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 211 Documents
RANCANG BANGUN GAME TREASURE OF LABYRINTH DENGAN ALGORITMA BACKTRACKING BERBASIS ANDROID Rio Andriyat Krisdiawan; Ramdoni Ramdoni; Aji Permana
NUANSA INFORMATIKA Vol 14, No 1 (2020)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (692.544 KB) | DOI: 10.25134/nuansa.v14i1.2442

Abstract

Games are one of the entertainment media which is the choice of almost everyone to get rid of boredom or just fill in spare time, there are also games used as hobbies and moreover games are now used as electronic sports (e-sports). Currently the game has many types of games, one of which is a type of puzzle game (puzzle). One puzzle game is a maze game. The labyrinth is a puzzle that has a complex branching form and has many dead ends. At the moment there are many labyrinth type games, but rarely are labyrinth games equipped with characters, enemies and a dynamic maze that can change if the game is repeated. To create a labyrinth game that has a dynamic labyrinth arena requires a labyrinth generator or can be called a labyrinth generator by utilizing the backtracking algorithm. This algorithm is powerful enough to be used in some problem solving and also to provide artificial intelligence in the game. The software methodology used in making games is the GDLC (Game Development Life Cycle). GDLC is a game development model that adopts an iterative approach consisting of 6 development phases, starting from the innitiation, pre-production, production, testing, beta and realese phases. for the generation of the labyrinth arena using the Backtracking algorithm while for testing this game uses the UAT (User Acceptment Test). The results of this study in the form of an adventure game based on a maze puzzle that is applied to mobile android. This game is played to train players in problem solving and entertainment facilities.Keywords: Puzzle Game, GDLC (Game Development Life Cycle), Backtracking Algorithm, Android
Sistem Informasi Pelaporan dan Pencatatan Aktifitas Kegiatan Hutan di Taman Nasional Gunung Ciremai Berbasis Image Geotagging Iwan Lesmana; Yati Nurhayati
NUANSA INFORMATIKA Vol 14, No 1 (2020)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (489.423 KB) | DOI: 10.25134/nuansa.v14i1.2305

Abstract

Current advances in information technology, especially cellular phones, have become tools that can facilitate the dissemination and delivery of information from one party to another. The concept of geotagging is very similar to marking points on GPS devices, geotagging not only adds waypoints but also adds spatial metadata information to digital media or photos. The process of reporting and recording activities is still using manual processes, both recorded and unrecorded and there is no system for save the reporting process. The system design in this study is an information system that can be accessed by the public in the form of reporting geotagging images on an android application (.apk) and integrated management by Balai TNGC. Achievements or research targets to be achieved are the ease of delivery of information from the community or TNGC officers in terms of reporting and recording of forest activities and the wishes of the authors are expected to be a pilot or reference that can be used by all National Parks in Indonesia. The system development in this study uses the Extreme Programing (XP) method, where this method is suitable for the existing problems. For modeling design using UML (Unified Modeling Language.Keywords: TNGC; Geotagging; Android; Extreme Programing; UML
CUSTOMER RELATIONSHIP MANAGEMENT (CRM) UNTUK PRODUK APLIKASI HOTELMU BERBASIS WEBSITE Nur Alamsyah
NUANSA INFORMATIKA Vol 14, No 1 (2020)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (712.091 KB) | DOI: 10.25134/nuansa.v14i1.2472

Abstract

This research aims to build information systems Customer Relationship Management for the Hotelmu Products in managing customers data, proposals data, contracts data and invoicing data. Information systems and Customer Relationship Management are also expected to facilitate the Hotelmu customers’ application to convey complaints, suggestions and criticism. This information system will be designed and built with the Prototype process models and methods of object oriented development. To describe the results of analysis by Object Oriented approach to these compilers uses Unified Modeling Language (UML), among others, Use Case diagrams, Activity diagrams, Sequence Diagrams, and Class diagrams. Then it will be built with CodeIgniter programming language and MySQL as database. Information system Customer Relationship Management (CRM), is expected to ease the controlling all Hotelmu clients effectively and efficiently. So the recapitulation process of client data, making proposals, contracts, and invoices use a special application, and the data stored in the database safely and it can be searched at any time by efficiently. Keywords : CRM, Hotelmu, Object Oriented, Prototype
CUSTOMER RELATIONSHIP MANAGEMENT DESIGN FOR PARENT SERVICE WEBSITE BASED IN STKIP MUHAMMADIYAH KUNINGAN Dyah Puteria Wati; Yoyo Zakaria; Sofhian Fazrin Nasrulloh
NUANSA INFORMATIKA Vol 14, No 1 (2020)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (576.657 KB) | DOI: 10.25134/nuansa.v14i1.2310

