Techno Nusa Mandiri : Journal of Computing and Information Technology
Jurnal TECHNO Nusa Mandiri, merupakan Jurnal yang diterbitkan oleh Pusat Penelitian Pengabdian Masyarakat (PPPM) STMIK Nusa Mandiri Jakarta. Jurnal TECHNO Nusa Mandiri, berawal diperuntukan menampung paper-paper ilmiah yang dibuat oleh dosen-dosen program studi Teknik Informatika.
Articles
270 Documents
RANCANG BANGUN APLIKASI PENCARIAN LOKASI WISATA KOTA BOGOR MENGGUNAKAN ALGORITMA GREEDY BERBASIS ANDROID
Fajar Hartanto;
Yulia Safitri
Jurnal Techno Nusa Mandiri Vol 11 No 2 (2014): Techno Nusa Mandiri : Journal of Computing and Information Technology Periode Se
Publisher : Lembaga Penelitian dan Pengabdian Pada Masyarakat
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Bogor is one city that became the destination of the tourists, the ignorance of the tourists on the attraction and route to attractions in the city of Bogor can cause a lot of waste of time. This study aims to facilitate the tourists in a search for a route to the location of objects and attractions using Android-based phones. In making this application, use Eclipse and the Java programming language that is used for mobile phones based on Android, this app uses Google Maps as content for searching a tourist location. This application implements the algorithm method Greedy, Greedy algorithms solve problems step by step, at every step to make the optimum choice at each step in the hope that the next step leading to a globally optimum solution.
PENERAPAN METODE FUZZY PADA PENILAIAN KINERJA KARYAWAN (STUDI KASUS PT. INDOVISUALJAKARTA)
Eka Octavia;
Andika Bayu Hasta Yanto Yanto
Jurnal Techno Nusa Mandiri Vol 11 No 2 (2014): Techno Nusa Mandiri : Journal of Computing and Information Technology Periode Se
Publisher : Lembaga Penelitian dan Pengabdian Pada Masyarakat
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The quality of human resources is required to improve the productivity performance of a company, the human resources that have expertise or competence will be able to improve employee performance. Employee performance appraisal must be conducted to determine the absolute performance of each employee to be achieved. The purpose of this paper is to know How to organize the processing of employee data into a valid consideration and more efficiently by using fuzzy Simple Additive weighting. Assessment of employee performance at PT. Indovisual with some including assessment criteria in terms of knowledge or education and assessment in terms of mental or behavioral using Fuzzy Simple Additive weighting algorithm can work well and can generate analysis and accurate information and faster compared to manual calculation so that PT. Indovisual can use it as a tool for effective decision making and efficient.
ANALISIS PERANCANGAN ANIMASI INTERAKTIF PEMBELAJARAN ANATOMI OTAK MANUSIA (PENGUJIAN: WHITEBOX, MATRIX GRAPHICS, BLACKBOX, DAN METODE TABULASI SEDERHANA) (STUDI KASUS: MADRASAH TSANAWIYAH NEGERI 25 JAKARTA TIMUR)
Akmaludin Akmaludin
Jurnal Techno Nusa Mandiri Vol 10 No 2 (2013): Techno Nusa Mandiri : Journal of Computing and Information Technology Periode Se
Publisher : Lembaga Penelitian dan Pengabdian Pada Masyarakat
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DOI: 10.33480/techno.v10i2.512
Teknologi multimedia saat ini sudah berkembang pesat, salah satu bidang yang mendapatkan dampak yang cukup berarti dalam perkembangan teknologi ini adalah bidang pendidikan. Dalam proses belajar mengajar di MTs N 25 masih mengunakan one way transfer knowledge system yaitu dengan menempatkan siswa sebagai objek dan pengajar sebagai subjek. Hal ini membuat siswa cenderung pasif dan kurang menunjukkan tingkat kreatifitas dalam proses pemindahan pengetahuan dari materi yang diberikan oleh pihak pengajar kepada siswa didik. Proses kegiatan belajar mengajar satu arah menggambarkan siswa didik hanya mendengarkan saja, sehingga tidak jarang menimbulkan rasa jenuh didalam kelas. Suasana belajar seperti ini akan membuat siswa sulit untuk memahami dan menerima materi yang diberikan oleh pihak pengajar. Dengan demikian metode pembelajaran dengan konsep penggunaan teknologi multimedia interaktif dapat menjawab permasalahan tersebut, karena pembelajaran multimedia dengan animasi interaktif dapat menunjang proses pembelajaran dengan menciptakan suasana yang menyenangkan dalam proses belajar, sehingga siswa mudah untuk memahami dan menerima materi yang diberikan. Rancangan animasi interaktif pembelajaran anatomi otak berbasis multimedia dibuat dengan menggunakan macromedia flash 8, sedangkan analisis yang digunakan adalah dengan whitebox testing, region, matrix graphics, blackbox testing, dan analisis kuisioner dengan model matematis melalui metode tabulasi sederhana.
