cover
Contact Name
-
Contact Email
-
Phone
-
Journal Mail Official
-
Editorial Address
-
Location
Kota adm. jakarta selatan,
Dki jakarta
INDONESIA
Faktor Exacta
ISSN : 1979276X     EISSN : 2502339X     DOI : -
Faktor Exacta is a peer review journal in the field of informatics. This journal was published in March (March, June, September, December) by Institute for Research and Community Service, University of Indraprasta PGRI, Indonesia. All newspapers will be read blind. Accepted papers will be available online (free access) and print version.
Arjuna Subject : -
Articles 523 Documents
CYBER CRIME: PENGGUNAAN SKIMMER TERHADAP PEMBOBOLAN ATM DEWI MUSTARI
Faktor Exacta Vol 8, No 3 (2015)
Publisher : LPPM

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (297.591 KB) | DOI: 10.30998/faktorexacta.v8i3.326

Abstract

Akhir-akhir ini Indonesia sedang diramaikan dengan berita pembobolan ATM yang dterjadi di Bali. Para nasabah tiba-tiba kehilangan saldo rekeningnya akibat dibobol oleh orang-orang yang tidak bertanggung jawab. Untuk masalah tipu menipu dan curi mencuri adalah hal yang sepertinya sudah sangat biasa di Indonesia. Secara makro hal ini mungkin diakibatkan oleh kurangnya kesempatan kerja dan tidak meratanya pendapatan. Teknik pembobolan ATM ini dikenal dengan teknik ATM Skimmer Scan. Namun adakah undang-undang di Indonesia yang mengatur mengenai kejahatan yang bermodus elektronik atau dikenal dengan istilah kejahatan dunia Cyber Crime. Akhir-akhir ini pula mulai berdengung desas-desus mengenai perumusan undang-undang dunia Cyber atau dikenal dengan Cyber Law. Untuk mengatasi masalah pembobolan ATM tentunya ada beberapa cara yang dapat dilakukan diantaranya menjaga kerahasiaan PIN, memperhatikan kondisi fisik dari ATM, saat bertransaksi menggunakan kartu ATM pada merchant nasabah diharapkan memperhatikan kondisi alat EDC, blokir kartu ATM jika menemukan kejanggalan, cari lokasi yang aman, dan jangan mudah percaya dengan bantuan orang yang tidak dikenal. Keyword: Cyber Crime, Skimmer, ATM
SUATU PENELITIAN PERBANDINGAN KUALITAS BENANG Ne ? 40S (TEX 14,75) CARDED PADA MESIN RING SPINNING MERK PLATTS SEBELUM DAN SESUDAH OVERHAUL HERMANTO HERMANTO
Faktor Exacta Vol 5, No 3 (2012)
Publisher : LPPM

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (305.584 KB) | DOI: 10.30998/faktorexacta.v5i3.198

Abstract

overhaul mesin ring spinning setiap dua tahun sekali untuk melakukan system perawatan mesin berskala besar dengan tujuan semua komponen di control, kemudian bila ada komponen yang rusak atau aus, maka diganti dengan yang baru. Selanjutnya dilakukan penyetelan kerangka mesin, penyetingan daerah draft, pelumasan dan pembersihan dari roda gigi sampai pembersihan kerangka mesin. Selanjut pemasangan kembali semua komponen tersebut, serta tes running kemudian kembali produksi seperti biasa, penelitian ini mengambil hasil dari jenis bahan baku yang sama sebelum dilakukan overhaul dan sesudah overhaul. Dengan pengujian test laboratorium untuk uji kualitas benang Ne1 40s (TEX 14,76), ternyata berdasarkan hasil perhitungan analisis F. test dan T. test serta diperkuat dengan analisis yang mempergunakan rumus FMB (Faktor Mutu Benang) menunjukkan bahwa hasil produksi benang setelah mengalami overhaul, ada peningkatan yang signifikan kualitasnya (ketidakrataan: 17,03? 15,64; kekuatan tarik per untai: 245,37 ?252,31; kekuatan tari per helai: 1907,79?1938,40; mulur saat putus: 6,39 ? 6,60; antihan benang: 993,646 ? 996,032; dan grade benang: 93,5 ?98,0). Kata Kunci: overhaul, mesin ring spinning, kualitas benang Ne1 40s (TEX 14,76)
Pola Pemanfaatan Permainan di Scientia Square Park Serpong Kasus : zona adventure playground dian nugraha
Faktor Exacta Vol 11, No 2 (2018)
Publisher : LPPM

