cover
Contact Name
Anang Kukuh Adisusilo
Contact Email
anang65@uwks.ac.id
Phone
+6282257320403
Journal Mail Official
melekit@uwks.ac.id
Editorial Address
Universitas Wijaya Kusuma Surabaya Jl. Dukuh Kupang XXV/54 Surabaya
Location
Kota surabaya,
Jawa timur
INDONESIA
Melek IT: Information Technology Journal
ISSN : 24423386     EISSN : 24424293     DOI : https://doi.org/10.30742
The Journal invites original articles and not simultaneously submitted to another journal or conference. The whole spectrum of Information Technology is welcome, which includes, but is not limited to Information System in Application, Machine Learning & Soft Computing, Multimedia & Game Technology, Network & Security Optimization, Software Engineering, Mobile Computing Technology, IoT for Smart Technology, Artificial Intelligent Application, Computer Vision & Pattern Recognition.
Articles 188 Documents
Gerakan NPC Pada Game Pengenalan Huruf Menggunakan Algoritma Dijkstra Nestia Febriyani Putri; Anang Kukuh Adisusilo
Melek IT : Information Technology Journal Vol. 2 No. 1 (2016): Melek IT : Information Technology Journal
Publisher : Informatics Engineering Department-UWKS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (411.84 KB) | DOI: 10.30742/melekitjournal.v2i1.56

Abstract

Game is a game of electronic media is a means of entertainment and learning for all ages. Display dibauat games are usually attractive and interactive maingkin. Especially for learning games for children should be attractive and easy to understand and in terms edukasinya. In addition to the main character played by a companion character commonly called NPC (non-player character). In regulating the movement of NPC in the game to get to the target or the main characters are frequently experienced problems. Pathfinding is the method sanagt support to facilitate the movement of NPC in finding a primary target. Pathfinding algorithm which in dulaing dijkstra very suitable for giving Artificial Intelligence at the NPC. Dijkstra exact calculation algorithm by calculating the entire area to find the shortest distance to the target. In accordance manifold tower defense game is very suitable to use algorithms dijkstra for his NPC movement in butkitkan with smooth motion NPC without experiencing errors and delays in the movement of the NPC.
Aplikasi Monitoring Berat Badan Ibu Hamil Nana Windiarto; Nia Saurina; Noven Indra Prasetya
Melek IT : Information Technology Journal Vol. 2 No. 1 (2016): Melek IT : Information Technology Journal
Publisher : Informatics Engineering Department-UWKS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (561.452 KB) | DOI: 10.30742/melekitjournal.v2i1.57

Abstract

Pregnancy is a time of commencement of conception to birth the fetus. In fact important for pregnant women to maintain a weight gain due to avoid the risk of LBW (low birth weight). To calculate the ideal pattern of weight gain for pregnant women need the calculation of BMI (body mass index) in order to determine the threshold goal and BMI categories. Therefore this penelitiaan bertujuaan to make mobile android application that functions to help expectant mothers during pregnancy in order to continue to maintain ideal body weight, thereby reducing LBW. The data obtained in the study of literature sourced books and interviews. This application design using Unified Modeling Language (UML) to manufacture android based application programming blog. In this study generated application monitoring weight pregnant women. The output of this application the user can determine the ideal weight should include weight, weight gain and suggestions should the addition or subtraction of weight
Sistem Penjualan Tiket Pertandingan Sepak Bola Berbasis Web Rizki Fadila; Fx Wisnu Yudo Untoro
Melek IT : Information Technology Journal Vol. 2 No. 1 (2016): Melek IT : Information Technology Journal
Publisher : Informatics Engineering Department-UWKS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (753.505 KB) | DOI: 10.30742/melekitjournal.v2i1.58