EVALUASI TATA KELOLA TEKNOLOGI INFORMASI DENGAN MENGGUNAKAN COBIT 4.0 DOMAIN DS (DELIVERY AND SUPPORT) DAN ME (MONITORING AND EVALUATION) STUDI KASUS : PESANTREN AL HIDAYAH BOARDING SCHOOL
Rani Irma Handayani
Jurnal Techno Nusa Mandiri Vol 10 No 2 (2013): Techno Nusa Mandiri : Journal of Computing and Information Technology Periode Se
Publisher : Lembaga Penelitian dan Pengabdian Pada Masyarakat
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Modeling management of Information Technology (IT) is specific in accordance with the company's strategy and goals. In this study presented a draft model of IT management for Al Hidayah Islamic Boarding School by using the COBIT framework (Control Objectives for Information and Related Technology) version 4.0 in the domain Delivery Support (DS) Monitoring and Evaluation (ME). The design of the model is adapted to the characteristics of the business strategy and objectives of Al Hidayah Islamic Boarding School and is expected to be a reference in the management of IT at Al Hidayah Islamic Boarding School and other schools. Methodology through an interim analysis of the identification of the vision, mission, and goals of the school organization. Next step is the identification of management awareness of the functions of its IT assets in support of the achievement of the vision and mission of the company through a questionnaire. From both these data, it can be determined the target maturity (expected maturity level) corresponding to Al Hidayah Islamic Boarding School. Then proceed with assessing the current maturity level through questionnaires and interviews with the respondents related to the management of IT. A follow-up to be being done is by doing recommendation at 16 control objectives at domain DS (Delivery Support) that is DS1, DS2, DS3 up to DS13 and 4 control objectives at domain ME (Monitoring Evaluation) that is ME1, ME2, ME3 & ME4
PENERAPAN METODE NEURAL NETWORK UNTUK MEMPREDIKSI HASIL PEMILU LEGISLATIF
Mohammad Badrul
Jurnal Techno Nusa Mandiri Vol 10 No 2 (2013): Techno Nusa Mandiri : Journal of Computing and Information Technology Periode Se
Publisher : Lembaga Penelitian dan Pengabdian Pada Masyarakat
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Pemilihan Umum di Indonesia telah mengalami beberapa perubahan dari periode Pemilu ke periode Pemilu yang lain. Selama pemilu Orde Baru, kita mengenal sistem pemilu proporsional dengan daftar tertutup. Keterpilihan calon legislatif bukan ditentukan pemilih, melainkan menjadi kewenangan elite partai politik sesuai dengan susunan daftar caleg beserta nomor urut. Dalam sistem demikian, kedudukan parpol menjadi sangat kuat terhadap kadernya di parlemen. Namun di satu sisi, basis sosial dan relasi politik para wakil rakyat dengan konstituen menjadi lemah. Inilah yang menyebabkan kedudukan caleg terpilih mereka menjadi ”jauh” dalam hubungannya dengan konstituen. Semangat memilih langsung wakil rakyat baru mulai diakomodasi pada Pemilu 2004 melalui UU No. 12 Tahun 2003, dengan menggunakan sistem proporsional dengan daftar calon terbuka. Pemilih tidak hanya memilih tanda gambar parpol, tetapi juga diberi kesempatan memilih caleg.Penelitian yang berhubungan dengan pemilu sudah pernah dilakukan oleh peneliti yaitu dengan menggunakan metode decision tree dan classification tree dan estimator bayesian. Pada penelitian ini peneliti akan menggunakan metode neural network. Neural network telah menunjukkan hasil yang menjanjikan dalam prediksi untuk data time-series dibandingkan dengan pendekatan tradisional sehingga hasil prediksi pemilu legislatif DKI Jakarta lebih akurat
PEMBUATAN ALAT KEAMANAN BRANKAS MENGGUNAKAN KARTU AKSES BERBASIS MIKROKONTROLER ATMEGA16
Santoso Setiawan;
Selvi Novita Sari
Jurnal Techno Nusa Mandiri Vol 10 No 2 (2013): Techno Nusa Mandiri : Journal of Computing and Information Technology Periode Se
Publisher : Lembaga Penelitian dan Pengabdian Pada Masyarakat
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The more crimes like theft happen everywhere including at home. For that, it is necessary to provide security solutions to these precious objects and also provide comfort to the user. Designing a safe security system using an access card works with infrared sensors, giving the sign if the door is open safes LED indicator lights up, and the buzzer sounds. By means of a safe security system using security access card is expected to be a valuable object storage area can be increased.
