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
PENERAPAN ALGORITMA FISHER YATES PADA GAMES EDUKASI PENGENALAN HEWAN BERBASIS MOBILE Krisdiawan, Rio Andriyat
NUANSA INFORMATIKA Vol 12, No 2 (2018)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (111.213 KB)

Abstract

Technological developments are growing today is very useful, especially in the use of mobile devices. One of the utilization of this mobile technology especially for children more use in game or game. With the rapidly growing game development, many games are more focused on entertainment and entertainment alone. There are still few games that provide education that is useful for the development of childrens education. In this case the author took the initiative to create an educational game that is able to provide benefits and provide an educational value. In the design of game puzzles, a randomization algorithm is required that can give good results in the randomization. The algorithm used in this research is yates algorithm. That is an algorithm that uses random, which can be implemented by a fisherman algorithm capable of providing biased results (results of randomization by fishermen that are difficult to predict the pattern of the results). This game development using RUP (Rational Unified Process) system development method. With system design based on UML object (Unified Modeling Language) and programming language to be used is programming language based on mobile android.Keywords: Games, Algorithms, Fisher Yates, Mobile Android, Puzzle Games, Educational Games
IMPLEMENTASI METODE CUSTOMER RELATIONSHIP MANAGEMENT PADA ONE STUDIO MUSIK CIAWIGEBANG Sugiarto S
NUANSA INFORMATIKA Vol 11, No 2 (2017)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (513.771 KB) | DOI: 10.25134/nuansa.v11i2.1327

Abstract

One Studio Music is one of the music studios which is addressed in Ciawigebang. One Studio Music offers rental of musical instruments and music studios. The system used in One Studio Music is still manually so that the difficulty in managing visitor data and rental studio and musical instrument into a useful information where the data processing is still written in the ledger and the possibility of data may be lost. Therefore the method of problem solving in this research using CRM method. CRM is a business strategy to improve relationships with customers and satisfy customers. In making this CRM using software development method waterfall model and system design using DFD, ERD. And the programming language used PHP and MySQL. In this study, registered customers as members get CRM facilities such as giving point, sms gateway, event discount, and also member can queue the rental of musical instrument if tool status is not available or being borrowed by other member. System tested using Black Box and White Box. By applying the CRM method the company can retain old customers and also bring in new customers. In addition, CRM deals with customers to improve faster access with better quality
IMPLEMENTASI SCM (SUPPLY CHAIN MANAGEMENT) PADA PENJUALAN ARLOJI DAN ASSESORIS BERBASIS WEB (STUDI KASUS : TOKO HIKMAH JAYA RECORD) Tedi Rijali Rijali
NUANSA INFORMATIKA Vol 11, No 1 (2016)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (968.603 KB) | DOI: 10.25134/nuansa.v11i1.1207

Abstract

Supply Chain Management includes work environment and a broad responsibility. The procurement is one of the main components of SCM. The efficiency in procurement can provide a significant contribution in increasing the volume of the profitin a business sales. The procurement always needs the help of all technology business process. By selecting and implementing suitable technology, it can serve the goal of SCM. The wisdom of Jaya Record (HJR) is the of selling watches for the mid-level, where it has not had a business application for data processing. On the procurement activities, company chooses suppliers who can provide goods with the price and quality in accordance with the desired to get positive values for management stores and customers, it is expected that this new system can improve the quality of information that is useful for the respective institution
IMPLEMENTASI CRM OPERASIONAL PADA SISTEM INFORMASI LEBMAGA PENDIDIKAN DAN PELATIHAN SEA DARMA KECAMATAN DARMA KABUPATEN KUNINGAN Dadan Ramadan
NUANSA INFORMATIKA Vol 10, No 2 (2016)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (687.169 KB) | DOI: 10.25134/nuansa.v10i2.994

Abstract

PENGARUH PENERAPAN MODEL PEMBELAJARAN PROJECT BASED LEARNING (PjBL) DENGAN BERBANTUAN SOFTWARE SPSS TERHADAP MOTIVASI DAN PEMAHAMAN STATISTIKA Heri Herwanto
NUANSA INFORMATIKA Vol 12, No 2 (2018)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (164.735 KB) | DOI: 10.25134/nuansa.v12i2.1354

Abstract

Penelitian yang berjudul “Pengaruh Penerapan Model Pembelajaran Project Based Learning (PjBL) dengan Berbantuan software SPSS terhadap Motivasi dan Pemahaman Statistika” dilakukan pada mahasiswa semester dua program studi Teknik Informatika Fakultas ilmu komputer Universitas Kuningan. Penelitian bertujuan untuk menganalisis pengaruh dari penerapan model pembelajaran Project Based Learning dampaknya terhadap motivasi dan pemahaman statistika mahasiswa. Berdasarkan hasil penelitian diperoleh fakta bahwa besarnya pengaruh penerapan model pembelajaran Project Based Learning terhadap motivasi dan pemahaman statistika adalah sigifikan dan tanggapan mahasiswa terhadap penerapan model pembelajaran Project Based Learning dengan berbantuan software SPSS adalah positif.Kata Kunci : Model Pembelajaran Project Based Learning, Software SPSS, Motivasi dan Pemahaman Statistika
SISTEM INFORMASI KLASIFIKASI LATAR BELAKANG MAHASISWA BERDASARKAN PRESTASI AKADEMIKNYA MENGGUNAKAN TEKNIK DECISSION TREE STUDI KASUS : UNIVERSITAS KUNINGAN Aah Sumiah; Siti Maesyaroh; Fauziah .
NUANSA INFORMATIKA Vol 8, No 2 (2014)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (346.72 KB) | DOI: 10.25134/nuansa.v8i2.275

