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Contact Name
Risma Arta Juita ButarButar
Contact Email
risma.butarbutar@puterabatam.ac.id
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628117777003
Journal Mail Official
comasiejournal.upb@gmail.com
Editorial Address
FAKULTAS TEKNIK DAN KOMPUTER UNIVERSITAS PUTERA BATAM (Sistem Informasi, Teknik Informatika & Teknik Industri) Jl. R. Soeprapto – Tembesi – Batam – Kepulauan Riau
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INDONESIA
Computer & Science Industrial Engineering Journal
ISSN : -     EISSN : 27156265     DOI : -
Core Subject : Science,
Journal Comasie is a journal that combines 3 science namely informatics engineering, information systems and industrial engineering. The theme and scope can be seen in the scope section. This journal was created as a means of publicizing the results of research conducted by lecturers and students. This journal is published 3 times a year or every 4 months in a year. The main purpose of this journal is to facilitate students who want to publish their scientific work so that it will increase the profusion of knowledge. We on behalf of all the managers express gratitude for all efforts and support in the publication of this journal and our great hope that this journal can be a reference for the community in improving technology and to advance Indonesia (Amrizal, Andi, Welly, Rashid)
Articles 15 Documents
Search results for , issue "Vol 4 No 2 (2021): Comasie" : 15 Documents clear
PERANCANGAN GAME EDUKASI PENGEMBANGAN KEMAMPUAN LOGIKA BERBASIS ANDROID Nirwana, Ira; Karnadi, Very
Computer Science and Industrial Engineering Vol 4 No 2 (2021): Comasie
Publisher : LPPM Universitas Putera Batam

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Abstract

The development of this education game is based on the low interest of children in teaching and learning activities and the high level of addiction towards game that causes logical ability is not well-trained. The purpose of this research is to develop one’s logical ability, especially children with a quiz game. The method to collect the data is through interview and observation. The making of this game design uses Multimedia Development Life Cycle (MDLC) method that includes 6 steps, which are Concept, Design, Material Collecting, Assembly, Testing, and Distribution. But in this research, researcher limits it to the Testing step only. There’s also the usage of Unified Modeling language (UML) to describe how the game works that consists of 4 types of diagram, which are Use Case Diagram, Activity Diagram, Sequence Diagram, and Class Diagram. In this research, researcher uses a tool or software called Construct 2 to design the game. The result of the testng of this game is the game can be installed in Android device and can be stated as an user friendly application.
SISTEM PAKAR PEMILIHAN SEPEDA MOTOR HONDA MENGGUNAKAN METODE FORWARD CHAINING Supianto, Jony; Karnadi, very
Computer Science and Industrial Engineering Vol 4 No 2 (2021): Comasie
Publisher : LPPM Universitas Putera Batam

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Abstract

This research is based on the problem of many new motorbike buyers who have troubles choosing which motorbike is suitable for their needs because of the amount of choices available. The result of this research is hoped to be able to help the new customers to decide on which motorbike is suitable for them in term of usage and price point by helping them to analyze their needs. This system uses Forward Chaining method which is a method where we processes the facts to provide hypothesis. This system is created using C# programming language for server side, ASP.NET for client side and SQL Server for database. The result of this system shows that it is able to help new customers on deciding which motorbike to purchase. The conclusion is new customers are able to ask for help from the system which is same as asking for the experts for help to decide on which motorbike to buy.
PERANCANGAN SISTEM INFORMASI STOK KONTAINER DENGAN METODE SCRUM PADA PT PUTRA BATAM JASA MANDIRI UTAMA Sebastian, Erik; Ridho, Muhammat Rasid
Computer Science and Industrial Engineering Vol 4 No 2 (2021): Comasie
Publisher : LPPM Universitas Putera Batam

