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Jurnal Informatika Upgris
ISSN : 24604801     EISSN : 24776645     DOI : -
Core Subject : Science,
Journal of Informatics UPGRIS published since June 2015 with frequency 2 (two) times a year, ie in June and December. The editors receive scientific writings from lecturers, teachers and educational observers about the results of research, scientific studies and analysis and problem solving closely related to the field of Information Technology and Communications / Informatics.
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Articles 12 Documents
Search results for , issue "Vol 2, No 2: Desember (2016)" : 12 Documents clear
MESIN PRESENSI CEPAT DENGAN MENGGUNAKAQR CODE DAN WEBCAM Eka Ardhianto
Jurnal Informatika Upgris Vol 2, No 2: Desember (2016)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jiu.v2i2.1264

Abstract

QR Code is an abbreviation of Quick Response Code. QR Code has been developedby Denso Corporation since 1994 that was first used as an identifier vehicle manufacturingsection. Along with the development needs, QR Code replaces the use of Bar Code in someareas due QR Code can be read only with digital cameras and even webcam and cameraphone.In addition to the use of QR Code as one document security device and QR Code is one of thefast recognition method. So in this study the author tries to take advantage of the QR Code asfast reading and recording of student attendance. The one of the reasons is that the presence ofstudents in each meeting is becoming one of the points of assessment, and the use of digitalcameras have become widespread in many ways, digital camera also embedded built in everylaptop which used by teachers, lecturers and instructors so that presence can be easily done byutilizing the integrated webcam in lapotop.The results of this study is, the application which can utilize QR Code image as the presencecard of students that can be read and recorded using teacher’s, lecturer’s or instructor’slaptop webcams so the process of recording attendance done easily and directly uploaded onacademic information systems
Comparison Algorithm Kernels on Support Vector Machine (SVM) To Compare The Trend Curves with Curves Online Forex Trading irfan abbas
Jurnal Informatika Upgris Vol 2, No 2: Desember (2016)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jiu.v2i2.1142

Abstract

At this time, the players Forex Trading generally still use the data exchange in the form of a Forex Trading figures from different sources. Thus they only receive or know the data rate of a Forex Trading prevailing at the time just so difficult to analyze or predict exchange rate movements future. Forex players usually use the indicators to enable them to analyze and memperdiksi future value. Indicator is a decision making tool. Trading forex is trading currency of a country, the other country's currency. Trading took place globally between the financial centers of the world with the involvement of the world's major banks as the major transaction. Trading Forex offers profitable investment type with a small capital and high profit, with relatively small capital can earn profits doubled. This is due to the forex trading systems exist leverage which the invested capital will be doubled if the predicted results of buy / sell is accurate, but Trading Forex having high risk level, but by knowing the right time to trade (buy or sell), the losses can be avoided. Traders who invest in the foreign exchange market is expected to have the ability to analyze the circumstances and situations in predicting the difference in currency exchange rates. Forex price movements that form the pattern (curve) up and down greatly assist traders in making decisions. The movement of the curve used as an indicator in the decision to purchase (buy) or sell (sell). This study compares (Comparation) type algorithm kernel on Support Vector Machine (SVM) to predict the movement of the curve in live time trading forex using the data GBPUSD, 1H. Results of research on the study of the results and discussion can be concluded that the Kernel Dot, Kernel Multiquaric, Kernel Neural inappropriately used for data is non-linear in the case of data forex to follow the pattern of trend curves, because curves generated curved linear (straight) and then to type of kernel is the closest curve similar to the curve trend of online forex trading is Anova kernel and kernel radial, a little closer Combination Gaussian kernel, kernel Epachnenikof and to kernel polynomial form a parabolic curve open. key words: Trading Forex, Support Vector Machine, Kernel Anova, Dot Kernel, Kernel Multiquaric, Kernel Neural, Prediction, radial Kernel, Kernel Gaussian Combination, Epachnenikof kernel, polynomial kernel, EURUSD H1
PENENTUAN PRODUK UNGGULAN DAERAH MENGGUNAKAN KOMBINASI METODE AHP DAN TOPSIS (Studi Kasus Kabupaten Rembang) A AVIV MAHMUDI; MUHAMMAD TAHWIN
Jurnal Informatika Upgris Vol 2, No 2: Desember (2016)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jiu.v2i2.1265

Abstract

UKMM in Rembang district has a lot of potential of hearts produce seed products, but theproducts were identified Operates yet clear The Become Top Priority as ungulan products. It causes lessfocus Singer Development and Language Development Of County Government hearts competitivenessenhancement Products generated. The methods used determine hearts hearts Singer Research Products ofRegions is Analytical Hierarchy Process (AHP) The combined WITH Methods Techniques For OtherReferences by Similarity to Ideal Solution (TOPSIS). AHP is used to determine the weight of the reviewsof 6 Criteria That turnover, labor, Term Company, target market, Daniel Raw Materials ProductionPeriod. While alternative perangkingan Products From SMEs using TOPSIS Method. Respondentsdetermined TECHNIQUE purposive sampling, selected based on the criteria of expertise and involvementhearts SME development activities. From the findings of Data Processing The resulting weights of eachcriterion Massing turnover is 35%, Labour 17%, 14% Raw materials, Term Production 14%, the targetmarket is 13% and 8% Term of the Company. The results of the analysis and data processing TIN ValuePreference From EVERY alternative, as the Fish Processing Products of Rembang WITH PreferencesValue 0.8310, Ship BY Value Preferences 0.7221, Batik WITH preference value 0.6767, and then the saltMaking wooden furniture, embroidery And the latter in is Making tempeh. 
PANDANGAN ISLAM TERHADAP PEMANFAATAN MEDIA SOSIAL Nur Aksin
Jurnal Informatika Upgris Vol 2, No 2: Desember (2016)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jiu.v2i2.1262

