Pub Date : 2022-12-05DOI: 10.51903/pixel.v15i2.767
Muhammad Arif, Mardi Siswo Utomo, Heribertus Yulianton, Zidan Rafindra Utomo
Computer network technology is developing rapidly, and wired networks are being replaced by WiFi technology. The limitation of the WiFi coverage area is the main problem with this technology. Therefore, it is necessary to design for optimal placement of access points. This study analyzes the need for access point placement at KSOP Tanjung Mas Port, Semarang, where the need for internet connection via WiFi is very high. Simulation Annealing and Trilateration method is used in this study to determine the position of the access point. With the point blankspot method can be reduced.
计算机网络技术发展迅速,有线网络正在被WiFi技术所取代。WiFi覆盖区域的限制是该技术的主要问题。因此,有必要对接入点的最佳布置进行设计。本研究分析了三宝垄丹绒马港(KSOP Tanjung Mas Port)对接入点放置的需求,该港口通过WiFi连接互联网的需求非常高。本研究采用模拟退火和三边法确定接入点的位置。采用点空白法可以减少斑点。
{"title":"PENGGUNAAN METODE SIMULATED ANNEALING DAN TRILATERATION UNTUK OPTIMASI PENEMPATAN POSISI TITIK AKSES STUDI KASUS: KANTOR KESYAHBANDARAN DAN OTORITAS PELABUHAN (KSOP) KELAS 1 TANJUNG EMAS","authors":"Muhammad Arif, Mardi Siswo Utomo, Heribertus Yulianton, Zidan Rafindra Utomo","doi":"10.51903/pixel.v15i2.767","DOIUrl":"https://doi.org/10.51903/pixel.v15i2.767","url":null,"abstract":"Computer network technology is developing rapidly, and wired networks are being replaced by WiFi technology. \u0000The limitation of the WiFi coverage area is the main problem with this technology. Therefore, it is necessary to design for optimal placement of access points. \u0000This study analyzes the need for access point placement at KSOP Tanjung Mas Port, Semarang, where the need for internet connection via WiFi is very high. \u0000Simulation Annealing and Trilateration method is used in this study to determine the position of the access point. With the point blankspot method can be reduced.","PeriodicalId":441181,"journal":{"name":"Pixel :Jurnal Ilmiah Komputer Grafis","volume":"195 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-12-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131945020","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}
With the choice of tourists increasing and giving each other the concept of trust, with almost similar values, this makes tourists more curious and confused. The influence of quality, quality, price and persuasive persuasion will influence tourists continuously in weighing which one is the best, which is more in his heart. However, on the other hand, this condition actually shows the weakness of the Tourism Office that tourists are a determining factor for the future of one of the tourist attractions, with the confidence of tourists supporting the economy of the people in tourist sites, especially under the Semarang Regency Tourism Office. Currently the Semarang Regency Tourism Office uses posters and advertises through yellowpages as a medium for delivering information, from the promotional methods carried out there are still obstacles, including the use of posters and through yellowpages advertising, which is very limited in terms of size and information to be conveyed. Therefore, it requires a promotional media that is able to provide complete information about tourism profiles to potential tourists
{"title":"BRAND DESAIN MELALUI MEDIA KOMUNIKASI VISUAL SEBAGAI SARANA PROMOSI DAN INFORMASI PADA DINAS PARIWISATA KABUPATEN SEMARANG","authors":"AYYUB HAMDANU BUDI NURMANA MULYANA SLAMET, Sugiarto Sugiarto","doi":"10.51903/pixel.v15i2.899","DOIUrl":"https://doi.org/10.51903/pixel.v15i2.899","url":null,"abstract":"With the choice of tourists increasing and giving each other the concept of trust, with almost similar values, this makes tourists more curious and confused. The influence of quality, quality, price and persuasive persuasion will influence tourists continuously in weighing which one is the best, which is more in his heart. However, on the other hand, this condition actually shows the weakness of the Tourism Office that tourists are a determining factor for the future of one of the tourist attractions, with the confidence of tourists supporting the economy of the people in tourist sites, especially under the Semarang Regency Tourism Office. \u0000Currently the Semarang Regency Tourism Office