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Abstract

PT Putra Batam Jasa Mandiri Utama is a Logistics company based in Batam-Indonesia in which PT Putra Batam Jasa Mandiri Utama main focus is Shipping Containers. PT Putra Batam Jasa Mandiri Utama has 2 kinds of services in which this journal will be focusing on Depot Services. PT Putra Batam Jasa Mandiri Utama is facing problems in which the current application that they are using are have a big inconsistencies data problem. For this on-going issue, the researcher is going to use Scrum as the basis for planning and creating this new Inventory Management System based on user feedbacks and improvement from the researcher itself. Feedback from users such as, inconsistencies in data, the lack of export and import stock report feature in the current system itself has made a big gap in PT Putra Batam Jasa Mandiri Utama Depot SOP (Standard Operational Procedure). As for the results, The application that this researcher has developed by using Laravel Framework is an upgrade from what PT Putra Batam Jasa Mandiri Utama is now using, features such as the Dashboard will be included in which it will functions as a main bridgepoint between Admin and Field Tally.
IMPLEMENTANSI AUGMENTED REALITY DALAM PEMILIHAN MENU MAKANAN DI FOOD COURT BERBASIS ANDROID Erick, Erick; Ekawati, Nia
Computer Science and Industrial Engineering Vol 4 No 2 (2021): Comasie
Publisher : LPPM Universitas Putera Batam

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Abstract

Technological developments are currently growing, one of which is augmented reality which is popular with the community, many companies have started using augmented reality to offer goods and food. Therefore, Foodcourt A2 needs to use augmented reality in order to attract customer attention in food selection through the application. The method used is the waterfall method which consists of requirements, design, implementation, testing and maintenance. The result of this study is an android-based food menu selection information system that makes it easier for customers to choose food menus.
SISTEM PENDUKUNG KEPUTUSAN OPTIMASI CAMPURAN BETON PRODUK K-300 PT SARANG LAKSANA MANDIRI putra, hengky ayanto; Hazimah, Hazimah
Computer Science and Industrial Engineering Vol 4 No 2 (2021): Comasie
Publisher : LPPM Universitas Putera Batam

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Abstract

ABSTRACT Sarang Laksana Mandiri is a manufacturing company in the readymix concrete manufacturing company located in Punggur-Batam, has the brand name Batam Beton, received complaints from consumers that the K-300 concrete product was not included in the quality criteria for the compressive strength of concrete so that when it was tested it reached 100%, meanwhile quality of concrete k-300 is concrete that can withstand loads weighing 300 kg / cm2 after 28 days of dry concrete. This study aims to determine the K-300 concrete design, by conducting experiments and then determining the K-300 product from civil engineering experts and concrete experience experts using the AHP and SAW methods with the criteria of dry time of concrete, compressive strength of concrete, concrete slump and material cost. aims to determine the best concrete design. The AHP method resulted in Kimson being globally superior from all criteria with a value of 0.40, Herry Huang, the second score was 0.32, the third Dwi scored 0.15, Eman scored 0.13. The SAW Kimson method is globally superior to all criteria with a value of 0.74, Herry Huang, the second score is 0.71, the third is Dwi with 0.68, Eman with 0.58.
EDUKASI PENGENALAN BUAH BUAHAN DALAM BAHASA INGGRIS MELALUI AUGMENTED REALITY BERBASIS ANDROID Bun, Ayna Yodia; Pangaribuan, Hotma
Computer Science and Industrial Engineering Vol 4 No 2 (2021): Comasie
Publisher : LPPM Universitas Putera Batam

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Abstract

The existence of English as a universal language or the main language of instruction throughout the world makes this language an important language in the world of Indonesian education. English continues to provide benefits in a wide scope, one of which is in the world of education. The advantage of English itself is that it has a meaning like the written form in Indonesian. The weakness that is recognized by general students is that the development of technology makes learning activities using printed books less motivating students to get to know their culture and knowledge. Through this research, the researcher wants to design interactive learning methods using technologies such as Android-based Augmented reality. Android is an operating system that is commonly found on smartphones to support daily activities. The Multimedia Development Life Cycle (MDLC) is a system design method used by researchers in the process of designing this learning application. The conclusion obtained in this study is that English learning applications using Android-based Augmented Reality technology can be an interesting and new additional learning medium as a support in recognizing basic English learning.
PERANCANGAN APLIKASI E-MUSIC BERBASIS ANDROID Daeli, Fonirius; Sitohang, Sunarsan
Computer Science and Industrial Engineering Vol 4 No 2 (2021): Comasie
Publisher : LPPM Universitas Putera Batam

