17 research outputs found

    Android Based Thesis Mentoring System Using Google Firebase

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    This research aimed to build a platform to carry out the thesis mentoring process which was periodic, real-time, systemized, and well-integrated in Ciputra University in Surabaya. The researcher used Google Firebase technology provided by Google and built it on an Android-based platform. The method used was the Systems Development Life Cycle (SDLC) model. It was divided into six stages of the process: requirement analysis, system design, implementation, system testing, system deployment, and system maintenance. Data collection methods used were observation and interviews conducted to the final project coordinator in the study program. The results show that system has six main features including progress overview of thesis, chat room, guidance schedule, guidance book, important date, and announcement. Moreover, the thesis mentoring system is easy to use and consists of easyto-understand menus. After going through the process of analysis, this system is very helpful in scheduling guidance, monitoring the progress of student thesis work, and managing announcement and important date

    Rancang Bangun Aplikasi Pemesanan Makanan dalam Kampus Secara Online Berbasis Sistem Operasi iOS

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    Seiring dengan pesatnya perkembangan teknologi, aplikasi pemesanan makanan online terus berkembang dalam industri jasa makanan dan popularitasnya akan terus bertumbuh dari tahun ke tahun. Namun dalam hal ini masih belum ada aplikasi penyedia jasa pemesanan makanan untuk layanan catering dalam kampus. Pada kampus, sistem pemesanan makanan dengan menggunakan layanan catering masih dilakukan secara tradisional yang menyebabkan pesanan yang tidak terorganisir dengan baik yang menyebabkan kesalahan dalam pesanan, jadwal dan miskomunikasi dalam pembayaran. Dalam proses konvensional saat ini, melakukan pemesanan, memilih jadwal, memberikan bukti pembayaran serta bertanya mengenai status pesanan semua dilakukan dalam satu grup whatsapp dengan banyak pelanggan lain didalamnya. Hal ini membuat keseluruhan proses pemesanan makanan hingga pencatatan pesanan oleh penyedia layanan catering menjadi proses yang panjang tidak efektif dan efisien. Dengan menggunakan fitur pre-order, pengguna dapat memesan makanan terlebih sehari sebelumnya, memilih layanan catering, menu yang ingin dipesan, jadwal catering dengan cepat dan mudah. Dengan ini, penyedia layanan catering dapat dengan mudah melakukan rekap pesanan tanpa harus melakukan cek satu per satu pada grup whatsapp. Hal ini akan meminimalisir ruang terjadinya human error dalam merekap pesanan. Fitur pembayaran cashless di dalam aplikasi memungkinkan pengguna untuk melakukan pembayaran non tunai, dengan ini proses pembayaran jauh lebih cepat dan meminimalisir kesalahan dalam pembayaran. Selain itu pengguna dapat selalu mendapatkan informasi status dari makanan yang sudah dipesan tanpa perlu lagi bertanya secara manual via whatsapp. Hal ini memudahkan pelanggan dan memudahkan penyedia layanan catering sehingga mereka tidak perlu mengulang informasi yang ditanyakan kembali berulang-ulang oleh setiap pelanggan. Keseluruhan fitur yang ada bersinergi menjadikan proses pemesanan makanan dengan layanan catering dalam kampus lebih efektif dan efisien dengan membuat proses pemesanan makanan menjadi cepat dan mudah, meminimalisir terjadinya miskomunikasi dalam pemesanan makanan dengan fitur pre-order, meminimalisir kesalahan dalam pembayaran dengan fitur pembayaran cashless, serta informasi status dari pesanan yang selalu terbaharui secara otomatis

    Rancang Bangun Aplikasi Latihan Public Speaking Berbasis iOS Menggunakan Teknologi Live Streaming Video Agora.io

