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:: Abstract List ::

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| 241 |
Computer and Communication Engineering |
ABS-342 |
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An Entropy Analysis of the Cirebon Language Script Using the Ternary Huffman Code Algorithm Abdul Kodir, Ray Fajar, Asep Solih Awalluddin, Uus Ruswandi, Nanang Ismail, Deni Miharja
UIN Sunan Gunung Djati Bandung
Abstract
Entropy is a statistical parameter that measures how much average information is generated for each symbol in a text. Each language usually has several important features that are hidden statistically and certain redundancy. These features can be utilized to form appropriate text compression tools for optimal use of resources. This study proposes an analysis of the entropy of the Cirebon language text for text compression using the Ternary Huffman Code algorithm. Cirebon language was chosen because it has its uniqueness. This entropy value then becomes the reference level of the Cirebon script compression level. The probability of each symbol in the Cirebon Regional Text is used to calculate the entropy value. The result shows the entropy of the Cirebon language script was 2.508 bits per symbol, with an expected code length of 2.565 bits per symbol. Estimated compression efficiency with Ternary Huffman Code is 97.77% and compression rate is 0.51308.
Keywords: entropy, Cirebon Language, Ternary Huffman code, efficiency, compression rate
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| Corresponding Author (Nanang Ismail)
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| 242 |
Computer and Communication Engineering |
ABS-343 |
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The Potency of Efficiency and Compression Rate of Cirebon Language Script Using the Binary Huffman Algorithm Nanang Ismail, Teddy Yusuf, Ray Fajar, Padlan Alqinsi, Abdul Kodir, Husnul Qodim
UIN Sunan Gunung Djati Bandung
Abstract
Each language usually has several important features that are hidden statistically and certain redundancy. These features can be utilized to perform text compression that is suitable for the optimal use of resources. This study proposes an analysis the potency of the efficiency and compression rate of Cirebon language script using the Binary Huffman algorithm. The analysis of the potency is based on the entropy of the Cirebon language script. The study begins with an analysis of the Cirebon language script to calculate the probability of each symbol. These probabilities are used to calculate the value of entropy. The results showed that the entropy of the Cirebon language script was 3.976 bits per symbol, with an expected code length of 4.02 bits per symbol. Then, the estimated efficiency of compression with the Binary Huffman Code is 98.89% and the compression rate is 0.80402. These results can be considered in the use of Cirebon language compression for the telecommunications transmission process
Keywords: Efficiency, Compression Rate, Cirebon Language Script, Binary Huffman Code Algorithm, Expected code length
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| Corresponding Author (Nanang Ismail)
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| 243 |
Computer and Communication Engineering |
ABS-1113 |
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Study Analysis of Applied Computer Courses on the material for making magazine design album Using youtube video tutorial media compared to direct learning in class Maspiyah, Octaverina Pritasari, Dindy Sinta Megasari Setya Chendra Wibawa
Universitas Negeri Surabaya
Abstract
The world is being hit by a coronavirus that causes all learning to be digital. This is an inspiration for writers to make a video tutorial on the process of making an album magazine design that is applied in virtual learning colleges by attaching a link from Youtube. The method of developing video tutorials uses ADDIE and qualitative data analysis methods, interviews and participatory observation as data collection, with a total of 68 students taking applied computer courses consisting of class A 33 people, while class B 35 people assuming all students taking courses This is not understood at all photo editing application with Adobe Photoshop. Class A is taught using direct learning, the lecturer teaches with the same tutorial as the video recorded. While class B is taught material using recorded videos in class A that have been uploaded to YouTube.
The results showed that the results of editing conducted by students of class A and B had an aesthetic value of 91% and 92%, according to the tutorial instructions during direct learning and video tutorials recorded on YouTube. While the remaining 9% and 8% aesthetic value is not the same as what was reported, this happens because 1) the fonts owned by each student are not the same as those reported, 2) the photos used have posed, different points of view, 3) resolution Different pictures due to different computer specifications used. The conclusion of this research is, the final result will be good if the tutorial used is also accompanied by supporting materials that are not far from the application of the desired learning such as font models, photographic consistency, and image resolution used.
Keywords: video tutorial, direct learning,
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| Corresponding Author (Maspiyah Maspiyah)
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| 244 |
Computer and Communication Engineering |
ABS-602 |
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Implementation of Vehicular-Visible Light Communication for Motorcycle Platooning Denny Darlis (a*), Rizki Ardianto Priramadhi (b), Kamil Fatin M. Joni (a)
(a)Telkom University, Diploma of Telecommunication Technology,
Jl. Telekomunikasi, Terusan Buah Batu, Bandung - Indonesia, 40257
* denny.darlis[at]tass.telkomuniversity.ac.id
(b) Telkom University, School of Electrical Engineering, Jl. Telekomunikasi, Terusan Buah Batu, Bandung - Indonesia, 40257
Abstract
In this research, we explain the use of visible light communication technology for communication systems between motorbikes, where so far motorcycle lights have only been used for lighting or speed markers. But now, with visible light communication we can use it as a medium to communicate between vehicles, especially motorbikes. Visible light communication (VLC) is a communication system using visible light as an information carrier. VLC has many advantages including in terms of safety, speed, and ease of application to the user to send various types of information including digital data such as text and images. The VLC transmission section will use the LED motorcycle headlamps to send information to the receiver ie Light- to-Voltage Sensors are mounted on the back of a motorcycle when a number of motorbikes are in convoy or platooning. This study describes the use of VLC Vehicle-to-vehicle technology so that motorbikes can communicate with each other so that the motorcycle itself can adjust the distance with other motorbikes in front of him without being under or semi-controlled by the rider. From the results of measurements with the selected sender and receiver system, communication between motorbikes can be done up to a distance of 130 cm during the day and 180 cm at night. The potential of this technology is that it can truly support communication systems between vehicles such as self-driving motorcycles in the future.
