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PENGENALAN HURUF HIJAIYYAH MELALUI BENTUK JARI TANGAN DENGAN MEDIA AUDIO VISUAL BERBASIS ANDROID

· Thesis · Skripsi, Thesis, Disertasi, dan Tugas Akhir

Doni Irwandi, C1655201007, 2020. Introduction of hijaiyyah letters through hand finger shapes with android based audio visual media, supervisor I Lili Rusdiama, M.Kom. Advisor II Ir. Hj. Siti Maryamah, MM. Currently the media for learning sign language for deaf and mute people is still done in direct eye contact with the teacher who teaches. This method can be said to be less practical especially in the technology era like nowadays. Technology is familiar to every individual, the general public is familiar with the use of technology such as smartphones The purpose of this study is to make the introduction of hijaiyyah letters through finger shapes with an Android-based audio visual media that can be used easily and can be accepted by deaf and mute people. The application displays various form hijaiyyah sign language fingers. This application was created using Android Studio with the JAVA programming language The method used in this thesis is the method of data collection (literature, studies, documentation, questionnaires) and the prototype model software development method. The results of the application can be run on smartphones and are easy to use by users, with the main menu display that is clear and easy to understand. Every feature in the application is functioning properly. Display of sign language that is displayed is easy to understand and audio visual objects of hijaiyyah letters and numbers are displayed correctly. And the results of user respondents were 83.2% very good.

Aplikasi Pemesanan Alat dan Atudio Musik pada Rian Studio Musik Palangka Raya Berbasis Android

· Thesis · Skripsi, Thesis, Disertasi, dan Tugas Akhir

The development of technology at this time is rapidly increasing and sophisticated in the computers field and other fields, thus requiring humans to master or understand how to work and use these technologies. With such rapid development, humans can make various kinds of equipment that can simplify work and find out information in the surrounding environment. Therefore, this ordering application is expected to help the Rian Music Studio to improve quality and performance to become better. The problem in this research is how to make a Rental Application for Music Instrument and Music Studio at Rian Music Studio Palangka Raya. This research aims to make an application to help and facilitate the studio to manage data better. The method used in this study includes several stages that is observation, documentation, interviews, and literature study. The development method uses the Prototype model. System analysis using pieces analysis method and system testing using the Black-Box method. The software used to build applications in android studio and sublime text. From the results of the questionnaire using the Likert scale method it can be concluded with the number of respondents 10 getting a value or an outcome of 81%, it has been categorized that this application very useful to be used by users of Rental Application for Music Instrument and Music Studio at Rian Music Studio Palangka Raya.

ALAT PERAGA MEDIA PENOMORAN ANTRIAN DENGAN PENGIRIMAN PESAN BERBASIS SMS GATEWAY

· Thesis ·

Herwandi, C1455201012, 2020. Sekarang ini orang yang dating ke Bank untuk mengantri, tetapi system pendaftaran dan penyimpanan data bank masih meggunakan cara manual. Hal ini tidak buruk tapi jika suatu kejadian menyebabkan antrian panjang dan saling bersesak-sesakan akan membuat kinerja pegawai Bank menjadi tidak efisien. System ini akan membatu dalam penyampaian informasi mengenai nomor antrian agar setiap orang bebas melakukan aktivitas diluar antrian. Tujuan dari penelitian ini adalah membuat Aplikasi untuk mengembangkan sistem antrian menjadi lebih efisien tidak merugikan dari segi waktu untuk pengguna dan tidak memakan banyak ruang untuk mengantri. Metode penulisan yang digunakan dalam penelitian ini meliputi metode pengumpulan data (observasi, kepustakaan dan wawancara) metode pengembangan perangkat lunak menggunakan metodologi pengembangan perangkat lunak menggunakan metodologi Prototype dengan tahapan yang digunakan yaitu pengumpulan kebutuhan dan perbaikan, perancangan cepat, membentuk prototype, evaluasi pelanggan terhadap Prototype, perbaikan prototype dan produk rekayasa. Hasil dari penelitian ini adalah sebuah aplikasi yang mampu mengirimkan pesan mengenai antrian kepada pengguna .

Rancang Bangun Game Platformer 2D "Foxy Tales" Bergenre Adventure Menggunakan Unity Game Engine

· Thesis ·

Muhammad Mawandi Anajeli, C1655201045, 2022. Rancang bangun game platformer 2d foxy tales bergenre adventure menggunakan unity game engine, Pembimbing I Lili Rusdiana, M.Kom., Pembimbing II Catharina Elmayantie, M.Pd. Game platformer 2d foxy tales merupakan permainan yang bercerita tentang rubah bernama Foxy, seekor rubah yang hendak menyelamatkan pulau Sunnyland dari musuh – musuh yang menjajah pulau tersebut, tentu dalam aksi penyelamatannya Foxy harus melewati segala rintangan, memecahkan teka – teki , dan mengalahkan musuh – musuh yang menghadangnya hingga pulau Sunnyland pun aman dan tentram kembali. Tujuan penelitian ini yaitu membuat rancang bangun game platformer 2d Foxy Tales bergenre adventure yang menarik dan juga cukup sulit untuk diselesaikan. Aplikasi ini dibuat menggunakan Unity dengan bahasa program C# Metode yang digunakan pada tugas akhir ini adalah metode pengumpulan data studi pustaka, studi kuesioner, dan dokumentasi. Menggunakan metode penegembangan perangkat lunak model MDLC, serta menggukan metode SWOT untuk analisis sistem kelemahan. Dari pengujian yang dilakukan, aplikasi berjalan pada Windows dan Mac OS, mudah digunakan oleh pengguna, dan tombol tampak jelas dan mudah dipahami di setiap scenenya. Semua fitur aplikasi bekerja dengan sempurna dan desain objek aplikasi menarik. Hasil dari pengguna yang disurvei adalah 94,44%

ANALISIS DAN PERANCANGAN SISTEM INFORMASI PENJUALAN PADA TOKO KOSMETIK RAIPUTANI

· Thesis ·

ABSTRACT Andika, C1757201082, 2022. Analisis Dan Perancangan Sistem Informasi PenjualanPada Toko Kosmetik Raiputani, Pembimbing I Rommi Kaestria, M.Kom., Pembimbing II Rosmiati, M.Kom Along with the rapid development of technology in line with the magnitude of the need for information. Information Technology helps to meet the needs of life such as the existence of facilities to process information and provide various information. A computer-based information system will be very helpful in sales rather than a manual system. What is meant by a manual system is that it still uses books to archive its data. This can be seen in a businessman and even MSME which has a large amount of data and requires special handling and limited time. One of them is at Raiputani Cosmetics Shop. At the Raiputani Cosmetics shop, data processing is still done manually. As in the process of selling products, they are still written in the sales book and to find out the existing stock of cosmetic products, you must also check one by one. Of course, this can make the business management process slower or less automated and allow notes to be lost and misspelled because they are still written in books. Data collection techniques used in this study are observation, interviews, documentation, literature and questionnaires. Using UML (Unified Modeling Language) process design, and interface design using Balsamiq Mockup. Based on the results of the calculation of the questionnaire using the Likert Scale method, with 4 statements submitted to 10 respondents, it can be concluded that the Analysis and Design of Sales Information Systems at Raiputani Cosmetics Stores is feasible because it obtains an interpretation value of 75.5%.