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PENERAPAN TEKNOLOGI AUGMENTED REALITY TENTANG ANATOMI TUBUH MENGGUNAKAN METODE MARKER BASED TRACKING UNTUK SISWA KELAS VII SMP/MTS
Tahta Febri P, Gilar;
Lusiana, Veronica
Information Technology and Telematics Vol 8 No 2 (2018)
Publisher : Information Technology and Telematics
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ABSTRACT Augmented Reality is the incorporation of real and virtual objects in the real environment that run effectively in real time. This merger is possible with appropriate technology, interactive which through certain input devices and its integration requires effective tracking. By utilizing AR technology that uses marker based tracking method, it is a method that raises objects with tracking markers that have been converted, creating an Arnatomy which is an application about the anatomy of the human body. This study implements the information obtained in the form of an application which of course can be used as learning and recognition of body organs to junior high school students.
PENERAPAN METODE COLLISION DETECTION PADA GAME BERHITUNG UNTUK ANAK USIA TK
Rahma, Salsabella;
Ardhianto, Eka
Information Technology and Telematics Vol 8 No 2 (2018)
Publisher : Information Technology and Telematics
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ABSTRACT The current technological development intensified, particularly in the technology game.In addition to means of entertainment games also serve as a medium of instruction. The game is the thing that can not be separated from the development of a child.This counting game implements the basic count of operations such as addition and subtraction.So the kids who play this game are expected to hone the ability to count quickly.Therefore the author wanted to make the game counting methods use collision detection. A method of collision detection, starting from the analysis of design, manufacture, testing and maintaenance. The game is a matter of calculation in the form of addition and subtraction, and ball game pantul. The making of the application using the counstruct 2. The final result of the development of the system is a game application that presents a counting game that is not only fun and entertaining, but also train the ability and memory players in counting.
SISTEM PAKAR UNTUK MENDIAGNOSA PENYAKIT IKAN NILA MENGGUNAKAN BAYES
Adi Nugroho, Hermawan;
Lusiana, Veronica
Information Technology and Telematics Vol 8 No 2 (2018)
Publisher : Information Technology and Telematics
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ABSTRACT Tilapia is one type of freshwater fish has been cultivated because of abundant benefits. However, due to the lack of knowledge of farmers about the disease in tilapia resulted in the lack of crops from these fish. Consultation of fish diseases to a specialist of course very reliable, because an expert always mastered the field he was based on the science and experience. The goal to be achieved is to create an expert system application that is useful as a tool to get information in diagnosing tilapia disease. The result of this research is expert system to diagnose tilapia disease using bayes algorithm to solve the problem of tilapia fish disease diagnosis, because it can give diagnosis result with probability value occurrence of each kind of disease.
SPK PENGAMBILAN KREDIT RUMAH TANGGA DENGAN METODE BUDGETING BERBASIS ANDROID
Eka Nabela Putri, Desylia;
SUKUR, MUJI
Information Technology and Telematics Vol 8 No 2 (2018)
Publisher : Information Technology and Telematics
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Abstract - A home for everyone is a major need to be met. However, not all families are able to fulfill them because their finances are not well managed. As a result, many families were heavily in debt.Therefore, the authors intend to develop a decision support system for making home loans with android based budgeting method. The budgeting method takes into account salary income and household expenditures.If a family wants a home purchase on credit,it is also necessary a decision support system in recommending a home in accordance with a family budget.DSS of household credit collection application can help the family in calculating the budget owned and get home recommendations in accordance with the financial owned
WEB SERVICE DENGAN METODE REPRESENTATIONAL STATE TRANSFER (REST) UNTUK SMART CAMPUS UNISBANK DENGAN FRAMWORK CODEIGNITER
Rezal Arminto, Edo;
Zuliarso, Eri
Information Technology and Telematics Vol 8 No 2 (2018)
Publisher : Information Technology and Telematics
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ABSTRACT University of Stikubank started On April 28, 1968 from July 5, 2001, officially STMIK, STIBA and STIH Stikubank has changed shape and joined UNIVERSITAS STIKUBANK Semarang, the advancement of technology in the field of web and android very fast then smart campus which is only mobile web in develop the author to be Smart campus based on android. Data collection method used is observation method, interview and literature study. Methodology of system development in this research use Prototype methodology. The result of this research is creating smart campus application based on android, and in its management research using Codeigniter Framework with Representational Transfer method so that applicator is easy to take student data and safe from hacker.