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    Berbicara di depan umum (Public Speaking) adalah kegiatan presentasi secara langsung yang diberikan di depan audiens. Berbicara di depan umum bisa menjadi hal yang sangat ampuh jika digunakan dengan benar. Kita dapat membujuk dan meyakinkan orang lain, mendapatkan kepercayaan mereka, membagikan ide dan pengetahuan kita dengan percaya diri kepada mereka. Namun, sayangnya banyak orang menderita kecemasan berbicara atau takut berbicara di depan umum (Public Speaking Anxiety / Speech Anxiety) karena pengalaman yang tidak menyenangkan atau bahkan diminta untuk tampil di tempat tanpa persiapan. Pusat Nasional Neurologi dan Psikiatri melaporkan bahwa ketakutan berbicara dan berbicara di depan umum mempengaruhi sekitar 73% populasi. Sehingga, untuk mengurangi masalah tersebut maka perlu dibuatkan suatu aplikasi yang berguna untuk melatih kemampuan public speaking secara online yang mudah digunakan dan dapat mengundang komunitas atau teman yang juga menggunakan aplikasi agar menjadi lebih terbiasa dan tidak takut lagi untuk melakukan public speaking dengan memanfaatkan fitur live video streaming yang disediakan oleh platform third party yaitu agora.io. Aplikasi ini bisa digunakan oleh banyak orang. berdasarkan data sebagian besar orang pasti mengalami ketakutan berbicara didepan umum terutama saat menginjak masa perkuliahan yang diharuskan untuk siap melakukan presentasi saat adanya project. Aplikasi ini dapat digunakan untuk latihan didepan teman yang kita kenal atau komunitas yang tersedia di dalam aplikasi ini, dan dapat saling menerima dan memberikan feedback satu sama lain

    Hybrid distributed application in banking transaction using remote method invocation

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    Today banks have many branches in big cities of the world. System usually used  a central database in a particular city. Increased of database server performance due to number of users accessing this application should not degrade performance of application. To keep  database server performance optimally, application must distributed to the network. In distributed applications it takes a remote method call, that is why we are going to used Remote Method Invocation to develop this system. Based on results of analysis conducted, author can draw following conclusion of the application, which is once the client get a reference from the remote object then method of remote object is called like calling method from local object and methods that we have defined and implemented on remote object can we call or use both on desktop and web applications so we do not need to work twice. This approach makes more effective and efficient in application development, allows for better optimization, eliminates the need for processing of type information at run time and makes a light weight communication protocol possible. We have built a hybrid application, which supports both compile time and run time generation of marshallers in desktop and web application

    LIBRARY SELF SERVICE SYSTEM USING NFC AND 2FA GOOGLE AUTHENTICATOR

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    The implementation of a self-service system is already used by many libraries, mainly on self-loan books. Self-service generally only uses RFID as a medium for identifying members and borrowed books, but using RFID alone as the head of the identification process may lead to many crimes such as using someone else's member card to borrow books, scam, and so on. This study aims to propose a new business process for self loan books from the library by combining NFC or RFID technology and 2FA (two-factor authentication) to minimize the crimes such as fraudulence, scams, and so on. The results showed that the system or prototype could work and function properly. The process of reading NFC tags and the use of 2F also runs quickly and safely

    Development of Cloud-Based Data Integration for Non-Profit Organization System

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    Palang Merah Indonesia (PMI) noted that the stock of blood in Indonesia reached 87,238 bags as of June 14, 2022, where it should be estimated that Indonesia needs 5.1 million bags of blood every year. The conventional blood donor process procedure is one of the main reasons the younger generation does not intend to donate blood. A new system is needed to regulate the flow of the blood donation process so that it is faster and attracts the interest of young people to donate blood. This research resulted in a blood donation system in the form of a website application for each blood donor unit and a mobile application for users who are blood donors. The system was developed with the Agile method which makes it easy for researchers to adapt to the evolving needs of users. The system usability test is based on Nielsen's Criteria which includes 5 main aspects, including learnability, efficiency, memorability, errors and satisfaction. The results of the trial on the targeted respondents showed that almost all of them were interested in using and would routinely donate blood with the new system that had been built, because it was considered to simplify the blood donation procedure which was previously considered complicated. In addition, data between blood donor units can be well integrated with the system that has been built. In the end, this research has the main goal of changing people's habits, especially young people to continue to regularly donate blood, not only is it good for health, but also can help others in need

    Cloud-computing based data integration for non-profit organization: web design and implementation