Abstract

Dunia pendidikan saat ini berkembang sangat pesat, dimana suatu lembaga akan berhasil apabila didukung oleh teknologi informasi. Namun dukungan dari teknologi informasi saja tidak cukup, maka dari itu diperlukan tenaga ahli dan hal terpenting adalah komitmen manajemen untuk menjalin relasi dengan baik. Customer Relationship Management merupakan model menajemen yang dibutuhkan di STKIP Muhammadiyah Kuningan untuk menjalin hubungan yang baik antara lembaga dengan orangtua mahasiswa sehingga mampu meningkatkan kepuasan pelayanan orangtua. Salah satu permasalahan yang ada saat ini adalah penanganan keluhan orangtua yang belum maksimal dikarenakan tidak adanya manajemen keluhan yang baik. Adapun pada penelitian ini menggunakan analisis SWOT (Strenghts, Weakness, Opportunities, dan Threats) dan UML (Unified Modeling Language) untuk menggambarkan model Customer Relationship Management. Dengan demikian Customer Relationship Management berbasis website ini mampu menjadi solusi untuk meningkatkan pelayanan kepada orangtua mahasiswa di STKIP Muhammadiyah Kuningan.Kata Kunci: CRM, Website, UML, SWOT
RANCANG BANGUN SISTEM INFORMASI KEPEGAWAIAN (STUDI KASUS: UNIVERSITAS KUNINGAN) Aji Permana
NUANSA INFORMATIKA Vol 14, No 2 (2020)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (918.381 KB) | DOI: 10.25134/nuansa.v14i2.2895

Abstract

Design of Personnel Information System (A Case Study at Kuningan University) is a means to manage and obtain employee data both Lecturers and Educational staffs at Kuningan University. Management of this application includes employee data, employee documents, periodic payments, in passing, attendance, service personnel questionnaire and so forth. This Personnel Information System provides the official website of the personnel department as a means of information for employees as well as a public means for obtaining job vacancy information. The results obtained in this Personnel Information System consist of employee data reports, periodic, in passing and other approval data that can be adjusted according to the type of report and the range taken.Keywords: Personnel Information System
RANCANG BANGUN SISTEM INFORMASI KEPEGAWAIAN (STUDI KASUS: UNIVERSITAS KUNINGAN) Permana, Aji
NUANSA INFORMATIKA Vol 14, No 2 (2020)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (918.381 KB) | DOI: 10.25134/nuansa.v14i2.2895

Abstract

Design of Personnel Information System (A Case Study at Kuningan University) is a means to manage and obtain employee data both Lecturers and Educational staffs at Kuningan University. Management of this application includes employee data, employee documents, periodic payments, in passing, attendance, service personnel questionnaire and so forth. This Personnel Information System provides the official website of the personnel department as a means of information for employees as well as a public means for obtaining job vacancy information. The results obtained in this Personnel Information System consist of employee data reports, periodic, in passing and other approval data that can be adjusted according to the type of report and the range taken.Keywords: Personnel Information System
Analisis Perbandingan Metode AHP dan TOPSIS Dalam Pemilihan Asisten Laboratorium di FKOM UNIKU siti maesyaroh
NUANSA INFORMATIKA Vol 14, No 2 (2020)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (626.283 KB) | DOI: 10.25134/nuansa.v14i2.2913

