cover
Contact Name
Rio Andriyat Krisdiawan
Contact Email
rioandriyat@uniku.ac.id
Phone
+6285224064393
Journal Mail Official
nuansa.informatika@uniku.ac.id
Editorial Address
Jalan Cut Nyak Dhien No.36A Kuningan, Jawa Barat, Indonesia.
Location
Kab. kuningan,
Jawa barat
INDONESIA
Nuansa Informatika
Published by Universitas Kuningan
ISSN : 18583911     EISSN : 26145405     DOI : https://doi.org/10.25134/nuansa
Core Subject : Science,
NUANSA INFORMATIKA is a peer-reviewed journal on Information and Technology for communication media academics, experts and practitioners of Information Technology in pouring ideas of thought in the field of Information Technology. NUANSA INFORMATIKA is a peer-reviewed journal on Information and Technology covering all branches of IT and sub-disciplines including Algorithms, system design, networks, games, IoT, Software engineering, Mobile applications, and others
Articles 11 Documents
Search results for , issue "Vol 15, No 1 (2021)" : 11 Documents clear
PENERAPAN TECHNIQUE FOR ORDER PREFERENCE BY SIMILARITY TO IDEAL SOLUTION (TOPSIS) TERHADAP MINAT GENRE MUSIK DAN TINGKAT KESUKAAN PROGRAM ACARA RADIO UKIM FM Moze Victor Lusikooy; Trientje Marlein Tamtelahitu
NUANSA INFORMATIKA Vol 15, No 1 (2021)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (316.076 KB) | DOI: 10.25134/nuansa.v15i1.3879

Abstract

Keberadaan radio komunitas dihadang sejumlah masalah yaitu, batasan frekuensi dan jangkaua n. Radio komunitas diperkirakan akan mati karena tiga sebab. Pertama, kebedaraannya dalam sistem yang diundang-undangan yang cenderung memiliki ruang geraknya 2,5 KM. Kedua, radio komunitas harus bersaing dengan radio swasta yang memiliki modal (kapital) jauh lebih. Ketiga, pendengar yang mulai beralih ke media lain. Metode yang digunakan adalah TOPSIS yang difokuskan pada beberapa tahapan, dengan studi kasus pada radio UKIM FM dengan cara berbagi kuisioner kepada pendengar komunitas untuk melihat genre musik yang disukai dan tingkat kesukaan pendengar UKIM FM terhadap 6 (enam) program acara radio UKIM FM. Penentuan kriteria bobot bobot genre musik dan program berdasarkan usia, Waktu mendengar berapa jam sehari, isi konten sesuai minat / kebutuhan pendengar, genre musik, penyiar, Music Director (MD) dan interaktif dengan pendengar yang dapat menyelesaikan masalah dinamis dalam mencari alternatif terbaik agar Dapat digunakan oleh pengambil keputusan dalam mengembangkan program acara yang diminati diselingi dengan genre musik yang masuk oleh pendengar sehingga dapat meraih kembali banyak pendengar. Hasil yang diperoleh,.
PENGEMBANGAN METODE PEMBELAJARAN HURUF HIJAIYAH DENGAN SMARTPHONE ANDROID Edi Junaedi; Fithri Wulandari
NUANSA INFORMATIKA Vol 15, No 1 (2021)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (358.627 KB) | DOI: 10.25134/nuansa.v15i1.3834

