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Gaung Informatika
ISSN : 20864221     EISSN : -     DOI : -
Core Subject : Science,
Jurnal Gaung Informatika diterbitkan oleh Program Studi Informatika, Fakultas Sains, Teknologi, Kesehatan, Universitas Sahid Surakarta sejak 1 Januari 2009. Latar belakang awal diterbitkannya jurnal berkala ini adalah guna mempublikasikan karya ilmiah para dosen, peneliti, maupun praktisi dibidang teknologi.
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Articles 342 Documents
IMPLEMENTASI APLIKASI “MITA TERAPI AUTIS” TERHADAP KEMAMPUAN DAYA TAGKAP VISUAL PADA ANAK AUTIS DI PUSAT LAYANAN DAN PENDIDIKAN INKLUSI (PLDPI) SURAKARTA Coriawan, Excel Alpin; Adji, Arya Kumara; Arvian, Yoga; Charolina, Astri
JURNAL GAUNG INFORMATIKA Vol 12 No 2 (2019): Jurnal Gaung Informatika Vol.12 No 2 Juli 2019
Publisher : JURNAL GAUNG INFORMATIKA

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Abstract

This research is a research related to how to utilize digital media technology through multimedia applications "MITA THERAPY AUTISM",so that it can be used by educators,to be applied as an application in supporting and optimizing therapeutic methods for children with special needs with autism disorders.This research was carried out directly in the scope of PLDPI SURAKARTA. Achievements obtained from the results of this study that the design can be used by teachers and have a positive effect on the development of students who experience autism disorders.In this research process, several suggestions and conclusions were made that the design and implementation of multimedia application-based learning can be used as a means to support learning and therapy needs for children with needs who experience autism disorders, especially in helping to increase the visual comprehension of students.
SISTEM KOMPUTERISASI PENGOLAHAN DATA TUGAS AKHIR MAHASISWA USAHID Kusharyanto, Heri; Retnoningsih, Dwi; Susilo, Dahlan
JURNAL GAUNG INFORMATIKA Vol 6 No 2 (2013): Jurnal Gaung Informatika Vol.6 No. 2 Tahun 2013
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Abstract

The final project data processing in Sahid Surakarta University still uses manual data processing system today. Data recording of final project to the final exam sub mission, does not uses particular application for final project data processing. This way, however has some weakness specially it is often occurred, some errors and takes a long time in recording and searching the data. The objective of this research to construct a system of data system is the processing of data and information which operated manually converted to application program. The converting is required to make the data processing and information access easily. It is due to the fact that many weakness which is encountered in manually data processing system can be avoided.
PERAKITAN 3D PRINTER FUSED DEPOSITE MODELING (FDM) BERBASIS ARDUINO MEGA 2560 Putra, Alpin Kurnia; Fidiyanto, Faqih; Prakoso, Bayu; Armantya, Rian Zandy; Al Haris, Firdhaus Hari Saputro
JURNAL GAUNG INFORMATIKA Vol 12 No 2 (2019): Jurnal Gaung Informatika Vol.12 No 2 Juli 2019
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Abstract

3D Printer is a hardware used to print object in 3D. The objects are designed in Computer Aided Design (CAD) software. The purpose of building 3D Printer using arduino mega 2560 is to reduce the production cost. So, the micro small and medium enterprises will have chances to prototype their own product. This research was using experimental method to built the 3D Printer. There are four main steps on building the 3D Printer : (1) Framing, (2) Building the extruder, (3) Configuring the code, and (4) Powering the printer. This research was taken on April to October 2018, in Surakarta and Yogyakarta. The result of this research is a 3D Printer based on Arduino Mega which can print object up to 0.4mm detail and cost less than IDR 2.4 Million, which mean it?s the cheapest 3D Printer with 30cm x 30cm working area.
PROGRAM ANIMASI INTERAKTIF PENGGOLONGAN HEWAN SEBAGAI MEDIA PEMBELAJARAN PADA SDN PENGASINAN IV BEKASI Siregar, Juarni; Rukiastiandari, Sinta; Suwito, Bayu Jayus
JURNAL GAUNG INFORMATIKA Vol 12 No 2 (2019): Jurnal Gaung Informatika Vol.12 No 2 Juli 2019
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Abstract