uses posters and advertises through yellowpages as a medium for delivering information, from the promotional methods carried out there are still obstacles, including the use of posters and through yellowpages advertising, which is very limited in terms of size and information to be conveyed. Therefore, it requires a promotional media that is able to provide complete information about tourism profiles to potential tourists","PeriodicalId":441181,"journal":{"name":"Pixel :Jurnal Ilmiah Komputer Grafis","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121683417","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 : 2022-07-11DOI: 10.51903/pixel.v15i1.875
Sarwo Nugroho, Agus Waryanto
Penelitian ini bertujuan untuk memahami bagaimana masyarakat terlibat dengan seni di era selfie, perangkat digital, dan media sosial. Ini mengkaji pengalaman penonton pameran seni, di mana pengunjung didorong untuk menggunakan media sosial untuk berbagi pengalaman seni mereka, untuk memahami bagaimana pendekatan semacam itu dapat mengubah sifat keterlibatan pengunjung dengan seni. Bisa dibilang, selfie yang diambil di ruang seni memperkaya pengalaman dan keterlibatan pengunjung dengan seni dan berfungsi sebagai alat pemasaran bersama, memberdayakan, dan otentik untuk museum. Data untuk penelitian ini dikumpulkan melalui observasi non partisipan (etnografi) dan netnografi di Museum Lawang Sewu Semarang. Hasil penelitian menunjukkan bahwa alih-alih mempromosikan pelepasan dari karya seni, selfie di ruang seni menjadi "keterikatan materi - diskursif jaringan" yang memberdayakan konsumen seni untuk bersama-sama menciptakan nilai dan organisasi seni untuk mengurangi jarak antar konsumen dan mereproduksi keaslian ikonik dari karya seni. karya seni di ruang maya. Artikel ini berkontribusi pada teori selfie dengan mengatasi pandangan tradisional tentang selfie sebagai manifestasi ekspresi diri narsistik. Sebaliknya, dalam mempromosikan interpretasi selfie sebagai sarana pemberdayaan dan demokratisasi yang digunakan oleh konsumen seni untuk mengembangkan narasi dan proyek identitas dalam konteks seperti museum di mana secara tradisional pengembangan narasi adalah karakter elit. Kontribusi lebih lanjut yang diberikan oleh penelitian ini berasal dari identifikasi kelompok pengunjung (yaitu, pelari realitas, pecinta seni, photoholics, dan pecinta selfie), ditempatkan pada kontinum nilai co-creation, yang perlu disadari oleh administrator seni sebagai memasuki era konsumsi seni yang lebih dinamis. Dengan menguraikan implikasi manajerial, penelitian ini memberikan refleksi awal tentang bagaimana manajer seni dapat menavigasi era yang muncul dari selfie . Keywords: Selfie, Media Sosial, Interpretas
{"title":"Representasi Seni Fotografi Selfie Pengunjung Museum Lawang Sewu Semarang","authors":"Sarwo Nugroho, Agus Waryanto","doi":"10.51903/pixel.v15i1.875","DOIUrl":"https://doi.org/10.51903/pixel.v15i1.875","url":null,"abstract":"Penelitian ini bertujuan untuk memahami bagaimana masyarakat terlibat dengan seni di era selfie, perangkat digital, dan media sosial. Ini mengkaji pengalaman penonton pameran seni, di mana pengunjung didorong untuk menggunakan media sosial untuk berbagi pengalaman seni mereka, untuk memahami bagaimana pendekatan semacam itu dapat mengubah sifat keterlibatan pengunjung dengan seni. Bisa dibilang, selfie yang diambil di ruang seni memperkaya pengalaman dan keterlibatan pengunjung dengan seni dan berfungsi sebagai alat pemasaran bersama, memberdayakan, dan otentik untuk museum. Data untuk penelitian ini dikumpulkan melalui observasi non partisipan (etnografi) dan netnografi di Museum Lawang Sewu Semarang. Hasil penelitian menunjukkan bahwa alih-alih mempromosikan pelepasan dari karya seni, selfie di ruang seni menjadi \"keterikatan materi - diskursif jaringan\" yang memberdayakan konsumen seni untuk bersama-sama menciptakan nilai dan organisasi seni untuk mengurangi jarak antar konsumen dan mereproduksi keaslian ikonik dari karya seni. karya seni di ruang maya. Artikel ini berkontribusi pada teori selfie dengan mengatasi pandangan tradisional tentang selfie sebagai manifestasi ekspresi diri narsistik. Sebaliknya, dalam mempromosikan interpretasi selfie sebagai sarana pemberdayaan dan demokratisasi yang digunakan oleh konsumen