Pub Date : 2020-12-21DOI: 10.35134/komtekinfo.v7i4.89
Rafki Imani, Utami Dewi Arman, Afrilda Sari
Kota Padang merupakan wilayah yang rentan terhadap ancaman bencana gempa dan tsunami. Bencana gempa yang mampu menimbulkan risiko tsunami tidak dapat diprediksi kapan terjadinya. Kondisi ini menuntut semua lapisan masyarakat harus memiliki pengetahuan terhadap kemungkinan bencana itu, agar memiliki kapasitas menghadapi ancaman gempa-tsunami. Penelitian ini bertujuan untuk mengevaluasi sinergisitas warga dan pemerintah lokal untuk meningkatkan kapasitas warga dalam menghadapi ancaman gempa dan tsunami di Kelurahan Air Tawar Barat Kota Padang. Penelitian ini adalah penelitian deskriptif-kuantitatif dengan data primer yang dikumpulkan berdasarkan wawancara mendalam dengan responden dan penyebaran kuesioner tentang pengetahuan bahaya gempa dan tsunami. Data Sekunder dikumpulkan dari data-data yang ada di kantor kelurahan dan kelompok KSB, dari buku-buku dan jurnal terkait serta dari internet. Hasil penelitian menjelaskan bahwa sebagian besar warga telah memiliki kapasitas terhadap ancaman tsunami, namun belum mampu menjalin komunikasi dan koordinasi yang baik dengan pemerintah lokal yang ada di lokasi penelitian. Berdasarkan hal ini perlu ditingkatkan komunikasi dan koordinasi yang baik dan lancar antara warga dan instansi lokal di sana.
{"title":"Sinergisitas Unsur Masyarakat dan Pemerintah Lokal Dikelurahan Air Tawar Barat Kota Padang Sebagai upaya Peningkatan Kapasitas Warga Menghadapi Ancaman Bencana Gempa dan Tsunami","authors":"Rafki Imani, Utami Dewi Arman, Afrilda Sari","doi":"10.35134/komtekinfo.v7i4.89","DOIUrl":"https://doi.org/10.35134/komtekinfo.v7i4.89","url":null,"abstract":"Kota Padang merupakan wilayah yang rentan terhadap ancaman bencana gempa dan tsunami. Bencana gempa yang mampu menimbulkan risiko tsunami tidak dapat diprediksi kapan terjadinya. Kondisi ini menuntut semua lapisan masyarakat harus memiliki pengetahuan terhadap kemungkinan bencana itu, agar memiliki kapasitas menghadapi ancaman gempa-tsunami. Penelitian ini bertujuan untuk mengevaluasi sinergisitas warga dan pemerintah lokal untuk meningkatkan kapasitas warga dalam menghadapi ancaman gempa dan tsunami di Kelurahan Air Tawar Barat Kota Padang. Penelitian ini adalah penelitian deskriptif-kuantitatif dengan data primer yang dikumpulkan berdasarkan wawancara mendalam dengan responden dan penyebaran kuesioner tentang pengetahuan bahaya gempa dan tsunami. Data Sekunder dikumpulkan dari data-data yang ada di kantor kelurahan dan kelompok KSB, dari buku-buku dan jurnal terkait serta dari internet. Hasil penelitian menjelaskan bahwa sebagian besar warga telah memiliki kapasitas terhadap ancaman tsunami, namun belum mampu menjalin komunikasi dan koordinasi yang baik dengan pemerintah lokal yang ada di lokasi penelitian. Berdasarkan hal ini perlu ditingkatkan komunikasi dan koordinasi yang baik dan lancar antara warga dan instansi lokal di sana.","PeriodicalId":403738,"journal":{"name":"Jurnal KomtekInfo","volume":"184 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129652767","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2020-12-21DOI: 10.35134/komtekinfo.v7i4.92
Silfia Andini, A. Hadi
This study aims to analyze how the response of class XI students and the response of the teacher at SMK PERBANKAN Padang to the use of Interactive Multimedia in the learning process. There were 150 students and 8 teachers at the school who were the research samples. In this study, there are two problems investigated, namely how students respond to the use of Interactive Multimedia in the learning process of learning and how the teacher responds to the use of Interactive Multimedia in the learning process of learning. The data obtained in this study were in the form of student response questionnaire data and teacher response questionnaire data. The data were analyzed using descriptive analytical methods to obtain answers to the problems in the study. Based on the results of the study, it was found that 88% of students responded positively to the use of interactive multimedia in the learning process of mathematics. And as many as 75% of teachers responded positively to the use of interactive multimedia in the learning process because learning activities carried out using interactive multimedia were more active and felt fun for students and teachers.