Abstract

There are many examples based on the modernity of technology however, which affects the life (and especially thoughts and views) community and Muslims in this age is social media. If at some previous period, social media use newspapers, radio, television, wire, and other simple equipment, so today has been converted into a more easily with the technology. The most feared consequence is that social media would be more likely as a tool to launch a variety of ideas that will be largely irrelevant, and destructive to the lives according to the law, religious teachings and norms that berlaku.Oleh therefore, we should know more restrictions -batasan that 'should' in the air-the social media, the community and our people will not fall more deeply to the things that are provocative, ambiguous, confusing, and all the things that lead to moral decay and the mindset of the people.
MODELING LEARNING GAME BASED DIGITAL TO CHILDREN OF SENIOR HIGH SCHOOL FOR GEOGRAPHY SCIENCE BASED ON UNITY Astrid Novita Putri; Wiratama Adi Wibawa
Jurnal Informatika Upgris Vol 2, No 2: Desember (2016)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jiu.v2i2.1266

Abstract

The development of information and communication technology is now a major effect on manyaspects of life, even human behavior and activities are now a lot depends on the information andcommunication technology. One example is the use of technology in teaching and learning, namely withthe game. The game is already familiar to the students. When students are lazy to read books whilestudying, they are cool to play games. Therefore, the author makes an effective solution in learning sothat they are not lazy to study. This game was designed with the concept of 2D so it can be run onsmartphones that have lower specs. To build this game, the author uses Unity 3D 5.4. So, students canlearn with pleasure and do not get bored while studying.
MODEL PENGEMBANGAN WEB KOMUNITAS UNTUK MENDUKUNG PROSES INTERACTIVE DISTANCE LEARNING April Firman Daru; Whisnumurti Adhiwibowo
Jurnal Informatika Upgris Vol 2, No 2: Desember (2016)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jiu.v2i2.1189

Abstract

Kegiatan pembelajaran atau proses belajar yang selama ini terjadi mengharuskan kehadiran pengajar dan peserta ajar dalam suatu tempat dan waktu yang sama, sehingga banyak keterbatasan yang dialami. Bila pengajar atau siswa tidak hadir, maka pelaksanaan pembelajaran akan bermasalah.Web komunitas merupakan media berbagi dan berkomunikasi antar user. Dengan menambahkan beberapa fasilitas seperti privat Chat, Public Chat, Forum dan video sharing akan dapat dijadikan sebagai sarana proses pembelajaran. Penulis akan melakukan penelitian dengan memanfaatkan  kemajuan teknologi internet untuk mengembangankan web berbasis komunitas  sebagai pendukung proses Interactive Distance Learning. Metode pengembangan sistem yang dipakai adalah System Development Life Cycle (SDLC).Tujuan dari penelitian ini adalah terbentuknya web komunitas yang dapat dimanfaatkan sebagai sarana saling berbagi informasi, diskusi dan tempat penyampaian materi secara on line, sehingga proses belajar dapat dilakukan setiap saat, walaupun tanpa kehadiran pengajar atau siswa ditempat yang sama. Kata Kunci : web komunitas, Interaktif,  Pembelajaran jarak jauh.
Design of Kocerin (Smart box interactive) Media basic character building on fraction material in the islamic yunior high school achmad buchori buchori
Jurnal Informatika Upgris Vol 2, No 2: Desember (2016)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jiu.v2i2.1220

Abstract

abstractChildhood is the Future of the nation should nourished the soul and soul to a review of Children Become Smart, Skilled And Good character. Early child Age Class 7 MTs should be developed gross motor and fine motor skills through play activities. One of Duties and Obligations For the teacher is Constantly working to improve the quality of education by having innovation-innovation learning The prayer only is with using Media Learning to appeal for Students, praying only Media is kocerin (smart box Interactive) That can be motivating students to review more Understanding A problem Shape Game The proposed hearts and can be cause of imagination and creative thinking stimulus prepare Son.This research is R & D to develop a media review Kocerin For Students MTs / SMP. Research shows that the product has been validated by 2 kocerin orangutan expert validator material and Learning Media with score  averaged 93.5 and 95.5 means that products used kocerin feasible to review Learning Process in MTs, has applied MTsN 2 Semarang, response then children Very Enthusiastic WITH percentage More Than 90% children Enthusiastic follow with learning Media with smart box interactive in MTsN 2 Semarang.Keywords: Kotak cerdas interaktif, Fractions, MTs
Multi-Attribute Decision Making Dalam Pemilihan Lampu Pada Sistem Pencahayaan Lapangan Badminton Wiwien Hadikurniawati; Imam Husni Al Ami
Jurnal Informatika Upgris Vol 2, No 2: Desember (2016)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jiu.v2i2.1267