seni untuk mengembangkan narasi dan proyek identitas dalam konteks seperti museum di mana secara tradisional pengembangan narasi adalah karakter elit. Kontribusi lebih lanjut yang diberikan oleh penelitian ini berasal dari identifikasi kelompok pengunjung (yaitu, pelari realitas, pecinta seni, photoholics, dan pecinta selfie), ditempatkan pada kontinum nilai co-creation, yang perlu disadari oleh administrator seni sebagai memasuki era konsumsi seni yang lebih dinamis. Dengan menguraikan implikasi manajerial, penelitian ini memberikan refleksi awal tentang bagaimana manajer seni dapat menavigasi era yang muncul dari selfie . \u0000 \u0000Keywords: Selfie, Media Sosial, Interpretas","PeriodicalId":441181,"journal":{"name":"Pixel :Jurnal Ilmiah Komputer Grafis","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127909584","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 : 2022-07-05DOI: 10.51903/pixel.v15i1.750
Nila Ilma Atqiyak, Dwi Budi Santoso
Aplikasi Gramedia Digital sendiri merupakan inovasi yang baik di era digital sekarang ini. Meskipun telah digunakan oleh pengguna namun masih terdapat beberapa kendala atau kekurangan informasi yang terdapat pada aplikasi tersebut, oleh karena itu diperlukan penilaian kematangan dan kapabilitas dari aplikasi tersebut. Framework COBIT 5 merupakan standar audit IT yang telah dikeluarkan oleh ISACA, COBIT 5 sendiri memiliki total 11 domain namun penelitian kali ini hanya berfokus pada 5 domain yaitu EDM05, APO05, BAI04, DSS01, MEA01. Hasil perhitungan maturitas dan tingkat kapabilitas dari aplikasi Gramedia Digital, rata-rata EDM05 dengan hasil 2,7, APO05 dengan hasil 2,8, BAI04 dengan hasil 2,7, DSS01 dengan hasil 2,7, MEA01 dengan hasil dari 2.8. Dan rata-rata kapabilitas yang dihasilkan oleh domain-domain tersebut dibulatkan menjadi 3. Kesimpulan dalam penelitian ini aplikasi Gramedia Digital belum memenuhi target yang ditargetkan 4.
{"title":"Audit Sistem Informasi Aplikasi Gramedia Digital menggunakan framework COBIT 5","authors":"Nila Ilma Atqiyak, Dwi Budi Santoso","doi":"10.51903/pixel.v15i1.750","DOIUrl":"https://doi.org/10.51903/pixel.v15i1.750","url":null,"abstract":"\u0000Aplikasi Gramedia Digital sendiri merupakan inovasi yang baik di era digital sekarang ini. Meskipun telah digunakan oleh pengguna namun masih terdapat beberapa kendala atau kekurangan informasi yang terdapat pada aplikasi tersebut, oleh karena itu diperlukan penilaian kematangan dan kapabilitas dari aplikasi tersebut. Framework COBIT 5 merupakan standar audit IT yang telah dikeluarkan oleh ISACA, COBIT 5 sendiri memiliki total 11 domain namun penelitian kali ini hanya berfokus pada 5 domain yaitu EDM05, APO05, BAI04, DSS01, MEA01. \u0000Hasil perhitungan maturitas dan tingkat kapabilitas dari aplikasi Gramedia Digital, rata-rata EDM05 dengan hasil 2,7, APO05 dengan hasil 2,8, BAI04 dengan hasil 2,7, DSS01 dengan hasil 2,7, MEA01 dengan hasil dari 2.8. Dan rata-rata kapabilitas yang dihasilkan oleh domain-domain tersebut dibulatkan menjadi 3. Kesimpulan dalam penelitian ini aplikasi Gramedia Digital belum memenuhi target yang ditargetkan 4. \u0000 \u0000 \u0000 \u0000 \u0000 \u0000 \u0000 \u0000 \u0000 \u0000 \u0000 \u0000","PeriodicalId":441181,"journal":{"name":"Pixel :Jurnal Ilmiah Komputer Grafis","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116483653","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}
The Boyolali Regional Library is a means of supporting public education organized by the Government of Boyolali Regency, Central Java. It is necessary to design promotional media and library information in order to increase public interest in coming and getting to know the complete library facilities. This research designs multimedia in the form of 2D digital motion graphic video as a promotional media for the Boyolali regional library. The method used is the Holistic Multimedia Development Model (HMDM) development model whose multimedia development stage considers the guiding aspects of multimedia quality. The results of the media expert and material expert validation test with a score of 85% and 90%, respectively. While in the user test, the positive response was 86%. So that the results of multimedia design are in the very good category and in line with expectations.