{"title":"Effect Student and Teacher Response to the use of Interactive Multimedia in the Learning Process","authors":"Silfia Andini, A. Hadi","doi":"10.35134/komtekinfo.v7i4.92","DOIUrl":"https://doi.org/10.35134/komtekinfo.v7i4.92","url":null,"abstract":"This study aims to analyze how the response of class XI students and the response of the teacher at SMK PERBANKAN Padang to the use of Interactive Multimedia in the learning process. There were 150 students and 8 teachers at the school who were the research samples. In this study, there are two problems investigated, namely how students respond to the use of Interactive Multimedia in the learning process of learning and how the teacher responds to the use of Interactive Multimedia in the learning process of learning. The data obtained in this study were in the form of student response questionnaire data and teacher response questionnaire data. The data were analyzed using descriptive analytical methods to obtain answers to the problems in the study. Based on the results of the study, it was found that 88% of students responded positively to the use of interactive multimedia in the learning process of mathematics. And as many as 75% of teachers responded positively to the use of interactive multimedia in the learning process because learning activities carried out using interactive multimedia were more active and felt fun for students and teachers.","PeriodicalId":403738,"journal":{"name":"Jurnal KomtekInfo","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115452802","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2020-12-21DOI: 10.35134/komtekinfo.v7i4.87
S. Rahman, Lika Jafnihirda, Teri Ade Putra
Peranan proses melepaskan ketegangan dan mengembalikan keseimbangan baik pikiran maupun tubuh. Teknik relaksasi visualisasi sangat penting dalam mengelola stres. Relaksasi mungkin menjadi salah satu faktor yang paling penting dalam menjaga kesehatan tubuh dan pikiran. Teknik relaksasi dapat menguntungkan baik kesehatan psikologis dan fisik manusia. Arduino adalah pengendali mikro single-board yang bersifat open-source, diturunkan dari Wiring platform, dirancang untuk memudahkan penggunaan elektronik dalam berbagai bidang. Arduino memiliki prosesor AtmelAVR dan memiliki bahasa pemrograman sendiri. Dalam penelitian ini penulis merancang dan membuat sebuah alat system pengontrolan smart vivarium menggunakan android berbasis Arduino. Komponen utama yang digunakan dalam penelitian ini adalah Smartphone digunakan sebagai input untuk memilih beberapa pilihan, Arduino Mega2560 digunakan sebagai pengontrol komponen input dan output, Bluetooth Recieved HC-05 sebagai transisi data dari Smartphone ke Arduino Mega2560 , lampu LED digunakan sebagai komponen output untuk penerangan vivarium, Mist Machine digunakan sebagai penghasil uap buatan, Waterpump alat untuk penyiraman tanaman, DFPlayer Mini MP3 Module dan Loudspeaker berfungsi sebagai komponen output yang akan mengeluarkan suara berupa lagu relaksasi. Pembuatan alat ini dapat meningkatkan ketertarikan dan pengetahuan bagi pencinta tanaman khususnya vivarium dan akan menjadi lebih efektif dalam perawatannya.
