{"title":"Rancang Bangun Game Getuk Shooter Menggunakan Algoritma Collision Detection Berbasis Android","authors":"Fauziah Fauziah, Eka Mutia Putri","doi":"10.25134/jejaring.v6i1.6735","DOIUrl":"https://doi.org/10.25134/jejaring.v6i1.6735","url":null,"abstract":"Android Based Game has grown rapidly, with the growing user of smartphones and tables in this world. The game maker industry also has many opportunities to produce games. Many advantages of producing games because of many enthusiasts for the game. Making game is an interesting field to learn because of the great potential both in terms of science and in terms of commercial. In this study the author designs and builds an application of the Android based Getuk Shooter game using Collision Detection algorithm for collision attack detection. The method used in this research is RUP method, which is method of software development done repeatedly. The result of this research is to produce Android based mobile game in the form of single player getuk vertical shot that can train the dexterity of player with 2D display and it consists of 3 levels, which can run on android smartphone.Key words : Android, game, collision, shooting","PeriodicalId":265714,"journal":{"name":"JEJARING : Jurnal Teknologi dan Manajemen Informatika","volume":"91 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124666723","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}
{"title":"Rancang Bangun Aplikasi Sinkronisasi Nada pada Tuning Gitar dengan Menggunakan Algoritma Fast Fourier Transform berbasis Android","authors":"Aah Sumiah, Dede Try Lesmana","doi":"10.25134/jejaring.v6i1.6737","DOIUrl":"https://doi.org/10.25134/jejaring.v6i1.6737","url":null,"abstract":"Gitar merupakan salah satu alat musik yang sangat populer dan banyak digunakan di seluruh dunia. Untuk menghasilkan nada yang harmonis dan tepat, senar pada gitar memerlukan penalaan (tuning) yang baik. Sayangnya, ini merupakan salah satu masalah yang cukup rumit, terutama bagi para pemula yang belum bisa mengidentifikasi nada gitar. Karena dibutuhkan pendengaran yang sangat akurat dan teliti untuk menyatakan apakah nada-nada pada senar tersebut sudah akurat atau masih belum akurat. Pada skripsi ini, penulis merancang sebuah aplikasi berbasis android yang berfungsi sebagai alat deteksi dari nada gitar. Untuk proses tuning tersebut digunakan algoritma FFT yang berfungsi untuk menghitung transformasi Fourier diskrit dengan cepat dan efisien. Suara dari senar gitar digunakan sebagai input berupa pengirim sinyal masuk dalam bentuk frekuensi dan mengolah frekuensi tersebut sehingga menghasilkan output berupa parameter jarum indikator dalam bentuk antarmuka. Dari hasil penelitian ini didapatkan aplikasi gitar ini menghasilkan tuner gitar yang mampu berjalan secara realtime dengan akurasi yang cukup bagus. Kata Kunci : Aplikasi, Android, Tuner Gitar, FFT, Frekuensi","PeriodicalId":265714,"journal":{"name":"JEJARING : Jurnal Teknologi dan Manajemen Informatika","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117148935","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}
{"title":"Sistem Informasi Perpustakaan SMP Yos Sudarso Cigugur Menggunakan Bahasa Pemrograman PHP dan Database MYSQL","authors":"Panji Novantara, Damasus Sandi Setiadi","doi":"10.25134/jejaring.v4i2.2918","DOIUrl":"https://doi.org/10.25134/jejaring.v4i2.2918","url":null,"abstract":"SMP Yos Sudarso Cigugur is one of the schools under the auspices of “Yayasan Salib Suci” Fondation. At present there are several problems in the process of library services. this starts from the process of recording member data, recording transactions, recording book data and calculating fines that are still using conventional methods. The purpose of this study is to determine the course of the system, create a system design, test the system created and implement the system created. The purpose of this research is to find and provide solutions to existing problems regarding library services. The method used in this study uses a waterfall, where this method has the characteristics