CCIT (Creative Communication and Innovative Technology) Journal
CCIT (Creative Communication and Innovative Technology) Journal adalah jurnal ilmiah yang diterbitkan olehSekolah Tinggi Manajemen Informatika dan Komputer Raharja. CCIT terbit dua kali dalam satu tahun, Setiap Bulan Februari dan Agustus.
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420 Documents
PENGARUH GENDER TERHADAP KEPUTUSAN PEMBELIAN PRODUK ONLINE (STUDI KASUS TERHADAP MASYARAKAT PONTIANAK)
Diana Fitriani
CCIT Journal Vol 12 No 1 (2019): CCIT JOURNAL
Publisher : Universitas Raharja
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DOI: 10.33050/ccit.v12i1.605
The aim of this research is to figure out the effect of gender to the online shopping product decision on Pontianak society. Two or more ways analysis of variance know as ANOVA 2, the technique analysis used which manual simultaneously interaction factor, interview, observation and questionnaire are the technique of data collection implemented. Non probability sampling technique with purposive random sampling method with 100 respondents. The result show that there are 50% both the female and male respondents, 45% respondents age range 23-27, 35% last education as bachelor, 38% as private staff and 54% monthly income range 3.000.000., - 4.999.000. The result above indicate hat in this research the adult buyers characteristics, work with fixed income have tendency in shopping products offered online since of the feminine feeling and more sensitive when looking at online media
ANIMASI INTERAKTIF PADA MATA PELAJARAN AGAMA ISLAM
Dewi Immaniar Desrianti;
Sudaryono Sudaryono;
Rahmah Diana
CCIT Journal Vol 12 No 1 (2019): CCIT JOURNAL
Publisher : Universitas Raharja
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DOI: 10.33050/ccit.v12i1.606
Learning in the form of animation is one form of utilization of TIK Multimedia that needs to be developed in the world of education. Especially Islamic religious lessons where learners are always saturated and feel bored when the teacher is giving a subject matter. As an alternative problem solving is to provide a new innovation that is Interactive Animation. Interactive Animation is an integrated learning system that will be applied and is one form of improvement in towards a modern and quality education. The reason for the implementation of Interactive Animation method is hope to provide an effective, innovative, creative, and fun learning system. In this learning application Presenting the material interactively accompanied by Text, Image, Animation, video, and religious song. The process of making the application is done starting from the stage of determining the target, the selection of material topics, design, data collection, manufacture and testing. Objectives applied Interactive animation is to eliminate the atmosphere of saturation and passive in the learning process and the interactive approach of both students and teachers With this practical learning hope to help improve the quality of teaching-learning process in the form of Interactive Animation in every school. So this method of application can be made in order to improve quality, and quality in education. And as a reference material in order to be made an evaluation material that can be developed for the better.
DIGITAL LIBRARY MODELLING: SUPPORTING FOR KNOWLEDGE MANAGEMENT
Henderi Henderi;
Ary Budi Warsito;
Ahmad Sidik;
Maimunah Maimunah
CCIT Journal Vol 3 No 3 (2010): CCIT JOURNAL
Publisher : Universitas Raharja
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DOI: 10.33050/ccit.v3i3.668
Peningkatan kebutuhan masyarakat terhadap informasi yang semakin tinggi membuat eksistensi perpustakaan semakin penting. Selain merupakan sumber informasi dan referensi berbagai jenis ilmu pengetahuan, perpustakaan juga memiliki peran strategis pengembangan ilmu pengetahuan. Pada sisi lain, hasil penelitian menunjukan bahwa sebagian perpustakaan belum memar faatkan information technology (17) secara optimal dalam pengolahan pengetahuan. Akibatnya informasi dan referensi yang dimiliki perpustakaan tidak mudah diperoleh oleh publik untuk dikembangkan. Untuk itu, artikel ini membahas digital library modelling untuk mendukung penerapan model knowledge management, dan mempermudah perolehan ir formasi dan pengembangan ilmu pengetahuan dari perpustakaan. Digital library modelling dibuat menggunakan pendekatan unifield modelling language (UML), dan digambarkan dalam bentuk: use case diagram, class diagram, state diagram, collaboration diagram, component diagram, dan screen prototype. Hasil implementasi digital library juga dibahas secara ringkas untuk memberikan gambaran lebih jelas.