Abstract

SDIT Al-Istiqomah II Kota Tangerang adalah Sekolah Islam Terpadu yang terletak di Perumnas Kota Tangerang. Pelajaran huruf hijaiyah adalah salah satu pelajaran wajib bagi SDIT Al-Istiqomah, namun kurangnya guru adalah masalah utama pada SDIT Al-Istiqomah. Masalah ini memiliki dampak yang cukup besar bagi pemahaman murid dalam memahami materi di SDIT Al-Istiqomah khususnya di bidang Pembelajaran huruf hijaiyah. Setidaknya durasi guru untuk membuat murid belajar huruf hijaiyah sangat minim karena mempelajari materi harus dilakukan secara intensif. Oleh sebab itu dibutuhkannya sebuah aplikasi android untuk memudahkan murid dalam belajar huruf hijaiyah. Penelitian ini dilakukan dengan mengkombinasikan masukan dari berbagai pihak seperti dosen, narasumber, dan institusi lain. Metode dalam penelitian rancang bangun aplikasi pembelajaran huruf hijaiyah ini peneliti menggunakan model SDLC Waterfall. Yaitu metode yang digunakan adalah enam tahapan di antaranya: Sistem planing, analisis kebutuhan perangkat lunak, desain, coding, pengujian dan pemeliharaan, selain itu peneliti juga melakukan beberapa tahapan yaitu: diskusi dan koordinasi, pengumpulan data dan bahan ajar termasuk penggunaan Al-Quran, buku Iqro dan media internet, pembuatan aplikasi, diseminasi internal, publikasi ilmiah, serta pelaporan penelitian. Tujuan dari penelitian ini adalah dapat menghasilkan suatu media pengajaran berbasis teknologi pembelajaran huruf hijaiyah yang interaktif dan mudah digunakan sehingga proses pembelajaran akan lebih menarik dan mudah dipahami, serta dapat mendorong lembaga pendidikan untuk memanfaatkan teknologi sebagai media pembelajaran yang interaktif dan menyenangkan. Hasil dari penelitian ini yaitu aplikasi media pembelajaran huruf hijaiyah dengan smartphone android dan media pembelajaran yang mudah dan layak digunakan.
PENGEMBANGAN MEDIA MULTI MEDIA SEBAGAI BAHAN AJAR UNTUK MATA KULIAH ENGLISH COMMUNICATION FOR COMPUTER GRAPHICS (Sebuah Studi Kasus pada Program Studi Desain Komunikasi Visual Fakultas Ilmu Komputer Universitas Kuningan) Roni Nursyamsu; Jerry Dounald Raharjaan; Yulyanto . .
NUANSA INFORMATIKA Vol 15, No 1 (2021)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (809.773 KB) | DOI: 10.25134/nuansa.v15i1.3881

Abstract

The Visual Communication Design Department is one of departments at Faculty of Computer Sciences, Kuningan University which offers English Communication for Computer Graphic courses to 6th semester students. This class requires the development of teaching materials that can help student understanding in studying these courses by collaborating with information technology assistance. Based on the results of observations in the previous semester, when the teaching, lecturer used classical lecture media in the form of power points, it did not provide understanding and interest in student learning.Based on the description above, to overcome the problem of lecturing in the English Communication for Computer Graphic course, the writers try to design multimedia teaching materials that include input material, content focus material, language focus material and tasks. The formulation of the problem in this research is: how to design and develop a multimedia learning media for the English Communication for Computer Graphic course that will be used in the teaching and learning process.The research on the developing multimedia learning in the English Communication for Computer Graphics course uses a Research and Development (RD) research framework. The writers develop software in the form of English learning media for the Visual Communication Design Department. The research process was carried out by developing a product and conducting a validity test. There are many kinds of software that supports use in the process of creating interactive multimedia applications with their own functions. In making interactive multimedia application, they used several software. The software used is as follows: Adobe Photoshop CS3, Adobe Flash CS3, and Adobe Audition 1.5. With this multimedia-based teaching material, it is hoped that students can be actively involved in English lecture activities, especially in the English Communication for Computer Graphic course, and they can easily understand the content of the material provided so that at the end of the lecture students can use spoken English as well as written in their life, especially in understanding and communicating English in certain fields English for Specific Purposes).Keywords: Learning Media, English Communication for Computer Graphic.
PEMBANGUNAN APLIKASI SEBAGAI MEDIA PEMBELAJARAN BANGUN RUANG TINGKAT SD/SMP DENGAN MENGGUNAKAN METODE MARKER AUGMENTED REALITY Nur Alamsyah; Rio Andriyat Krisdiawan
NUANSA INFORMATIKA Vol 15, No 1 (2021)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (662.697 KB) | DOI: 10.25134/nuansa.v15i1.3847