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Abstract

Abstract Music is one of the important things in people’s life, music is known as a combination of elements of tone, melody, song rhythm and other arrangements that combine in the form of sound. Music is very much in demand by people, especially Batam City, both in concerts, party events and even on personal gadgets. For this reason, renting a musical instrument is very difficult, because it is difficult for prospective tenants to get detailed information on renting musical instrument. Due to the lack of information, researchers provide a solution in the form of a musical instrument rental information application system which includes price information, detailed packages and online payments using the existing payment methods in the application. In conducting research, researchers used the rapid application development (RAD) method which was designed using UML tools consisting of use case diagram, activity diagram, sequence diagram and class diagram. The results of this study are in the form of an android application that is accessed on a personal smartphone or gadget. With the help of this application, it is hoped that the rental of existing musical instruments will be easier, especially in the city of Batam. Keywords: Andoid; Application; E-Music; Music; Musical Instrument Rental.
PENGENALAN PRODUK BARU PROCTER AND GAMBLE MENNGUNAKAN AUGMENTD REALITY BERBASIS ANDROID Arisandy, Rizal; Handoko, Koko
Computer Science and Industrial Engineering Vol 4 No 2 (2021): Comasie
Publisher : LPPM Universitas Putera Batam

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Abstract

The number of companies competing to present technology and information in modern times, especially in the field of sales to promote products. In this case it is less effective if introducing the product only in the form of brochures or 2D images. this research aims to build a new product introduction application using augmented reality with markerless method based on android. With the application of augmented reality objects in the introduction of products can be used as 3D images. research was held at PT Sumber Sari Batam. Data collection method used is interviews that are asked questions to sales managers and sales supervisors related to the introduction of new products, by means of observation, namely by conducting observations directly spaciousness. Development methods used include needs analysis, data collection, application design, apilkasi making, implementation and results. The final result of this study is a new product introduction application procter and gamble using android-based augmented reality and marker book form. This technology does not close the possibility can be used as a tool to introduce new products that are more innovative. By highlighting the rear camera in the marker book, the user can directly view the product image in 3D on the smartphone screen in real time.
IMPLEMENTASI METODE K-NEAREST NEIGHBORDALAM PERAMALAN PENJUALAN MOBIL BEKAS DI KOTA BATAM Rafsyanzani s, Firman Firmansyah; Maslan, Andi
Computer Science and Industrial Engineering Vol 4 No 2 (2021): Comasie
Publisher : LPPM Universitas Putera Batam

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Abstract

ABSTRACT The development of information technology begins to enter the most important part in a field of work, information obtained in a job is general and specific. Computers are one of the results of technological developments that can be used to help all types of work, including transactions in business work, with those in the computer software, a user can perform transaction operations quickly. The use of computers is also needed by a marketing. Car sales of PT. Auto Grace is a company engaged in the sale and purchase of used cars, an area domiciled in the city of Batam. Car sales at PT. Auto Grace is currently still unstable and many cars are not sold and are not maintained due to the lack of consumer interest in buying. So that the company does not experience sales problems, the company leadership must be able to find solutions in a way that is able to predict. So this study aims to predict car sales using the K-NN algorithm. The data set used to predict is taken from sales data from 2017 to 2020. After analysis using the K-NN algorithm, with the help of rapidminer software, the accuracy rate in predicting sales is 63.89% with a precision level of 100%. . The question of take that sale car at year 2021 will experience a decline, due to the outbreak of the Covid-19 virus which has resulted in an economic recession.
RANCANG BANGUN ALAT PENGONTROLAN IRIGASI BERBASIS INTERNET OF THINGS Lase, Fanotona; Sitohang, Sunarsan
Computer Science and Industrial Engineering Vol 4 No 2 (2021): Comasie
Publisher : LPPM Universitas Putera Batam

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Abstract

Irrigation is a way of providing water supply to agricultural land. The irrigation control system in Indonesia still uses a manual system to open and close irrigation channels using traditional methods. The control and arrangement of irrigation channels based on the Internet of Things using the NodeMCU ESP8266 control board is a tool designed to help farmers irrigate farmland remotely in real time through the Blynk application. This tool made aims to increase the efficiency and effectiveness of the work of the farmers. The process of controlling the tool can be done anywhere and anytime when connected to the internet in realtime. Testing on the tools using rice paddy prototypes. In testing connectivity and speed, the average control delay is 00: 01.28s without any problems. Produce an irrigation control device based on the Internet of Things that uses the NodeMCU ESP8266 board and can make it easier for farmers to control and monitor irrigation systems remotely without having to come to the location manually.

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