Keywords: Visible Light Communication, Outdoor, Platooning, Motorcycle, Vehicle-to-Vehicle Communication
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| Corresponding Author (Denny Darlis)
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| 245 |
Computer and Communication Engineering |
ABS-865 |
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Information Technology Infrastructure Readiness for E-Learning Implementation In State University Of Jakarta Hamidillah Ajie, Alam Budi Kusuma
Universitas Negeri Jakarta
Abstract
This research is aimed for making a comprehensive description about the information technology infrastructure condition and also the suitable e-learning form that possible to be implemented in the State University of Jakarta The element of information technology infrastructure that included in the assessment are computer networks, bandwidth rate, server capacity, and classroom facility. This research used descriptive qualitative method. The subject in this research is the head and several network technician staff of UPT TIK UNJ. Data for this research gathered through observation, interviews, and documentation. This research results in a finding that 1) The university computer network capable of connecting all campuses, 2) The bandwidth rate provides lecturer, staff, and the student of the State University of Jakarta with sufficient services, 3) Server capacity of State University of Jakarta had is capable to support many academic, administrative, and learning information system that has been implemented such as SIAKAD, SIUKAT, and e-learning website, 4) Classroom facility in the University able to support the way of learning that based on information technology, 5) The University also provided an outdoor facility to encourage student learning. Thus generally, the information technology infrastructure condition at the State University of Jakarta is ready to implement e-learning.
Keywords: e-Learning Readiness, information technology infrastructure
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| Corresponding Author (Hamidillah Ajie)
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| 246 |
Computer and Communication Engineering |
ABS-866 |
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THE DESIGNING OF APPLICATION E -LEARNING IN A INFORMAL AND NONFORMAL EDUCATION BASED WEB IN PP - PAUDNI REGIONAL I BANDUNG Raymond Maulany(a*), H. Bachtiar Hasan (b), Ade Gafar Abdullah (b), Dedi Rohendi (b)
a) Sekolah Pasca Sarjana, Universitas Pendidikan Indonesia.
*raymondmaulany[at]upi.edu
b) Fakultas Teknologi Pendidikan dan Kejuruan.
Abstract
Information and Communication Technologies (ICT) has become a fundamental requirement in supporting the effectiveness and quality of an education process in the era of globalization. There are issues of education in Indonesia such as the quality and relevance of education, the access and quity of education, geographical ranges, an education management, autonomy and accountability, efficiency and productivity, and sustainability budget, will not be overcome without the help of ICT. An education based on ICT is an interaction management and administration of education which can be used both by teachers and students as well in improving the quality, productivity, effectiveness and access of education.
The formulation of the problem of this research is to find out about the design of the e-learning application in a formal and informal education. Also to increase the effort of using the e-learning in a formal and informal education. Based on the research conducted, the use of e-learning application in to improve the quality of learning in a formal and informal education based on the website at PP-PAUDNI Regional I Bandung, so the author concluded that the system has been built to provide information of the long distance learning in a formal and informal education. The system is built to accelerate the learning process for learning process and to get new materials from the teacher and communicate with the teacher when there is a necessary information from the teacher.
Keywords: E-learning Application; Based Web; Informal and Non-formal Education
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| Corresponding Author (Raymond Christian Maulany)
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| 247 |
Computer and Communication Engineering |
ABS-867 |
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Development Of Instructional Video For Basic Programming Subject For Multimedia Expertise Program Students Hamidillah Ajie, Jafar Sodik
Universitas Negeri Jakarta
Abstract
The purpose of this research is to improve the learning process on basic programming subjects using instructional videos. The method used in this study is the Research and Development (R&D) Method. This research produces video-based products. The development of this learning media has gone through several stages of evaluation includes material experts, media experts, and respondent tests with students of Multimedia expertise programs at SMK Negeri 2 Jakarta and SMK Negeri 51 Jakarta. Based on the results of product trials, those researchers have developed, from the perception of 30 student respondents sin SMK Negeri 2 Jakarta were 91.42% and a total of 30 students at SMK Negeri 51 Jakarta were 93.57%. Instructional videos that have been developed can be categorized very well to be used as supporting instructional media in Basic Programming subjects.
Keywords: Instructional video, basic programming subject
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| Corresponding Author (Hamidillah Ajie)
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| 248 |
Computer and Communication Engineering |
ABS-1124 |
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The Applying of Interactive Learning Media in fashion Photography material with Role Playing Techniques to Generate Creative Portfolios Setya Chendra Wibawa,
Universitas Negeri Surabaya
Abstract
The objectives of this study are: 1) developing interactive learning media photography, 2) testing the level of media validity, 3) testing the results of student creativity after using the media. Development of media using the 4D method (Define, Design, Develop, Disseminate) with the role-playing learning method. In this case, the respondent is a fashion education student who takes related computer courses in fashion photography consisting of 2 classes. Class A uses interactive media, while class B does not use interactive media; both types use the role-playing learning method.