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (377.376 KB) | DOI: 10.30998/faktorexacta.v11i2.2429

Abstract

Usia anak merupakan usia keemasan karena anak dalam proses pengembangan baik pengembangan dalam fisik, intelektual, sosial maupun emosional. Taman Bermain merupakan salah satu sarana dalam membantu proses pengembangannya,karena didalam taman bermain anak dapat melakukan aktivitas fisik,intelektual maupun social dan emosional.  Dalam taman bermain terdapat beberapa permainan, dimana permainan ini mempunyai karakter yang berbeda sehingga anak-anak dapat memilih jenis permainan yang disukai.  Dari jenis-jenis permainan yang . terdiri dari 4 jenis permainan yaitu lacer, home shesaw, double rock trail, slowly & twisa..ada, ada beberapa yang disukai oleh anak ini  dapat  terlihat dari pemanfaatan permainan yang sering digunakanMelalui Peta Perilaku anak dalam pola pemanfaatan arena bermain merupakan metode yang digunakan dalam penelitian ini, peta perilaku digunakan untuk mengetahui secara natural perilaku apa saja dalam arena bermain yang timbul pada saat bermain. Suasana bermain yang aktif pada anak khususnya di Taman Bermain Scientia Park di Serpong . Tujuan dalam penelitian ini adalah mengetahui Pola permainan apa saja yang banyak dimanfaatkan oleh anak-anak.Metode penelitian yang digunakan adalah kualitatif deskriptif dengan pendekatan melalui peta perilaku anak dalam menggunakan permainan, dari pengamatan ini diharapkan didapat hasil yang senatural mungkin tentang perilaku yang berhubungan langsung permainan yang digunakan. Dalam penelitian ini diharapkan menghasilkan masukan dalam penggadaan pola permainan yang disukai oleh anak.
ANALISIS DAMPAK PENGARUH GAME MOBILE TERHADAP AKTIFITAS PERGAULAN SISWA SDN TANJUNG BARAT 07 JAKARTA Heri Satria Setiawan
Faktor Exacta Vol 11, No 2 (2018)
Publisher : LPPM

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (435.055 KB) | DOI: 10.30998/faktorexacta.v11i2.2338

Abstract

Abstrak. Kemajuan teknologi informasi dan komunikasi yang sangat pesat menuntut kita untuk jeli memilah dan memilih berbagai informasi yang kita terima. Salah satu dampak dari kemajuan teknologi adalah munculnya perangkat gadget berupa smartphone yang selain berguna sebagai sarana komunikasi juga bisa sebagai game.. Berbagai permainan diakses melalui internet secara bebas. Tidak hanya informasi, berbagai sarana hiburan juga disajikan oleh internet. Salah satunya adalah game mobile. Seiring dengan perkembangan, bermunculan beragam game yang menarik para siswa sehingga berdampak terhadap aktifitas pergaulannya dan prestasi sekolah mereka. Perubahan perilaku pada remaja yang mengalami kecanduan game mobile mungkin tidak dirasakan oleh siswa itu sendiri, tetapi dapat dirasakan oleh orang lain dilingkungan mereka khususnya orang tua dan guru. Tujuan yang ingin dicapai dalam penelitian ini adalah untuk menguji dampak pengaruh game mobile terhadap aktifitas pergaulan siswa SD Negeri 07 Tanjung Barat. Subyek penelitian ini adalah siswa SD yang terkategori memiliki tingkat suka main Game Mobile tinggi. Metode pengumpulan data yang digunakan adalah angket pada siswa. Ada tiga dampak dari kecanduan Game menurut WHO (World Health Organization): Menarik diri dari lingkungan, mudah kehilangan kendali, dan tidak peduli dengan kegiatan lain di sekitarnya. Namun Pilihan permainan yang tepat dan tidak mengandung unsur kekerasan, serat pemakaian yang tidak kecanduan diketahui bermanfaat meningkatkan kinerja otak. Kata kunci : GameMobile, Siswa, Aktifitas, Pergaulan, Prestasi  Abstract. The rapid advancement of information and communication technology requires us to carefully sort and select the various information we receive. One of the impact of technological advances is the emergence of gadgets such as smartphones in addition to useful as a means of communication can also be a game .. Various games accessed via the internet freely. Not only information, various entertainment facilities are also presented by the internet. One of them is mobile games. Along with the development, emerging a variety of games that attract students so that the impact on their social activities and school performance. Changes in behavior in adolescents who are addicted to mobile games may not be perceived by the students themselves, but can be felt by others in their environment, especially parents and teachers. The aim of this research is to examine the effect of the influence of mobile games on the social activities of elementary school students 07 Tanjung Barat Barat. The subjects of this study are elementary students who are categorized as having a high level of play for Mobile Games. Data collection methods used are questionnaires on students. There are three effects of Game addiction according to the WHO (World Health Organization): Withdraw from the environment, easily lose control, and not care about other activities around it. But the choice of the right game and does not contain elements of violence, non-addictive usage fiber known to be useful improve brain performance Keywords: GameMobile, Student, Activities, Intercourse, Achievement
ANALISIS MANAJEMEN KESELAMATAN DAN KESEHATAN KERJA (K–3) PADA BAGIAN PRESSING DI PT. X Elfitria Wiratmani
Faktor Exacta Vol 3, No 1 (2010)
Publisher : LPPM

