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Trio Ardhian
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INDONESIA
SCIENCE TECH: Jurnal Ilmiah Ilmu Pengetahuan dan Teknologi
ISSN : 24606286     EISSN : 25793624     DOI : 10.30738/science tech.v2i1.396
Jurnal SCIENCE TECH adalah jurnal yang diterbitkan oleh Lembaga Penelitian dan Pengabdian kepada Masyarakat (LP2M) Universitas Sarjanawiyata Tamansiswa (UST) Yogyakarta. Jurnal ini diharapkan sebagai media bagi dosen, peneliti, praktisi, mahasiswa dan masyarakat luas yang memiliki perhatian terhadap bidang dan perkembangan ilnu pengetahuan dan teknologi. Jurnal SCIENCE TECH terbit dua kali setahun yaitu Januari dan Agustus, setiap terbit 8 artikel.
Arjuna Subject : Umum - Umum
Articles 6 Documents
Search results for , issue "Vol 7 No 2 (2021): Agustus" : 6 Documents clear
PERANCANGAN DAN IMPLEMENTASI ANIMATED STICKER SEBAGAI MEDIA EDUKASI MENGENAI COVID-19 DENGAN MENGGUNAKAN METODE MDLC Jimmy Pratama; Rena Indira Putri
Science Tech: Jurnal Ilmu Pengetahuan dan Teknologi Vol 7 No 2 (2021): Agustus
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/st.vol7.no2.a9190

Abstract

The whole world is in an uproar with the COVID-19 pandemic, this new categorized corona virus has made people panic and restless, including in Indonesia. The number of confirmed cases of COVID-19 continues to increase. So that implementing health protocols is the most important thing to do. Various methods of prevention and handling are carried out to suppress thespread of this virus, one of which is through media education and information to the public about various ways that can be done to prevent transmission of the corona virus. This literature study provides stages from design to implementation of animated stickers as educational media about COVID-19. The result of this literature study is the formation of animated stickers that can be used for educational media and the delivery of information on various preventive measures that can be taken by the community to break the chain of the spread of the corona virus. By using informative and interesting visual media, of course, it can make people read carefully and facilitate the process of public understanding. Thus, it can be concluded that the use of animated sticker visual media with the MDLC method can facilitate the public in receiving clearer and easier to understand information.
MENCEGAH SERANGAN DDOS (DISTRIBUTED DENIAL OF SERVICE) TERHADAP EMAIL SERVER Mangapul Siahaan
Science Tech: Jurnal Ilmu Pengetahuan dan Teknologi Vol 7 No 2 (2021): Agustus
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/st.vol7.no2.a9656

Abstract

An email service provider or email server is a very important application for a company. With the development of information technology and internet crime, there is a possibility of attacks on the email server resulting in dense email server traffic, thus slowing the performance of the email server and disrupting the service to email server users. One of the attacks that occurred was a DDOS (Distributed Denial of Service) attack where the attack paralyzed server performance by sending many packets from various sources of IP addresses to one target. One of the DDoS attacks on the email server is to disable the SMTP, IMAP, POP3 protocols. Prevention of this attack can be done with Fail2ban which can detect unusual activity and perform an automatic block. In this study using the NDLC method, starting from analysis, design, simulation, and implementation. The results obtained by implementing fail2ban to prevent DDoS attacks on email servers can reduce incoming spam by up to 21%.
PENGEMBANGAN MEDIA PEMBELAJARAN DASAR DESAIN BERBASIS FLIP CHART MENGGUNAKAN PUZZLE DI SEKOLAH MENENGAH KEJURUAN Risa Amelia; Siti Mariah; Enggar Kartikasari
Science Tech: Jurnal Ilmu Pengetahuan dan Teknologi Vol 7 No 2 (2021): Agustus
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/st.vol7.no2.a10003

Abstract

This research aims to: 1. Develop basic learning media based on flip chart designs; 2. Knowing the feasibility of the media through expert validation; 3. Knowing the students responses to the flip chart media. This type of research is development research with a Four-D development model. The validators in this study consisted of material and media experts, as well as class X students as subjects. The object of this research is the basic learning media for flip chart-based design. The research instrument used was a questionnaire. The data analysis technique used quantitative descriptive analysis.The results showed that: 1. The development of flip chart-based media was carried out in 4 stages, including: a. Define, which is to determine the product to be developed; b. Design, namely making product designs; c. Development, namely developing products through validation of material and media experts and conducting small-scale trials totaling 5 students, as well as limited scale trials totaling 15 students; d. Disseminate is a tested product deployment stage; 2. The flip chart-based learning media developed based on the material expert's assessment was 86.45% in the very feasible category and the media expert's assessment of 77.70% was in the feasible category; 3. The response of students to the use of small-scale flip chart-based learning media is 84.59% in the very highcategory and the assessment on a limited scale of 77.02% is in the highcategory.
ANALISIS SOFTWARE DEVELOPMENT KIT & METODE AUGMENTED REALITY: TINJAUAN SISTEMATIS Adinto Prasetyo
Science Tech: Jurnal Ilmu Pengetahuan dan Teknologi Vol 7 No 2 (2021): Agustus
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/st.vol7.no2.a10134