APLIKASI ADMINISTRASI KEUANGAN PONDOK PESANTREN ADDAINURIYAH 2 BERBASIS WEB MOBILE
Ali Basri, Muhamad;
Alfa Razaq, Jeffri
Information Technology and Telematics Vol 8 No 2 (2018)
Publisher : Information Technology and Telematics
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ABSTRACT Pondok Pesantren Addainuriyah 2 was established in 1980, from the time of its establishment until Currently the income of the financial data that takes place at the addainuriyah 2 pesantren is done manually by the Financial treasurer. financial management is done by manual writing on the book course. Data collection method used is the method of observation, interview and literature study. Methodology of system development in this research use Waterfall methodology. The results in this study are the creation financial management applications Pondok Pesantren Addainuriyah 2 berbasis web mobile,and in the management of research using the method First In First Out for this system aims to facilitate the arrangement in financial management in boarding school addainuriyah 2.
PENGAMANAN DATA NASABAH DENGAN METODE ENKRIPSI RC4 & STEGANOGRAFI LSB
Kurniawan, Arif;
Husni Al Amin, Imam
Information Technology and Telematics Vol 8 No 2 (2018)
Publisher : Information Technology and Telematics
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Abstract Cooperative information system is one website that has a process of saving and borrowing as well as storage of process proceeds to the database and storage of customer data. This customer data is very important for customer's question to the cooperative, then this customer data must be secured. Security in a data is very important in the deployment of the system online. There are many possible data that can be taken or misused by others. This study aims to perform security on customer data to be safely maintained. This research uses method of RC4 Encryption and LSB Steganography. The result of this research is Saving and Loan Cooperative Information System with process storage and customer data that apply RC4 encryption and LSB Steganography on customer data security.
WEB SERVICE PADA APLIKASI SMART CAMPUS UNISBANK BERBASIS ANDROID
Zuliarso, Eri;
Wibowo, Sayogo
Information Technology and Telematics Vol 8 No 2 (2018)
Publisher : Information Technology and Telematics
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ABSTRACT Stikubank University is one of the universities in the city of Semarang. With the rapid technological advances, the campus information system, which was originally developed by the author, became an Android-based Smart Campus application. Data collection methods used are methods of observation, interviews and literature studies. The system development methodology in this study uses the Waterfall methodology. The results in this study are the creation of a smart campus application that is based on android, and in its research management using the AngularJS Framework and the Cordova Framework by using web service technology, the android application can easily obtain student data and can be utilized for the convenience of accessing information.
SISTEM PEMESANAN SERVICE MOTOR PADA YAMAHA MATARAM SAKTI PEMUDA SEMARANG
Akhmad Romadhoni, Rizqi;
Nugroho, Isworo
Information Technology and Telematics Vol 8 No 2 (2018)
Publisher : Information Technology and Telematics
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Abstract Yamaha is one of the automotive manufacturers that sell various types of motorcycles and provide a place to do motorcycle maintenance. The services we provide so far have not been satisfactory to consumers, the more the number of yamaha motorcycles will increase the length of the queue of consumers when going to care or service vehicles, of course this becomes less fun for consumers who have a lot of busy. To solve existing problems, analysis and design of web-based motor service booking system using PHP as programming language, using MySQL for database design and using UML for system design.
APLIKASI GAME Si PITUNG “HAWKEYE DARI INDONESIA“ BERBASIS ANDROID
Muhammad, Adianzah;
Tri Handoko, Widiyanto
Information Technology and Telematics Vol 8 No 2 (2018)
Publisher : Information Technology and Telematics
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Abstract Folklore is an spoken tradition that generally decreases inherited in people's lives. Folklore is usually in the form of speech that functions as a medium for the disclosure of behavior about the values of life inherent in people's lives. Examples of folklore, Pitung. The development of today's technology makes the community, especially children began to forget and choose to play games through smartphones. Therefore, this study aims to find out how to make the Si Pitung game application "Hawkeye from Indonesia" based on android with a design that is easy to use and can function as an educational medium. The method of making this game is collision detection starting from the analysis of design, manufacture, testing and maintenance. The game model presented in the form of pitung characters as the main character, and there are 3 levels of adventure genre. Each level has a mini-game in the form of multiple choices and guess images that contain pitung folklore and betawi culture. The results showed that the game Si Pitung "Hawkeye from Indonesia" Based on Android made using construct 2 can be run on a mobile device with an Android platform easily by users. So that it can help children to get to know Si Pitung folklore and Betawi culture