Jurnal Teknologi dan Sistem Komputer
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    364 research outputs found

    Pengembangan Sistem Administrasi Pengolahan Data KKN Universitas Diponegoro

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    KKN Program is the activity which is done by student. The activities shall be conducted as part of the student learning activities. In practice, there is a problem in the management of KKN’s data, such as period data, district data, sub-district data, village data, Supervisor’s data (DPL), zoning data, area history data, KKN participant data, preparation of a valuation and not centralized data. One of them is KKN Program which is conducted by Diponegoro University. KKN Program will require an application to manage data in order to improve work efficiency and the smoothness of KKN Program. The application of KKN Data Processing Administration is a web-based application, created by use the PHP programming language within the scope of the Code Igniter Framework and MySQL database. The development method is done by use the waterfall method, whereas in the application design is using UML modeling. The results of this application design is the creation of a web-based application that can manage KKN data in the Diponegoro University, such as period data processing, district data, data sub-district, village data, Supervisor’s data (DPL), zoning data, KKN participant data, list of participants, and the value of area history data that has been used in previous KKN program

    Aplikasi Sistem SMS Hitung Cepat Berbasis PHP dan MYSQL (Studi Kasus Suara Gerindra Dapil 1 Pada Pemilu Legislatif 2014)

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    General Election is the Indonesian greatest democracy party, which becomes an opportunity to the legislative candidates to compete. The success of the General Election is determined by the smooth running of the vote and the vote counting process. The process of organizing elections often encountered various problems, the fraud of several elements which inflate the votes in the polling stations, and corruption of the top elements’ functionary. In order to avoid those problems, a hitung cepat is needed to inform the prediction of the election result faster than the official counting by the Commission of General Election. A hitung cepat can also be the proof of the election fraud. In this case, a hitung cepat application becomes one of the solutions to finish the vote counting faster than if manual counting is used. This application will help the official supporting teams in predicting their supported legislative candidates’ winning. This application is created by using several phases; they are system designing, prototype making, implementation, and program testing. All this phases are called prototyping method. This method is appropriatefor this project because it has a fast flow to fulfill the official supporting teams need in a dynamic political condition. The application designing is modeled by the UML. This application is created by using PHP programming language to run the program itself, and supported by Gammu and MySQL to run the function of the SMS gateway. In implementation phase, the quick count application can be used to count the vote of the legistative election in 2014 General Election by using statistic method. The level of accuracy used in this study was 99% with a margin of error 1%

    Desain dan Implementasi Standar Operasional Prosedur (SOP) Keamanan Sistem Informasi Fakultas Teknik Universitas Diponegoro Menggunakan Standar ISO 27001

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    Like today's modern era, information technology is needed to support the business processes of the organization. In the use of information technology organization must have policies and standard operating procedures are good that any work carried out in the appropriate direction of the organization. Not only that, the organization must also pay attention to information security of any assets owned. This final project aims to make policies and standard operating procedures (SOP) and assessing the information security risk in the assets of the organization. In the process of this skripsi refers to the standard of ISO 27001 as the standard for information security management and use of qualitative methodology, where qualitative methodology is a methodology that produces descriptive data in the form of words written or spoken of people and behaviors that can be observed. This final project resulted in the level of risk that is contained in the value of assets and generate recommendations to improve the security controls in the information security of assets based on the clauses of ISO 27001. In accordance with the initial objective of this final project also produce information security policy document and document information security standard operating procedures

    Pengembangan Permainan Untuk Pembelajaran Angka Dan Huruf Hijaiyah Berbasis Android

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    The development of increasingly advanced technology has a vital role in all sectors of management, which includes the processing of data. Moreover, with the development of the internet is so fast these days that requires every person to obtain information quickly and accurately. Associated with it then there is a game that has grown rapidly with variations of each preparation This application uses the software Construct 2 as editor. Multimedia Development Life Cycle used as methodology for developing this game. Stages of research method, namely literature, game design, game implementation, testing, and analysis. User applications can execute all the menus contained in the application “Belajar Angka dan Huruf Hijaiyah”. With this application android-based user can exercise anytime and anywhere, and this application can run well when tested using black-box and got positive results when tested to application user

    Perancangan dan Pembuatan Aplikasi Visualisasi 3D Interaktif Masjid Agung Jawa Tengah Menggunakan Unity3D

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    Previously, people who want to visit a tourist attraction should come to that place. If you can’t visit it normally, you can only read or heard from a source. Therefore made 3-dimensional visualization application. The object to be visualized in this research is Great Mosque of Central Java. This application aims to facilitate the introduction of the Great Mosque of Central Java. This application is created using Unity3D and Sketchup software, where the programming language used is UnityScript and JavaScript. The design phase made using Multimedia Development Life Cycle, and then proceed with the design using Flowchart. Implementation phase is done by implementing a 3D model and program implementation. The testing phase is done with a black-box method, as well as testing of the frame rate per second, memory and processor usage, how long rendering process, and user testing. The results show that this application runs well on Windows operating systems. Buttons and functions within the application has been running well with the respective functionality. From the test results on the application of the Great Mosque of Central Java visualization can be shown that the process of rendering both real time and non real time rendering requires a high performance from graphics card and processor. Based on the testing that has been done, the application is quite easy to run by the user, the objects that exist in the application is quite similar to the original object, and this application provides benefits to its users