{"title":"Arduino sebagai Pengontrol Smart Vivarium dengan Notifikasi menggunakan Android","authors":"S. Rahman, Lika Jafnihirda, Teri Ade Putra","doi":"10.35134/komtekinfo.v7i4.87","DOIUrl":"https://doi.org/10.35134/komtekinfo.v7i4.87","url":null,"abstract":"Peranan proses melepaskan ketegangan dan mengembalikan keseimbangan baik pikiran maupun tubuh. Teknik relaksasi visualisasi sangat penting dalam mengelola stres. Relaksasi mungkin menjadi salah satu faktor yang paling penting dalam menjaga kesehatan tubuh dan pikiran. Teknik relaksasi dapat menguntungkan baik kesehatan psikologis dan fisik manusia. Arduino adalah pengendali mikro single-board yang bersifat open-source, diturunkan dari Wiring platform, dirancang untuk memudahkan penggunaan elektronik dalam berbagai bidang. Arduino memiliki prosesor AtmelAVR dan memiliki bahasa pemrograman sendiri. Dalam penelitian ini penulis merancang dan membuat sebuah alat system pengontrolan smart vivarium menggunakan android berbasis Arduino. Komponen utama yang digunakan dalam penelitian ini adalah Smartphone digunakan sebagai input untuk memilih beberapa pilihan, Arduino Mega2560 digunakan sebagai pengontrol komponen input dan output, Bluetooth Recieved HC-05 sebagai transisi data dari Smartphone ke Arduino Mega2560 , lampu LED digunakan sebagai komponen output untuk penerangan vivarium, Mist Machine digunakan sebagai penghasil uap buatan, Waterpump alat untuk penyiraman tanaman, DFPlayer Mini MP3 Module dan Loudspeaker berfungsi sebagai komponen output yang akan mengeluarkan suara berupa lagu relaksasi. Pembuatan alat ini dapat meningkatkan ketertarikan dan pengetahuan bagi pencinta tanaman khususnya vivarium dan akan menjadi lebih efektif dalam perawatannya.","PeriodicalId":403738,"journal":{"name":"Jurnal KomtekInfo","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132633900","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2020-12-21DOI: 10.35134/komtekinfo.v7i4.90
Qori Fanani, Janes Jainurakhma
Penelitian ini bertujuan untuk mengetahui kemampuan penyesuaian diri mahasiswa semester Iterhadap pembelajaran daring di tengah pandemi covid-19. Jenis penelitian yang digunakan adalah kuantiatif dengan metode survey kepada 80 responden, instrumen yang digunakan adalah kuesioner penyesuaian diri Scheneider yang berbentuk skala likert dan terdiri dari 36 pernyataan. Hasil analisis data menggunakan chi-square menunjukkan p-value <0,001, hal ini menunjukkan terdapat hubungan antara penyesuaian diri dengan efektifitas pembelajaran daring. Sebagian besar responden memiliki tingkat penyesuaian tinggi terhadap pembelajaran daring, dan beberapa diantaranya sudah terbiasa dengan pembelajaran tersebut. Hasil penelitian ini mengindikasikan dengan adanya kemampuan penyesuaian diri yang bervariasi diantara mahasiswa, maka perlunya inovasi dan variasi terhadap pembelajaran daring kedepannya, supaya mahasiswa tidak cepat bosan, adaptable terhadap metode pembelajaran daring, sehingga materi yang diberikan dosen sebagai fasilitator dapat tersampaikan dengan lebih baik sesuai dengan capaian pembelajaran lulusan.