Abstract

Software Development Kit in Augmented Realityis used to make a software development process more efficient & time-saving, but the SDK itself has many varieties, this makes developers confused in determining which SDK to use.So that as a developer in the AR field, determining the SDK used is a very influential role in the process of running AR applications. Purpose: to provide knowledge of the SDK & the methods used for AR development are very diverse.Methods: this literature review using PRISMA guidelines.Google Scholar are databases used to collect articles with predetermined keywords. 127 articles obtained from the Google Scholar, checking the relevance of articles and evaluating articles with quality assessment. Results: research articles suggest that there are SDK that are widely used & the methods used for AR development in the specified timeframe. Conclusion: Vuforia’s AR SDK is more widely used. There are other SDKs used & there are 2 methods for AR development, namely Marker-Based, & Marker-Less.It is hoped that in the future, SDKs that arenot widely used will be used more often, maybe developers don’t know that there are so many SDKs that can be used and other methods can be used for AR development.
PERANCANGAN ALAT BANTU MANDI DAN AKTIFITAS TOILET PORTABEL TUNADAKSA BAGIAN BAWAH DENGAN MENGINTEGRASIKAN TAHAPAN FRONT-END PROCESS DAN METODE TRIZ Patrisius Edi Prasetyo; Agustinus Eko Susetyo; Dyah Ari Susanti
Science Tech: Jurnal Ilmu Pengetahuan dan Teknologi Vol 7 No 2 (2021): Agustus
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/st.vol7.no2.a10136

Abstract

Physical disability supporting facilities to help the independence of their activities. This study designed a tool for bathing and lower physical disability toilets to carry out these activities without the help of other people. A similar design was carried out in previous studies that had not accommodated public bathroom activities outside the home while traveling. Previously designed dimensions did not allow carrying to traveling and only accommodated the type of toilet seat. Based on these shortcomings, this study designed a portable bathing and toilet activity aid so that the lower quadriplegic can be used while traveling practically and accommodating the sitting and squat toilets. The product of the design result is expected to support the independence of the quadriplegic to carry out activities outside the home to expand their accessibility. The design process of this product is carried out with the Front-end Processstage method as the main design method and integrated with the TRIZ method to help resolve contradictions in the design process while determining specifications and targets and the process of selecting the concept of a work product system. This research produces a 3D modeldesign and technical specifications of the product.
PERANCANGAN TUNER GITAR OTOMATIS DENGAN METODE OPEN TUNING BERBASIS SINGLE BOARD MICROCONTROLLER Adlan Bagus Pradana; Achmad Dian Ramadhan; Aldila Fajar; Jimmy Trio Putra
Science Tech: Jurnal Ilmu Pengetahuan dan Teknologi Vol 7 No 2 (2021): Agustus
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/st.vol7.no2.a10296

Abstract

The guitar is a popular musical instrument by many people. Besides being able to be used as entertainment, playing music, one of which is the guitar, can also be used to train concentration. In playing the guitar, the sound of the guitar strings that match the harmony chord is the main key so that when playing the song it sounds harmonious. Of course this is related to the tuning process or the tuning process. Many people can play the guitar, but many of them have difficulty in tuning. Most people do the tuning manually. This of course will take a long time to produce an accurate tone.With the rapid development of technology, this problem can be solved with an automatic guitar tuner based on a single board microcontroller using the open tuning method. The design of this automatic guitar tuner uses 7 constituent components, namely a single board microcontroller (Arduino UNO), servo motor, Op-Amp, LED, LCD, push button, and acrylic. The tuning process is done by selecting the guitar strings to be tuned. Then, when the guitar is picked, the frequency will be amplified by the Op-Amp. After that, arduino will initialize the frequency and give a signal to the servo motor. The servo motor will perform the tuning process which will later display the results on the LCD. While the LED functions as a tuning indicator. Acrylic serves as a place to put components.

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