cover
Contact Name
Yuni Wibawanti
Contact Email
stringinformatika@gmail.com
Phone
+6281617239740
Journal Mail Official
stringinformatika@gmail.com
Editorial Address
Prodi Teknik Informatika FTIK Universitas Indraprasta PGRI Jl. Raya Tengah Kelurahan Gedong , Pasar Rebo, Jakarta Timur
Location
Kota adm. jakarta selatan,
Dki jakarta
INDONESIA
STRING (Satuan Tulisan Riset dan Inovasi Teknologi)
Core Subject : Science, Education,
STRING (Satuan Tulisan Riset dan Inovasi Teknologi) focuses on the publication of the results of scientific research related to the science and technology. STRING publishes scholarly articles in Science and Technology Focus and Scope Covering: 1. Computing and Informatics 2. Industrial Engineering 3. Electrical Engineering 3. Mechanical Engineering 4. Applied Mathematical 5. Physics (Classical and modern) 6. Mathematics and Science
Articles 373 Documents
Pengaruh Konsentrasi Pemutih Terhadap Intensitas Cahaya dalam Lampu SUHEP Alternatif Penerangan Sri Endang Wahyuni; Puji Suharmanto; Fita Widiyatun
STRING (Satuan Tulisan Riset dan Inovasi Teknologi) Vol 4, No 3 (2020)
Publisher : Universitas Indraprasta PGRI Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (402.892 KB) | DOI: 10.30998/string.v4i3.6198

Abstract

SUHEP lamps are designed as an alternative lighting during the day for a closed room. The research method used in the form of an experiment in the difference in the concentration of bleach in SUHEP lamps to produce lighting that meets the standards of 100 - 250 Lux. Tool for measuring the value of light intensity is a luxmeter and the resistance value at 5 mm and 12 mm LDR using an avometer. The relationship of light intensity with resistance is influenced by several factors namely the smaller the size of the LDR is, the greater value of resistance is because the surface area of the light intensity is getting smaller. Another influencing factor is the greater the room temperature value is, the greater the value of the light intensity is. The comparison of the concentration of bleach to water also shows the greater concentration of bleach is, the smaller the intensity of the light is although this is also very sensitively influenced by the weather. Based on the results of the research it is found that each sample of the light intensity of the SUHEP lamp ranges from 172 - 201 lux and the value of the resistance produced by 5 mm LDR ranges from 800 - 1200 Ohm while by 12 mm LDR, resistance value ranges from 600 - 800 Ohm. From the research results it can be concluded that the ideal concentration between bleach and water in the SUHEP Lamp is 5%: 95% for 201 lux.
Pengukuran dan Analisis Kebisingan Permukiman Tepi Rel Kereta Listrik Erna Kusuma Wati
STRING (Satuan Tulisan Riset dan Inovasi Teknologi) Vol 4, No 3 (2020)
Publisher : Universitas Indraprasta PGRI Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (847.393 KB) | DOI: 10.30998/string.v4i3.5400

Abstract

Research on the distribution of noise level in settlement near the KRL (Electric Train) railway is conducted in Tebet Timur Dalam settlement, DKI Jakarta to determine if the Threshold Value (NAB) of noise in the settlement is by standards or not. If not, then a recommendation is needed to reduce the noise. The data are collected in two weeks, during which the grid method is used to determine the coordinates. Noise level data collection at each point is carried out within 24 hours of six time periods. The mapping of the distribution of noise is conducted using the Surfer application with kriging method, with data in the form of coordinates and measurement results. The coordinates are obtained using an android application called UTM Geo Map. The measurement results show the highest LSM noise level is at a distance of 20 meters in Gang C of 80.5 dBA, while the lowest LSM data result is at a distance of 80 meters from the noise source at Gang B of 54.2 dBA The recommended safe distance to establish a settlement is above 80 meters because it is according to the NAB. Another recommendation to reduce noise is to provide a barrier in the form of trees or concrete walls that limit the edge of the railway at a minimum distance as far as five meters from the residential area.
Aplikasi Pengenalan Sejarah Indonesia berbasis Android Anggi Dimas Prasetyo Hendar Linden; Redo Abeputra Sihombing; Heriyati Heriyati
STRING (Satuan Tulisan Riset dan Inovasi Teknologi) Vol 4, No 3 (2020)
Publisher : Universitas Indraprasta PGRI Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (818.022 KB) | DOI: 10.30998/string.v4i3.4585