{"title":"Perancangan Video Digital Motion Graphic 2D untuk Promosi Perpustakaan Menggunakan HMDM","authors":"Edy Jogatama Purhita, Auliya Silvi Rahmawati, Ayyub Hamdanu Budi Nurmana Slamet","doi":"10.51903/pixel.v15i1.774","DOIUrl":"https://doi.org/10.51903/pixel.v15i1.774","url":null,"abstract":"The Boyolali Regional Library is a means of supporting public education organized by the Government of Boyolali Regency, Central Java. It is necessary to design promotional media and library information in order to increase public interest in coming and getting to know the complete library facilities. This research designs multimedia in the form of 2D digital motion graphic video as a promotional media for the Boyolali regional library. The method used is the Holistic Multimedia Development Model (HMDM) development model whose multimedia development stage considers the guiding aspects of multimedia quality. The results of the media expert and material expert validation test with a score of 85% and 90%, respectively. While in the user test, the positive response was 86%. So that the results of multimedia design are in the very good category and in line with expectations.","PeriodicalId":441181,"journal":{"name":"Pixel :Jurnal Ilmiah Komputer Grafis","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130759674","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 : 2022-07-05DOI: 10.51903/pixel.v15i1.759
Ade Priyatna, Kukuh Panggalih, Deny Robyanto, Zico Pratama Putra
The development of software today in large and small organizations encourages every organization to develop and control in terms of development. Every organization in software development must grow and be able to improve itself, one of which is by handling advancement, if the company cannot do this. Therefore, the company will never be able to learn to take advantage of previous experience, so it will not be able to improve the quality of the existing process. Computer program Prepare Advancement can be done by referring to the CMMI (Capability Development Demonstrate Integration) made by SEI (Computer Program Designing Founded). SEI is a research center in the field of program designing, especially those related to procurement, engineering item lines, and prepare change. CMMI itself defines several levels of development, in order to go up to a higher level a number of processes must be carried out.
今天在大型和小型组织中的软件开发鼓励每个组织在开发方面进行开发和控制。软件开发中的每个组织都必须成长并能够改进自己,如果公司不能做到这一点,其中之一就是通过处理进步。因此,公司将永远无法学会利用以前的经验,因此它将无法提高现有流程的质量。计算机程序准备推进可以参考SEI (Computer program design foundation)制定的CMMI (Capability Development demonstration Integration,能力开发论证集成)。SEI是程序设计领域的研究中心,特别是与采购,工程项目线和准备变更相关的研究中心。CMMI本身定义了几个开发级别,为了达到更高的级别,必须执行许多过程。
{"title":"Analisis Desain Software Process Improvement Untuk Organisasi Pengembang Perangkat Lunak Skala Usaha Kecil","authors":"Ade Priyatna, Kukuh Panggalih, Deny Robyanto, Zico Pratama Putra","doi":"10.51903/pixel.v15i1.759","DOIUrl":"https://doi.org/10.51903/pixel.v15i1.759","url":null,"abstract":"The development of software today in large and small organizations encourages every organization to develop and control in terms of development. Every organization in software development must grow and be able to improve itself, one of which is by handling advancement, if the company cannot do this. Therefore, the company will never be able to learn to take advantage of previous experience, so it will not be able to improve the quality of the existing process. Computer program Prepare Advancement can be done by referring to the CMMI (Capability Development Demonstrate Integration) made by SEI (Computer Program Designing Founded). SEI is a research center in the field of program designing, especially those related to procurement, engineering item lines, and prepare change. CMMI itself defines several levels of development, in order to go up to a higher level a number of processes must be carried out.","PeriodicalId":441181,"journal":{"name":"Pixel :Jurnal Ilmiah Komputer Grafis","volume":"69 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125066554","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 : 2022-07-05DOI: 10.51903/pixel.v15i1.765
S. Nugroho, Andik Prakasa Hadi, Rudjiono Rudjiono, Ahmad Zainudin
The advances in mobile technology have created a new learning method known as mobile learning technology or mobile learning. This method utilizes the use of smartphones which have become part of the daily life of people of all ages and levels of education. in this mobile learning ,android platform is selected. The reason for choosing android is that it is the most popular mobile OS. This learning is designed to run on Android with the aim that it can be used easily and can be run at any time as long as you carry an Android cellphone and there is an internet connection. This application is addressed to the Persatuan pemuda sandya karya mandiri desa reksosari kec suruh kabupaten Semarang, which is an activity of a youth group that is trying to develop and improve their video streaming channel . they need learning to improve their digital video processing skills to improve the quality of their video output. because this youth union consists of various ages and various educational backgrounds, the making of learning videos must be easy to operate, easy to display and does not require complicated equipment. The development of this application is based on usability which is the most important aspect of an application.