Learning media always develops every year, one of which is animation. Basically animation is one form of entertainment, and by making learning media can make children, especially elementary school students, become more happy in learning. Learning methods used in elementary schools still use the lecture or face-to-face method to students, so it is necessary to add more interesting learning media. In the teaching process, the teacher only uses the media as a guide to teaching, especially the Science course, as a result students find it difficult to know clearly about the living costs, especially regarding the type of animal classification. In this study the authors took research material from the results of observations and interviews of several students in elementary schools, teachers and related parties. For this reason the author made the Animal Classification Interactive Animation Program as a Learning Media in Bekasi IV Elementary School of Elementary School became one of the solutions for elementary school students in learning the types of animal classification and simplifying and improving efficiency in the learning process.
APLIKASI BERITA ACARA PEMERIKSAAN BARANG BERBASIS WEB PADA KPPBC TIPE MADYA PABEAN B SURAKARTA Sari, Dwi Ratna; Retnoningsih, Dwi; Al Haris, Firdhaus Hari Saputro
JURNAL GAUNG INFORMATIKA Vol 12 No 2 (2019): Jurnal Gaung Informatika Vol.12 No 2 Juli 2019
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Abstract

The making of investigating report on the factory of tobacco products (cigarette and tobacco factories) in middling KPPBC Pabean B at Surakarta was still done semi-manually with Microsoft Office. Even though an investigating report was computerized but it was still not effective. It is due to the fact that the officers had to manually record of investigation results on the forms and input the data one section at a time in Microsoft Excel. Semi-manual data processing is a problem in completing work. These problems include lag in processing data. The investigating report system on web-based in middling KPPBC Pabean B at Surakarta is used to complete the work in making the investigating report to be faster and more accurate. It is because the large number of supervision and work areas of middling KPPBC Pabean B at Surakarta. This study used the waterfall method as a system design while data collection techniques used interviews, observation, literature studies and questionnaires. Whereas, the system testing used the webqual method. This research produces a system of investigating report on web-based in middling KPPBC Pabean B at Surakarta. System testing shows that usability quality has a positive effect on user satisfaction because it has a significance value of 0.03 0.05 and interaction service quality has a positive effect on user satisfaction because it has a significance value of 0.001
ANALISIS PENGENDALIAN KUALITAS SEBAGAI UPAYA PENGURANGAN PRODUK CACAT DENGAN PENDEKATAN SIX SIGMA, POKA-YOKE DAN KAIZEN Parwati, Cyrilla Indri; Susetyo, Joko; Alamsyah, Andi
JURNAL GAUNG INFORMATIKA Vol 12 No 2 (2019): Jurnal Gaung Informatika Vol.12 No 2 Juli 2019
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Abstract

CV. Cita Nasional is a company engaged in processing pure milk into pasteurized fresh milk and homogenization. This research was conducted to analyze defective products using the Six Sigma, Poka -Yoke and Kaizen approaches. Defective products in cup packaging from July 2017 to July 2018 is 20.71% with a target of a maximum of 3% product defects. The purpose of the research is to find out the company?s process capability with DPMO and the level of sigma capability, analyze the factors that cause product disability along with proposed improvements. The method used with Poka-Yoke and determine the action plan in quality control efforts with the Kaizen approach. The result obtained based on the Six Sigma state, namely the Define stage, obtained quality characteristics or CTQ in the form of attribute data 7 characteristic of the causes of disability. The results of the company?s perpormance baseline measurement at the Measure stage of the company were in the condition of 3.383 sigma with DPMO 29.586. The analyze phase is made control map, pareto diagram and makes fish bone diagram to obtain the factors that cause disability. During the improve phase an action plan was developed using the Poka-Yoke approach. In the control phase continuous improvement is done with the Kaizen approach which includes the Five-M checklist concept, 5W+1H (What, Why, Where, When, Who, How) and the Five Step Plan.
RANCANG BANGUN SISTEM INFORMASI LOWONGAN KERJA BERBASIS WEB MENGGUNAKAN FRAMEWORK CODEIGNITER Widyastuti, Handini; Muttaqien, Insan Muhammad
JURNAL GAUNG INFORMATIKA Vol 12 No 2 (2019): Jurnal Gaung Informatika Vol.12 No 2 Juli 2019
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Abstract