Abstract

History lesson is generally only in the form of manual text accompanied by several images. It is as usually found in textbooks during school. Writing history is not far from rigid, flat and long writing,  making history lesson less interesting to learn, with most school students considering it to be boring lesson. The purpose of this research is to change people's interest in studying history and to provide additional knowledge on how to make an application about introduction to Indonesian history. The application is useful for general public, especially for elementary school students to facilitate the process of learning Indonesian history. The research method used to design and create an introduction to Indonesian history is a grounded research method. After designing and making an application about introduction to Indonesian history, the researcher concludes that the application can provide solutions helping students to know the Indonesian history more easily. The created application help to make  a learning method more effective and enjoyable.
Implementasi Metode Caesar Cipher dalam Penerapan Sistem E-Voting Berbasis Web pada Pemilihan Abang None Jakarta Radithya Pramuditha Yenadi; Fauziah Fauziah; Deny Hidayatullah
STRING (Satuan Tulisan Riset dan Inovasi Teknologi) Vol 4, No 3 (2020)
Publisher : Universitas Indraprasta PGRI Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1504.568 KB) | DOI: 10.30998/string.v4i3.5587

Abstract

In this increasingly modern era, technology has become a must in improving performance in every organization and various other activities. One example of the application of technology that will be explained in this research is the design of a web-based e-voting system in the election of Abang None Jakarta by inserting an E-KTP numbers to be able to cast a vote in the election. Previously, the selection of Abang None Jakarta still uses SMS voting system that is considered to be less effective because the use of credits is considered more wasteful than the use of internet quota. In developing this web-based e-voting system, the researcher uses the SDLC (System Development Life Cycle) method and the Caesar Cipher algorithm method for voter data security. Besides that, the Gateaway SMS system is used to prevent any voter who uses someone else's E-KTP before casting a vote in an election. The e-voting system is made using the PHP and Xampp programming languages as its database. The e-voting system is expected to be used in making a transparent decision, speeding up the voting counting process, saving costs and preventing fraud when implementing e-voting in the election of Abang None Jakarta. The results of research is proven successful in terms of both the use of the web to conduct the election and the use of security in encryption and decryption of user data.
Modifikasi Algoritma Semut untuk Optimasi Probabilitas Pemilihan Node dalam Penentuan Jalur Terpendek Erlin Windia Ambarsari
STRING (Satuan Tulisan Riset dan Inovasi Teknologi) Vol 2, No 2 (2017)
Publisher : Universitas Indraprasta PGRI Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (726.91 KB) | DOI: 10.30998/string.v2i2.2106

Abstract

LPPM Unindra's Dipa Research Grantprogress report on the searching of the shortest route previously made by the researcher with the title Analysis of the Effectiveness of the Shortest Route Using Ant Algorithm Method and LeadTime Approach: Case Study of Toko Gamis Murah Jakarta in 2014 showsan imperfect route selection, especially the one which is randomly conducted, leading to the chance of output route to be selected is once in a cycle. This causes the iteration conductedtosearch the shortest route will take a longer time. The purpose of this study is to modify the algorithm for finding the shortest route by inserting the Fuzzy C-Means Algorithm into node selection probability of the ant algorithm to allow the route chosen during the cycle to continuouslyperform that iteration conducted in the shortest route searching calculation is not too long because the route value convergence is more quickly obtained. This research collects qualitative data from goods delivery route to Toko Gamis Murah Jakarta's customers, with the result showing CGFEDBA route (32.5 km) with 100% probability, DFEGCBA (34.6 km) with 93. 75% probability and FGEDCBA (37.5 km) with 93.75% probability.
Perancangan Media Pembelajaran untuk Menunjang Kegiatan Belajar Siswa Berbasis Android Dewi Diyani; Juliana Juliana; Siti Khotijah
STRING (Satuan Tulisan Riset dan Inovasi Teknologi) Vol 3, No 2 (2018)
Publisher : Universitas Indraprasta PGRI Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (677.513 KB) | DOI: 10.30998/string.v3i2.3041

