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Perancangan Media Pembelajaran Sekolah Dasar Berbasis Android Menggunakan Metode Rekayasa Perangkat Lunak Air Terjun ( Waterfall )
Dewi Driyani
STRING (Satuan Tulisan Riset dan Inovasi Teknologi) Vol 3, No 1 (2018)
Publisher : Universitas Indraprasta PGRI Jakarta
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DOI: 10.30998/string.v3i1.2725
The first and second grades in Elementary School (SD) are the initial levels in formal schools for students in Indonesia. A change from informal schools to formal schools makes students get into difficulty in understanding a good learning process. Technology is an alternative and innovation that can be used to facilitate funnier learning process in order to improve the quality of education. The design of a technology-based learning medium for Elementary School students is expected to improve the learning skill. This learning medium contains exercises that can be practiced by Elementary School students to understand subjects, improve knowledge and enhance their academic ability. The purpose of the research is to create an interactive android-based learning medium for Elementary School students. The method used in this research is Waterfall Software Engineering (Waterfall) which consists of five stages: Requirements (needs analysis), Design (design and modeling), Implementation, Verification and Maintenance. However, it is limited to the implementation stage. The research performed in stages and sequence using of Waterfall method produces the design of android-based learning media for Elementary School that can create funnier learning process, improve knowledge and enhance ability of students to understand subjects.
Sistem Pengendali Penampungan Air dalam Rumah Tangga dengan Menggunakan Mikrokontroller AT89S51
Abdurahman Abdurahman
STRING (Satuan Tulisan Riset dan Inovasi Teknologi) Vol 3, No 1 (2018)
Publisher : Universitas Indraprasta PGRI Jakarta
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DOI: 10.30998/string.v3i1.2729
The automatic systems are now getting more popular. One of them is the filling system of water tank in our house. Even so, the current water tank runs automatically only for its filling system. It still uses manual system for its drainage system. In fact, the automatic filling and drainage water tank systems can be used to provide cleaner water that can be beneficial for health. The method used is looking at the working of water tank currently used to see the deficiencies in its automatic system. Then, designing and assembling a tool to get an expected result, namely the water tank system working automatically, both its filling system and drainage system. The design of this tool system uses LDR as input to run the microcontroller circuit to produce output.
Implementasi Komparasi Algoritma Klasifikasi Menentukan Kelulusan Mata Kuliah Algoritma Universitas Budi Luhur
Nahot Frastian
STRING (Satuan Tulisan Riset dan Inovasi Teknologi) Vol 3, No 1 (2018)
Publisher : Universitas Indraprasta PGRI Jakarta
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DOI: 10.30998/string.v3i1.2334
The implementation of algorithm comparison provides innovation and motivation to students every semester of lecture. Budi Luhur University students attending all learning activities or face-to-face meetings in the classroom for each subject will have more chance to pass compared with those who rarely present. Some lecturer's evaluation to give a pass in subject include attendance, assignment, midterm examination and final examination. In this research, when creating an appropriate algorithm to determine the pass in subject of the students, this researcher will use data mining classification technique with 3 methods of Classification algorithm, namely Algorithm C4.5 (decision tree), Naïve Bayes and Random Forest with result labels of fail and pass. The results of the research tested by using the same dataset on the 3 algorithms through comparison get the value of AUC and Confusion Matrix, obtain the value of Area Under Curve (AUC) of 2,000 from the Naïve Bayes model, while the greatest Accuracy or Confusion Matrix values is in the C4.5 algorithm (decision tree) with a value of 98.88%. Thus, the algorithm subject gives an assessment of the C4.5 algorithm (decision tree). The implementation of classification algorithm comparison determines a pass in algorithm subject at Budi Luhur University.