{"title":"Kemampuan Penyesuaian Diri Mahasiswa terhadap Pembelajaran Daring di Tengah Pandemi Covid-19","authors":"Qori Fanani, Janes Jainurakhma","doi":"10.35134/komtekinfo.v7i4.90","DOIUrl":"https://doi.org/10.35134/komtekinfo.v7i4.90","url":null,"abstract":"Penelitian ini bertujuan untuk mengetahui kemampuan penyesuaian diri mahasiswa semester Iterhadap pembelajaran daring di tengah pandemi covid-19. Jenis penelitian yang digunakan adalah kuantiatif dengan metode survey kepada 80 responden, instrumen yang digunakan adalah kuesioner penyesuaian diri Scheneider yang berbentuk skala likert dan terdiri dari 36 pernyataan. Hasil analisis data menggunakan chi-square menunjukkan p-value <0,001, hal ini menunjukkan terdapat hubungan antara penyesuaian diri dengan efektifitas pembelajaran daring. Sebagian besar responden memiliki tingkat penyesuaian tinggi terhadap pembelajaran daring, dan beberapa diantaranya sudah terbiasa dengan pembelajaran tersebut. Hasil penelitian ini mengindikasikan dengan adanya kemampuan penyesuaian diri yang bervariasi diantara mahasiswa, maka perlunya inovasi dan variasi terhadap pembelajaran daring kedepannya, supaya mahasiswa tidak cepat bosan, adaptable terhadap metode pembelajaran daring, sehingga materi yang diberikan dosen sebagai fasilitator dapat tersampaikan dengan lebih baik sesuai dengan capaian pembelajaran lulusan.","PeriodicalId":403738,"journal":{"name":"Jurnal KomtekInfo","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121130625","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2020-12-21DOI: 10.35134/komtekinfo.v7i4.88
Hendra, Andhika
Feeding fish is the most important thing in raising fish, with regular feeding to fish the fish will be able to continue to breed, In general, the process of feeding still requires human resources that are still manual, so that it will be difficult and disrupt human activity itself, if the process carried out must spread the food in the aquarium when someone is not in place, Therefore, currently IOT (Internet of Thing) technology has been developed which can facilitate human activities with remote control systems. The process of feeding with a remote control system is done using android, so as to simplify and save someone's time in the process of feeding without having to be in place. The control system used is Arduino ESP8266 as a single board micro controller platform, so that the control device can function to connect the WI-FI network. The process of connecting an Arduino ESP8266 device with a smartphone is done using the broker as hosting, the broker used was MQTT (Message Queuing Telemetry Transport), MQTT is a protocol that runs on the TCP / IP stack and is designed specifically for machine to machine that does not have a specific address. MQTT broker's working system is to implement publish as data sender, subcribe as data recipient, and topic as hosting data broker.
{"title":"Perancangan Alat Pemberi Pakan Ikan Otomatis Menggunakan Arduino Berbasis Android (Studi Kasus : Toko Arapaima Aquarium)","authors":"Hendra, Andhika","doi":"10.35134/komtekinfo.v7i4.88","DOIUrl":"https://doi.org/10.35134/komtekinfo.v7i4.88","url":null,"abstract":"Feeding fish is the most important thing in raising fish, with regular feeding to fish the fish will be able to continue to breed, In general, the process of feeding still requires human resources that are still manual, so that it will be difficult and disrupt human activity itself, if the process carried out must spread the food in the aquarium when someone is not in place, Therefore, currently IOT (Internet of Thing) technology has been developed which can facilitate human activities with remote control systems. The process of feeding with a remote control system is done using android, so as to simplify and save someone's time in the process of feeding without having to be in place. The control system used is Arduino ESP8266 as a single board micro controller platform, so that the control device can function to connect the WI-FI network. The process of connecting an Arduino ESP8266 device with a smartphone is done using the broker as hosting, the broker used was MQTT (Message Queuing Telemetry Transport), MQTT is a protocol that runs on the TCP / IP stack and is designed specifically for machine to machine that does not have a specific address. MQTT broker's working system is to implement publish as data sender, subcribe as data recipient, and topic as hosting data broker.","PeriodicalId":403738,"journal":{"name":"Jurnal KomtekInfo","volume":"175 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127133407","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2020-12-21DOI: 10.35134/komtekinfo.v7i4.86
M. Suardi, Dinda Djemedi
Perkembangan karya dalam bentuk desain grafis di Indonesia sangat signifikan. Dikarenakan desain grafis sangat efektif dalam mengapresiasikan sekaligus mengekspresikan suatu kegiatan untuk menjadikan suatu rancangan produk yang lebih maksimal. Salah satu bentuk kebutuhan yang mendasar pada desain grafis ialah pada pemaparan data atau biasa dikenal dengan data visual. Pada kawasan Padan Mangateh atau Balai Pembibitan Ternak Unggul (BPTU) Sapi Potong Padang Mengatas daerah Sumatera Barat penyajian data sangat transparan, sehingga bisa di review oleh semua orang. Tapi, penyajian data tersebut masih berupa kolom data. Penelitian ini bertujuan untuk memberikan storytelling data visual yang komunikatif dan informatif menggunakan teknik desain isometric art dan digital imaging. Metode dalam perancangan karya penelitian ini menggunakan tahapan studi desain komunikasi visual, mulai dari pradesain (brief analysis) hingga sampai pada final design. Hasil dalam penelitian ini berupa data visual dari rancangan isometric art dan digital imaging.