Abstract

Salah Satu proses akademik untuk masuk ke sebuah perguruan tinggi  adalah melalui proses Penerimaan Mahasiswa Baru. Dalam proses ini diberikan ujian dan proses tes potensi akademik yang digunakan untuk mengukur kemampuan mahasiwa dalam berbagai bidang ilmu pengetahuan. Jika calon mahasiswa bisa melewati ujian dengan hasil yang bagus maka calon mahasiswa akan diterima sebagai mahasiswa sesuai dengan fakultas yang pilihnya dan jika tidak maka calon mahasiswa dinyatakan gagal dalam ujian. Proses seleksi calon mahasiswa baru yang dilakukan oleh universitas kuningan meliputi tes bahasa inggris, tes kemampuan potensi akademik, dan tes wawancara. Yang menjadi pertanyaan adalah apakah ketika mahasiswa mampu mengikuti ujian tes yang diselenggarakan pada awal Penerimaan Mahasiswa Baru dengan hasil bagus apakah kemudian berarti mahasiswa tersebut juga mampu menyelesaikan studinya dengan hasil yang bagus juga. Hal ini lah yang kemudian mendasari penelitian ini.Tujuan Penelitian ini adalah untuk menghasilkan pola data mining pada Penerimaan Mahasiswa Baru untuk memprediksi prestasi akademik mahasiswa berdasarkan latar belakangnya dan mengimplementasikanya ke dalam sebuah sistem informasi berupa program aplikasi yang dapat digunakan pihak lembaga untuk mengambil keputusan menerima atau tidaknya calon mahasiswa.Penelitian ini menggunakan data mining model classification dengan teknik decision tree menggunakan algoritma C.45 dan implementasi program menggunakan visual basic.net. Keyword :  sistem informasi, data mining, classification, decision tree, algoritma C.45, visual basic.net
Implementasi Costumer Relationship Management (CRM) Pada Sistem Informasi Penjualan Ban Di Toko Lingga Ban Berbasis Web Ipan Supandi; Fahmi Yusuf; Fauziah F
NUANSA INFORMATIKA Vol 12, No 1 (2018)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (655.378 KB) | DOI: 10.25134/nuansa.v12i1.1345

Abstract

The store Lingga Tires is a trademark unit engaged in the sale of the tires. The store Lingga Tires only rely on the conventional sales namely the subscriber must come into the store and doing transaction at the store. This makes the customer became less know the products in the market and the existing promotion. The store Lingga Tires want to provide a satisfactory services with want to deliver innovation and convenience for customers. To store the Lingga Tires need a means to support the sales transaction and media promotions effective means of implementing the method Customer Relationship Management (CRM) web-based. CRM is one of the means to build a good relationship with customers and to acquire new customers. Web-based Sales information system is built by the method of software development waterfall , the language of PHP programming technique, MySQL database as data storage and testing method using the black box white box testing this system can be used by the administrator, customers and direction. The administrator is the person who manages the whole system. Customers can make your reservation, payment confirmation and have points shopping. The direction of instructions view report, this system is expected to be a solution to overcome the problems and to be able to increase sales in the Store Lingga Tires.Key Words: Information System,Sale,CRM, Web, Store Lingga Tires
SISTEM PELAYANAN JASA SERVIS MOTOR BERBASIS SMS GATEWAY DENGAN MENERAPKAN METODE CRM (STUDI KASUS BENGKEL AHASS AS PUTRA MOTOR) Rudi Lesmana
NUANSA INFORMATIKA Vol 11, No 2 (2017)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1104.905 KB) | DOI: 10.25134/nuansa.v11i2.1214

Abstract

AHASS AS Putra Motor is a workshop that provides motorcycle vehicle service for Honda brand. In addition, it also provides a variety of vehicle parts and accessories. All the service and spare parts processes conform to the standard of service set by Honda. In an effort to improve services to its customers AHASS AS Putra Motor seeks to provide convenience for customers to make booking services online. It makes easy for customers to schedule their vehicle service in the midst of busy customers. The system built is a system of information booking service service in AHASS AS Putra Motor with SMS Gateway based. This Web-based booking system is built by using Rational Unified Process (RUP) software development methodology by implementing CRM (Customer Relationship Management) method as one of the means to establish good relationships with customers and simplify the services provided. It is built using PHP and CI, and MySQL as data storage.To test the system uses black box white box testing.This system is expected to be a solution to overcome the existing problems and it can improve the service provided by AHASS AS Putra Motor
RANCANG BANGUN GAME KUMBANG KUM OID MENGGUNAKAN ALGORITMA A* (STAR) BERBASIS ANDROID Dede Sunarto; Rio Andriyat Krisdiawan
NUANSA INFORMATIKA Vol 11, No 2 (2017)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (762.162 KB) | DOI: 10.25134/nuansa.v11i2.1124

Abstract

GAME PUZZLE MAKANAN TRADISIONAL DENGAN MENGGUNAKAN ALGORITMA BLUM BLUM SHUB(BBS) SEBAGAI PENGACAKAN GAMBAR BERBASIS ANDROID Ade Hoerudin
NUANSA INFORMATIKA Vol 10, No 2 (2016)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (562.659 KB) | DOI: 10.25134/nuansa.v10i2.990

Abstract

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