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    Data is a very important part of our lives nowadays, but it requires a neat and systematic acquisition. This good and systematics data acquisition also required by non-profit institutions. Non-profit institutions in Indonesia are found within various fields, including health, arts, natural environment, agriculture, etc. One of the most needed data recording is the Indonesian Red Cross (PMI). PMI is engaged in the humanitarian field and has branches throughout Indonesia, including the districts. Donor data logging is one of the problems faced by PMI. Each time a donor does a blood donation, they need to rewrite their personal data on a piece of paper. This data will then be recapitulated into a computer which sometimes takes time and is not being inputted in real time. This system requires a change that makes data able to be inputted in real time and be stored properly and neatly. The data can then be stored in the cloud as well and be accessed in real time. For non-profit organizations such as PMI, this allows inputting and data processing to become more efficient and flexible. In this study, the System Development Life Cycle (SDLC) method was used, while the website uses the CodeIgniter (CI) framework. In this research, a website application is produced with features that are in accordance with the expected needs

    Understanding the Issues of Coparenting in Indonesia

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    Family plays an important role in children’s growth and development. The mechanism of co-parenting is empirically proven to have an impact in marital relationship and child development. However, the number of empirical studies on co-parenting in Indonesia is still very limited. The purpose of this study is to examine the issue of co-parenting among parents in Indonesia and to understand ways to develop effective co-parenting. This study uses a qualitative method approach. The data collection method used in this study is focused group discussion to 30 participants, including 15 fathers and 15 mothers. The study found that imbalances in the division of roles between partners and the difficulties in finding agreements are the biggest challenges for fathers and mothers. This study also found that there are four factors to implement an effective co-parenting, which are discussion, agreement in task division, giving appreciation, and good parenting references.

    TEKNOLOGI WEBSITE DAN KARAKTER INTERAKTIF ONLINE DALAM LOGO KONSELING

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    Website technology can enable client that not have direct access to counseling because of disabilities, distance limitations, economic barriers, and stigma from society. It takes skills in logo counseling process using website technology, especially knowledge about counselor’s perspective towards client, anyone who is in the process of online interactive characters, communication strengths and challenges, and counselor strategy to manage client’s emotion. The ability of the counselor needs to be prepared to be skilled at listening, observing and reflecting the client's feelings, using questions and advanced empathy, practicing exploration skills, closeness, and confrontation through online interactive characters. This paper aims to describe and analyze website technology functions and counselor’s roles in improving online interactive characters in logo counseling process. Character expresses roles of social, emotion, and organized personality for the purpose of logo counseling. Character utilizing social response is a natural reaction to interactive media. Interactive media is social partner and realistic in logo counseling website which simulating real world interaction. Interactive characters in logo counseling website showed a great opportunities for the client and the counselor to improve online experiences

    MINI SERI COMPUTATIONAL THINGKING UNTUK GURU SEKOLAH YAYASAN CIPUTRA PENDIDIKAN

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    Kegiatan pengabdian kepada masyarakat (abdimas) ini bertujuan memperluas wawasan mengenai computational thinking (CT) bagi guru Sekolah. Program mini seri ini dilakukan secara berkala dan berkesinambungan. Program ini diprioritaskan kepada Guru di berbagai sekolah. Pada kesempatan kali ini diperuntukkan kepada Guru-guru di Yayasan Ciputra Pendidikan. CT sendiri merupakan salah satu problem solving yang perlu diajarkan sejak dini. Dengan melihat perkembangan teknologi dalam bidang ilmu komputer yang berkembang pesat maka pendekatan CT ini sangat diperlukan. Universitas Ciputra Surabaya khususnya Fakultas Teknologi Informasi bekerjasama dengan Komunitas Bebras untuk memperluas penggunaan CT bagi siswa/i seluruh Indonesia. Mini seri ini dilakukan dengan memberikan wawasan CT kepada guru sekolah, sehingga guru tersebut dapat menyampaikan dan melatih para siswanya untuk dapat terbiasa menggunakan CT ini dalam kehidupan mereka sehari-hari. Dalam melakukan pengabdian masyarakat ini dilakukan dengan terlebih dahulu berkoordinasi dan berdiskusi dengan koordinator pusat Yayasan, membuat materi computational thinking berupa materi power point maupun website yang siap diakses peserta. Pokok pembahasan dibagi menjadi empat sesi yaitu pendahuluan tentang computational thinking, computational thinking in everyday life, Developing Computational Thinking task dan menerapkan CT dalam pembelajaran di kelas. Kegiatan ini menyasar pada 134 guru Yayasan Sekolah Ciputra dengan durasi pelaksanaan kurang lebih tiga bulan dari persiapan, penyiapan materi, koordinasi, penyuluhan, serta penyusunan laporan dan luaran
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