43 research outputs found
Analisis Pengaruh Waktu Latensi Terhadap Akurasi Sistem SCADA Bacaan Metering Listrik Waktu Nyata Melalui Jaringan Internet
SCADA (Supervisory Control and Data Acquisition) system of electricity metering using the internet network aims to monitor electrical energy remotely by utilizing internet services. The system consists of a meter that measures electric quantities acquired by a server located close to the meter. The client reads data acquired by the server through the internet network. The use of internet networks for data transmission generally results in latency time, which affects the validity of the data read by the client, resulting in reduced cumulative power calculation accuracy. In this article, energy calculations using current, voltage and power factor data on the client are compared with the energy value calculated by the power meter. Errors that occur are used to calculate the accuracy of the system. The experiment resulted in latency times ranging from 110 ms - 11219 ms with an average of 572.3025 ms with valid data ranging from 93% of population data and accuracy values ranging from 99.2974% to 99.8648%. The resulting accuracy is within the ANSI C12.20 standard
THE USE OF CARTOON STORY MAKER SOFTWARE IN TEACHING WRITING DESCRIPTIVE TEXT
The study was aimed to investigate the implementation of Cartoon Story Maker Software in the classroom. To gain the data, the author employed a qualitative case study and the data were obtained through the observation, interview and questionnaire. The author concluded that, the teacher used Cartoon Story Maker Software well in the classroom. The teacher had a strong perceptions on using Cartoon Story Maker Software that the teacher could make a good situation to motivate the students in teaching writing descriptive text. The teacher also confirmed that the students enjoyed it and it was found that almost all students (75%) preferred to learn to write descriptive text using Cartoon Story Maker Software and 25% was the rest who did not. Finally, the author provides suggestions for English teacher who teach English and students who learn English that Cartoon Story Maker Software gives the contribution to the learning process, so that the interaction in the teaching and learning process runs smoothly. Keywords: cartoon story maker software, descriptive text, writing
MODEL PERILAKU PENGGUNAAN TIK “NR2007” PENGEMBANGAN DARI TECHNOLOGY ACCEPTANCE MODEL (TAM)
This paper discusses and criticizes a Technology Acceptance Model which was developed
by Fred D. Davis in 1986. TAM was built to predict the way people accept and adopt the
technology. TAM was inspired by theory of reasoned action (TRA) formulated by Martin
Fishbein & Icek Ajzen in 1975, although the model does not completely adopt the TRA model.
TAM does not include Subjective Norm as a factor in predicting the use of technology.
As a theory, TAM has been used by many researchers to investigate the adoption of
information technology. This model has a significant contribution in predicting the use of
information communication technology (ICT) in many areas. Since ICT users have various
motivational backgrounds, some of them have a positive attitude toward ICT, but they do not
use ICT. It seems the TAM model need to be improved by including Subjective Norms and
Perceived Behavior Control as suggested by Ajzen in the theory of planned behavior (TPB) as
antecedents of intention to use ICT. Since the personality background of ICT users may also
influence the use of ICT, the author proposes TAM‐NR‐2007 model that include personality
traits as a background factor of attitude toward the behavior and subjective norms
APLIKASI DETEKSI PSIKOLOGI ANAK USIA 12 – 15 TAHUN DI SMP BETHEL TASIKMALAYA
In this era when everything is expected to be instant, especially in field of Information Technology (IT), people are trying to find the quickest and easiest way to get the best solution, for examples are analysis, data processing, etc. Therefore, the progress of computer technology and its development should be able to meet the needs of everyone. It includes the possibility to detect the psychology of an individual. That is why the making of "Application Detection of Children aged 12-15 at SMP BETHEL Tasikmalaya" with the system which the author proposes is expected to help the performance of the ongoing system. The author proposes web-based computerized system. With this web-based computerized system, the data processing will be more effective and the information can be quickly delivered.This application is an application that can detect and find a solution for the psychology of children aged 12-15, which related to their academic and non-academic activities.Keyword : Detection, Children, Solution
ANALISA PEMASANGAN JARAK ANTARA ARRESTER DAN TRANSFORMATOR DAYA DI GARDU INDUK BOOM BARU PT. PLN (PERSERO) PALEMBANG
In the analysis of the distance the installation of arresters and power transformers in boom baru substation tools used to secure the electrical equipment from lightning strikes that can damage electrical equipment is arrester types of valves or valve-type EXLIM R 072 - YV 072 produced by "ASEA" Sweden. From the results of data collection and analysis author at substation Boom Baru on arresters valve or valves, the distance required for the installation of these arresters for power transformers is 15 meters to the steepness of the wavefront 200 kV / μs, 10 meters to the steepness of the wavefront 300 kV / μs , 6 meters with a steepness of wavefront 500 kV / μs, 4.28 meters with the steepness of wavefront 700 kV / μs and 3 meters with wavefront steepness of 1000 kV / μs.
