cover
Contact Name
Tengku Mohd Diansyah
Contact Email
unhar.lppm@gmail.com
Phone
+6281361000256
Journal Mail Official
unhar.lppm@gmail.com
Editorial Address
Jl kelapa VII no2
Location
Kota medan,
Sumatera utara
INDONESIA
Prosiding Snastikom
ISSN : -     EISSN : 29641950     DOI : -
Core Subject : Science,
seminar Nasional Teknologi Informasi dan Komunikasi yang diselangarakan oleh Program Studi Teknik Informatika Universitas Harapan Medan merupakan agenda kegiatan tahunan sebagai sarana pengembangan ilmu pengetahuan dibidang teknologi informasi dan komunikasi untuk mahasiswa, akademisi maupun praktisi. Diharapkan dengan adanya penyelenggaraan SNASTIKOM ini dapat membantu dalam perkembangan ilmu pengetahuan di Indonesia.
Articles 143 Documents
Perancangan Aplikasi Mixed Reality Shagy (Sheila Art Gallery) Berbasis Android Menggunakan ARCore Lastri Pratiwi; Sumi Khairani; Nur Wulan
SNASTIKOM Vol. 2 No. 1 (2023): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2023
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

Along with the development of information and communication technology, there are more and more facilities that can facilitate a person in all things. One of the developing technologies is Mixed Reality. one of the arts that is currently in great demand is painting, but painting exhibitions in Medan City are still very minimal and not in demand so every time there is a painting exhibition there are very few visitors and that can cause quite large losses, then not all painters have the money to build their own art gallery. One application that uses Mixed Reality technology is an application for Sheila Art Gallery’s artwork, another name is Mixed Reality Shagy. With the Shagy (Sheila Art Gallery) application, art gallery application users can be more interested in the works of art on display, and can understand more about the background and meaning of the works of art. Researchers built a 3D model of the artwork on diplay at the Sheila Art Gallery. This Application is carried out the provide an alternative virtual art gallery experience to users. This application can help artists promote their work to the wider community through interactive experiences. This broadens the scope of art promotion and creates closer relationships between artist and users.
Prototype Mesin Penakar Gula Pasir Berbasir Ardiuno Uno Pada UMKM Alfyanang Fattulah; Sayuti Rahman; Imran Lubis
SNASTIKOM Vol. 2 No. 1 (2023): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2023
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

Advances in technology today have provided many benefits in various sectors, one of which is in the trade sector. Generally, traders, especially SMEs, still use conventional equipment in their activities. For example, they still use conventional scales to weigh or measure sugar, rice and so on. This activity takes a long time because traders have to reduce or add sugar if the weight is not suitable. This process often makes the weight of sugar imprecise and causes losses for traders. To overcome losses for traders, a tool is needed that can facilitate the activity of weighing the sugar. With today's very rapid technological advances, a tool can be made that can weigh sugar accurately, automatically and can be adjusted to the needs of traders. The tool uses the Arduino Uno microcontroller as the center of the system being built and also as a liaison between the sensors used. The working system is where there is a sugar storage device and automatic sugar weighing, the maximum sugar storage is 5000 grams. On the tool there are several buttons such as the 250 gram, 500 gram kg and 1000 gram buttons. When the button is pressed, the tool will remove the sugar from the storage area and weigh according to the button pressed
PERANCANGAN PEMBANGKIT GELOMBANG ULTRASONIC VARIABEL MENGGUNAKAN MIKROKONTROLER ATMEGA 16 Herdianto; Adisastra Pengalaman Tarigan
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2020): PROSIDING SNASTIKOM 2020
Publisher : Universitas Harapan Medan

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Abstract

One of the factors causing the decline in national rice production is the attack of pests on rice. Based on data obtained from the agricultural department which has been processed by local data, it is known that there are 6 types of pests that attack rice plants in Indonesia, namely brown planthoppers, rats, rice stem borer, blast, kresek leaves and tungro. One method that can be used to repel pests in rice is by utilizing ultrasonic waves but is still limited to a range of only 4 meters in intensity. Therefore, a research aimed at generating ultrasonic waves will be carried out with the intensity of the ultrasonic wave range reaching 20 meters. The stages of research carried out include collecting data, analyzing data, designing circuit design, implementing circuit design, testing circuit design implementation and testing circuit design implementation. The ultrasonic wave generator designed in this study consists of 2 parts, namely a frequency generator of 20 - 50Khz and an amplifier of the output amplitude. Tests carried out in the research are still on the frequency generator section and the results show that the frequency variation of 20 - 50Khz can be produced properly by the ATMEGA 16 microcontroller.
Implementasi Teknik Animasi Frame by Frame Pada Animasi 2D Sebagai Media Promosi Desa Surya Ramadan Hasibuan; Dharmawati; Rismayanti
SNASTIKOM Vol. 2 No. 1 (2023): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2023
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