Based on the validation of media experts, this media gets a percentage of 87.17% and is declared very valid for use. And the results of the questionnaire responses to the use of media to students obtained a rate of 85.33%. The average value of class A is 89.5%, while class B is 86.5%. The ordinary creativity of class A with an amount of 86.6%, Class B, with a value of 85%. Thus it can be concluded that the media used can help replace the role of lecturers in learning, and students can play the role of a fashion photographer.
Keywords: fashion photography, media learning, 4D, role-playing
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| Corresponding Author (Setya Chendra Wibawa)
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| 249 |
Computer and Communication Engineering |
ABS-871 |
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Requirement Analysis Using Requirement Engineering Method For Learning Media Repository System For MGMP Of Informatics And Computer Engineering In East Jakarta 1 Region Hamidillah Ajie, Cindi Desmayanti
Universitas Negeri Jakarta
Abstract
Teachers group in the MGMP TKI East Jakarta 1 region requires a flexible and virtual place for information and learning media sharing. Based on this demand, this research is conducted to develop a web-based application system in the form of a Learning Media Repository System. The learning media contained in the learning media repository system includes syllabus, lesson plans, teaching materials, questions bank, and discussion room feature. The stage for requirements analysis of software engineering development is needed to develop structured documentation of requirements. The requirements analysis stage used requirement engineering methods to fulfill the demands and expectations of the school decision-maker. The requirement engineering method has stages that work to discover, collect, identify, create the documentation, and validate the requirements. The results of this research are 106 user requirements and a written document containing 13 use case 155 system requirements that have been approved by the school decision-maker so that they can be used as a reference for the development of a Learning Media Repository System.
Keywords: Repository system, learning media, requirement analysis, requirement engineering
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| Corresponding Author (Hamidillah Ajie)
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| 250 |
Computer and Communication Engineering |
ABS-872 |
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User Interface Design For Website Based Learning Material Repository System For MGMP Of Informatics And Computer Engineering In East Jakarta 1 Region Hamidillah Ajie, Andika Sunaryo
Universitas Negeri Jakarta
Abstract
Teachers at the Vocational School of Computer and Informatics Engineering in East Jakarta 1 region have a community called the East Jakarta 1 Informatics and Computer Engineering Subject Teacher Consultation (MGMP TKI East Jakarta 1). This community is expected to be a place for the teacher for sharing and make collaborative works within the same subject of TKI majors. However, in reality, the MGMP TKI East Jakarta 1 did not work properly. This results in an imbalance in the quality of one school with other schools in the area because it has differences in the learning media. Therefore there’s a need for a learning media repository system for teachers that can be used to share learning media. This user interface will be designed using the User Experience (UX) approach. UX has various design methods. In this study, the user interface (UI) on a learning media repository system was designed using The Wheel method. The design of UI then will then be tested by usability testing relating to effectiveness, efficiency, and satisfaction. Measurement of the effectiveness value and efficiency is based on the results of usability testing, while the satisfaction rate is measured using the User Experience Questionnaire. The test results show the effectiveness value reaches 100%, the efficiency value is below 0.15 goals/sec for 6 tasks and above 0.15 goals/sec for 12 tasks, also the level of satisfaction shows very good results.
Keywords: Learning media repository system, user interface, user experience, the wheel
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| Corresponding Author (Hamidillah Ajie)
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| 251 |
Computer and Communication Engineering |
ABS-105 |
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Implementation Of Firewall For Web Server Access Management Based On Application Gateway For TNI AD Website Mochamad Luthfi Nazif Suryana (a), Nur Rachman Supadmana Muda (b), Desyderius Minggu (c), Chandra Herkariawan (d), Riky Agustiady (e)
Military Telecommunications, POLTEKAD. Jl. Kesatrian Arhanud, Junrejo, Batu 65324, Indonesia.
Abstract
Along with the development of information technology, making information security is very important even more so on a network connected to the internet. The imbalance between each development of a technology not accompanied by development in the security system itself. As for the current problem is that there are still state website that are still working with outside companies in terms of network security systems. And most often the target of cyber attacks is the web server. Then any individual or organization is required to have a security system that minimizes of cyber crime. Instead of putting trust in an outside company I better make my own web server security system. The author uses the application gateway method in a firewall. Besides, firewall failover capabilities are evaluated. Based on the overall testing results, application gateway has better performance than other types of firewalls in another website. It has better ability in handling DoS attack, because this firewall works not only based on the secure, destination and attribute of the package, but can reach the contents of the package. It is concluded that application gateway is suitable and safe to use on TNI AD web server.