Abstract

Match tickets football generally is still sold at manual system , so that the spectator who want to buy a ticket for soccer match the ball must be standing in line at the counter the stadium. The sales of tickets in this way , can give rise to several problems , that is happened a long queue , the violence due to a prospective buyer who disorderly when standing in line , and a prospective buyer who have standing in line but ran out of tickets. Therefore given a solution by making a new system that is the ticket sales system football web-based. The system is built with using language programming php ( the personal home page ) hypertext preprocessor and mysql database. Methods used in the preparation of duty the end was sdlc methodology ( systems development life cycle ). On a system the sales of tickets a football game this web-based , buyers have to input nik correctly and have a balance sufficient. If the purchase of successfully , customers will get a view tickets a football game that can be molded own. With this system , ticket buyers a football game will no longer need to queue up outside the stadium and brokering gradually diminishing.
Augmented Reality Technology Untuk Pengenalan Alat Transportasi Pada Anak Usia Dini (Studi Kasus KB Islam Terpadu Wildani 2 Surabaya) Desi Rully Wahyuni; Nia Saurina; Nonot Wisnu Karyanto
Melek IT : Information Technology Journal Vol. 2 No. 1 (2016): Melek IT : Information Technology Journal
Publisher : Informatics Engineering Department-UWKS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (245.761 KB) | DOI: 10.30742/melekitjournal.v2i1.59

Abstract

Wildani 2 is Moslem pre elementary school in Surabaya is one school for early childhood. In these schools, early childhood begin an introduction to the environment. Know the tools of transportation is one of KB IT curriculum Wildani 2 Surabaya. Media books with pictures of a 2-dimensional learning aids are used in familiar means of transportation. The media sometimes makes them bored, they often chat with classmates and teachers who are not paying attention to the theory. Therefore, researchers using augmented reality as one of the tools to learn about transportation. Learning aids using augmented reality is expected to attract interest in learning, fosters self-contained nature and add insight to early childhood. This is evidenced by the% of students in kbit Wildani 2 Surabaya can mention and repeat the spelling of the name in the Indonesian transport and 80% of students can mention and repeat the name in English means of transportation which demonstrate with augmented reality.
Streaming Metadata Objek Tiga Dimensi (3D) Yuliar Syamyu Dhuhaa; Anang Kukuh Adisusilo; Noven Indra Prasetya
Melek IT : Information Technology Journal Vol. 2 No. 1 (2016): Melek IT : Information Technology Journal
Publisher : Informatics Engineering Department-UWKS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (459.484 KB) | DOI: 10.30742/melekitjournal.v2i1.60

Abstract

The more rapid development of multimedia , one of them is three-dimensional object .Threedimensional object to have a high because the complexity of many elements .When want to see a model of threedimensional object have to wait longer .Needed a technology that canreduce waiting time to see an object three dimensions of the one with a stream . Streaming is the process of sending data from the media source toward client in real-time .Metadata having the size of a file that smaller than the original data .By using this is then done using streaming metadata to accelerate in accessing model three-dimensional object .The result of this research to display threedimensional object of wake up space cube and the beam in a stream by taking dataalternately start of an object and to the color in a cube and a bea visible 5.6 of pictures ,pictures andimages 5.7 5.8 , 5.9 picture .
Pengenalan Interaksi Alat Transportasi Umum Dengan Tempat Pemberhentian Pada Anak Usia Dini 4-6 Tahun Menggunakan Augmented Reality Eka Yunita Anjayani; Emmy Wahyuningtyas; Beny Y.V Nasution
Melek IT : Information Technology Journal Vol. 2 No. 1 (2016): Melek IT : Information Technology Journal
Publisher : Informatics Engineering Department-UWKS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (297.606 KB) | DOI: 10.30742/melekitjournal.v2i1.61

Abstract

Introducing something at an early age children 4-6 years is certainly not easy. Likewise in kindergarten Wildani 2 Surabaya to introduce public transportation stops such as aircraft, ships, trains, buses and public transportation that are still using the two-dimensional image. To facilitate them in identifying and considering public transportation stop's using three-dimensional view and the animation is certainly more interesting for children to learn and easier to understand or know the form of public transportation with dismissal. This prompted the authors to try to show the model of public transportation with stops all forms of drawing a 3D augmented reality on smartphones that can help children to learn the public transportation. The app has a success rate of 68%, the introduction of learning media interaction of transport with stops for young children 4-6 years using Augmented Reality can be used as a new learning media, students are more interested to learn about the interaction of transportation stop's.
Sistem Penyimpanan Metadata Objek 3 Dimensi Eka Yudistira Sugiono
Melek IT : Information Technology Journal Vol. 2 No. 1 (2016): Melek IT : Information Technology Journal
Publisher : Informatics Engineering Department-UWKS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (505.056 KB) | DOI: 10.30742/melekitjournal.v2i1.62