{"title":"Penerapan Teknik Isometric Art dan Digital Imaging untuk Storytelling dengan Data Visualization","authors":"M. Suardi, Dinda Djemedi","doi":"10.35134/komtekinfo.v7i4.86","DOIUrl":"https://doi.org/10.35134/komtekinfo.v7i4.86","url":null,"abstract":"Perkembangan karya dalam bentuk desain grafis di Indonesia sangat signifikan. Dikarenakan desain grafis sangat efektif dalam mengapresiasikan sekaligus mengekspresikan suatu kegiatan untuk menjadikan suatu rancangan produk yang lebih maksimal. Salah satu bentuk kebutuhan yang mendasar pada desain grafis ialah pada pemaparan data atau biasa dikenal dengan data visual. Pada kawasan Padan Mangateh atau Balai Pembibitan Ternak Unggul (BPTU) Sapi Potong Padang Mengatas daerah Sumatera Barat penyajian data sangat transparan, sehingga bisa di review oleh semua orang. Tapi, penyajian data tersebut masih berupa kolom data. Penelitian ini bertujuan untuk memberikan storytelling data visual yang komunikatif dan informatif menggunakan teknik desain isometric art dan digital imaging. Metode dalam perancangan karya penelitian ini menggunakan tahapan studi desain komunikasi visual, mulai dari pradesain (brief analysis) hingga sampai pada final design. Hasil dalam penelitian ini berupa data visual dari rancangan isometric art dan digital imaging.","PeriodicalId":403738,"journal":{"name":"Jurnal KomtekInfo","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125199855","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2020-12-21DOI: 10.35134/komtekinfo.v7i4.85
Riska Robianto
Pembelajaran Jarak Jauh (PJJ) yang dilaksanakan selama Pandemi Covid-19 telah membawa banyak perubahan dalam sistem pendidikan terutama dalam metode pembelajaran yang dilakukan secara dalam jaringan (daring) atau online. Berbagai persoalan muncul karena terjadi perubahan sistem pembelajaran secara mendadak dan tiba-tiba, hal ini memicu semua elemen pendidikan harus segera beradapasi dengan kondisi yang baru. Menyikapi hal ini, dosen sebagai pengampu mata kuliah perlu mempersiapkan diri dengan penguasaan teknologi dan penggunaan berbagai sumber dan media belajar. Pemilihan media ajar yang tepat disesuaikan dengan kondisi ditengah masyarakat yang semakin mengkwatirkan akan membawa dampak baik dalam menjamin terselenggarannya kegiatan belajar mengajar dengan baik. Salah satu strategi pendidikan dimasa pandemi Covid-19 adalah dengan inovasi baru yaitu membuat media ajar digital yang interaktif dan menyenangkan berbasis Cross-Platform yang dapat berjalan diberbagai perangkat dan sistem operasi manapun
{"title":"Pengembangan Media Ajar Berbasis Cross-Platform sebagai Strategi Pembelajaran di Masa Pandemi","authors":"Riska Robianto","doi":"10.35134/komtekinfo.v7i4.85","DOIUrl":"https://doi.org/10.35134/komtekinfo.v7i4.85","url":null,"abstract":"Pembelajaran Jarak Jauh (PJJ) yang dilaksanakan selama Pandemi Covid-19 telah membawa banyak perubahan dalam sistem pendidikan terutama dalam metode pembelajaran yang dilakukan secara dalam jaringan (daring) atau online. Berbagai persoalan muncul karena terjadi perubahan sistem pembelajaran secara mendadak dan tiba-tiba, hal ini memicu semua elemen pendidikan harus segera beradapasi dengan kondisi yang baru. Menyikapi hal ini, dosen sebagai pengampu mata kuliah perlu mempersiapkan diri dengan penguasaan teknologi dan penggunaan berbagai sumber dan media belajar. Pemilihan media ajar yang tepat disesuaikan dengan kondisi ditengah masyarakat yang semakin mengkwatirkan akan membawa dampak baik dalam menjamin terselenggarannya kegiatan belajar mengajar dengan baik. Salah satu strategi pendidikan dimasa pandemi Covid-19 adalah dengan inovasi baru yaitu membuat media ajar digital yang interaktif dan menyenangkan berbasis Cross-Platform yang dapat berjalan diberbagai perangkat dan sistem operasi manapun","PeriodicalId":403738,"journal":{"name":"Jurnal KomtekInfo","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133976557","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2020-12-21DOI: 10.35134/komtekinfo.v7i4.91