Keywords: Firewall, Application Gateway, Security System, Cyber Attack
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| Corresponding Author (Mochamad Luthfi Nazif Suryana)
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| 252 |
Computer and Communication Engineering |
ABS-1131 |
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Proposing the Design of Software Systems in Tafsir al-Quran: In Search of Objectivity with Data Science and Artificial Intelligence D.I. Ansusa Putra; M. Yusuf
UIN Sulthan Thaha Saifuddin Jambi
Abstract
Computer technology is neutral information technology without any subjectivities and biases. The advantages of computer technology can help to minimize intervention and subjectivity in the interpretation (tafsir) process. The problem of subjectivity in interpretation is a long discussion. However, interpretation has a concept that is supported by the authority of the text. One way to make objectivity interpretations is the tafsir al-Quran bil Quran method. This article proposes system design of an interpretative application based on objectivity interpretation using tafsir al-Quran bil Quran method which I call Tafsir on Tech (ToT). Therefore, this article will initiate the concept of a software that uses the tafsir al-Quran bil Quran method by using the advances in data science technology and using the latest artificial intelligence technology. Furthermore, this proposal proves the novelty of the role of technology in the preparation of religious material in millennial life from a secondary role to a primary role.
Keywords: System Design of Tafsir Software, Objectivity of Tafsir, Data Science and Artificial Intelelligence
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| Corresponding Author (D.I. Ansusa Putra)
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| 253 |
Computer and Communication Engineering |
ABS-365 |
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The Use of Interactive Multimedia to Build Awareness Against Animal Exploitation in Environmental Conservation Education for Children Ratih Ayu Pratiwinindya (a*), Naomi Alfatah (b), Rahina Nugrahani (c), Triyanto (a), Nadia Sigi Prameswari (b), Pratama Bayu Widagdo (b)
a) Visual Art Education Department, Universitas Negeri Semarang, Indonesia
Gedung B9, Jurusan Seni Rupa, FBS, Universitas Negeri Semarang, Kampus Sekaran Gunungpati, Semarang
*ratihayu_psr[at]mail.unnes.ac.id
b) Visual Art Department, Universitas Negeri Semarang, Indonesia
c) Visual Communication Design Department, Universitas Negeri Semarang, Indonesia
Abstract
Many people do not realize that actions involving animals often involve violence to the animals. Some of these actions are influenced by regional cultural traditions such as Adu Bagong, Sabung Ayam, and Topeng Monyet, which for the most part of them are a lot watched by children and unfortunately this situation become a common things. Therefore, it is necessary to have an ideal education about preservation of biological resources, flora, fauna, and the environments for the community that can be obtained from appropriate activities through environmental conservation education. In the development of digital-based media today, interactive multimedia combined with fun learning is relevant to deliver information and to educate the children as early as possible. The purpose of this study is to analyze the usefulness of interactive multimedia as learning resource to build awareness in the environmental conservation education, especially against animal exploitation for children. The researchdesign employed the following steps: (1) designing the interactive multimedia; (2) produce interactive multimedia; (3) implementing interactive multimedia for elementary students as a learning resource; and (4) evaluating the result and learning process. The research subjects are 32 student from SDIT Mutiara Hati, Semarangwho are studying the theme of learning about caring for the environment. The results showed that by using interactive multimedia as a learning resource, student’s ability to know, understand, and mention what activitiescan be done as an environmental conservation activities against animal exploitation has increased. Therefore, it can be concluded that interactive multimedia becomes the right strategy to deliver information as an effort to build awareness against animal exploitation in environmental conservation education for childrens.
Keywords: Animal, Conservation, Education, Environment, Interactive, Multimedia
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| Corresponding Author (Ratih Ayu Pratiwinindya)
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| 254 |
Computer and Communication Engineering |
ABS-1134 |
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LACIKU Game Education to Increase Student Learning Interest Amirul Mukminin; Ikhtiati; Nasyariah Siregar; Verliyanti
UIN Sulthan Thaha Saifuddin Jambi
Abstract
This research aims to test out the ‘LACIKU’, an abbreviation of ‘Langkah Cita-Citaku’ or My Dream Step, as a learning media to increase the learning interest of Grade IV students of a Madrasah in Jambi. This is Research and Development relies on the Borg and Gall’ model. The steps taken in this study include collecting potential and problem data, product design, design validation, design revisions, product trials, product revisions, trial use, product revisions and mass products. LACIKU media was assessed as validated by 1 thematic learning expert with a score of 93.33%, 1 media expert with a score of 89.6%, 1 material expert with a score of 100%, 1 linguist with a score of 88%, 4 small group trial students with a score of 90%, and 22 students on trial use or large group trials with a score of 97.38%. Based on the analysis of differences in student learning interest between those who do not use LACIKU media and students who use LACIKU media with an independent t-test, the Sig. (2-tailed) of 0,000 <0.05 so Ha is accepted and Ho is rejected. It can be concluded that the learning interest of students who use my lacquer play media is significantly higher that is an average of 85.22273 when compared to the learning interest of students who do not use my lacquer play media ie their learning interest is only 60.9091.
Keywords: LACIKU Education Game; Learning Interest.
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| Corresponding Author (Yusria M)
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| 255 |
Computer and Communication Engineering |
ABS-112 |
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DESIGN OF DISTANCE SENSING AND DISTANCE USING QUADCOPTER BASED ON FACE RECOGNITION METHOD Riky Agustiady, Nur Rachman Supadmana Muda, DesyDerius Minggu, Chandra Herkariawan, Mochamad Luthfi Nazif Suryana
army polytechnic
Abstract
With the development of communication and automation technology at this time, the Robot is widely used as a tool to assist the task of long-distance operations in the army combat unit. Especially for tasks that require high mobilization and tasks that have a relatively high level of danger, therefore the use of Unmanned Aerial Vehicles for remote sensing is developing very rapidly both in the field of civilian and military defense equipment. So in this study the researchers will develop the use of UAVs, especially in the type of quadcopter drones for remote sensing enemy areas.