Abstract

A three-dimensional object that metadata secretly.To show you the 3d metadata of the object must use of software.However, the increasingly complex three-dimensional objects are in need of a lot of time and needs access speed which is quite big for the vault.This will simplify metadata to 3 dimensions of objects with the aim of that metadata to simplify the 3d penyimpanana access to speed up the process and do not need 3d membutuh along time.Following the reserve system is metadata three-dimensional object on it the resulting trial is metadata can be selected based on standard after standard metadata metadata was chosen to be on the market in line with the original.
Aplikasi Pencarian Tempat Ibadah Gereja Dan Vihara Berbasis Mobile Jimmy Laso M; Emmy Wahyuningtyas
Melek IT : Information Technology Journal Vol. 2 No. 1 (2016): Melek IT : Information Technology Journal
Publisher : Informatics Engineering Department-UWKS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (721.25 KB) | DOI: 10.30742/melekitjournal.v2i1.63

Abstract

Information about search Places of worship, especially church or temple is not much information about places of worship, but many people feel confused, especially new students who are generally new entrants from outside Surabaya because of the difficulty in finding a place of worship is sought.In this final project will be built an application based Mobile is powered by the Web Service as facilities for to provide location data church / monastery in Form view maps by using googlemaps as a basic digital map information that aims to simplify the search for the location of Places of Worship along route lokasti toward the destination. In order for the system that has been designed to be implemented then it takes some mobile devices, supporting software and data information of places of worship which are located around Surabaya.We make application Search Location Places of Worship Church and Worship Based Mobile is expected to help the new students who are generally new entrants from outside the city of Surabaya to look for a place of worship to be desired and supported by their route to the location of the destination in the form of display maps with google maps as a digital map
Tata Ruang Gedung Untuk Pernikahan Menggunakan Marker Augmented Reality Shafa'atul Aliyah; Anang Kukuh Adisusilo; Beny YV Nasution
Melek IT : Information Technology Journal Vol. 2 No. 1 (2016): Melek IT : Information Technology Journal
Publisher : Informatics Engineering Department-UWKS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (357.455 KB) | DOI: 10.30742/melekitjournal.v2i1.64

Abstract

Marriage is a sacred thing which must be done by every human with their respective spouses to be used as a binder a good relationship in terms of religion and state law. Marriage is a very complicated planning stages. With the new technology called augmented reality it is difficult to penataan room can be a little overcome by using this application. Augmented Reality is a technology that combines virtual objects are two-dimensional and three-dimensional games into a real environment and projecting a three-dimensional virtual objects in real time. The method used in this simulation using augmented reality marker. The results of this application is that it can adjust the location of the 3D objects of equipment required can be in accordance with the desired adjustment of 3D objects that one with 3D objects that others can be positioned as desired that the marker can be read by the camera with a radius of at least 2 meters and radius a maximum of 6 meters in the form of a 3D object from the altar. Then detected by a camera with a radius of at least 1 meters and a maximum radius of 4 meters in the form of a 3D object from a red flower, blue flowers, red companion seat and companion seat wood. While markers that can be caught on camera with a radius of at least 2 meters and a maximum radius of 5 meters in the form of a 3D object main seat red and blue primary seat and the camera can detect a marker and to produce a good 3D image object.
Pengenalan Warna Dan Bentuk Untuk Anak Usia 4-6 Tahun Berbasis Augmented Reality Maria Ulfah; Emmy Wahyuningtyas; Beny Y.V. Nasution
Melek IT : Information Technology Journal Vol. 2 No. 1 (2016): Melek IT : Information Technology Journal
Publisher : Informatics Engineering Department-UWKS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (809.598 KB) | DOI: 10.30742/melekitjournal.v2i1.65

Abstract

The introduction of color and shape for early childhood are still using face-to-face or a book, so that children who want to learn to feel tired and lack of instructional media about the introduction of color and shape-based 3D. Learning by this method can lead to boredom for early childhood. Therefore, given a solution by creating instructional media introduction of color and shapes for children ages 4-6 years based AR (augmented reality). It can be said that the application has been successful with the success rate of the percentage rate at which the trial introduction of color in terms of indicators of children who can recognize objects that is 70%. To test the introduction of forms in terms of indicators of children who can recognize objects that is 66.67%. To test the introduction of objects that resemble the shape of a child in terms of indicators that can recognize objects, namely 87.3%. So that the application is eligible to serve as a medium of learning.

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