    Pengembangan Permainan Edukatif Pahlawan Nasional Berbasis Android

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    With over time the smartphone is increasingly recognized by the public, it is contrary to the interest in learning about the history of Indonesia, especially the National Hero. Because of it, the idea to combine these two, which combines the sophistication of a smartphone with a history of national hero. Lack of instructional media on a national hero also be one of the factors that led to the creation of this application, not only can be an alternative medium of learning from the lessons of history, this application can also be one of the games that can entertain users. This application intended to provide additional knowledge about the national hero aside from the lessons taught in schools or other educational institutions, the media smartphone is well known by the public is expected that these applications can easily be accepted and may be useful for users who play this application

    Rancang Bangun Aplikasi Penelusuran Kehilangan Perangkat Mobile Berbasis Android

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    In this modern era, android based smart phone widely dominate the world market, especially Indonesia. Not only possessed by the premium class it also used by middle and lower class customer, though sometimes prone to be lost or misplaced somewhere. This study purposed to develop an application that is able to trace the missing android smart phone in order to avoid loss or being hidden unintentionally that possibly put the owner into a very difficult situation, especially if the smart phone or mobile device has moved away from the known missing position. Lost mobile device tracking application, used to trace and discover the position of a lost smart phone. It built using the Java programming language in the Eclipse IDE and the Android SDK software. It also designed using waterfall method, a method that shows a systematic and sequential approach through stages in SDLC (Software Development Life Cycle) and software modeled using UML (Unified Modeling Language). The application active and works by using SMS commands and sent to a friend's phone number that already registered. SMS command 'siren' to ring the alarm, as well as SMS command 'where' to know the latitude and longitude coordinates using GPS assistance to get the map location and Google Maps API to get the route to the location. The entire available features menu in the lost mobile device tracking application has been tested and running normally. Work using SMS commands that ease the users to run the application as long as credits balance available. For further development, this application is expected to control the system remotely so the important data protected and cannot be accessed by the inventor

    Perancangan Aplikasi Mobile Location Based Service (LBS) Untuk Lokasi Penyewaan Rumah Kos di Kota Semarang Berbasis Android

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    Until now, Diponegoro University has become one of the favorite State Univesity for Senior High school students to continuing education college. During this time existing information of boarding house around the Diponegoro University still conventional, there is no mobile device applications that provide information and location of boarding house. Based on this information, it should be made an application on android Operating System to search the location of the boarding house in Semarang. Design of Mobile Location Based Service Application for boarding house locations in Semarang Based Android, a client server application created by using the Java, PHP, jQuery and MySQL for database. Intake form of latitude and longitude coordinates utilize the GPS feature on the mobile device and will be shown on Google Maps APIs. The results of this application design is the realization of a application that can search the location of boarding house based on android operating system, with features that can help users find the position of the boarding house. The application can help boarding house owners to promote their boarding house information rooming in their possession to the user. The design also introduces application android application development using the Global Positioning System functions for user navigation

    Perancangan Aplikasi Pembelajaran “Fruvenimal” Berbasis HTML5

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    Golden Age is the time when a child's brain's ability to absorb information is very high. All information supplied will influence the child in later. Technology gives an effect on the progress of children. Computer technology can be a fun learning media and interseted for kid. Therefore, Fruvenimal application is developed as a learning media for introducing fruits, vegetables, and animals from the name, shape, sound, and vitamin via multimedia applications. Fruvenimal application is built using Construct 2. Multimedia aplication development used Multimedia Development Life Cycle (MDLC) which consists of six stages: concept, design, collection of material, manufacture, testing, and distribution /evaluation. For application testing method using the black box Test. Results from this study in the form of a multimedia application named Fruvenimal that can run on HTML5 browser. The application can be a learning media to introduce of fruits, vegetables, and animals for people, especially aged <8 so that kid from an early age is able to recognize the diversity of fruits, vegetables, and animals on earth

    Pembuatan Virtual Kampus Sistem Komputer Fakultas Teknik Universitas Diponegoro Menggunakan Jaringan Lokal Berbasis VRML

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    Dalam bidang informasi banyak cara dalam menginformasikan data, baik secara tertulis, gambar, suara, gambar dan suara. Saat ini banyak dikembangkan teknologi dengan menggunakan metode visual yang interaktif, seperti dunia virtual yang membuat seolah-olah informasi tersebut di dapat sesuai dengan pengalaman memasuki daerah yang di lihat pada dunia virtual tersebut. Metode tersebut adalah pengembangan teknologi virtual reality yang dibuat dengan menggunakan 3DS Max sebagai software untuk menghasilkan gambar yang menarik. Pengaplikasian yang dikembangkan dengan media web dimana setiap pengguna lebih mudah dalam dalam menggunakan aplikasi tersebut. Metode pengambangan yang dirancang adalah memadukan teknologi virtual reality dengan web. Dimana aplikasi tersebut terdapat didalam tampilan web yang didukun basis data untuk mempermudah aktor admin dalam mengolah data. Pada browser yang digunakan akan di pasang plug-in cortona3d agar dapat menampilkan file ekstensi tiga dimensi yang dapat di tampilkan browser. Hasil dari pembuatan aplikasi ini adalah terancangnya sebuah aplikasi yang menggunakan teknologi virtual reality modeling language dengan studi kasus Kampus Sistem Komputer Fakultas Teknik Universitas Diponegoro menggunakan jaringan lokal berbasis VRM

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