移动技术的进步创造了一种新的学习方法,称为移动学习技术或移动学习。这种方法利用智能手机的使用,智能手机已经成为所有年龄和教育水平的人们日常生活的一部分。在这次移动学习中,我们选择了android平台。选择android的原因是它是最流行的移动操作系统。这个学习是设计在Android上运行的,目的是它可以很容易地使用,可以在任何时候运行,只要你携带一个Android手机,有一个互联网连接。此应用程式是写给Persatuan pemuda sandya karya mandiri desa reksosari kec suruh kabupaten Semarang的,这是一个试图发展和改善视频流媒体频道的青年团体的活动。他们需要学习提高自己的数字视频处理技能,以提高视频输出的质量。因为这个青年团是由不同年龄和不同教育背景的人组成的,所以学习视频的制作必须操作简单,易于展示,不需要复杂的设备。该应用程序的开发基于可用性,这是应用程序最重要的方面。
{"title":"APLIKASI MOBILE LEARNING PEMBELAJARAN VIDEO EDITING BERBASIS ANDROID PADA PERSATUAN PEMUDA SANDYA KARYA MUDA DESA REKSOSARI KEC SURUH KABUPATEN SEMARANG","authors":"S. Nugroho, Andik Prakasa Hadi, Rudjiono Rudjiono, Ahmad Zainudin","doi":"10.51903/pixel.v15i1.765","DOIUrl":"https://doi.org/10.51903/pixel.v15i1.765","url":null,"abstract":"The advances in mobile technology have created a new learning method known as mobile learning technology or mobile learning. This method utilizes the use of smartphones which have become part of the daily life of people of all ages and levels of education. in this mobile learning ,android platform is selected. The reason for choosing android is that it is the most popular mobile OS. This learning is designed to run on Android with the aim that it can be used easily and can be run at any time as long as you carry an Android cellphone and there is an internet connection. This application is addressed to the Persatuan pemuda sandya karya mandiri desa reksosari kec suruh kabupaten Semarang, which is an activity of a youth group that is trying to develop and improve their video streaming channel . they need learning to improve their digital video processing skills to improve the quality of their video output. because this youth union consists of various ages and various educational backgrounds, the making of learning videos must be easy to operate, easy to display and does not require complicated equipment. The development of this application is based on usability which is the most important aspect of an application.","PeriodicalId":441181,"journal":{"name":"Pixel :Jurnal Ilmiah Komputer Grafis","volume":"63 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130954089","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 : 2022-07-05DOI: 10.51903/pixel.v15i1.754
Rian Permatasari, Fabriyan Fandi Dwi Imaniawan, Hidayat Muhammad Nur
Entering an increasingly advanced era, the role of information technology is very important in various sectors. Currently, many business people have used information technology as a system in an agency or company. CV. Untung Maju Bersama is a company engaged in the sale of snacks and basic necessities. In its journey, the system used is still using a manual system. To maximize the sales system, therefore an analysis of the sales system design was made using the prototyping method to help improve the existing system. The system used on this website has three users, namely admin, sales, and delivery who have different access rights and have different tasks according to their respective job descriptions. In the analysis of this information system design, a prototyping method is used where the design made must be in accordance with the system to be built. Several features will be added in this proposed design system which did not exist in the previous system, namely the addition of an item tracking feature. This feature allows customers to see how far their orders have been processed. It is hoped that the design of this system can help CV. Untung Maju Bersama in maximizing sales and data management. Keywords: information systems, order systems, tracking systems, prototyping
