4272 research outputs found
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Pengaruh Ukuran Agregat Kasar Gabungan dan Kadar Filler Kaca terhadap Kuat Tekan dan Porositas Beton Non Pasir dengan Filler Kaca
Concrete is a material that is widely used in the world of construction because it has high compressive strength. In concrete production, the use of sand as a fine aggregate causes the density of the concrete so that the specific gravity of the concrete increases. Therefore, we must look for solutions or innovations to overcome the weight of conventional concrete, especially using sand-free concrete. Making concrete without sand will create lots of voids. One way to fill these voids is to use filler to reduce porosity and function as a binder between the aggregates that make up the concrete. The aim of this research is to determine the compressive strength and porosity values of non-sand concrete with glass filler. The aim of this research is to find the compressive strength value and determine the porosity value of non-sand concrete with glass filler. The test object is a cylinder measuring 15 x 30 cm, a total of 72 pieces with a combined coarse aggregate used of 5-10 mm, 5-20 mm 10-20 mm, coarse aggregate-cement (AC) ratio of 2:1, water cement factor (FAS). ) 0.5 with the addition of 10%, 15% and 20% glass filler. Compressive strength and porosity tests were carried out at 28 days of concrete, concrete testing was carried out using a Compression Testing Machine (CTM) based on ASTM C39 concerning Standard Test Method For Compressive Strength Of Cylindrical Concrete Specimens for cylindrical test specimens. The results of the research showed that non-sand concrete specimens with variations in combined coarse aggregate size of 5-10 mm, with a ratio of 15% glass filler content were 20.38 Mpa, and the lowest compressive strength was found in variations in combined coarse aggregate size of 10-20 mm with a ratio of glass filler content 16.73Mpa. For the highest porosity value of non-sand concrete, there is a variation of 10 -20 mm combined coarse aggregate with a glass filler content ratio of 10%, which is 17.87% and the lowest porosity value is found in a combined coarse aggregate variation of 5-10 mm with a glass filler content ratio of 15%. of 16.12%
Pengaruh Bentuk Bracing Eksentris terhadap Periode Getaran, Simpangan antar Lantai, Gaya Gempa pada Struktur Gedung Baja Tahan Gempa Menggunakan Analisis Respon Spektrum Berdasarkan SNI 1726-2019
Analysis of the effect of eccentric bracing on earthquake resistant steel buildings aims to obtain structural rigidity in a steel building and plays a role in resisting earthquake forces, so as to prevent excessive deviations in the building structure.
The structure under review is an 8-storey steel building. There are 4 structural modeling variations, namely the Control Plan Model (MDK), the Keccentric bracing system shape model (MBSBEK), the IV eccentric bracing system shape model (MBSBEIV), the D eccentric bracing system shape model (MBSBED) ) and IVV eccentric bracing system shape model (MBSBEIVV). Structural modeling is done in 3D, earthquake force analysis uses dynamic response spectrum analysis based on SNI 1726-2019. From the results of the analysis, the recommended building frame model when an earthquake load occurs is MBSBEK, the results of this analysis show that the MBSBEK to MDK decreases in the vibration period with a percentage of 26.1%, the drift between floors with a percentage of 26.2% and the base earthquake force there was an increase with a percentage of 27.1
Analisis Rancangan Sistem Informasi Penataan Dan Penaatan Berbasis Website Untuk Mendukung Perolehan Adipura Di Kota Batu (Studi Pada : Dinas Lingkungan Hidup Kota Batu) Taufiq Ashari
The Adipura program is a policy that aims to improve the quality of the environment in Indonesia through waste management and air pollution. The Batu City Environmental Service in reporting and managing the environment is still
done manually so that the data and information obtained is not effective and efficient and this problem hinders Batu City from obtaining Adipura. In this research using design thinking method. The stages in design thinking consist of
Emphasize, Define, Ideate, Prototype, and Test. The results of this study are a website called the Setup and Compliance Information System (SIPP) which produces four main menus, namely the account management menu, report management, reports, and report history, where each menu has features with the results of testing all functions according to system functionality and answering problems and in accordance with the needs of the Batu City Environment Service. The existence of this website will facilitate reporting, monitoring and management of the environment in Batu City and become a solution to solving problems that occur and reporting and managing effectively and efficiently as well as monitoring in real time in support of obtaining the Adipura award in Batu Cit
Analisa Penjualan Umkm Di Era Digital
MSMEs that are resilient in all conditions, including recessions, are the foundation of the Indonesian economy. Especially in rural areas in Indonesia, small business owners often seem to start small, grow, die, then start again, and so on without ever being able to build their company steadily over time. But even without being able to grow it, it can survive because of its strong economic foundation. The use of digital technology-based marketing concepts (digital marketing) provides hope for MSMEs to develop into centers of economic power. MSME actors collaborate digital-based promotional media and distribution media to get the