In this case, enemy surveillance still uses a lot of personnel, so monitoring the area requires a large amount of personnel. Conditions like this that can require high concentration and will drain personnel and logistics. The use of this remote sensing robot can minimize the use of TNI AD personnel directly, because in the sensing it is replaced by the role of visualization on the drone and has the ability to determine recognize the enemy by adding a face recognition system, so that later the tool is able to recognize enemies by detecting captured faces by the drones camera
Keywords: ARMY,UAV,DRONE,CAMERA
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| Corresponding Author (RIKY AGUSTIADY)
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| 256 |
Computer and Communication Engineering |
ABS-1137 |
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Virtual Book Design for Batik Learning:Self-Learning Curriculum Approach Y Achdiani, I Widiaty*, R Ilahi, M P Ningsih
Universitas Pendidikan Indonesia, Bandung Indonesia
*isma[at]upi.edu
Abstract
This study aims to design a virtual book that is used in batik learning in vocational education. The design of the virtual book is made in a web-based application platform and is used as a learning tool with a self-learning curriculum approach. Design of this virtual book uses Software Development Life Cycle (SDLC) method. The interaction model developed in the application is a user interface in frontend form. The user interface of this virtual book is made in the form of a framework codeigniter that is based on Hypertext Preprocessor (PHP). All of the content and database is saved in server. The results of the application design consist of reading history pages, favorite books, latest books, search history, borrowing / downloading books, and returning books. The consequences of designing this virtual book indicate the need for adequate internet network availability and the need for special admins to update content regularly.
Keywords: Virtual Book; Batik; Self-Learning; Curriculum
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| Corresponding Author (Isma Widiaty)
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| 257 |
Computer and Communication Engineering |
ABS-888 |
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Planning Information Systems Kuliah Kerja Nyata (KKN) Institut Pendidikan Indonesia Garut P Sidiq1*, D D Bhakti1, A M Reynaldi1, N A Hamdani2
1Institut Pendidikan Indonesia Garut, Indonesia
2Universitas Garut, Indonesia
*purnomosidiq[at]institutpendidikan.ac.id
Abstract
Abstract. Kuliah Kerja Nyata (KKN) is an intraculicular education activity multidisciplinary is carried out off campus,the practice of Tri Dharma of Higher Education namely community service and carried out in a manner routine every year. With the complex problem of KKN it is necessary to design a governing information system kuliah kerja nyata activities so that it runs well and smoothly,starting from planning activities,surveys, registration, grouping, monitoring, evaluation, assessment and reporting. Lembaga Pengabdian kepada Masyarakat (LPM) as a manager of KKN experiencing many problems, by making an analysis of system design system design real job lecture information is a solution to the problem the implementation of kuliah kerja nyatas runs effectively and efficiently,because with a real job lecture information system all activities can well organized, although at present there is an information system kuliah kerja nyatas running for registration and finance, but it is not yet comprehensive for other activities and is still conventional in nature. The focus of the objectives of this study is to produce a design planning analysis information system in the form of information needs with the required entity making it easier to develop KKN information systems with an approach Geographic Information System (GIS) with the application of progressive Web Appfor easier implementation.. The purpose of this study to make the analysis of real working class information system to improve administrative services better.
Keywords: analysis, information systems, kuliah kerja nyata
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| Corresponding Author (Purnomo Sidiq)
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| 258 |
Computer and Communication Engineering |
ABS-637 |
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Decision Support System for Neglected Elderly Social Assistance Recipients Using the Weighted Product Method Beki Subaaeki, Diena Rauda Ramdania, Abraham Dwi Kurniawan, Cecep Nurul Alam
Department of Information System Sangga Buana University
Bandung, Indonesia*, Department of Informatics, UIN Sunan Gunung Djati, Bandung, Indonesia 2,3,4
Abstract
Among the people of Indonesia is an aging society, with an elderly population of around 20 million people, or 8% of the total population. The data is the governments concern to provide assistance proposals. In the process of proposing assistance, this is still done by checking one by one the documents of prospective beneficiaries and matching them with existing criteria. This method requires quite a long time and makes an error because of subjectivity. The purpose of this study was carried out to implement the Weighted Product (WP) method into a decision support system that can determine the priority proposals for recipients of neglected elderly social assistance. RUP (Rational Unified Process) used in the software development method. The final results of this study obtained a decision support system that can assist in the process of determining the ranking of recipients of abandoned social assistance proposals by using the WP method that gets an accuracy of 76.74%.
Keywords: decision support system, people neglected elderly social assistance, Weighted Product (WP)
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| Corresponding Author (BEKI SUBAEKI)
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| 259 |
Computer and Communication Engineering |
ABS-126 |
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Development of Muvizu-Based Animated Video on Mathematical Representation Ability Juariah Juariah (a), Ahmad Fawaid Ridwan (a*), Rahayu Kariadinata (a), Hamdan Sugilar (a)
(a) Department of Mathematics Education, UIN Sunan Gunung Djati Bandung
Jl. A. H. Nasution 105, Bandung 40614, Indonesia
*faid.syakura[at]gmail.com
Abstract
This study is engaged in mathematics education which aims to develop Muvizu-based animated video on mathematical representation ability. The used method is Borg & Gall research and development method. This animated video was validated by small group of learning media and theoretical content expert and tested on a small scale sample which is than tested on a sample with a larger scale. The results showed that Muvizu-based animated video is a mathematics learning media that has been validated and tested so that it can be used in mathematics learning process. Muvizu-based animated video is considered effective in providing understanding of mathematical concepts oriented to mathematical representation ability.