Abstract

Nowadays, the development of technology is growing so rapidly and the development can not be stopped. With a lot of advanced technology that popping up, various kinds of human work can be done in more innovative way. One of the example is in the field of education. Right now, there is a lot variety of learning media based technology, one of them is learning media using Augmented Reality technology or often shortened become AR. Application Development as Solid Shape Learning Media for Elementary School/Junior High School Level Using Marker Augmented Reality Method is one of utilization of the AR technology in the field of education, especially as learning media. By making solid shape learning media based Augemented Reality technology, students are expected to understand learning materials easily, and student’s learning interest can increased because the solid shape objects are build in attractive design colorful, and interactive to avoid boredom. Based on it, then this research become one of the new breakthrough in education field that utilizing the advancement of technology and help the teacher provide more interesting learning media. Meanwhile, the result of this research is an AR application and a solid shape mathematic book (handbook).Keywords : : Augmented Reality, Marker Augmented Reality, Learning Media, Solid Shape
IMPLEMENTATION OF THE RSA CRYPTOGRAPHIC ALGORITHM IN THE QR-CODE ANDROID-BASED BUILDING PERMIT CHECKING APPLICATION Darsanto Faiz; Rio Andriyat Krisdiawan; Dias Eka Prayuda
NUANSA INFORMATIKA Vol 15, No 1 (2021)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (464.825 KB) | DOI: 10.25134/nuansa.v15i1.3895

Abstract

The investment office and one-stop integrated service (DPMPTSP) of Kuningan regency issues various kinds of permits, one of which is a building permit (IMB) issued by the investment office and one-stop integrated service on the applicant's side. Research is motivated by the vulnerability of counterfeiting permits that have been granted by the investment service and one-stop integrated services. The purpose of this research is to create a system or information technology that can help to make it easier to check building permits, one of which is by using QR-Code technology. This system can scan code that has been encrypted with the RSA algorithm so that the code created is not easily faked or read with similar applications. RSA Cryptography Algorithm, an algorithm used to encrypt and decrypt data. The RSA algorithm itself is an asymmetric algorithm, so it has a public key and a private key. RSA has a basic encryption and decryption process in the concepts of prime numbers and modulo arithmetic. The decryption and encryption keys are both integers. The encryption key is not kept secret and is known to the public so that the encryption key is also known as the public key, but the key for decryption is secret.Keywords: DPMPTSP, QR-Code, RSA Cryptrographic Algorithm
APLIKASI INVERTORY YANG TERINTEGRASI DENGAN INVENTARIS BARANG MENGGUNAKAN BARCODE SCANNER BERBASIS WEB endra suseno; sherly gina supratman
NUANSA INFORMATIKA Vol 15, No 1 (2021)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1136.343 KB) | DOI: 10.25134/nuansa.v15i1.3526

Abstract

The process of providing tools in the Kuningan university environment is still done manually, namely by writing what items or tools are needed by each unit, the task force is submitted to the field of facilities and infrastructure managed by the University. This research was conducted to design and create and implement an integrated inventory system with inventory using barcode scanners using web network media, so that the scanner readings can be processed by the inventory application via a PC connected to a network of workstations in each task force at Kuningan University. . The development of an integrated inventory system with inventory of goods uses the RUP (Rational Unified Process) application development method. Rational Unified Processis a software engineering method developedWithusing the concept of object oriented, with activities that focus on developing models using the Unified Model Language (UML). In the inventory and inventory system, there are three actors, namely management and executor. The actor is a management who is a registered provider in the system who has full access rights to manage monitoring data and report goods data periodically. Meanwhile, two actors are not only users who have limited access rights according to their needs. In user actors, there are derivative actors who become users of the system, because those listed in the application are faculties.Keyword : web base  inventory aplication
SISTEM PAKAR GANGGUAN DEPRESI PADA ANAK Aldila Maharani; Nilma Nilma; Ari Irawan
NUANSA INFORMATIKA Vol 15, No 1 (2021)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (421.839 KB) | DOI: 10.25134/nuansa.v15i1.3418

Abstract

Sistem pakar merupakan salah satu aplikasi dari kecerdasan buatan (Artificial Intelegence). Tujuan dari sistem pakar bukan untuk menggantikan posisi seorang pakar tetapi lebih menginformasikan dan memasyaraktkan pengetahuan dari seorang pakar. Gangguan psikologi pada anak banyak yang kurang disadari oleh orang tua dan pengajar yang menyebabkan terlambatnya penanganan pada anak. Tujuan dari penelitian dan dibuatnya aplikasi ini untuk membantu pengguna mendapatkan informasi mengenai gejala-gejala awal pada gangguan psikologis dan membantu mendiagnosa gangguan psikologi anak lebih awal. Aplikasi sistem pakar ini menggunakan Java sebagai Bahasa pemrograman dan menggunakan metode forward chaining. Sistem pakar ini mampu membantu dan mempermudah pengguna dalam memperoleh informasi gangguan psikologi pada anak khususnya mengenai depresi (depresi mayor, depresi persisten, gangguan bipolar dan depresi psikotis).
PENGUKURAN MINAT BACA MAHASISWA DENGAN METODE CLUSTERING DI PERPUSTAKAAN AKADEMI KEPERAWATAN RS.DUSTIRA CIMAHI MENGGUNAKAN DATA MINING Eryan Ahmad Firdaus; Shanti Maulani; Asep Budi Dharmawan
NUANSA INFORMATIKA Vol 15, No 1 (2021)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (574.207 KB) | DOI: 10.25134/nuansa.v15i1.3856

