggunakan Welch’s t-test, ANOVA replikasi kondisi uji, dan ukuran efek Cohen’s d. Hasil menunjukkan bahwa Apollo memiliki waktu respons rata-rata 31% lebih cepat, penggunaan memori 37% lebih rendah, dan konsumsi CPU 18% lebih hemat dibandingkan Retrofit. Namun, Apollo memiliki kompleksitas implementasi lebih tinggi karena definisi skema dan proses code generation. Dengan demikian, pendekatan hibrida direkomendasikan: GraphQL digunakan untuk permintaan data kompleks, sedangkan REST digunakan untuk operasi sederhana agar mencapai keseimbangan antara efisiensi dan kemudahan pemeliharaan.