Now there are many kinds of promotions that have been made along with the times, animation itself can be used as a form of promotion. The types of promotions that are made are sometimes based on 2 dimensions and 3 dimensions. Various things are promoted, both products and the promotion of tourist objects. In the promotion of tourist objects, it is usual to take places that are rarely known to someone, such as underdeveloped villages but have tourism potential that can attract people's attention, such as culture, daily life, or customs of the place. For 2-dimensional animation itself, there are many methods, one of which is used in this study is frame by frame, where this method is a method that in moving objects must draw objects in each frame, the more objects that are drawn in each frame, the more objects are drawn in each frame. the smoother the resulting animation. The promotion produced in this study, it will be in the form of an animated video file that can be played in a video player application
Penerapan Metode Simple Multi Attribute Rating Technique (SMART) Dalam Penerimaan Karyawan Baru Lidya Puspita Dewi
SNASTIKOM Vol. 2 No. 1 (2023): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2023
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

Recruitment of new employees is an activity carried out by a company to recruit new members that the company needs to fill certain positions or positions that are needed. The process that runs in the company is subjective, which results in the process not being in accordance with needs, and employees who pass the selection are not competent in their field of work, so there are still obstacles in accepting new employees. As a result, companies need to implement appropriate systems to assist in recruiting new employees. To overcome this problem, it is recommended that new employee recruitment data be processed using a Decision Support System (DSS) using the simple multi attribute rating technique (SMART) method. The simple multi attribute rating technique method is that each alternative consists of criteria, each of which has a value and weight that shows how important it is in relation to the other criteria. The purpose of this research is to support the analysis process of employee acceptance values and support employee acceptance in making decisions based on the required criteria. Angga Retsa Darma, the first alternative, obtained the highest score after data processing using the SMART method, with a value of 0.700 which indicates a higher probability of being accepted for work. Muhammad Reza, the fourth alternative, received the lowest score with a value of 0.450, indicating the smallest chance of being accepted.
Implementasi Metaverse Dalam Menciptakan Produk Fashion Design Berbasis Android Graciella Hutahaean; Khairunnisa; Nenna Irsa Syahputri
SNASTIKOM Vol. 2 No. 1 (2023): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2023
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

Fashion has an important role in judging a person based on their appearance and daily style. Fashion, such as clothing and accessories, is growing rapidly in Indonesia with models changing every year. Therefore, the current fashion design process is done digitally using information technology, with the aim of producing good quality and satisfying customers in choosing and making their choices.The application used to design this fashion is Unity, a software that allows the creation of a fashion metaverse in 3D using the Marker Based Method. This method utilizes images as markers to bring up fashion in 3D in existing data. The purpose of this research is to create an Android-based metaverse fashion design application with AR technology that can facilitate a person in determining the desired fashion model by using a smartphone as a search tool. The results showed that most respondents, around 90%, strongly agreed with this application, indicating that this application is very useful in making it easier to select the desired fashion model.
Perancangan Visualisasi 3D Gedung FTK UNIVERSITAS HARAPAN Medan Dengan Menggunakan Teknologi Virtual Reality Dan Augmented Reality Berbasis Android Khairul Sani; Ade Zulkarnain Hasibuan; Fera Damayanti
SNASTIKOM Vol. 2 No. 1 (2023): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2023
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