Deteksi Wajah Menggunakan Hidden Markov Model (HMM) Berbasis Matlab
Nur Widya Pratiwi;
Fauziah Fauziah;
Septi Andryana;
Aris Gunaryati
STRING (Satuan Tulisan Riset dan Inovasi Teknologi) Vol 3, No 1 (2018)
Publisher : Universitas Indraprasta PGRI Jakarta
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DOI: 10.30998/string.v3i1.2538
Face is a part of the body that can be detected. It makes face the basis of a detection system. The system can detect the object of face from an input image. The research develops the face detection system using Hidden Markov Model (HMM) method. The system is a computer technology allowing identification or verification of a person's face through an image. The workings of face detection system is by matching a face image with face image stored in file. Unlike the previous system that can only detect black-and-white pictures or images, the system created in this research is an update that can detect black-and-white and color pictures or images. This face detection system uses MATLAB software for its program and Guide MATLAB for its design. From the experiments and tests performed, the application can detect face image with success rate up to 95.9%. This proves the tool is quite good in face recognition or detection.
Knowledge Management System pada Biro Administrasi Akademik Akademi Pariwista Nusantara
Yudi Akbar
STRING (Satuan Tulisan Riset dan Inovasi Teknologi) Vol 3, No 1 (2018)
Publisher : Universitas Indraprasta PGRI Jakarta
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DOI: 10.30998/string.v3i1.2734
Knowledge Management System (KMS) aims to improve the quality of human resources in an organization by improving communication among employees and to increase skill by transferring knowledge. Knowledge Management System (KMS) is one of many ways to foster a culture of knowledge sharing among individuals and organizations. In this research, the researcher tries to develop a model of knowledge management system suitable for existing condition at the Academic Administration Bureau of Nusantara Tourism Academy. The method used in this research is SSM model framework, while the knowledge is formed using SECI model. The system is designed by using Unified Modeling Language (UML) method. The functional system is tested using using FGD method with success rate of 90% and software quality is tested using MCcall's method with success rate of 87.75%. The result of this research is the Knowledge Management System prototype that can be a solution to share knowledge because it can properly record the employees’ knowledge and experience and can support the employees’ performance at Academic Administration Bureau of Nusantara Tourism Academy.
Rancangan Aplikasi Inventarisir Bahan Pembuat Mukena pada PT. Tatuis Bogor dengan Menggunakan Java
Ega Shela Marsiani
STRING (Satuan Tulisan Riset dan Inovasi Teknologi) Vol 3, No 1 (2018)
Publisher : Universitas Indraprasta PGRI Jakarta
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DOI: 10.30998/string.v3i1.2722
The purpose of the research is to provide the warehouse staff with convenience to process inventory data so that they can give fast, precise and accurate information. The research method used for the design of this application system is a Grounded Research method. After designing the system of inventory data input application, the researcher then draws a conclusion that the application using Netbeans and IReport softwares can generate more interactive appearance and provide convenience for the PT. Tatuis warehouse staff. Further, PT. Tatuis offers excellent service and produces the goods of high quality. Therefore, to make it more effective and efficient, PT. Tatuis needs a good and user-friendly data storage system to draw up the inventory of mukena fabric
Media Pembelajaran 35 Sirah Shahabiyah Berbasis Android
Wiyanto Wiyanto
STRING (Satuan Tulisan Riset dan Inovasi Teknologi) Vol 3, No 1 (2018)
Publisher : Universitas Indraprasta PGRI Jakarta
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DOI: 10.30998/string.v3i1.2726
The rapid development in the telecommunications and digital world today makes android-based mobile devices basic needs for many people. The devices have even provided various kinds of learning media for the community. Further, even though the devices are easily to apply as learning media, they have not been a priority for Muslims in improving their knowledge, such as Sirah Shahabiyah (the journey of a female companion of the Prophet Muhammad). Due to the community’s little interests in learning Sirah Shahabiyah, it is necessary to create a learning application that allows the user and the community to easily learn it. The methods used to collect the data of this research are field study, literature review and previous literature review. The system is developed using a prototype system development method consisting of the stages of planning, analysis, design and implementation and is designed using Unified Modeling Language (UML). The result of this research is a learning application in the form of android-based Sirah Shahabiyah, by which the user and the community can easily learn Sirah Sahabiyah, facilitating pleasant and effective learning activities.