Okta Andrica Putra
A development has been carried out on carving Minangkabau motifs using a CNC machine by making 3D designs using aspire vector 8.5 software. The examiner was carried out on three Minangkabau motif carvings, namely kaluak nails, itiak back patang and aka cino saganggang. Tests were carried out with a work media size of 25cm x 15cm made of multiplex, MDF and wood. The average time for kaluak nail carving is 40 minutes, while the manual for beginner carvers is 2 to 3 months. For the spelling of carving itiak back in time the average time needed is 15 minutes, if done manually for beginners it takes 1 month, and for Akkino Saganggang carving work it takes an average of 25 minutes, if done manually for 1 to 2 months.
{"title":"Pengembangan Produk Ukir Berbasis 3 Dimensi untuk Mesin CNC","authors":"Okta Andrica Putra","doi":"10.35134/komtekinfo.v7i4.91","DOIUrl":"https://doi.org/10.35134/komtekinfo.v7i4.91","url":null,"abstract":"A development has been carried out on carving Minangkabau motifs using a CNC machine by making 3D designs using aspire vector 8.5 software. The examiner was carried out on three Minangkabau motif carvings, namely kaluak nails, itiak back patang and aka cino saganggang. Tests were carried out with a work media size of 25cm x 15cm made of multiplex, MDF and wood. The average time for kaluak nail carving is 40 minutes, while the manual for beginner carvers is 2 to 3 months. For the spelling of carving itiak back in time the average time needed is 15 minutes, if done manually for beginners it takes 1 month, and for Akkino Saganggang carving work it takes an average of 25 minutes, if done manually for 1 to 2 months.","PeriodicalId":403738,"journal":{"name":"Jurnal KomtekInfo","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129945069","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2020-09-01DOI: 10.35134/komtekinfo.v7i3.80
Andhika
Covid19 is a deadly virus that has been destroyed by the people of the world to be destroyed. Many countries are competing to close their countries from migrants who turn to spread the virus. All shops, whether restaurants or staple food vendors, stop selling. The seller is afraid of the transmission of the virus caused by touch or distance between humans that are too close. Spread through banknotes was allegedly the highest factor in disease transmission. Therefore we developed a payment method into the application without involving banknotes. The seller is still safe selling food everywhere, because payments can be made digitally in the vege application. Thus the community will remain calm while it is working on independent isolation at home during the pandemic. Applications that are designed using Android are expected to be able to reach most people who have an Android phone from other phones. The vege application is a vegetarian food sales application that is low capacity and can be installed by most versions of Android even though old school phones are all. Buyers do not need to come to a restaurant or place to buy food to buy food. Buyers only need to order and pay through the application for vegetarian food purchases. In this way it is expected to reduce the spread of covid 19 virus through banknotes.