maximum profit. Currently, almost all MSME businesses or even restaurant an fast food businesses use digital marketing-based promotion and distribution media. Some businesses that tend to want to survive in offline life are slowly experiencing setback
Penerapan Metode K-Means Clustering Kunjungan Destinasi Wisata Labuan Bajo Menggunakan Orange
This study aims to group the number of tourists visiting Rinca (Loh Buaya), Komodo (Loh Liang), Batu Cermin, Cunca Wulang, and Rangko Cave destinations using the K-Means method, to find out the most visited tours and have the lowest potential in tourist visits. The results of this study show that in the Rinca destination the number of visitors is low in C1 in the months of April, May, June and November C2 the number of visitors is very high in July, August and September C3 the visitors are very low in January, February and March C4 the number of visitors is high in October and December. Destination Gua Rangko C1 the number of visitors was moderate in April, May, and June, C2 the number of visitors was low in December, C3 the number of visitors was very low in January, February and March, C4 the number of visitors was very high in August and September, C5 the number of visitors was high in July, October and November. Destination Batu Cermin C1 the number of visitors was high in August, and September C2 the number of visitors was very low in January, February and April, C3 the number of visitors was low in March, May, June, July, September, October and November, C4 the number of visitors was very high in December. Destination Cunca Wulang C1 with a high number of visitors in June, December C2 very high number of visitors in July, August, September, October, C3 low number of visitors in January, February, March, April, May and November. Destination Komodo C1 with a high number of visitors in August, C2 very low number of visitors in January, February, April C3 low number of visitors in March, May, June, July, September, October and November C4 very high number of visitors in December
Penerapan Data Mining pada Data Impor Beras di Indonesia dengan Menggunakan K-Means Clustering
For most Indonesians, rice is a staple food. Every year, Indonesian people consume more rice. Importing involves purchasing commodities or services from abroad for domestic consumption, as capital goods, as inputs for domestic production, or all of the above. The main purpose of imports in the importing country is to meet domestic demand, but it is also used to support the growth of the country's industrial sector and lay the foundation for future international trade. This study discusses the Application of Data Mining on Rice Imports in Indonesia Using K-Means Clustering. The data source for this research was collected based on export-import documents produced by the Directorate General of Customs and Excise. The data used in this research is data from 2000-2021 which consists of 11 countries. The variables used are (1) total net weight imports (net) and (2) CIF (Cost, Insurance, Freight) values. The data will be processed by clustering into 3 clusters, namely the high import level cluster, the medium import level cluster and the low import level cluster. The data centroid for the high import level cluster is 8,949,703.3, the data centroid for the medium import level cluster is 581,303.5 and the data centroid for the low import level cluster is 392.9. In order to obtain an assessment based on the rice import index with 2 high-level import cluster countries, Vietnam and Thailand, 3 medium-level import cluster countries, China, India, and Pakistan, and 6 low-level import cluster countries, the United States, Taiwan, Singapore, Myanmar, Japan, and other countries. This can be input to the government, countries that are the highest priority in rice import activities based on the clusters that have been carried out
Penerapan Data Mining untuk Menganalisis Kandungan Gizi Sayuran dan Buah Menggunakan Metode K-Means
Indonesia is a country where the majority of the population are commodity-oriented farmers. Indonesia is also known as a country that produces many garden plants, especially vegetables and fruits. Vegetables and fruits are important components in the body, because they contain vitamins, essential trace elements, fiber, vegetable protein and biofunctional components (FAO, 2010). According to I Dewa Nyoman (2002: 17-18) nutrition is the process by which organisms use food that is consumed normally through the processes of digestion, absorption, and transportation. Storage, metabolism and excretion of substances that are not used to maintain life, growth and normal function of organs and produce energy. In general, vegetables and fruits are usually a source of vitamins and minerals. The collected data is entered into Excel and then processed using the K-Means algorithm. When using the K-Means algorithm, a midpoint or centroid value will be formed from the data if the desired grouping is 3, the grouping is divided into three parts, with each nutrient level namely. High, medium and low level. Then the value of the center point or center of gravity also has 3 points. The cluster score is determined by taking the highest (maximum) score for the high cluster (C1), the average score for the medium cluster (C2), and the lowest (minimum) score for the low cluster.