进入一个日益先进的时代,信息技术在各个领域的作用非常重要。目前,许多商业人士已经使用信息技术作为一个系统在一个机构或公司。简历。Untung Maju Bersama是一家从事零食和基本必需品销售的公司。在它的旅途中,使用的系统仍然是使用手动系统。为了实现销售系统的最大化,因此,使用原型法对销售系统设计进行了分析,以帮助改进现有系统。本网站使用的系统有三个用户,分别是admin、sales和delivery,他们有不同的访问权限,根据各自的工作描述有不同的任务。在对该信息系统设计的分析中,采用了原型法,其中所做的设计必须与要构建的系统相一致。在这个设计系统中,将会增加几个在以前的系统中不存在的功能,即增加一个物品跟踪功能。该功能允许客户查看他们的订单已被处理到什么程度。希望本系统的设计能对CV有所帮助。Untung Maju Bersama最大限度地提高销售和数据管理。关键词:信息系统,订单系统,跟踪系统,原型设计
{"title":"Analisis Sistem Informasi Order dan Tracking Barang Menggunakan Metode Prototyping pada CV. Untung Maju Bersama","authors":"Rian Permatasari, Fabriyan Fandi Dwi Imaniawan, Hidayat Muhammad Nur","doi":"10.51903/pixel.v15i1.754","DOIUrl":"https://doi.org/10.51903/pixel.v15i1.754","url":null,"abstract":"Entering an increasingly advanced era, the role of information technology is very important in various sectors. Currently, many business people have used information technology as a system in an agency or company. CV. Untung Maju Bersama is a company engaged in the sale of snacks and basic necessities. In its journey, the system used is still using a manual system. To maximize the sales system, therefore an analysis of the sales system design was made using the prototyping method to help improve the existing system. The system used on this website has three users, namely admin, sales, and delivery who have different access rights and have different tasks according to their respective job descriptions. In the analysis of this information system design, a prototyping method is used where the design made must be in accordance with the system to be built. Several features will be added in this proposed design system which did not exist in the previous system, namely the addition of an item tracking feature. This feature allows customers to see how far their orders have been processed. It is hoped that the design of this system can help CV. Untung Maju Bersama in maximizing sales and data management. \u0000Keywords: information systems, order systems, tracking systems, prototyping","PeriodicalId":441181,"journal":{"name":"Pixel :Jurnal Ilmiah Komputer Grafis","volume":"96 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133827794","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 : 2022-07-05DOI: 10.51903/pixel.v15i1.758
Kevin Aqila Artama, Novita Mariana
PT Garuda Surya Raya merupakan perusahaan yang bergerak dalam bidang supplier box smartphone. Pencatatan persediaan barang masih dilakukan dengan cara manual, sering terjadi ketidak sesuaian jumlah barang yang distok dengan barang fisik yang ada di lapangan. Sehingga terjadi kesalahan jumlah yang mengakibatkan keterlambatan pemesanan barang dan terhambatnya proses produksi. Berdasarkan permasalahan diatas, tujuan penelitian adalah membuat rancangan bangun sistem informasi persediaan barang berbasis web di PT Garuda Surya Raya. Metode yang digunakan dalam penelitian ini yaitu metode FIFO dan sistem pengembangan waterfall. Diawali dengan mencari permasalahan, saran, dan kebutuhan dari admin gudang. Kemudian diimplementasikan dan sistem diuji untuk mengetahui kelemahannya. Sistem ini dibanguan menggunakan PHP dan MySQL sebagai databasenya. Hasil penelitian yaitu sistem dapat mempermudah proses pencatatan barang yang masuk, barang keluar, pencatatan stok opname, dan pembuatan laporan.