Keywords: Animated Video; Mathematical Representation; Muvizu
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| Corresponding Author (Ahmad Fawaid Ridwan)
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| 260 |
Computer and Communication Engineering |
ABS-132 |
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Design Control System on Military Combat Robot Using Joystick Based on Arduino Iman Saptiadi, Nur Rachman Supadmana Muda , Desyderius Minggu, Chandra Herkariawan, Mochamad Luthfi Nazif Suryana
Military Telecommunications, POLTEKAD. Jl. Ksatrian Arhanud, Junrejo, Batu 65324, Indonesia.
Abstract
The development of technology today is very rapid with the many robots that are used in everyday life to help human work even robots are used in a military force that aims to assist in operational tasks. Combat robot is a tool of mechanical and electronic combining that is designed to move from one place to another and is equipped with weapons that can shoot enemies. Operators use the Joystick to control the robot and the joystick is programmed using Arduino, sent via the NRF24L01 module as telemetry, which is farther away than the connection that was the problem previously, namely bluetooth. The method used is an experimental method, in this study focused on communication between Joystick with the robot through the NRF24L01 module connection so that the robots motion will be in accordance with the programmed Joystick movement. The results of this study, the robot can be easily controlled using a Joystick and seen in realtime on a Tablet mounted on the Joystick. Then this Joystick control can facilitate the operator in controlling the robot and the distance achieved using the NRF24L01 module is further than using a bluetooth connection.
Keywords: Combat Robot, Joystick, Arduino Nano, NRF24L01
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| Corresponding Author (iman saptiadi)
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| 261 |
Computer and Communication Engineering |
ABS-909 |
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Development of Mobile Learning Based On Ethnopedagogi Baduy Community Banten Province N Rochmah(a), U Cahyana(b); A Purwanto(b)
Master of Chemistry Education, Faculty Matermatika and Natural Sciences, Universitas Negeri Jakarta
l. Margonda Raya No.11, RW.14, Rawamangun, Kec. Pulo Gadung, Kota Jakarta Timur, Daerah Khusus Ibukota Jakarta 13220
Abstract
Educational Development in the Industrial Revolution 4.0 and the Law of the Republic of Indonesia No. 11 of 2019 on the National System of Science and Technology can affect to learning of digital learning. Therefore, it is necessary to develop an instructional media mobile that is interactive towards the development of technology based on the traditional and cultural knowledge. This media development was systematically designed phases preliminary phase analysis of material needs and characters of the students, phase of developmental design using flash devices based on the traditional and cultural knowledge of Baduy Community. Afterwards, the next phase was a validation and material review by experts; 3 Chemical Engineering lecturers, 2 Chemical Teachers and 3 Communication Science lecturers. Should the media claimed to be valid, trial will be attested by researchers. Media trial and revision on a small group comprises of 10 students and 2 teachers. Then, it is followed by a larger group comprised of 70 students and 3 teachers. The result analysis of the media validation test is based on 26 Likert scale questions using SPSS tools and two open-ended questions. The result was valid with a significance <0.05 with a Cronbachs Alpha value of 0.877>0.05 (Reliable)
Keywords: Mobile Learning, Ethnopedagogy, Research and Development
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| Corresponding Author (Nur Rochmah)
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| 262 |
Computer and Communication Engineering |
ABS-910 |
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Study on Network Management Systems by Using Docker Kubernetes Erfan Rohadi, Cahya Rahmad, Farif Chrissandy, Amalia
State Polytechnic of Malang
address Jl Soekarno Hatta No.9 Jatimulyo Kec. Lowokwaru Kota Malang Jawa Timur 65141
Abstract
The development of web based applications is grow up rapidly along with technological advances recently. Therefore the user of web and mobile applications are also increase. So applications can be accessed using a variety of device such as computer, mobile platform, notebook, thats why ease in the process of deployment of web applications to the server is nedeed. The previous monolithic technology, the deployment process requires a large ammount of resources, scalability, system availability and computational service capabilities. Recently, we present container technology is the solution to dealing large computing services with high traffic, container technology system is created one with libraries, application and configuration files and everything needed. The container can be managed with kubernetes to makes it easier for administrator to control management data efficiently. In this study the retrieval of data is taken on QOS parameters consisiting of: throughput, response time. Data from the test will determine the reliability of docker kubernetes based container technology. The suggested result is to compare the QOS multi container process with a single container or virtual private server, deployment and provide an alternative solution to make it easier for administrators to manage containers using the Kubernetes more easily and efficiently
Keywords: Virtual Private Server, Container, Kubernetes, Throughput, QOS, Docker
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| Corresponding Author (Farif Chrissandy)
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| 263 |
Computer and Communication Engineering |
ABS-143 |
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Design Control System Using Gesture Control On Arduino Based Robot Warfare Chandra Herkariawan, Nur Rachman Supadmana Muda, Desyderius Minggu, Eko Kuncoro, Riky Agustiady, Mochamad Luthfi Nazif Suryana
Military Telecommunication, Politeknik Angkatan Darat KODIKLATAD, Jl. Ksatriaan Arhanud, Pendem, Batu 65324, Indonesia
Abstract
The development of increasingly advanced technology provides a positive side in various fields, especially the military. This research introduces a different control system in the navigation of robots, especially in the military field. Navigation system used are varied, ranging from robots that are driven using cables to wireless communications that are used to move robots. Various control systems on robots using RC (Remote Control), android, and several electronic devices designed for navigation systems such as joysticks and other control system devices. Researchers designed gesture control on the arduino nano v3 based and arduino ATMEGA based combat robots on military equipment, because there is no military equipment that uses a gesture control navigation system. Researchers used an experimen method with an arduino electronic device as a microcontroller, accelerometer module and MPU6050 gyroscope as a sensor that serves to determine the orientation of motion, NRF24L01 module as telemetry, and engine as drive. The results obtained after designing a gesture control navigation system on a combat robot are very good because it is very easy to operate the robot, and a long duration because using the engine. It was concluded that gesture control was appropriate and safe for use in the military.