of activities that flow from one phase to the next. The programming language that researchers use is the PHP programming language with MySql database. The results of research conducted by the author shows the system created can help library services at Yos Sudarso Cigugur Middle School. Further research development is expected to have a flexible information system built in a mobile form and integrated with the internet.","PeriodicalId":265714,"journal":{"name":"JEJARING : Jurnal Teknologi dan Manajemen Informatika","volume":"53 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115844391","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}
{"title":"Rancang Bangun Aplikasi Media Pembelajaran Interaktif Pengenalan Komputer Dan Kuis Pilihan Ganda Berbasis Web","authors":"I. Permatasari, Nunu Nugraha","doi":"10.25134/jejaring.v5i1.3544","DOIUrl":"https://doi.org/10.25134/jejaring.v5i1.3544","url":null,"abstract":"Penelitian ini bertujuan untuk merancang dan membangun apalikasi media pembelajaran berbasis flash pada mata pelajaran TIK dengan topik pengenalan komputer. Aplikasi ini dibuat sebagai media pembelajaran bagi siswa kelas XI MTs Al Ma’Mur Ciawigajah. Aplikasi media pembelajaran berbasis flash dapat digunakan sebagai salah satu alternatif media pembelajaran bagi siswa. Metode yang digunakan dalam merancang dan membangun aplikasi menggunakaan metode waterfall, terdiri dari lima tahap yaitu Requirement Analisis, System Design, Implementation, Integration Testing dan Operation Maintenance. Berdasarkan hasil implementasi dan pengujian aplikasi, bahwa aplikasi dapat berjalan dengan baik sesuai dengan spesifikasi yang dibutuhkan, dan dapat digunakan sebagai media pembelajaran siswa. Fitur kuis yang terdapat pada aplikasi pembelajaran dapat digunakan sebagai bahan evaluasi bagi guru dalam memberikan penilaian hasil belajar siswa. Kata kunci : Media, Pembelajaran, Flash, Komputer, Aplikasi","PeriodicalId":265714,"journal":{"name":"JEJARING : Jurnal Teknologi dan Manajemen Informatika","volume":"232 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-05-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115595460","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}
{"title":"Rancang Bangun Game Edukasi Pengenalan Hewan Berbasis Android Menggunakan Unity 3D","authors":"Andy Kurnia Arrifqie","doi":"10.25134/jejaring.v5i1.3545","DOIUrl":"https://doi.org/10.25134/jejaring.v5i1.3545","url":null,"abstract":"Perkembangan teknologi yang semakin pesat saat ini, harus dapat dimanfaatkan dalam setiap sisi kehidupan manusia yang bertujuan agar teknologi tersebut berguna, membantu dan mempermudah kehidupan manusia. Peranan teknologi tidak hanya dipandang pada kehidupan orang dewasa, namun alangkah baiknya teknologi juga dapat berperan dalam kehidupan anak-anak khususnya bidang pendidikan. Teknologi yang akan difokuskan dalam penelitian ini adalah teknologi di smart phone dan android, guna memudahkan anak dalam belajar pengenalan hewan. Dalam pengembangan aplikasi ini dibuat semudah mungkin dalam pengoprasian dengan penggunaan control pada gameplaynya. Game Edukasi ini dinilai dapat menambah ketertarikan dalam belajar sesuai dengan survey yang telah dilakukan. Game ini dapat berjalan di perangkat android pada beberapa versioperating system, seperti Jellybean, Kitkat, dan Lollipop. Game Edukasi yaitu sebagai sarana bermain sekaligus pembelajaran untuk anak-anak, khusunya anak usia 4-6 tahun agar mengenal lebih banyak nama-nama hewan. Kata kunci:game, android, unity 3D, edukasi","PeriodicalId":265714,"journal":{"name":"JEJARING : Jurnal Teknologi dan Manajemen Informatika","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-05-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114822960","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}