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (482.253 KB) | DOI: 10.30998/faktorexacta.v3i1.11

Abstract

The purpose of the study is to analyze the management of occupational safety and health in order to reduce the high accident rate in the pressing. This research was conducted at PT. X, Tambun Bekasi. This method of using survey methods / observations directly by taking data from the company's data on the number of accidents occurred during the last 3-years and conduct interviews to determine the causes of the accident. Data analysis technique used is to use pareto chart that aims to determine the level of most major accidents occur, then the causal diagram to determine the root cause of the accident, and the 5W +1 H is a troubleshooting step.The data show that in 2006-2008 the accident occurred 45 times in the pressing, a lot of accidents happening is sandwiched ie 20 times (44.4%), the second highest accident was hit by fragments 9 times as much material (20.0%), The third highest accident-hit material that is as much as 7 times (15.6%), the second highest accident slip that is counted 5 times (11.1%) and injuries that occur at least that is pierced 4 times (8.9%). After the authors analyze the occurrence of workplace accidents through the analysis of Pareto diagrams, cause and effect diagrams. Occupational accidents that occurred due to the operator because of insufficient understanding of the workings of the machine, less careful in work, paying less attention to personal protection and lack of follow work rules, as for other causes of the condition of old machines and lack of maintenance. Keywords : management of occupational safety and health
Sistem Pendukung Keputusan Kinerja Dosen Menggunakan Metode Analytical Network Process (Anp) Pada Universitas Nahot Frastian; Dona Katarina; Heriyati Heriyati
Faktor Exacta Vol 11, No 3 (2018)
Publisher : LPPM

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (703.457 KB) | DOI: 10.30998/faktorexacta.v11i3.2599

Abstract

Information technology continues to innovate and has the opportunity to grow further. One of the developments in information technology can be used as a means of performance evaluation is the Analytical Network Process (ANP) method. The assessment technique in this study is based on an assessment technique with a weighting assessment rule with a percentage distribution and a clearer weighting assessment rule. The Analytic Network Process (ANP) and Super Decision Software methods can be used to assess the performance of lecturers at the University. Lecturer performance appraisal process consists of several assessment criteria namely Pedagogy, Professional, Personality, and Social. The method used in sampling is a purposive sample (intentionally) with the best 5 to 10 lecturers that will be assessed by students. Respondents in this case students were taken randomly. Lecturer performance is weighted to produce a percentage for lecturer performance appraisal. This research resulted in a system in the form of percentage assessment or performance ranking of lecturers, this needs to be done so that research can produce an optimal decision that can be used as a decision support system as an assessment of the performance of lecturers at the university.Keywords: decision support system, analytical network process (ANP), lecturer.
Simple Method For Designing Inventory Management System Lila Setiyani
Faktor Exacta Vol 11, No 3 (2018)
Publisher : LPPM

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (5240.177 KB) | DOI: 10.30998/faktorexacta.v11i3.2780

Abstract

The development of information technology encourages PT. Zalfa Mandiri to improve the effectiveness and efficiency of operational processes that occur. PT. Zalfa Mandiri as distribution a pharmaceutical company is aware that the conventional operational-based processes that occur at the moment have many obstacles that cause lost control of products that can affect stock taking and reporting processes. Based on these problems researchers want to provide solutions to PT. Zalfa Mandiri by designing a system that can help in managing pharmaceutical product inventory. In this system design process, researchers use a prototype method which is an approach in software engineering, so that in this study a system design can be produced that can be considered by PT. Zalfa Mandiri in managing pharmaceutical product inventory.Keywords: inventory , design system, prototyping, pharmaceutical .
Pengurangan Pemborosan Waktu Produksi Pada Proses Pembuatan Rumah Boneka Menggunakan Pendekatan Lean tiara tiara
Faktor Exacta Vol 11, No 3 (2018)
Publisher : LPPM