Sistem Pakar untuk Mendiagnosa Gangguan pada Sistem Hepatobiliaris Berbasis Android Mobile
Redo Abeputra Sihombing
STRING (Satuan Tulisan Riset dan Inovasi Teknologi) Vol 3, No 1 (2018)
Publisher : Universitas Indraprasta PGRI Jakarta
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DOI: 10.30998/string.v3i1.2736
Disturbances in the Hepatobiliaris system are health problems that are often encountered, even growing, so to know the diagnosis will be difficult. A better way is to consult an expert or an expert doctor. But there are also weaknesses such as working hours or limited experts. Expert system is one branch of artificial intelligence that learns how to adopt the way an expert thinks in solving a problem and make decisions and conclusions. The problem discussed is how to design a system that can be used to solve the above problems. The purpose and objective of the author in making this expert sisem is to assist the prospective physician in diagnosing disorders of the Hepatobiliaris system like an expert. Expert system using Best First Search method and using Forward Chaining technique. In this system poured knowledge of an expert in the can during research at Permata Ibu Hospital. An expert system developed based on Android on the client side, PHP and MySQL. This expert system displays a selection of symptoms that can be selected by the user, where each choice of symptoms that will lead the user to the next symptom option to get the conclusion.
Perhitungan Produktivitas Mesin Perfect Binding (Yoshino) dengan Menggunakan Metode Overall Equipment Effectiveness (OEE) pada PT. XYZ
Arif Rahman;
Surya Perdana
STRING (Satuan Tulisan Riset dan Inovasi Teknologi) Vol 3, No 1 (2018)
Publisher : Universitas Indraprasta PGRI Jakarta
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DOI: 10.30998/string.v3i1.2723
Productivity is an important factor to influence the performance of a company. PT. XYZ is a company engaged in printing business. The object of research is Yoshino inline binding machine in the company. The problems caused by this machine, such as hindered and less than maximum production, downtime, breakdown, and setup and adjustment, result in the decrease in productivity. The purpose of this research is to know the calculation of Overall Equipment Effetiviness (OEE) on Yoshino Machine, to know the difference of calculation result from March to May 2015 period and from March to May 2016 and to know some factors causing the decrease in productivity. This research uses the Overall Equipment Effectiveness (OEE) method. Based on the calculation of Overall Equipment Effetiviness (OEE) on Yoshino Machinery, March-May 2015 period compared to March-May 2016 period, the result in March is of 60.14%, April of 57.92%, and May of 59.92%. In general, OEE achievement increases every month, but not yet reached the World Class OEE criteria. The low value of OEE obtained from the Yoshino Machine is due to four factors: operator’s less knowledge of machine (Human), unstable glue temperature (Engine), late suppliers (Material) and inefficient cutter replacing time (Method).
Implementasi Algoritma Collision Detection pada Game Simulator Driving Car
Lui Haekal Fasha;
Fauziah Fauziah;
M. Gufroni
STRING (Satuan Tulisan Riset dan Inovasi Teknologi) Vol 3, No 1 (2018)
Publisher : Universitas Indraprasta PGRI Jakarta
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DOI: 10.30998/string.v3i1.2586
Currently, there are so many game engines that can be used to design and create games. One of them is Unity 3D. It is now a game engine widely used not only by a person to design or create games but also by some developers to produce games. Collision Detector Algorithm is a method of detecting reaction produced by a collision between two or more objects. The method is primarily used in the animation and game production. The researcher uses this method to design a driving simulation game, in which a player hitting obstacles that have been stacked on a track will experience reaction from one of the specified obstacles. From the results of this study, it can be concluded that the Fps obtained in this game reaches its best point at around 60 Frame Per Second and its worst point at around 24.6 Frame Per Second.