{"title":"Rancang Bangun Aplikasi Pengelolaan Data Barang Seragam Berbasis Web Pada Konveksi GALISA di Bagjasari","authors":"Soni Setia Putra","doi":"10.25134/jejaring.v5i1.3550","DOIUrl":"https://doi.org/10.25134/jejaring.v5i1.3550","url":null,"abstract":"Konveksi GALISA merupakan salah satu usaha industri rumahan yang sedang berkembang dan berdiri pada tahun 2001. Konveksi GALISA merupakan usaha yang bergerak di bidang pembuatan seragam sekolah dengan bahan famatex dan katun untuk anak SD, SMP, dan SMA dengan berbagai macam size dan model. Penelitian ini bertujuan untuk memberikan kemudahan bagi pemilik konveksi GALISA untuk melihat dan menghitung stok barang digudang dan untuk menghitung pesanan yang diterima. Permasalahan pengelolaan di konveksi GALISA saat ini adalah masih menggunakan buku stok gudang dimana dalam penyajian informasi yang dibutuhkan sangat lambat serta sering terjadinya ketidak singkronan dalam perhitungan stok barang seragam yang masuk dan perhitungan pesanan yang diterima untuk mempersiapkan stok barang yang keluar. Dalam pembuatan aplikasi ini penulis menggunakan PHP dan MySQL sebagai database nya. Kata kunci: Pengelolaan, PHP, MySQL.","PeriodicalId":265714,"journal":{"name":"JEJARING : Jurnal Teknologi dan Manajemen Informatika","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-05-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115062917","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}
{"title":"IMPLEMENTASI METODE LINEAR CONGRUENTIAL GENERATOR PADA GAME PUZZLE BERBASIS ANDROID","authors":"Aah Sumiah, Rendi Ridwanul Hakim","doi":"10.25134/jejaring.v5i1.6748","DOIUrl":"https://doi.org/10.25134/jejaring.v5i1.6748","url":null,"abstract":"Games has become one thing in everyday life. Formerly, the game is only used as a means of entertainment alone, but now the game has become the extent of its function. For example, game can be a mean of learning, business land, and competed as one of the sport by professionals. The development of platform games can also be seen directly by the community, the games only played on computers and consoles in past time, however now it has entered the era of mobile games. Puzzle game is a game that displays pieces of the image where the pieces of the image is scrambled arrangement to provide its own challenge to arrange it. This puzzle game is a game of drawing pieces with the rules of a piece can only be moved by sliding it into empty space. Generally people who play the puzzle, take a long time in completing the game. This is because in the puzzle there is no additional information available to help searching the solution when the process of arranging the pieces into a challenge for those who play it. Images of a puzzle will be scrambled using the Linear Congruential Generator (LCG) method. Linear Congruential Generator using an initial state then with a special formula will generate a pseudo-random number. The initial state used is taken from a variety of sources that are considered quite random. Thus, the Linear Congruential Generator will produce a series of numbers that resemble random numbers. Linear Congruential Generator is widely used today, it eases the implementation and speed as the main factor why Linear Congruential Generator is used.Keywords : Games, Puzzle Games, Linear Congruential Generator (LCG)","PeriodicalId":265714,"journal":{"name":"JEJARING : Jurnal Teknologi dan Manajemen Informatika","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-05-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132472769","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}
{"title":"Sistem Informasi Produk Unggulan Desa Kecamatan Cibingbin Berbasis Web dengan Menggunakan PHP dan MYSQL","authors":"Fauziah Fauziah","doi":"10.25134/jejaring.v4i2.2923","DOIUrl":"https://doi.org/10.25134/jejaring.v4i2.2923","url":null,"abstract":"The supreme products are the ones produced by the Village people which havehigh chances to be marketed and sold and are thus advantageous for them thisthesis which is entitled “: Information System Vilage Superior Product AtDistrict Of Cibingbin Based On Website, Use PHP And MySQL” is a mediafor marketing and selling the Village’s supreme products in the District ofCibingbin. Besides that, by the the existence of a website in the District ofCibingbin, the local officials in the District and Villages of Cibingbin can makethe news related to their regions. The input process of those product are conductedby the Village and the District’s parts. The next process of product selling isconducted by the District’s part. There are three parts who have the right to accessthe website in the District of Cibingbin, namely the District, the Villages and theCustomers","PeriodicalId":265714,"journal":{"name":"JEJARING : Jurnal Teknologi dan Manajemen Informatika","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116005306","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}