The results obtained from the data analysis formed 3 clusters of nutritional content from vegetables and fruit. One of the clusters that have similarities is that Moringa and cucumber leaves have almost the same water and phosphorus content. So people who want to consume vegetables and fruit daily but can't find vegetables and fruits There are still other vegetables and fruits that have the same nutritional content and can replace them
Perancangan Ui/Ux Website Streaming Dan Rating Karya Digital Standupindo Malang Menggunakan Metode User Centered Design
Streaming platforms have become a necessity for the people of Indonesia, and streaming platforms also help in aspects of economic life, develop creativity, and educate the public. Standupindo Malang is a research location where the author
conducts research. At this time, Standupindo Malang still uses the YouTube platform to upload and analyze the results of its content, making it difficult to sort out which are connoisseurs and the general public. The problem of this research is how can Standupindo Malang maximize the production activities of digital works on streaming platforms which have been implemented so far? This study uses a
method that places the user at the center of the system development process or User Centered Design (UCD). The programming language used as a tool for making the
system is Java Script and the database uses Mongodb. The conclusion of this Research is with a website-based streaming information system where Standupindo Malang can exhibit digital works. Based on the conclusions of this research, it is recommended: the main objectives of making the system are (1) The author will know how to design the UI/UX design of the Standupindo Malang website using
figma and provide several features for user registration, so that they can distinguish
between connoisseurs and the general public.( 2) The author focuses on designing a website-based streaming information system in which Standupindo Malang canex hibit digital works, and has rating analysis facilities as a reference for evaluatio
Perancangan User Interface Berbasis Website Tempat Wisata yang Berada di Wilayah Kalimantan Timur dengan Metode Design Thinking
In recent years, sustainable tourism has become a major focus in the global tourism industry. The environment is considered a valuable asset in this industry, and the concept of sustainable tourism is integrated in the development planning of tourist destinations. Tourism has a close relationship with the environment and human society, where both influence each other. Advances in technology and the internet, particularly User Interface (UI), play an important role in promoting tourist destinations by improving user convenience. Currently, the internet is becoming the main communication medium in the tourism industry, and websites are effective in promotion and information distribution. The province of East Kalimantan in Indonesia has diverse tourism potential, including natural, cultural, recreational, and culinary tourism. It has attractive cultural heritage and natural beauty, attracting local and international tourists. A website is an important tool in promoting this destination to everyone
Rancang Bangun Game 3d Warhead Dengan Metode Game Life Development Cycle (Gdlc)
In today's era, games as a form of entertainment media are often used to alleviate boredom and also serve as a positive activity. They are played with the goal of reaching specific levels or stages, aiming to enhance knowledge, especially in children. This can be realized through the use of games as educational tools to stimulate the cognitive development of the younger generation. In line with the advancements in the gaming industry, 3D (three-dimensional) technology has become widely used in the gaming world. 3D games offer the advantage of more realistic object visualization compared to games utilizing 2D technology. The representation of three-dimensional geometric data in 3D games creates shadows on surfaces when illuminated from different angles. The Game Development Life Cycle (GDLC) is a method that guides the development of games from start to finish. It begins with the initiation phase, where game ideas are collected. This is followed by the pre-production stage, involving the creation of game prototypes. Subsequently, the production phase encompasses the creation of game assets, followed by testing stages involving both alpha and beta testing. Finally, the release phase results in the final version of the game that can be enjoyed by players. Unity 3D is one of the many game engines available. A game engine is software designed to develop games, whether in 2D or 3D formats