Abstract

Laboratory assistant selection system is an application that is used to determine students who are eligible to become laboratory assistants based on the results of testing that has been done. The tests include a filing test (document requirements and a minimum grade of practicum and IPK courses), an interview test, micro teaching and a written test (competency). In this system can be used with several methods as comparative analysis material. This study compares two methods of decision support systems namely Analytical Hierarchy Process (AHP) and Technique for Order Preference by Similarity to Ideal Solution (TOPSIS). Comparison of the two methods is based on four criteria, namely the value of interviews, written tests, academic grades, and microteaching. In this study obtained different results from each method so that it can find out which method can provide optimal results for the decision support system for the selection of laboratory assistants in the Faculty of Computer Science, Kuningan University.Keywords: Decision Support System (SPK), Analytical Hierarchy Process (AHP), Technique For Order Preference by Similarity to Ideal Solution (TOPSIS).
Analisis Perbandingan Metode AHP dan TOPSIS Dalam Pemilihan Asisten Laboratorium di FKOM UNIKU maesyaroh, siti
NUANSA INFORMATIKA Vol 14, No 2 (2020)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (626.283 KB) | DOI: 10.25134/nuansa.v14i2.2913

Abstract

Laboratory assistant selection system is an application that is used to determine students who are eligible to become laboratory assistants based on the results of testing that has been done. The tests include a filing test (document requirements and a minimum grade of practicum and IPK courses), an interview test, micro teaching and a written test (competency). In this system can be used with several methods as comparative analysis material. This study compares two methods of decision support systems namely Analytical Hierarchy Process (AHP) and Technique for Order Preference by Similarity to Ideal Solution (TOPSIS). Comparison of the two methods is based on four criteria, namely the value of interviews, written tests, academic grades, and microteaching. In this study obtained different results from each method so that it can find out which method can provide optimal results for the decision support system for the selection of laboratory assistants in the Faculty of Computer Science, Kuningan University.Keywords: Decision Support System (SPK), Analytical Hierarchy Process (AHP), Technique For Order Preference by Similarity to Ideal Solution (TOPSIS).
SISTEM INFORMASI REKRUTMEN KARYAWAN BERBASIS WEB MENGGUNAKAN ALGORITMA SAW (SIMPLE ADDITIVE WEIGHTING) Nur Alamsyah
NUANSA INFORMATIKA Vol 14, No 2 (2020)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (634.263 KB) | DOI: 10.25134/nuansa.v14i2.2976

Abstract

This research aims to develop a system of employee recruitment. Generally, the stages of employee recruitment systems still use manual system methods, such as receiving prospective employee application documents and conducting psychological tests directly by giving questions in paper form. This way is considered less efficient because it takes long time. One way to overcome the problems described above is by having a web-based recruitment information system that is able to provide information about job vacancies for prospective employees as well as the stages of the employee recruitment process such as document selection, online psychological testing. By using appropriate technology, it is expected to provide improvement and it can develop a system that is originally a manual into an information system that is faster, easier and more efficient in recruiting employees by using a Decision Support System to support the decision-making stage of identifying problems, selecting relevant data, determining the approach used in the decision making process which uses the Simple Additive Weigthing (SAW) method. The methodology used to design and build a decision support system is the Ration Unified Process (RUP). Unified Modeling Language (UML) is used for design Keywords : CRM, Hotelmu, Object Oriented, Prototype
SISTEM INFORMASI REKRUTMEN KARYAWAN BERBASIS WEB MENGGUNAKAN ALGORITMA SAW (SIMPLE ADDITIVE WEIGHTING) Alamsyah, Nur
NUANSA INFORMATIKA Vol 14, No 2 (2020)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (634.263 KB) | DOI: 10.25134/nuansa.v14i2.2976

Abstract

This research aims to develop a system of employee recruitment. Generally, the stages of employee recruitment systems still use manual system methods, such as receiving prospective employee application documents and conducting psychological tests directly by giving questions in paper form. This way is considered less efficient because it takes long time. One way to overcome the problems described above is by having a web-based recruitment information system that is able to provide information about job vacancies for prospective employees as well as the stages of the employee recruitment process such as document selection, online psychological testing. By using appropriate technology, it is expected to provide improvement and it can develop a system that is originally a manual into an information system that is faster, easier and more efficient in recruiting employees by using a Decision Support System to support the decision-making stage of identifying problems, selecting relevant data, determining the approach used in the decision making process which uses the Simple Additive Weigthing (SAW) method. The methodology used to design and build a decision support system is the Ration Unified Process (RUP). Unified Modeling Language (UML) is used for design Keywords : CRM, Hotelmu, Object Oriented, Prototype