{"title":"Rancang Bangun Sistem Informasi Persediaan Barang Berbasis Web Menggunakan Metode FIFO di PT Garuda Surya Raya","authors":"Kevin Aqila Artama, Novita Mariana","doi":"10.51903/pixel.v15i1.758","DOIUrl":"https://doi.org/10.51903/pixel.v15i1.758","url":null,"abstract":"PT Garuda Surya Raya merupakan perusahaan yang bergerak dalam bidang supplier box smartphone. Pencatatan persediaan barang masih dilakukan dengan cara manual, sering terjadi ketidak sesuaian jumlah barang yang distok dengan barang fisik yang ada di lapangan. Sehingga terjadi kesalahan jumlah yang mengakibatkan keterlambatan pemesanan barang dan terhambatnya proses produksi. Berdasarkan permasalahan diatas, tujuan penelitian adalah membuat rancangan bangun sistem informasi persediaan barang berbasis web di PT Garuda Surya Raya. Metode yang digunakan dalam penelitian ini yaitu metode FIFO dan sistem pengembangan waterfall. Diawali dengan mencari permasalahan, saran, dan kebutuhan dari admin gudang. Kemudian diimplementasikan dan sistem diuji untuk mengetahui kelemahannya. Sistem ini dibanguan menggunakan PHP dan MySQL sebagai databasenya. Hasil penelitian yaitu sistem dapat mempermudah proses pencatatan barang yang masuk, barang keluar, pencatatan stok opname, dan pembuatan laporan.","PeriodicalId":441181,"journal":{"name":"Pixel :Jurnal Ilmiah Komputer Grafis","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117086403","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 : 2022-07-05DOI: 10.51903/pixel.v15i1.751
Nur Asiah Ramdani, Asriyanik Asriyanik, Winda Apriandari
Skripsi merupakan mata kuliah wajib yang harus diikuti mahasiswa program sarjana untuk menyelesaikan masa studinya. Skripsi berbeda dengan mata kuliah lain terkait dengan prosedur-prosedur di dalamnya. Di program studi teknik informatika UMMI penyebaran informasi skripsi tersebar melalui 5 media berbeda, namun hal ini tidaklah efektif karena memakan banyak waktu dan menjadikan pekerjaan dilakukan berulang. Maka dari itu untuk mempermudah penyebaran informasi maka peneliti membuat aplikasi chatbot yang dapat menjawab pertanyaan mengenai informasi skripsi secara otomatis tanpa pengawasan manusia. Untuk menghasilkan chatbot yang pintar maka digunakan layanan Microsoft Azure Cognitive Services QnA Maker dalam pembuatannya. Hasil dari pembuatan chatbot diuji dengan teknik alpha dan beta dan dihasilkan kesimpulan bahwa pembuatan aplikasi chatbot dengan Azure Cognitive Services QnA Maker membuat pencarian informasi skripsi lebih akurat, efektif dan efisien.
{"title":"Implementasi Azure Cognitive Services dalam Pengembangan Chatbot Layanan Informasi Skripsi","authors":"Nur Asiah Ramdani, Asriyanik Asriyanik, Winda Apriandari","doi":"10.51903/pixel.v15i1.751","DOIUrl":"https://doi.org/10.51903/pixel.v15i1.751","url":null,"abstract":"Skripsi merupakan mata kuliah wajib yang harus diikuti mahasiswa program sarjana untuk menyelesaikan masa studinya. Skripsi berbeda dengan mata kuliah lain terkait dengan prosedur-prosedur di dalamnya. Di program studi teknik informatika UMMI penyebaran informasi skripsi tersebar melalui 5 media berbeda, namun hal ini tidaklah efektif karena memakan banyak waktu dan menjadikan pekerjaan dilakukan berulang. Maka dari itu untuk mempermudah penyebaran informasi maka peneliti membuat aplikasi chatbot yang dapat menjawab pertanyaan mengenai informasi skripsi secara otomatis tanpa pengawasan manusia. Untuk menghasilkan chatbot yang pintar maka digunakan layanan Microsoft Azure Cognitive Services QnA Maker dalam pembuatannya. Hasil dari pembuatan chatbot diuji dengan teknik alpha dan beta dan dihasilkan kesimpulan bahwa pembuatan aplikasi chatbot dengan Azure Cognitive Services QnA Maker membuat pencarian informasi skripsi lebih akurat, efektif dan efisien.","PeriodicalId":441181,"journal":{"name":"Pixel :Jurnal Ilmiah Komputer Grafis","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125507905","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}