KOMUNIKATOR TUNARUNGU DAN TUNANETRA
Syahrul Syahrul;
Mochamad Fajar Wicaksono
CCIT Journal Vol 6 No 1 (2012): CCIT JOURNAL
Publisher : Universitas Raharja
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DOI: 10.33050/ccit.v6i1.675
This paper describes the design and implementation of the deaf and blind communicator with the aim that they can communicate by using a Braille Codes per character and speech recognition using a computer. Communicator device is designed using AT89C51 microcontroller to change the characters that is sent by the computer into Braille code. The signal transmitted from the computer by hearing impairment through RS-232 serial interface with the help of driver IC ULN2803 to drive the solenoid. The end of the solenoid form a pattern of Braille code. Speech pattern recognition used are dictation mode with discrete speech method, whole word, large vocabulary and speaker dependent is designed with SAPI 5.1, Microsoft Speech Engine SDK 5.1 and Delphi software 6.0 to create an application program. On testing who performed indicate that the all the characters that is sent from keyboard can be converted become Braille Character who represented through the solenoid. While the recognition of sound patterns of the microphone most of the well can be translated into the characters displayed on a computer monitor. The success rate in speech recognition can be influenced by several factors such as differences in the sound at the time of training and at the time of dictation, noise from the environment and the quality of the microphone being used.
PENINGKATAN WEBSITE RANKING EXIST-CLUB PADA PB EXIST JAKARTA
Untung Rahardja;
Khanna Tiara;
Imam Prayogi
CCIT Journal Vol 8 No 3 (2015): CCIT JOURNAL
Publisher : Universitas Raharja
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DOI: 10.33050/ccit.v8i3.678
One of the technologies developed in the increasingly computerized world of information technology is the website. The website is an information media offers a range of up to date information and the existence of a good maintenance process, evena role in website ranking positions should be also of note because it is one of thenecessities in the present information especially in the sport of badminton. This has been the rationale for how to improve the position of web rank significantly in order topopularize a Website Exist-Club which is the official website of PB Exist a badminton clublocated in Jakarta so that it can affect the visitor traffic of visitors is high. The speed andconvenience of a positive value in a website with so will make it easier to access by anyone and anywhere. To accomplish the intended, there are 17 step strategyimplemented for the purpose of improving the web rank Websites Exist-Club which willdirectly account for direct pembuktiannya on a measuring instrument using the Alexa and Google Analytics.
Model Knowledge Management System Konseling Mahasiswa Berbasis Cloud Computing
H. Abdul Hamid Arribathi;
Dedeh Supriyanti;
Lusyani Sunarya
CCIT Journal Vol 12 No 2 (2019): CCIT JOURNAL
Publisher : Universitas Raharja
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DOI: 10.33050/ccit.v12i2.680
Information technology is increasingly developing and has a positive impact on the world of education. The implementation of student counseling with a Knowledge Management System is one of the contributions of information technology in the world of education. Many benefits provided by the Student Counseling Knowledge Management System, in managing the knowledge needed by the counselor section to document student consultations. The development and implementation of a KMS counseling system costs more to employ professional staff to maintain and improve; KMS student counseling application; For this reason, it is necessary to design a Cloud Computing-based Student Counseling Knowledge Management System. The research method carried out in the first stage is to collect data and information about Knowledge Management and Student Counseling, and how to use it to create a Knowledge Management System Application, Student Counseling Based on cloud computing. Furthermore, conducting a literature study and literature review, system design is in the form of data architecture compounding, process design, network design, and user interface design. The design results of this system can facilitate educational institutions in conducting online cloud computing-based student counseling
Video Profile Sebagai Media Penunjang Promosi Pada Sdk Penabur Gading Serpong
Dewi Immaniar Desrianti;
Giandari Maulani;
Dana Krisdiana
CCIT Journal Vol 12 No 2 (2019): CCIT JOURNAL
Publisher : Universitas Raharja
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DOI: 10.33050/ccit.v12i2.684