{"title":"Reducing the Spread of Covid-19 by Buying Healthy Vegetarian Food at Home (Aplikasi Vege! Mengurangi Penyebaran Covid-19 Dengan Membeli Makanan Sehat Vegetarian Dirumah)","authors":"Andhika","doi":"10.35134/komtekinfo.v7i3.80","DOIUrl":"https://doi.org/10.35134/komtekinfo.v7i3.80","url":null,"abstract":"Covid19 is a deadly virus that has been destroyed by the people of the world to be destroyed. Many countries are competing to close their countries from migrants who turn to spread the virus. All shops, whether restaurants or staple food vendors, stop selling. The seller is afraid of the transmission of the virus caused by touch or distance between humans that are too close. Spread through banknotes was allegedly the highest factor in disease transmission. Therefore we developed a payment method into the application without involving banknotes. The seller is still safe selling food everywhere, because payments can be made digitally in the vege application. Thus the community will remain calm while it is working on independent isolation at home during the pandemic. Applications that are designed using Android are expected to be able to reach most people who have an Android phone from other phones. The vege application is a vegetarian food sales application that is low capacity and can be installed by most versions of Android even though old school phones are all. Buyers do not need to come to a restaurant or place to buy food to buy food. Buyers only need to order and pay through the application for vegetarian food purchases. In this way it is expected to reduce the spread of covid 19 virus through banknotes.","PeriodicalId":403738,"journal":{"name":"Jurnal KomtekInfo","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132505977","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2020-09-01DOI: 10.35134/komtekinfo.v7i3.81
Ravhis Al Amin, Randy Permana, M. Hafizh
Technology Augmented Reality is one of the digital industries related to the industrial revolution 4.0. Augmented Reality allows the expansion of the perspective of an object by utilizing digital projections of the object. This technology utilizes sensory such as visual, auditory, haptic, somatosensory, and olfactory to support the delivery of information to users. One of the very potential fields in implementing Augmented Reality is the world of education. Augmented Reality allows students to get a more learning experience interactive and varied, so as to be able to encourage interest and curiosity in learning. In this study, Augmented Reality is used as a medium for learning the introduction of computer hardware to users (students) by utilizing the smartphone and hardware basics of a computer. Users will be presented with an expansion of information in both 3D visuals, audio and video to the device. The results of Augmented Reality are expected to be a supporting media in helping the teaching and learning process in the midst of preparation for facing the industrial revolution 4.0.
{"title":"Augmented Reality Introduction to Computer Hardware using Tracking Method in UPI \"YPTK\" Computer System Labor, Padang","authors":"Ravhis Al Amin, Randy Permana, M. Hafizh","doi":"10.35134/komtekinfo.v7i3.81","DOIUrl":"https://doi.org/10.35134/komtekinfo.v7i3.81","url":null,"abstract":"Technology Augmented Reality is one of the digital industries related to the industrial revolution 4.0. Augmented Reality allows the expansion of the perspective of an object by utilizing digital projections of the object. This technology utilizes sensory such as visual, auditory, haptic, somatosensory, and olfactory to support the delivery of information to users. One of the very potential fields in implementing Augmented Reality is the world of education. Augmented Reality allows students to get a more learning experience interactive and varied, so as to be able to encourage interest and curiosity in learning. In this study, Augmented Reality is used as a medium for learning the introduction of computer hardware to users (students) by utilizing the smartphone and hardware basics of a computer. Users will be presented with an expansion of information in both 3D visuals, audio and video to the device. The results of Augmented Reality are expected to be a supporting media in helping the teaching and learning process in the midst of preparation for facing the industrial revolution 4.0.","PeriodicalId":403738,"journal":{"name":"Jurnal KomtekInfo","volume":"115 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124806143","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}