Technological developments are increasingly advanced, one of which is multimedia technology, namely Virtual Reality. With Virtual Reality technology, it can be used as a promotional medium and also to recognize objects in 3D form. With Virtual Reality and Augmented Reality technology, it can be used as a promotional medium and also to recognize objects in 3D form. This research utilizes Virtual Reality and Augmented Reality as promotional media and also as a medium for introducing the FTK environment at Harapan University, Medan. There is minimal information on Unhar's Engineering and Computer faculty for prospective students/community members who want to know the shape of the building and the location of the campus rooms. This application program can help users to find the building and the rooms inside the building, without having to ask the security guard or students who are there. at campus locations, with this technology users can determine their destination without having to be in the campus area first. This application runs on smartphone devices with the Android operating system and has a gyroscope feature. After going through all the testing stages and getting the "Compliant" status, it can be concluded that the application is running as it should and is ready to use
Perancangan Aplikasi Augmented Reality Untuk Meningkatkan Berbahasa Batak Toba Pada Siswa Sekolah Dasar Dengan Metode Pembelajaran Gamefication Heryanto Marpaung; Ari Usman; Arif Budiman
SNASTIKOM Vol. 2 No. 1 (2023): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2023
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

Many Indonesian cultures have changed in the current generation because they are considered ancient and ignore cultural customs. Unfortunately, the culture that has changed is one of the Batak cultures in the North Sumatra region. Even though the Batak culture originates from North Sumatra, there are still many children of the current generation who do not understand how to use the Batak language, let alone use the Batak language properly and correctly around us. This research created an application based on Augmented Reality (AR) which provides understanding and learning of Toba Batak culture and language as well as learning about Batak culture and Batak cultural customs. Augmented Reality is a technology that combines real-time computer-generated digital content with the real world. This research uses the gamification learning method used in this application to make learning the Toba Batak language culture more enjoyable in learning about Toba Batak culture and language properly and correctly and understand how to use the Toba Batak language well by providing a quiz game that involves the use of the language. Toba Batak can be understood well by children, children participate more actively in learning and experience an increase in Toba Batak language skills. In the end, a Toba Batak language culture learning application was created which aims to learn and know the Toba Batak language well and correctly which will be used by today's generation and improve the ability to speak the Toba Batak language well and correctly
Penerapan Data Mining Dalam Klasifikasi Pola Minat Mahasiswa Stikom Tunas Bangsa Melakukan Vaksinasi Menggunakan Algoritma Naive Bayes Muhammad Irfani; Dedy Hartama; Muhammad Ridwan Lubis; Renaldi; Wendi Robiansyah
SNASTIKOM Vol. 2 No. 1 (2023): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2023
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

Vaccination is a process in the body, where a person becomes immune or protected from a disease so that if one day they are exposed to the disease they will not get sick or only experience mild illness, usually by administering a vaccine. This research has the problem of not using the Naïve Bayes algorithm to classify students' interest patterns in carrying out vaccinations at STIKOM Tunas Bangsa Pematangsiantar. The data used in this research is questionnaire data. Application of the Naive Bayes method with questionnaire data taken from STIKOM Tunas Bangsa Pematangsiantar students in order to find out possible interest patterns of students who take vaccines
Game Edukasi Sebagai Media Pembelajaran Perhitungan Dasar Matematika Menggunakan Construct 2 Dengan Metode GDLC Victor Alwi Hura; Rismayanti; Nur Wulan
SNASTIKOM Vol. 2 No. 1 (2023): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2023
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

Educational games are a form of fun learning for children, where educational games can motivate the learning process and involve children so that the learning process is more enjoyable, where games play a role in fulfilling learning objectives, namely so that a child is interested and comfortable when learning. Mathematics is a lesson that discusses numbers, how to calculate and formulas that use logic. This research aims to change conventional learning methods into simulation learning methods with educational game applications and develop children's creativity, because educational games have elements of challenge, accuracy, reasoning power and ethics. In this game, elementary school students can enjoy educational games based on Android to increase their knowledge and learn to count by answering questions in this educational game such as addition, subtraction, multiplication and division. The research method used in this research is the Game Development Life Cycle (GDLC) method, which is a guide used to determine the steps and criteria that need to be considered in building a good quality game. Construct 2 is a 2D game engine for HTML5 developed by Scirra Ltd, a start-up company headquartered in London. This game engine was developed with the concept of behavior and event attachment so that logic in the game can be built without having to type a single line of coding, just drag and drop. The result of this research is the formation of an educational game for basic mathematical calculations using Android-based application media to help elementary school students learn basic mathematical calculations with an educational game.

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