LPPM - STMIK WIDURI (E-Journals)
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PENGEMBANGAN ARSITEKTUR ENTERPRISE PADA DEPARTEMEN FINANCE (STUDI KASUS: DEALER MOBIL PT.XYZ)
Along with advances in technological developments, the development of making applications in a enterpriseis also experiencing development. This is in line with the increasingly complex business developments today. For this reason, careful planning is needed to invest in IT / IS (Information Technology / Information Systems) in a enterprise. The failure of IT/IS investment in a enterprise is one of the factors due to not having an IT/IS investment roadmap in a enterprise in the form of Enterprise Architecture. To get maximum results from an IT/IS investment in a enterprise, it is necessary to develop Enterprise Architecture. Enterprise architecture is a blueprint for a enterprise in achieving the enterprise's vision and mission supported by the implementation of IT/IS. So the selection of an Enterprise Architecture development framework is very important, one of the frameworks that can be used in the development of Enterprise Architecture such as the Zachman Framework. The Zachman Framework uses a 6-row and 6-column matrix to generate a blueprint. With the existence of the Enterprise Architecture blueprint, the enterprise can then use it for a roadmap for the development of applications needed by the enterprise, so that IT/IS technology investment in the enterprise can help the enterprise's business processes to achieve the vision and mission
PERANCANGAN SISTEM PEMILIHAN KETUA BEM (BADAN EKSEKUTIF MAHASISWA) BERBASIS E-VOTING DENGAN METODE CRUD SEBAGAI DIGITALISASI ORGANISASI DI BRI INSTITUTE
Entering the digital era and the rapid development of technology, the existence of technology is now increasingly advanced and affordable to make it easier for humans to carry out various activities. Now humans can be helped well in carrying out various activities such as selecting the Chairperson of the Student Executive Board (BEM) using e-voting. The problem in this research is that the election of the head of the BEM still uses a simple information delivery medium, namely in the form of sheets of paper for sending the vision and mission and also for selecting candidates. This of course becomes less than optimal and less efficient, especially in the Covid-19 pandemic situation which requires 98 percent of universities to implement distance learning. The purpose of this research is to create an E-Voting-Based BEM Chair Election system using the PHP programming language and MySql database. The method used is Create, Read, Update, Delete (CRUD). As a result, this system will help universities to realize organizational digitization, especially at BRI Institute as a technology and business-based university
“CARTE” (APLIKASI MOBILE PEMESANAN MENU RESTORAN PARTNER)
The Covid-19 pandemic changed how people work and interact, such as minimizing contact with others and things that others have touched. Especially when ordering from menus in restaurants. Many restaurants are converting their menu books to web-based individual restaurant menus. Due to the high quality of the photos, the need for a good internet connection and various web links makes ordering menus in restaurants difficult. The purpose of this study is to analyze the business process of ordering restaurant menus and designing restaurant menus in a mobile-based application. Qualitative research methods are used in this study. Interviews and direct observation are used as data collection methods. Analysis methods and object-based design (Object Oriented Analysis and Design) with UML (Unified Modeling Language) standardization. The research results are the design of use case diagrams, class diagrams, and user interfaces used by the customer as a user. Customers efficiently use a mobile app to order menus, which can be opened via a barcode scan that lists a table number or takeaway orders and pay cashless before ordering. With the mobile menu application, customer to servers or cashier interactions and customer-to-customer interactions are reduced as we do not have to struggle to open a restaurant website to order
PERANCANGAN APLIKASI MEMBANTU MENCARI PELATIH DALAM BEROLAHARAGA BERBASISKAN MOBILE
Sport is an activity that is easy to do, but sometimes we need someone to direct us so that the exercise we do can provide maximum benefits. Along with the number of active smartphone users of more than 100 million people and internet users in Indonesia reaching 175.4 million with a presentation reaching 64% of the total population, this creates business opportunities on the internet, especially in terms of sports. This research discusses the design of applications engaged in sports, especially in the field of hiring sports trainers. The purpose of this research is to analyze, plan business, design and create applications based on mobile applications. This application sees an opportunity in the use of information and communication technology in the field of sports, to increase user interest in sports applications. In addition, this will also have an impact on increasing community participation in sports activities. The method that the writer uses to collect data is library research, questionnaires and interviews. The results of this study are that the application has features that make it easy for customers to carry out sports activities and also understand sports material.