The tight competition between schools in the era of globalization today, requires that the school Ivory Serpong Sower SDK to do the marketing strategy as attractive as possible, in order to enhance the new prospective learner interests as well as improve the quality of and professionalism in the management of the school. It is a promotional effort is used to market products or services to the public, so that they are more familiar with or know the product or service being marketed. Current media information and promotions that use the SDK Sower Ivory Serpong still be printed in the form of banners, brochures and more, so there are still many who have not yet learned about SDK Sower Gading Serpong. The purpose of this research is to inform and promote school SDK Sower Ivory Serpong. Based on a needs analysis is required of media promotion in the form of a video profile, to support information and promotion more attractive and effective by using the software Adobe Premier and Adobe Photoshop. Research methods used namely collecting data through observation, interviews and literature studies, Media Production and concept i.e. preproduction, production and postproduction. Through the design of Video media Profile of this SDK Sower Ivory Serpong can better known to many people and attracting parents to enroll his son in schools – SDK Sower Ivory Serpong
Perbandingan Algoritma A* Dengan Algoritma Greedy Pada Penentuan Routing Jaringan
Lukman Lukman;
Rahmat Hidayat;
Muhammad Fachrul Risqi Pribadi
CCIT Journal Vol 12 No 2 (2019): CCIT JOURNAL
Publisher : Universitas Raharja
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DOI: 10.33050/ccit.v12i2.686
The increasing development of the Internet today is in line with the complexity of on line on the internet. So the Network flow optimization became the main problems related to the election of the shortest route (routing protocol). Focus on research is to find out and compare the process with the shortest route in the search algorithm is Greedy algorithm and A * in order to reduce the workload of the network. Model comparison algorithm that is done is look at the workings of each algorithm against the determination of the routing path from the sender to the receiver. On the basis of the implementation of the experiment it was found that the algorithm a * greedy algorithm finds its way with the same. but it is clear for the a * would be more effective if applied on a broad network as well as complicated. Because the calculation uses a * definite while greedy simply looked at what is the most short front side towards the next node that was selected when the end result can be greater than the calculation of a
Implementasi Algoritma Dijkstra Pada Game Pacman
Anggit Dwi Hartanto;
Aji Surya Mandala;
Dimas Rio P.L.;
Sidiq Aminudin;
Andika Yudirianto
CCIT Journal Vol 12 No 2 (2019): CCIT JOURNAL
Publisher : Universitas Raharja
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DOI: 10.33050/ccit.v12i2.687
Pacman is one of the labyrinth-shaped games where this game has used artificial intelligence, artificial intelligence is composed of several algorithms that are inserted in the program and Implementation of the dijkstra algorithm as a method of solving problems that is a minimum route problem on ghost pacman, where ghost plays a role chase player. The dijkstra algorithm uses a principle similar to the greedy algorithm where it starts from the first point and the next point is connected to get to the destination, how to compare numbers starting from the starting point and then see the next node if connected then matches one path with the path). From the results of the testing phase, it was found that the dijkstra algorithm is quite good at solving the minimum route solution to pursue the player, namely by getting a value of 13 according to manual calculations
Deteksi Tingkat Kesegaran Daging Ayam Menggunakan K-Nearest Neighbor
Irfan Purwanto;
M. Afriansyah;
Kusrini Kusrini
CCIT Journal Vol 12 No 2 (2019): CCIT JOURNAL
Publisher : Universitas Raharja
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DOI: 10.33050/ccit.v12i2.688
The high demand for meat and the limited availability of meat on the market, make the price of meat become expensive and more and more traders are mixing rotten meat into fresh meat. To avoid risk, the public as consumers must be aware and know the characteristics of rotten meat and the difference with fresh meat. This study developed a fresh meat detection device using the TCS-230 RGB color sensor. The tool works by measuring the composition of RGB colors in identified meat and comparing with the reference composition of fresh meat RGB color. K-Neirest Neighbor as a method for introducing the freshness of chicken meat tested. The input used in the K-Neirest Neighbor is in the form of RGB color values obtained from the color sensor.In this study, meat freshness was tested using TCS-230 color sensor with an accuracy rate of 87% with a positive precision of 92% and negative precision of 67%