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INDONESIA
SMATIKA
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Articles 5 Documents
Search results for , issue " Vol 4, No 1 (2014)" : 5 Documents clear
Meningkatkan Rasio Kompresi Citra Digital Dengan Huffman Coding Pada Transfer Data Retno Sundari, Sapta Aji Sri Margiutomo, Linda Suvi Rahmawati
SMATIKA Vol 4, No 1 (2014)
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Abstract

Komunikasi saat ini tidak lagi melihat jarak dan tempat hal ini merupakan dampak dari perkembangantenologi digital yang berkembang sangat pesat, dimana kita dapat melihat atau berkumunikasi secara nyatamelihat lawan bicara atau  mengadakan telekonfren dalam rapat dengan berbagai tempat yang berbeda.Dalam komunikasi ini yang sangat berperan adalah kecepatan pengiriman data dan seberapa besar datatersebut di kirim dan di terima, semakin besar data tersenbut maka semakin lambat. Hal ini menarik untuk di lakukan penelitian bagaimana dapat memperkecil data dari suatu gambartanpa mengurangi kulaitas atas gambar tersebut sehingga dapat mempercepat proses pengiriman data ,algoritma huffman telah membuka bagaimana kompresi data atas gambar, algoritma ini mengurangi datayang berulang sehingga dapat memperkecil data dari suatu gambar/image. Penelitian ini mengitungperbandingan data sebelum dan sesudah kompresi. 
Sistem Informasi RT/RW Sebagai Media Komunikasi Warga Berbasis Web Widodo, Anita, Sugeng
SMATIKA Vol 4, No 1 (2014)
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Abstract

Rukun tetangga/rukun warga (RT / RW) is an institution established through consultation with the local community in order to provide services to citizens. RT / RW has an important role in maintaining andpreserving the values of a society that is based on mutual cooperation and kinship; facilitate theimplementation of the governments job in rural or urban and community development, as well as empowerall governmental organizations and businesses to improve the welfare of society. Therefore, the RT / RWshould provide a good service for the citizens that create a conducive society. Society needs a service at anytime, but the service can only be provided to the citizens during the afternoon or day off becauseadministrators RT / RW has personal interests. These problems can be overcome by building a web-basedinformation system that is capable of being a medium of communication between citizens and administratorsRT / RW.
Rancang Bangun Data Repository Biro Penelitian Publikasi dan Pengabdian Masyarakat Universitas Kristen Satya Wacana (Studi Kasus: Biro Penelitian Publikasi Dan Pengabdian Masyarakat UKSW) Frederik S. Papilaya, Penindas Fiodinggo Tanaem, Andeka R. Tanaamah,
SMATIKA Vol 4, No 1 (2014)
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Publication Research and Society Dedication Agent is an institution that is active inpublication, research and society dedication field that operates in the area of Satya WacanaChristian University and has function to build up the culture of research and dedication of lecturers,to develop publication practice, and also to help developing research institution in study programarea, Faculty, and university based on critical, creative, principle and positive participation and alsoto make Salatiga city as the object of society dedication of Satya Wacana Christian University.  There is a repository or digital library which becomes a subdivision of technologydevelopment nowadays which gives great contribution for each individual and group who uses it indelivering information. To answer this defiance, it is prominent to have a digital library.  By usingSystem Development Life Cycle (SDLC) method, it will help to build a desired application throughmaking use of waterfall model, since this model applies a serial feature in every process that exists.Therefore, this research is expected to produce an application that is able to successfully keep allresearch data recorded in Publication Research and Society Dedication Agent to be delivered inmore effective and efficient forms.
Studi Perbandingan Adaptasi Penggunaan Media Sosial Dengan Analisa Diskriminan Indarwati, Tri Y. Eveline Tias A.
SMATIKA Vol 4, No 1 (2014)
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Abstract

Penelitian ini berisi tentang kajian perilaku pengguna (user) terhadap penggunaan Facebook dan Twitter yang berbasis web. Responden adalah mahasiswa di sekolah tinggi komputer sebagai pengguna (user) mediasosial Facebook dan Twitter. Penelitian ini mencoba melihat perbedaan antara kelompok pengguna sosialmedia facebook dan twitter dilihat dari Technology Acceptance Model (TAM ) yang terdiri dari variabelperceived ease of use, computer self afficacy, perceived usefulness  dan Usability (navigation, presentation,learnability, task supports). Variabel Perceived ease of use yang merupakan faktor dari TechnologyAcceptance Model (TAM )  yang membedakan kedua sosial media tersebut. Hal ini terkait dengan fungsisosial media yang digunakan oleh berbagi kalangan dimana kemudahan akses dan penggunaannya akanberpengaruh besar pada jumlah penggunanya. Terbukti dengan jumlah pengguna facebook lebih besardaripada twitter.  Variabel Computer self efficacy sebuah sosial media terkait dengan kemudahan dan keterampilan penggunanya untuk menguasai fitur-fitur yang tersedia. Hal ini dapat dilihat bagaimana para penggunasecara terampil menggunakan firtur-fitur sosial media untuk banyak hal tidak hanya untuk pertemanan sajatetapi berkembang misalnya digunakan untuk bisnis online yang banyak menjamur saat ini. Variabel TaskSupport sebagai faktor dari Usability membedakan bagaimana pengguna sosial media facebook dan twitterdalam memanfaatkan fitur-fitur yang ada di dalamnya. Tingkat kustomisasi Facebook yang merupakansosial media berbentuk situs web memberikan beragam fitur yang lebih banyak dimanfaatkan olehpenggunanya jika dibandingkan twitter. Model diskriminan yang terbentuk ternyata valid untuk digunakankarena tingkat ketepatannya cukup tinggi yaitu 75,5%.
Pengenalan Budaya Indonesia Melalui Permainan Berbasis Android Victorio Nasution, Anang Kukuh Adisusilo, Beny Yulkurniawan
SMATIKA Vol 4, No 1 (2014)
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Abstract

The younger generation is more interested to know the culture of other nations than our own nation.Sense of pride in their own culture, have faded and considers culture in Indonesia is ancient and outdmodedso be reluctant to know more about the national culture. Technological developments in the information isnow widespread in various fields, both in the services sector, the banking industry, as well as on the field ofgame. The game is now preferred by the younger generation so that it can be a means to introduceIndonesian culture, the factors that can be used for socialization and learning process [1] about the cultureof Indonesia.  The game can be played anywhere by using mobile-based technology, it is more interesting for the userto use the game. Mobile technology that is widely used and is free to use android. A variety of Indonesianculture such as weapons, clothing, and other custom homes to show identity and national character can becreated for a game application that is expected to be one means to introduce the culture and history of theIndonesian culture so favored by the younger generation in particular, and society in general. Games withIndonesian cultural features examined in this research, by taking various cultural elements such asMajapahit culture and puppets. The character look like the snails with a Bagong face and Dragon Antabogaas Non Player Character.

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