{"title":"Implementasi Algoritma Jaro Winkle Distance dalam proses Pencocokan Jawaban pada Aplikasi Ujian","authors":"Nunu Nugraha, Nenden Rostika Dewi","doi":"10.25134/jejaring.v4i2.6714","DOIUrl":"https://doi.org/10.25134/jejaring.v4i2.6714","url":null,"abstract":"Evaluasi kegiatan belajar mengajar atau ujian dilakukan sebagai tolak ukur pemahaman siswa terhadap materi yang diberikan oleh guru. Terdapat dua jenis ujian yaitu pilihan ganda dan essay, umumnya penyelenggaraan ujian di SMP N 1 Garawangi dilakukan secara konvensio-nal dengan menggunakan kertas dan alat tulis. Namun menurut guru mata pelajaran IPS dalam menyelenggarakan secara konvensional memerlukan waktu yang tidak sedikit dalam mengkoreksi jawaban, terlebih jika soal yang diberikan adalah essay. Selain itu banyaknya jumlah siswa dan soal yang diberikan terkadang dapat menyebabkan penilaian menjadi kurang objektif dan mengakibatkan terjadinya kesalahan dalam pengkoreksian jawabannya. Berdasarkan permasalahan tersebut diperlukan adanya suatu aplikasi yang dapat mengkoreksi ujian esay secara otomatis dengan menggunakan algoritma yang dapat mencocokan jawaban berupa string yaitu algoritma jaro winkler distance. Algoritma jaro winkler distance memiliki kompleksitas waktu quadratic runtime complexity yang efektif pada string pendek dan dapat bekerja lebih cepat dari algoritma edit distance. Aplikasi ini dapat melakukan pengkoreksian jawaban ujian sehinga diharapkan dengan adanya aplikasi ini dapat meminimalisir kekurangan yang ada pada ujian yang dilkaukan secara konnvensionalKata kunci: algoritma, jaro winkler distance, ujian, strin matching, pencocokan jawaban","PeriodicalId":265714,"journal":{"name":"JEJARING : Jurnal Teknologi dan Manajemen Informatika","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133855006","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}
{"title":"Rancang Bangun Aplikasi Radio Streaming Pada Kos FM 96.5 Kuningan Berbasis Web","authors":"Aah Sumiah","doi":"10.25134/jejaring.v4i2.2921","DOIUrl":"https://doi.org/10.25134/jejaring.v4i2.2921","url":null,"abstract":"Pembuatan program ini dirancang dengan pendekatan berbasis objek, menggunakan tools UML dalam perancangannya. Program Radio Streaming Pada Program Persada Indonesia Banget (PIB) Radio Kos Fm 96.5 Kuningan ini dibuat dengan menggunakan bahasa pemrograman php dengan databasenya MySql , dan akan menghasilkan program berbentuk website yang bisa diakses dari mana saja dengan menggunakan jaringan internet. Metode yang dilakukan dalam penelitian skripsi ini adalah dengan pendekatan metode Prototyping karena dengan metode ini terjadi komunikasi aktif antara analis , programer, dan user . Penggunaan metode ini dapat meningkatkan kepuasan user karena harapan dan keinginan user dapat terimplementasi dengan baik, dan biaya pengembangan sistem lebih hemat.Dengan adanya Radio streaming ini, pendengar dapat menikmati program acara Persada Indonesia Banget (PIB) secara online dan bisa diakses oleh masyarakat luas khususnya pendengar radio Kos Fm 96.5 kuningan apabila berhalangan mendengarkan siaran, dan juga bagi para pendengar yang jauh dari jangkauan frekuensi Kos Fm 96.5 Kuningan bisa mengetahui isi siaran Persada Indonesia Banget (PIB) melalui aplikasi ini.","PeriodicalId":265714,"journal":{"name":"JEJARING : Jurnal Teknologi dan Manajemen Informatika","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129914700","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}