Information exchange becomes one of the most important needs in life today. Included is the need for information on job vacancies. Therefore, jobseekers need a job search application based on specified criteria, as well as employers get the appropriate worker candidate with the required qualifications. The method used in making this webbased information system is waterfall method. In its implementation using HTML, CSS, and PHP Codeigniter framework as data processing framework with MySQL database. The result of this programming is a website job vacancy information that facilitate jobseeker in search (based on the criteria of interest) and apply online application. Employers may publish vacancies as well as obtain candidates that meet the required qualifications. Employer can create an interview agenda with the applicant (jobseeker). The use of PHP codeigniter framework that apply the concept of OOP and MVC makes the structure of the code becomes more structured to facilitate the maintenance and development
MEDIA PEMBELAJARAN ANIMASI INTERAKTIF MENGENAL KEBUDAYAAN NUSANTARA Widyastuti, Handini; Wulanuari, Sahwa
JURNAL GAUNG INFORMATIKA Vol 13 No 1 (2020): Jurnal Gaung Informatika Januari - Juni 2020
Publisher : Prodi Teknik Informatika Universitas Sahid Surakarta

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Abstract

Basically, animation is a form of entertainment, and by making learning media can make children, especially elementary school students, be more happy in learning. Learning methods used in primary schools still use lecture or face-to-face methods to students, so it is necessary to add more interesting learning media. In the teaching process, teachers only use the media as a guide for teaching, as a result students find it difficult to know clearly about the culture of the archipelago. In this study the authors took research material from the results of observations and interviews with several students in elementary schools, teachers and related parties. For this reason, the authors make the Interactive Animation Program to Know the Archipelago Culture a solution for elementary school students in learning the types of archipelago culture and to facilitate and improve efficiency in the learning process.
RANCANG BANGUN AUGMENTED REALITY PADA MEDIA PROMOSI PERUMAHAN VILLA GREEN AULIA Al Haris, Firdhaus Hari Saputro
JURNAL GAUNG INFORMATIKA Vol 13 No 1 (2020): Jurnal Gaung Informatika Januari - Juni 2020
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Abstract

The house will not be separated from everyday human, because the house is a human need as a place to live. Therefore, prospective home buyers should consider the choice of home. In a housing exhibition, the agents used the media in the form of mockups and printed brochures of interestable prints possible to sell housing products. Through promotional media brochures and mockups is not uncommon for prospective buyers are still confused to imagine the image or shape of the house to be built because the promotion is still using 2-dimensional objects that have a limited viewpoint. Agents also choose brochures rather than mockups in their promotional media because in the cost of making a maket the price is too expensive and must make some type of type. And to perfect the mock and the brochures, then in this study aims to apply augmented reality technology to describe the housing sold in the form of 3dimensional objects. After augmented reality is used, the Agent can promote the house to replace the maket and brochure with the marker. A marker is a pattern created, in the form of an image the camera will recognize. Data collection methods in this study using observation, literature study and documentation while the method of system development using the Multimedia Development Life Cycle (MDLC) method. Making this application using various software that is 3ds Max for creating object 3D, Unity3D to create augmented reality, and Photoshop to create layout design, marker, and brochure. The test results android device shows the application has been compatible with all smartphones with a minimum of 1GB of RAM. The results of user testing on 20 respondents as a tester, where the response of 97% states well to very well so that the application made accordingly with the expected.
PENGUKURAN PERFORMA SUPPORT VECTOR MACHINE DAN NEURAL NETWOK DALAM MERAMALKAN TINGKAT CURAH HUJAN Ruswanti, Diyah
JURNAL GAUNG INFORMATIKA Vol 13 No 1 (2020): Jurnal Gaung Informatika Januari - Juni 2020
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Abstract

Prediction models using Neural Network or Support Vector Machine have been developed in many areas of rainfall. In this studi we have compared the performance of NN and SVM models, in predition of monthly rainfall at R-17 station Kecepit Pemalang. The analyzed using NN and SVM in which testing with Root Mean Square Error (RMSE) for get the performance is done. The data obtained for 2009 to 2018 monthly rainfall were used as modelling and forecasting sample. The results showed that NN obtained smallest error rate compared to SVM. the recognized value of RMSE for SVM is 176,374, Neural Network is 22,289. In RMSE the smallest error rate showed the best performance of algorithm.

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