Abstract

The increasingly rapid development of information technology, especially in communication tool, has created smartphones with Android operating system. The android can provide attractive features to users consisting of not only adults, but also children. Children can spend hours, or even all day long to use Android. A lot of time spent by them to use Android, causes dependence on Android, hampering children's development. Considering the problems, the researcher then designs a learning medium by utilizing the development of Android technology with the aim of helping school-aged children, especially students at the TKQ or TPQ level with learning activities by utilizing the android development. The research uses waterfall method, in which the data are analyzed in several stages, namely designing, coding, testing and implementing, The program used to design the application is Appy Pie. The tools used to design the learning medium include Unified Modeling Langunge (UML) and flowcharts. The result of this study is an application that contains Islamic learning explaining information on worship such as prayer, Al-Qur’an recital as well as an educational game discussing Islamic learning.
Identifikasi Potensi Pembentukan Air Asam Tambang Batubara (PAF /NAF) dengan Menggunakan Metode Uji NAPP (Net Acid Producing Potential) Baskara Widy Artyanto Putro; Diyan Parwatiningtyas
STRING (Satuan Tulisan Riset dan Inovasi Teknologi) Vol 4, No 1 (2019)
Publisher : Universitas Indraprasta PGRI Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (538.759 KB) | DOI: 10.30998/string.v4i1.4274

Abstract

Several laboratories tests have been developed in Indonesia and another countries that carry out mining activities, especially coal mining. The purpose of this analysis is to find out the presence and absence of soil layers which have the potential to form acidity. The most commonly known analytical methods are static and kinetic methods. The most commonly known method of analysis is static and kinetic methods. Our test this time are uses the NAPP method (Net Acid Producing Potential).Aand then, from the results of this calculation, was known that the mine area had acidic or not. This time, an investigation was conducted to determine the acidity of PAF (Potential Acid Forming) and NAF (Non Acid Forming), which is owned by the mining company PT GIE (Globalindo Inti Energy) at the Handil, Muarajawa, Balikpapan, East Kalimantan regions. From the results of tested and  mapped , it was found that this mining area had NAF (Non Acid Forming) soil content, with a PH range between 4.65 - 5.75 and had a negative NAPP price.
Aplikasi Perpustakaan Menggunakan Pendekatan Customer Relationship Management (CRM) (Studi Kasus SMPN 196 Jakarta Timur) Muhamad Irsan
STRING (Satuan Tulisan Riset dan Inovasi Teknologi) Vol 1, No 3 (2017)
Publisher : Universitas Indraprasta PGRI Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (137.306 KB) | DOI: 10.30998/string.v1i3.1553

Abstract

A library system is designed to be directly used by students in borrowing books. SMPN 196 is located in East Jakarta. It doesn’t have a library system that is used to process transactions, including the process of borrowing up to the returning of books by the students. Therefore, a desktop application is needed tofacilitatethe borrowing or returning of books by the students. This research is an Applied Research in whichdata are collected by direct observation, library research and interview methods. The library system model is developed using Customer Relationship Management (CRM) approach. The Modeling used to analyze and design the information system is Object-Oriented Analysis and Design with Unified Modeling Language (UML). Validation test applies Focus Group Discussion. The Quality of the resulted software is tested based on four characteristics of software quality model of ISO 9126: functionality, reliability, usability and efficiency, with a quisioner method and software testing technique using Software Testing Webserver Stress Tool 7. The Library Desktop System Prototype is expected to contribute to SMPN 196 and to service students, so that the desired information can be quickly and accurately obtained and the relationship with the students can be improved.
Perancangan Enterprise architecture Menggunakan Metode TOGAF ADM (Studi Kasus pada PT RMM) Mohamad Afif
STRING (Satuan Tulisan Riset dan Inovasi Teknologi) Vol 2, No 1 (2017)
Publisher : Universitas Indraprasta PGRI Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (160.386 KB) | DOI: 10.30998/string.v2i1.1737

Abstract

Information technology (IT) development in a company is often not based on good design on future development scenarios, technology development requirements, and information system. Information technology that has been built also inefficient according to company's vission and mission. Enterprise Architecture was built as a corporate master plan that became a reference or guidance in information technology development. Enterprise Architecture is an information technology company coming from the provision of needs and information embodied in form of application systems and provision of technology infrastructure. Architectural overview provides important values for company where management can develop more effective strategies in monitoring business processes and technological infrastructure. TOGAF provides detailed-methods of how to build, manage, and implement enterprise architecture and information systems called Architecture Development Method. This method contains some activities used in modeling the development of company's architecture. It is also a guide for planing, designing, developing, and implementing information systems architecture for organizations. The result of this design is an information technology architecture that becomes the guide for management in determining the budget of IT needs based on priority scale to support the efficiency of the company.
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

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (706.418 KB) | DOI: 10.30998/string.v3i1.2586

Abstract

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.

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