Abstract

Based on the results of research to measure students' reading interest in Akper RS. Dustira Cimahi Library can be done by using clustering method. In this study using library data, namely Akper RS. Dustira Cimahi library database. taken from three main table sources such as visitorlog table, collection table and member table which will then be integrated and selected so that it can be put together into a data warehouse. In using data mining, checking the title of the book collection to find out the title of the book that is in great demand by students and students of what level borrows the most books and also the most books read in Akper RS. Dustira Cimahi library. From this information, it can be concluded that final-level students prefer to borrow and read books than students who are still in the early semester. The book with the title Introduction to Basic Human Needs is most in demand and widely borrowed and read while the title of the collection of books that are very little borrowed and read is a book with the title Learn Computer Science. By using the cluster method it can be known that the category of Nursing books is a book that is in great demand by students while Computer Science books belong to the category of book collections that are very little in demand by all nursing students. Keywords: Clustering Method, Data Mining, Collection Table, Member Table, Visitorlog Table.
IMPLEMENTASI ALGORITMA FAST (FEATURES FROM ACCELERATED SEGMENT TEST) CORNER DETECTOR UNTUK PENGENALAN ALAT MUSIK TRADISIONAL KABUPATEN KUNINGAN BERBASIS AUGMENTED REALITY Rio Priantama; Agus Wahyudin; Hendra Wibowo
NUANSA INFORMATIKA Vol 15, No 1 (2021)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (689.768 KB) | DOI: 10.25134/nuansa.v15i1.3906

Abstract

One of the cultures of Kuningan Regency that still exists today is traditional musical instruments whose numbers and types, historical information and how to play are increasingly rare to be introduced in schools and studios. One of the efforts to preserve and introduce traditional musical instruments in Kuningan Regency to the community, is by holding annual traditional musical instrument festivals, but these efforts have not been able to increase public knowledge about information from traditional musical instruments in Kuningan Regency. Technology that is able to provide information on traditional musical instruments and is able to be attractive and interactive is absolutely necessary as an alternative effort. Augmented Reality application by implementing the FAST Corner Detector algorithm can be built as an alternative to the introduction of traditional musical instruments in Kuningan Regency. This application was built using the RUP (Rational Unified Process) system development method. Application of Augmented Reality Introduction to Traditional Musical Instruments in Kuningan Regency can provide information about the types of musical instruments as well as examples of sounds and videos on how to play traditional musical instruments as a means of media in an effort to preserve traditional musical instruments in Kuningan regency in society, especially the younger generation.Keywords : Augmented Reality, FAST Corner Detector, Rational Unified Process,Traditional musical instrumen
RANCANG BANGUN APLIKASI PENGENALAN BATIK TULIS PASEBAN BERBASIS ANDROID erik Kurniadi; Rika Nugraha
NUANSA INFORMATIKA Vol 15, No 1 (2021)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (384.96 KB) | DOI: 10.25134/nuansa.v15i1.3831

Abstract

There is a lot of useful information about batik culture, such as its history, the philosophical meaning of its motifs, to the development of the batik industry. However, knowledge about batik culture, especially in Paseban batik, is still poorly understood by the wider community, especially the Kuningan community itself. Based on the above background, the authors are interested in conducting research with the title "Application Design for Introduction to Android-Based Paseban Written Batik". Information systems are currently being developed using the WEB platform so as to increase ease of access. By taking advantage of these conditions, it is necessary to develop a method of disseminating information that provides batik knowledge that will be loaded on an Android-based mobile device. This study aims to increase knowledge and insight, instill a love of batik culture, and for the younger generation to continue to maintain and preserve this cultural heritage. The research of this batik material will be specified in Paseban Batik, which is batik produced from Cigugur Kuningan. Keywords: Android, WEB, Batik Tulis Paseban

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