DESAIN MEDIA EDUKASI ANIMASI INTERAKTIF CARA PEMANFAATAN LIMBAH SAMPAH BERBASIS MACROMEDIA FLASH 8
Sidik Sidik
Jurnal Techno Nusa Mandiri Vol 10 No 2 (2013): Techno Nusa Mandiri : Journal of Computing and Information Technology Periode Se
Publisher : Lembaga Penelitian dan Pengabdian Pada Masyarakat
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Garbage is a problem that will always exist and will accompany the increasing population growth in the region. Indifference to the problems of waste management results in the degradation of environmental quality that does not give comfort to live, so it will degrade the quality of public health. Subjects in this study is the design of educational media (learning) based on how the use of interactive animations using Macromedia Flash 8 bins. The object of research is addressed to students grade IV to VI. With each of the 15 students assigned per class to be used as samples taken at random, so there are a total of 45 respondents. The frequency distribution tables and histograms show the categorization of students' views in 4 aspects are very well located at intervals of> 86. Both categories are in the interval 76-85. Less category is in the interval 56-75. Category sorely lacking is in the interval <55. From these results it can be said that the students have a positive outlook on Media Education Animation Waste Utilization Method Based Interactive Macromedia Flash 8 with the option to be in the range of categories of good and very good
PENYELESAIAN PERSOALAN TRANSPORTASI FUZZY COST MENGGUNAKAN PENDEKATAN BASIS TREE DAN METODE NWC-STEPPING STONE
Maxsi Ary;
Asep Herman
Jurnal Techno Nusa Mandiri Vol 10 No 2 (2013): Techno Nusa Mandiri : Journal of Computing and Information Technology Periode Se
Publisher : Lembaga Penelitian dan Pengabdian Pada Masyarakat
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DOI: 10.33480/techno.v10i2.548
The issue of transportation is a linier program. Practically, variables of transportation problems may vary that emerges more than single. Fuzzy cost idea in transportation problems is required. The application of basis tree approach and NWC-Stepping Stone method is used to determine a minimum cost of purchase and delivery of commodity occurred for some suppliers. The company can do a cost-saving and be more effective in determining goods purchase from the supplier. The method used is quantitative experiments, the primary data on the PPIC and purchasing. The results of calculation of basis tree approach on PT Busana Cemerlang Garment Industry are the feasible shipping cost $63993.55, the optimistic shipping cost $62073.74, and the pessimistic shipping cost $65913.35. The results of NWC-Stepping Stone method is $63993.55. There is a deviation $6480 with the calculation of purchase order (PO).
PENYELESAIAN PUZZLE SUDOKU MENGGUNAKAN ALGORITMA BRUTE FORCE DAN BACKTRACKING
Andreas Yusuf;
Hendra Hendra
Jurnal Techno Nusa Mandiri Vol 10 No 2 (2013): Techno Nusa Mandiri : Journal of Computing and Information Technology Periode Se
Publisher : Lembaga Penelitian dan Pengabdian Pada Masyarakat
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Sudoku games is the most popular Numeric Puzzle Games in the world. This game requires you to fill in the numbers on a blank column matrix with certain regulations. This study will discuss how to solve Sudoku primarily to take advantage of the Brute Force Algorithm and Backtracking by trying all possible contents of the box element of the matrix. This testing process using black box method, where the program uses four levels of Sudoku puzzle consists of three levels of difficulty beginner level, intermediate level, advanced level, expert level, master level. Sudoku generally consists of a table with the number of boxes 9 x 9, which made the area (region) 3 x 3. Questions Beginners and Intermediate is used. Examiners performed by using an Intel Pentium III 550MHz processor with a 1.6 GHz Core2 Duo with clock speed 694ms and 320ms for about the first and second largest known differences exist at the level of the processor.
PENDETEKSIAN DIAGNOSA PENYAKIT KANDUNGAN PADA IBU HAMIL DENGAN MENGGUNAKAN METODE FORWARD CHAINING
Mulia Rahmayu
Jurnal Techno Nusa Mandiri Vol 10 No 2 (2013): Techno Nusa Mandiri : Journal of Computing and Information Technology Periode Se
Publisher : Lembaga Penelitian dan Pengabdian Pada Masyarakat
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Health problems of pregnant women is a national problem that needs to get top priority because it will determine the quality of human resources in future generations. Attention to the mother in a family need special attention because the Maternal Mortality Rate (MMR) in Indonesia is still very high. During pregnancy, maternal health conditions will determine whether or not the growth of a healthy fetus. But in fact, pregnancy itself can cause a decrease in maternal resistance which then triggered the emergence of some diseases. In this study an expert system application program by using the method of forwarding Chaining, to assist in the search for conclusions about the disease affecting pregnant women and prevention or solutions to overcome them without having to ask directly to the specialist.