Keywords: Arduino, Gesture Control, Combat Robot
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| Corresponding Author (Chandra Herkariawan)
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| 264 |
Computer and Communication Engineering |
ABS-911 |
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Study on Virtualization System Container by Using Docker Erfan Rohadi, Indrazno Sirajuddin, Mohammad Faried Rahmat, Rudy Ariyanto, Amalia
State Polytechnic Of Malang
Jalan Soekarno Hatta No.9, Jatimulyo, Kec. Lowokwaru, Kota Malang, Jawa Timur 65141
Abstract
Modern web hosting system can manage many applications. Virtual machine technology is able to solve the problem that often occurs by the developer application, such as the differences in library or tool versions of applications.
Growing amount of smartphone application must be following by increasing the quantity and quality of human resources, exactly increasing the needed factor of service. Virtualization system container would be expected as a best solution. Docker is the one of many software that adopted by container system and able to applied in web hosting. In this research, we’re trying to review this virtualization technology above. Applying container system inside The docker is a main focus of this reasearch. Docker system can make the deployment process of application and either component of web hosting become easier.With the result this research is expected being solution for smartphone application developer who want to integrating many smartphone application only in one web server.
Keywords: Docker , Virtualization, Smartphone Application, Container, throughput
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| Corresponding Author (Mohammad Faried Rahmat)
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| 265 |
Computer and Communication Engineering |
ABS-657 |
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Water Quality Monitoring System Base On Internet of Things Mohammad Adhipramana (a), Edi Mulyana (b), Rina Mardiati (c), Aan Eko Setiawan (d)
(a) madhipr[at]gmail.com, (b) edim[at]uinsgd.ac.id,
(c) r_mardiati[at]uinsgd.ac.id, (d) aaneko37[at]gmail.com,
Faculty of Science and Technology, UIN Sunan Gunung Djati Bandung, Indonesia
Abstract
At present, clean water is a major human need. In this paper, an IoT-based real-time water quality monitoring system is developed. The parameters used to monitor water quality are pH, PPM, and NTU. Measurement of these parameters is done using a pH sensor, TDS, and Turbidity. The microcontroller used in this study is NodeMCU ESP8266 as well as a link to the internet. The test is carried out by testing the water sample in a clean water reservoir to observe the data of the water quality value continuously every 1 minute for 20 times. The test includes the measurement value of the sensor, the value in the cloud, and the response time of sending data to the cloud. The cloud platform used is Ubidots. Based on the test results obtained the cloud platform display on Ubidots to display data of pH, PPM, and NTU values on water that has been tested. The results obtained were pH values of 6.89, PPM values of 420, and NTU values of 0, with a voltage of 4.8V. The average speed of sending data obtained by 1 minute.
Keywords: water quality, monitoring, internet of things.
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| Corresponding Author (Edi Mulyana)
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| 266 |
Computer and Communication Engineering |
ABS-660 |
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Efforts to Increase Public Participation in Assessment Information Systems use User-Centered Design Asep Sahid Gatara, Elisa Susanti, Muhammad Andi Septiadi, Siti Alia, Fitri Pebriani Wahyu
1,3,4,5 UIN Sunan Gunung Djati Bandung,
2 Universitas Padjajaran
Abstract
Web-based information services in government agencies have various types of designations such as public information and as a means of assisting the government in making decisions. However, the environment may affect the community so that the ability to comprehend information and the desire to provide information is not optimal. There are information gaps and the government have difficulty in getting information directly from the public. Therefore, technology-based information systems are important to study in order to reduce information gaps in government institutions. The purpose of this research is for the public to understand easily and increase public participation in the use of technology-based information services using websites. This study discusses the desired website information system in the government based on the Web-Based Services, Public Information, Community Participation, User-Centered Design concept to support the successful use in the future. Using a qualitative approach, the focus of this study is the Assessment Information System in the city of Bandung. Results of the study show that there is a need for improvement in terms of design, content and competent human resources so as to increase public participation and be more optimal in the use of such websites.