Abstract

Light is essential for daily human activities. The main function of the lightingsystem is to provide a safe environment visually, ease in completing the work visually and toprovide a comfortable and pleasant visual environment. The lighting system in sports arena isimportant because it affects the visual comfort of the people who are exercising and spectatorsat the sports arena. Selection of types and specifications required lamps used to analyze the level of lighting needs in the sports court. Multi-attribute decision making (MADM) determinesthe type of lamps used in sports arena, especially for lighting badminton court. AnalyticHierarchy Process (AHP) is one of the MADM methods used to analyze the parameters andcriteria for decision making. Some of the parameters used as the calculation in the choice oflights on a sports arena, especially for badminton is powerful calculations lighting (Lux), thecalculation of power (watts), the calculation of electrical power per meter wide field,computation of luminous efficacy (Lm / watt), color temperature, operating costs andmaintenance costs.
Sistem Informasi Penampil Pengumuman Fakultas Teknik Universitas Diponegoro Fajar Yogi Hernawan
Jurnal Informatika Upgris Vol 2, No 2: Desember (2016)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jiu.v2i2.1210

Abstract

Abstract - Engineering Faculty is the biggest faculty with the highest number of departements and students in the Diponegoro University. The idea made SIPP (System Information Viewer Announcements Faculty of Engineering, University of Diponegoro) appears is to help disseminate information and stories of pride born from Engineering Faculty to become the impetus and motivation for more achievement.SIPP maked with 5(five) stages: requirement, analysis, design, implementation, testing. SIPP is built using the programming language PHP, HTML, CSS, Bootstrap, Javascript, and MySQL database. SIPP is expected to convey information and the pride stories of the Engineering Faculty in the multimedia. The output of the SIPP is the information shown via LCD TV screen ratio of 16: 9 which blend of images, video and running text. SIPP expected to be implemented in the lobby Engineering Faculty dean and in every department in it. Users SIPP is divided into 2 (two) they are admin faculty as the main admin and admin department as sub-admin. SIPP tested with 2 (two) test that is functionality testing by black box and performance testing with performance-analyzer application. With the implementation of SIPP environment Faculty of Engineering will be an additional alternative for the community Faculty of Engineering to obtain information.Keywords - Information, SIPP, multimedia, Engineering Faculty. Intisari – Fakultas Teknik adalah fakultas dengan jumlah jurusan dan mahasiswa terbanyak di Universitas Diponegoro. Gagasan dibuatnya SIPP (Sistem Informasi Penampil Pengumuman Fakultas Teknik Universitas Diponegoro) muncul adalah untuk membantu menyebarkan informasi dan cerita kebanggaan dari Fakultas Teknik yang menjadi dorongan dan motivasi untuk lebih berprestasi. SIPP dibuat dengan 5(lima) tahap : rencana kebutuhan, analisis kebutuhan, perancangan desain, perancangan sistem, dan pengujian. SIPP dibangun menggunakan bahasa pemrograman PHP, HTML, CSS, Bootstrap, Javascript, dan basisdata MySQL. SIPP diharapkan dapat menyampaikan informasi dan cerita kebanggaan dari Fakultas Teknik dalam bentuk multimedia. Keluaran dari SIPP ditampilkan melalui LCD TV rasio 16 : 9 yang merupakan perpaduan antara gambar, video, dan teks berjalan. SIPP diharapkan dapat dipasang di lobi dekanat Fakultas Teknik dan di setiap jurusan didalamnya. Pengguna SIPP dibagi menjadi 2(dua) yaitu admin fakultas sebagai admin utama dan admin jurusan sebagai sub-admin. SIPP diuji dengan 2(dua) pengujian yaitu uji fungsionalitas dengan black box dan uji performansi dengan aplikasi perfomnce-analyzer. Dengan penerapan SIPP akan menjadi alternatif untuk warga Fakultas Teknik mendapatkan informasi.Kata kunci – informasi, SIPP, multimedia, fakultas teknik.
PENGEMBANGAN APLIKASI MOBILE LEARNING BERBASIS KEBUDAYAAN NASIONAL (BIMAYANA) UNTUK PEMBELAJARAN MATA KULIAH AKUNTANSI KEUANGAN Iwan Koerniawan; Siti Kholifah
Jurnal Informatika Upgris Vol 2, No 2: Desember (2016)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jiu.v2i2.1251

Abstract

The purpose of this study is developing mobile learning BIMAYANA for learning financial accounting with valid criteria. This study is a Research and Development. The development of research using a modification of the 4D model into 3D with the define (definition), design (planning), and development (development). mobile learning BIMAYANA financial accounting subject first tested the validation by media experts, subject matter experts and also questionnaire responses of college students. Retrieved scoring average 85.2% validation of subject matter experts, media expert validation 89.2%, 85.2% votes college student responses, so a decent media mobile learning BIMAYANA is used with very good category

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