Key Word : Lightning Arrester, Distance Installation Arrester, Substatio
RETRACTED: STUDI METODOLOGI TAFSIR SURAT YASIN KARYA MUḤAMMAD IRSYAD
Following careful and considered review of the article entitled “Studi Metodologi Tafsir Surat Yasin Karya Muḥammad Irsyad”, Published in the Revelatia: Jurnal Ilmu Al Qur’an dan Tafsir Vol. 3 No. 1 (2022), by Nafisah and Masruchan lecturer at the Sunan Ampel State Islamic University Surabaya.
This article has been retracted at the request of the Editor-in-Chief. The author has plagiarized parts of the following papers:
Fawaidur Ramdhani, “ Apologetika tafsir al Qur’an: tipologi tapsèr sorat Yaa Siin Bhasa Madhura karya Muhammad Irsyad.” Undergraduate thesis, UIN Sunan Ampel Surabaya.
http://digilib.uinsby.ac.id/21906/
Fawaidur Ramdhani and Ahmad Zaidanil Kamil, “Tafsir Alquran Bahasa Madura: Mengenal Tapsèr Sorat Yaa-siin (BhasaMadhura) Karya Muhammad Irsyad”
DOI: https://doi.org/10.32495/nun.v5i1.103
One of the conditions of submission of a paper for publication is that authors declare explicitly that their work is original and has not appeared in a publication elsewhere. Re-use of any data should be appropriately cited. As such this article represents a severe abuse of the scientific publishing system. The scientific community takes a very strong view on this matter and apologies are offered to readers of the journal that this was not detected during the submission process
REKONSTRUKSI AKTIVITAS DAKWAH MELALUI MEDIA MASSA
The existence of da’wah in this contemporary era is faced with the complexity of problems and challenges. This is inseparable from the progressive dynamics of society and the shift of orientation, from agrarian society with simplicity and simplicity into an individualized society based on information technology. Given the activity of da’wah is inseparable from the community, then its development must be directly proportional to the development of society. During this da’wah activities are still left behind with the development and changes in society, especially in the utilization of mass media in da’wah. This background that underlies the author in reconstructing the activities of Islamic da’wah through mass media, so that it can be used as a theoretical-normative basis to be practical-applicative
"Patung Media Kertas Seniman Legendaris Jawa Barat : patung tokoh seniman Popo Iskandar, Barli Sasmitawinata, Ibing Kusmayatna, Darso dan Asep Sunandar Sunarya "
Karya Patung Seniman Legendaris Jawa Barat dengan Media kertas ini dilatar belakangi oleh ketertarikan penulis terhadap Seniman Legendaris Jawa Barat dan pengolahan media kertas yang penulis wujudkan dalam karya seni patung. Seniman legendaris Jawa Barat adalah tokoh pelaku seni yang sudah lama berkecimpung dalam dunia seni dan berdedikasi selama hidup untuk berkesenian dan mengembangkannya khususnya di Jawa Barat. Penulis yang ingin turut menghormati dan rasa bangga terhadap Seniman Legendaris Jawa Barat tersebut untuk mengenang atas dedikasi beliau yang sudah membawa dan mengembangkan nama Jawa Barat, rumusan masalah penelitian ini yaitu; 1)bagaimana mengembangkan konsep dari gagasan tokoh seniman legendaris Jawa Barat sebagai media berkarya seni patung dengan media kertas? 2)bagaimana mengolah kertas sehingga dapat diwujudkan dalam berbagai bentuk tokoh seniman legendaris Jawa Barat? 3)bagaimana memvisualisasikan patung tokoh seniman legendaris Jawa Barat sebagai media berkarya seni patung dengan media kertas? Media kertas adalah bahan yang mudah dijumpai dan terjangkau, dan mudah mengolahnya menjadi sebuah karya seni yang tidak dipandang murahan tetapi menghasilkan sesuatu karya seni yang bernilai tinggi, sehingga penulis tertarik untuk mengolahnya ke dalam bentuk karya patung media kertas. Dengan melalui metode kontemplasi dan stimulus, penulis mulai mengolah ide kemudian proses berkarya.Proses yang dilakukan penulis dalam pengolahan patung tokoh seniman legendaris Jawa Barat adalah dengan membuat proses digital modelling 3D, kemudian dipotong menjadi beberapa pola dan dicetak (print out), sehingga