Keywords: Web-Based Services, Public Information, Community Participation, User-Centered Design
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| Corresponding Author (Muhammad Andi Septiadi)
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| 267 |
Computer and Communication Engineering |
ABS-406 |
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Multimedia Simulation Model for Electrical Laboratory Learning S Sriadhi (1*), R Restu (2), Harun Sitompul (3)
Universitas Negeri Medan, Indonesia
Abstract
Industrial revolution 4.0 demands universities to improve the quality of their graduates. This study aims to find out the improvement of basic engineering competencies through practical learning which is divided into three groups, namely Regular group, Regular-VLabs and Remedial-VLab group. Practical topics are summarized on AC circuits with resistor loads, inducers and capacitors on series and parallel systems. Data analysis using One-way Anova test for comparison of practicum learning outcomes and practicum effectiveness was analysed by gain-score comparison. The results of the study prove that the competence of practicum results in RL-circuit and RC-circuits is high but for RLC-circuit is quite medium. Based on the form of practicum, the competency achievement of the V-Lab group is higher than that of Regular group. The study also proves that the gain score states Regular-VLab are more effective than Regular and Remedial-VLab group. The research findings recommend the use of a V-Labs simulation program for basic engineering practicums especially for laboratories that lack equipment and instructors in an effort to improve basic electrical competency
Keywords: simulation, multimedia, laboratory learning
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| Corresponding Author (S Sriadhi)
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| 268 |
Computer and Communication Engineering |
ABS-152 |
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The Effectiveness Google Classroom in Completing the Development Project of Teaching Materials for preservice Teachers of Biology Sri Maryanti(a*), Dede Trie Kurniawan(b*)
a) FTK, UIN Sunan Gunung Djati Bandung
JL. AH. Nasution No 105
*sri.maryanti[at]uinsgd.ac.id
b)Universitas Swadaya Gunung Djati, Cirebon
Abstract
Abstract. The purpose of this study is to analyze how the impact of using Learning Management System (LMS) through Googles classroom application in improving academic performance of prospective biology teacher students in completing projects related to developing digital teaching materials in ICT subjects in Learning Biology In addition, this study also aims to develop online lecture methods for prospective biology teacher students to utilize digital technology, produce digital lecture methods and designs in biology classes in ICT learning courses with the Google Classroom LMS in an effort to facilitate the completion of projects to develop digital teaching materials for prospective biology teacher students. The method used to achieve these objectives is the development of the ADDIE model (Analysis, Design, Development, Implementation and Evaluation) which is directed to develop methods for developing lecture in networks for prospective biology teacher students to utilize digital technology. By describing the results of this study, it is hoped that it can be used as a basis for designing LMS-assisted learning models with Googles classroom application that is effective, efficient, and can build learning independence for prospective biology teacher students.
Keywords: LMS, Google Classroom, preservice Teacher Biology, Digital teaching materials
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| Corresponding Author (Sri Maryanti)
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| 269 |
Computer and Communication Engineering |
ABS-157 |
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Android Geometry Pad In Improving Mathematical Communication Ability Ayun Sri Rahmani (a*), Rahayu Kariadinata(b), Yayu Nurhayati Rahayu (c), Hamdan Sugilar (d)
(a) Departement of Mathematics Education, UIN Sunan Gunung Djati Bandung
Jl. A.H Nasution No. 105. Bandung (40614), Indonesia
*rahmaniayun[at]gmail.com
Abstract
Android geometry pad is a dynamic android application in order to support two-dimensional plane. Then,this study aims to improve mathematic communication ability using android geometry pad. This study was conducted using a quasy experiental method on the eighth gradeof a junior high school on Ciamis Region. Futher more, it ia found the differences in improvement communication ability between students who are using Android geometry pad and students using Conventional method. Based on the rest n-gain result, it could be said that students who are using android geometry pad are better than students using Conventional method.
Keywords: Android, Geometry Pad, Mathematic Communication
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| Corresponding Author (Ayun Sri Rahmani)
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| 270 |
Computer and Communication Engineering |
ABS-673 |
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Attendance Detection System Based on Location and Time Using Xamarin Framework Musawarman (a*), Tiawan (a)
a) Politeknik Enjinering Indorama
Kembangkuning, Jatiluhur, Purwakarta Regency, West Java 41152
*musawarman[at]pei.ac.id
Abstract
The main purpose of this research is to detect the attendance of students and lecturers based on location and time using the Xamarin Framework. The attendance of students and lecturers is very important for the effectiveness of performance monitoring in Indorama Enjinering Polytechnic campus. The current attendance system is carried out in a conventional manner, namely by using paper media to record the attendance of students and lecturers in class in each semester. Recorded attendance data consists of names, class location, time, and signatures of students and lecturers. This research replaces the conventional method by using Android Xamarin Framework technology. Students and lecturers use Android-based mobile devices to get the latitude and longitude location of the activated Global Positioning System (GPS). The system will get the precise location of students and lecturers and save the users data into a database. The lecturer verifies student attendance by providing a QR Code that can be scanned by students to ensure that the student is present in class in real-time. This research is expected to be a solution to facilitate the process of recording attendance of students and lecturers in terms of monitoring the academic performance of students and lecturers at the campus
Keywords: GPS; Framework; Location and Time
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| Corresponding Author (Musawarman .)
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