INTEGRATION OF MULTIPLATFORM DESKTOP, WEB AND MOBILE APPLICATIONS AT PT. PRIMA ARTHA KREASINDO USING WEB SERVICE
The research entitled “Integration of Multi-Platform Desktop, Web and Mobile Applications at PT. Prima Artha Kreasindo Using Web Service” aims to integrate several desktop, web and mobile-based application systems into one application system using web services to make it more practical, effective and efficient. The developed application system can be installed on computers, laptops and cellular phones. The research was conducted by coding an integrated application program with a web service link facility and simulating the operation of the application. The use of the right device makes the system run more effectively and efficiently. The results showed that the multi-platform application program can be applied at PT. Prima Artha Kreasindo on the sales application system, with a point of sale system (POS, point of sales) and inventory control in the warehouse. The sales application program at the company became more practical, effective and efficient
IMPLEMENTATION OF HIGH FIDELITY PROTOTYPING IN ONLINE FIELD PLACEMENT PROGRAM SYSTEM DESIGN
Service activities carried out by the Academic and Student Administration Bureau (BAAK) STMIK Widuri for students who will carry out field placement program (KKP) are currently still carried out conventionally, this makes the process of making KKP cover letters and also assignments for supervisors takes time, which is quite long and less efficient. To overcome these problems, it is necessary to create a web-based application system that can simplify and speed up the activities of student KKP administration services. In this study, observations were made on the current system modeled using Business Process Modeling Notation (BPMN) and Data Flow Diagrams (DFD). The problem analysis process uses the Root Cause Analysis (RCA) method. The system design runs with UML diagrams, namely Use Case, Activity and Deployment Diagrams. Making a prototype with a high fidelity concept using the PHP programming language, HTML 5, CSS, jQuery, Bootstrap and DataTables frameworks and the Chart.js library. This research resulted in a prototype that describes the overall functionality of the Online MPA system, interactive and has an attractive interface
PERANCANGAN ARTIFICIAL INTELLIGENCE UNTUK KURIKULUM PEMBELAJARAN DI PERGURUAN TINGGI
Information technology which is growing rapidly nowadays has become one of the main needs in all fields and aspects of life, whether in business, economy, or education. In the formal education world, the curriculum is very familiar, because the curriculum is considered the main point in achieving learning success. Because the curriculum have a goal to guide students, thus they can contribute positively to social life. Along with the development of times, the curriculum often undergoes changes due to digital transformation that makes a change in paradigm of education. Currently, in the world of formal education, the curriculum is only made based on learning materials with results that are in accordance with the majors taken and have not been adjusted to the job requirements in the Company. Meanwhile, for now, companies need more curriculum design that can meet the requirements set for the job position in the company. Because the basic curriculum is dynamic, a new way is needed to develop a curriculum with a design that can directly adapt to the job requirements of a company with the help of Artificial Intelligence technology. With the help of Artificial Intelligence technology, after students graduate, it is hoped that students will already have expertise in this field. With the development of the curriculum, it is also hoped that the level of quality of education can be improved
SISTEM PEMANTAUAN SISA PAKAN, PENJADWALAN PEMBERIAN PAKAN DAN PENGGANTIAN AIR PADA PENAMPUNGAN IKAN CUPANG BERBASIS IOT DAN BLYNK
Currently, the monitoring system for leftover feed, feeding scheduling and water replacement at betta fish shelters is still human-oriented or can be said to be manual by going to fish shelters, then taking fish feed shelters and then sprinkling the fish feed using the hand of the fish owner himself into the fish shelter, at the same time seeing the last condition of the rest of the fish feed, besides replacing the water in the fish shelter, it is still done by manually moving the fish first to the reserve reservoir after that replacing the existing water in the fish tank. shelter used. Because the betta fish owners who have a lot of activities make the betta fish owners become disturbed in terms of feeding and water replacement in fish shelters that become irregular with a predetermined schedule, as well as monitoring the remaining fish feed in fish feed shelters. This can be an obstacle in the maintenance of betta fish which makes the development process of betta fish disturbed so that it can be one of the factors that cause betta fish to stress, get sick or even die. The prototype tool for monitoring feed, scheduling feed distribution and changing water in betta fish reservoirs using several tools, namely the Arduino Uno microcontroller, Servo motor actuator SG-90, mini submersible water pump, ultrasonic sensor HC-SR04, Blynk application which is used as a tool that can be controlled via a smartphone for automation of feeding, water replacement, in addition to monitoring the remaining fish feed in betta fish shelters
PEMILIHAN SKRIPSI MAHASISWA TERBAIK MENGGUNAKAN METODE COMPOSITE PERFORMANCE INDEX (CPI)
Thesis is a scientific work written by undergraduate students that discusses a particular topic or field based on the results of a literature review written by experts, the results of field research, or the results of development (experiments). The problem in this research is that the process of selecting the best thesis is still subjective without regard to other criteria and is also done manually which makes the selection process less efficient. The purpose of this research is to create a system for selecting the best student thesis. The method used in this research is the Composite Performance Index (CPI). Methods of data collection techniques by means of observation, interviews, documentation. The results of this study are the Composite Performance Index (CPI) method can be used for selecting the best student thesis and the results obtained for the first rank are A1 with a value of 218.75, the second rank is A2 with a value of 198.75 and the third rank is A4 with a value of 178.75
PROTOTIPE AUGMENTED REALITY PENGENALAN TATA SURYA BERBASIS ANDROID DENGAN METODE MARKER BASED TRACKING
Augmented reality is a device in combining objects between 2D and 3D virtual worlds, there is information that has not been implemented directly to the user, then by providing a respons..Develops using projectors and laptops as information technology, besides the development of mobile (cellular) or android-based information technology that can make it easier for learning, especially the introduction of the solar system, the beginning of the solar system introduced various celestial bodies, both planets and surrounding celestial bodies, in class VI who received the material as a basis before going to the next level, but the teaching and learning process there are several factors that influence i if it is examined that there are elderly teachers who have difficulty keeping up with technological developments, from learning media support tools such as projectors and teaching aids are still very limited, and not all teachers use information technology as a learning medium, the purpose of which is to make an introduction to AR learning media applications android-based solar system for class VI, based on these 3 problems as a solution an educational application is needed that supports learning activities using android augmented reality for the introduction of the solar system with the marker based tracking method, the marker becomes a marker of 3D objects to bring up objects from the virtual world to the real which contains information on each of these objects, in other words visualizing the results of the marker directly into the real world, the final result is the creation of an AR application for learning the introduction of the solar system