menjadi potongan yang siap dirakit, kemudian kertas yang sudah dicetak menjadi pola tadi siap untuk dirakit (Assembling),dipotong dan dilem kemudian dibentuk bagian demi bagian, untuk dirangkai menjadi karya patung yang utuh yang membentuk setengah badan (torso) yang berukuran 1:1 manusia. Teknik yang penulis gunakan dari keseluruhan adalah Modelling 3D, Memotong, Melipat dan Menempel. Penulis menampilkan lima karya tokoh Patung Kertas Seniman Legendaris Jawa Barat yakni Popo Iskandar, Barli Sasmitawinata, Ibing Kusmayatna, Darso dan Asep Sunandar Sunarya. Penulis berharap karya yang penulis buat dapat menjadi kesadaran diri untuk membangun rasa kebanggan memiliki Seniman Legendaris Jawa Barat.
Sculpture works of legendary artist West Java Media background of this paper by the authors of the artist's interest Legendary West Java and media processing paper the author embodied in works of sculpture. The legendary artist is a prominent West Java artists who have long been in the arts and dedicated for life to art and develop it, especially in West Java. Authors who wish to participate honor and pride to the artist's Legendary West Java to commemorate the dedication that he has brought and developed the name of West Java, the formulation of the research problem, namely; 1) how to develop the concept of the idea of the artist's legendary figures in West Java as the media work on paper sculpture? 2) how to cultivate the paper so that it can be realized in various forms figures of legendary artists of West Java? 3) how to visualize the statue of legendary artists figure in West Java as the media work on paper sculpture? Media paper is a material that easily found and affordable, and easy to process into a work of art that is not considered cheap but produce something valuable works of art, so the authors are interested to cultivate it into the form of paper media sculptures. With through contemplation and stimulus method, the authors began processing ideas then berkarya.Proses process conducted by the author in processing statue figure of legendary artists of West Java is to make the process of 3D digital modeling, then cut into several patterns and printed (print out), so that a piece the ready assembled, then the paper that has been printed into a pattern was ready to be assembled (Assembling), cut and glued then molded piece by piece, to be assembled into the complete works of sculpture that make up half of the body (torso) measuring 1: 1 human. Techniques used by the writer of the whole is a 3D Modelling, Cutting, Folding and Pasting. Author of five works of figures showing th
Aplikasi Game Edukasi Jelajah Pulau Sumatera Berbasis Android
See the development of games and multimedia at this time, and reinforced by the weak understanding of the younger generation of Indonesia about the culture of his own country. Therefore, the author took the initiative to create a mobile game that raised one of the culture of the country of Indonesia in general, especially for the provinces contained in the island of Sumatra. In the process of making this game the author uses Adobe Flash Professional Creative Suite 5.5 software for making all the characters, background and sound effects. Because in Flash itself already there are some sound library that can be used for the needs of the application in this game that the author made. For the programming language used the author uses only one programming language that is ActionScript 3.0. this programming language is functional enough to build a game, because it is supported with Object Oriented Programming which facilitate in making this game. In the latest version of Adobe Flash it is now possible to publish data into applications gained in instal on mobile devices, in this case android, making it possible to create android applications without having to abandon actionscript as the programming language used. It is expected that with this game will the user's understanding of cultural diversity in Indonesia, especially the island of Sumatra will be better understood and know