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (805.563 KB) | DOI: 10.30998/faktorexacta.v11i3.2685

Abstract

CV. Puppet house is a small and medium-sized industrial enterprise and manufactures in producing doll house with wood base material. The purpose of this study is to know the kind of wasted production time on each production process at CV. Puppet house and give repair suggestions so as to increase the productivity of puppet house production time. This study uses a quantitative approach with the processing time of each workstation. This study uses a lean approach with tools value stream mapping (VSM), at the beginning of the study, drawing a current state mapping obtained from observations on puppets CV, then from the image was identified problem of each production process. Then analyze the problem using line balancing to level the cycle time, fishbone diagram to find out the factors causing the problem of the production of puppets and the introduction of waste on each production process. In the current state mapping the spend time of 1418.76 with 10 day lead time. After calculating and equating cycle time by using line balancing. Based on the analysis, there are several causes that can cause waste among others: delay of raw material arrival, physical factors of workers, workers who do not follow the work standards determined by the puppets and movements that are not required but performed by the workers. The proposed repair can be given to the CV of these puppets is to communicate well with the supplier, to conduct training once every 3 months to the employees, providing a special place for storage of raw materials and semi-finished materials and do not turn on television while working.Keywords: Lean Manufacturing, Waste, Value Stream Mapping, Lead Time, Fshbone Diagram, CV. Rumah boneka.
Simulator Arsitektural Dari Sirkuit Elektronis Guna Tujuan Pembelajaran Suryo Bramasto; Sunarto Sunarto
Faktor Exacta Vol 11, No 3 (2018)
Publisher : LPPM

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1503.249 KB) | DOI: 10.30998/faktorexacta.v11i3.2784

Abstract

The electronic circuit engineering learning processes generally requires specific infrastructures which sometimes constrained to cost factors in the procurement. Circuit simulator could be an alternative as electronic circuit engineering learning tool. Architectural simulation provides designers the ability to quickly examine a wide variety of design choices. The recent trend in system design toward architectures that react to circuit-level phenomena has outstripped the capabilities of traditional cycle-based architectural simulators. In this paper, a simulator that incorporates a circuit modeling capability, permitting architectural-level simulations that react to circuit characteristics (such as latency, energy, power brightness, or current draw) on a cycle-by-cycle basis is presented. As for learning purpose, circuit template and pre-built circuits for many categories are provided. The environment enables process visualization and simulation of analog and digital circuits. The system enables the creation of many laboratory exercises, which offer students opportunities to follow visually characteristic processes in analog and digital circuits. At this research, Rational Unified Process (RUP) software process model and Object Oriented Programming (OOP) are implemented.Keywords: architectural simulation, circuit simulation, learning, RUP, OOP
Implementasi Konsep No Programming Dalam Membangun Perangkat Lunak Berbasis Wireframe Menggunakan Jim Prototyper Fiqih Ismawan
Faktor Exacta Vol 11, No 3 (2018)
Publisher : LPPM

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (483.279 KB) | DOI: 10.30998/faktorexacta.v11i3.2744

Abstract

Abstrak. Dengan semakin berkembangnya dunia programming yang semakin hari semakin cepat dengan mengandalkan beberapa konsep model dan metode yang beragam, maka kebutuhan sistem pun semakin menuntut seorang pengembang sistem untuk bekerja cepat dalam mendesain, membangun prototipe, dan merancang seluruh kebutuhan sistem yang ada. Beragam jenis alat pendukung dalam membantu pengembang dalam mengembangkan sistem, bahkan saat ini sudah banyak dan memang semua dibuat sesuai kebutuhan sistem yang ada. Berdasarkan uraian tersebut, maka tujuan dan manfaat konsep No Programming menjadi solusi saat ini dalam menjawab kebutuhan sistem yang akan di bangun. Konsep ini mengadopsi metode cepat, praktis, interaktif dan powerfull dalam mendesain dan mengembangkan sebuah sistem aplikasi berbasis wireframe. Penelitian ini di bangun dengan sebuah metode konsep No Programming berbasis wireframe dan prototype dalam mengimplementasikan dan membangun aplikasi sistem. Hasil dari penelitian ini diyakini dapat menyelesaikan seluruh pengembangan sistem sesuai kebutuhan sistem yang ada dengan cepat. Kata Kunci: no programming, wireframe, prototyping, aplikasi sistem