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Sistem Presensi Karyawan Berbasis Geolocation dan Face Recognition Menggunakan Flutter dan Laravel Filament Pada PT XYZ
JUISI : Jurnal Ilmiah Sistem Informasi
Vol 5
, No 1
(2026)
Penelitian ini bertujuan untuk mengembangkan sistem presensi karyawan berbasis mobile dan web dengan penerapan teknologi geolocation dan face recognition. Sistem ini dibangun menggunakan framework Flutter untuk aplikasi mobile dan Laravel Filament untuk sistem web. Permasalahan utama yang dihadapi PT Linkfortune adalah ketidakefisienan dalam pencatatan kehadiran manual serta potensi manipulasi data presensi. Dengan penerapan teknologi geolocation, sistem mampu memastikan karyawan melakukan prese...
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Sistem Presensi Karyawan Berbasis Geolocation dan Face Recognition Menggunakan Flutter dan Laravel Filament Pada PT XYZ
Susatyono, Jarot Dian
; Prihatmoko, Setiyo
; Fitrianto, Yuli
; Ardananta, Ricky Alfina
; Susatyono, Jarot Dian
; Prihatmoko, Setiyo
; Fitrianto, Yuli
; Ardananta, Ricky Alfina
JUISI : Jurnal Ilmiah Sistem Informasi
Vol 5
, No 1
(2026)
Penelitian ini bertujuan untuk mengembangkan sistem presensi karyawan berbasis mobile dan web dengan penerapan teknologi geolocation dan face recognition. Sistem ini dibangun menggunakan framework Flutter untuk aplikasi mobile dan Laravel Filament untuk sistem web. Permasalahan utama yang dihadapi PT Linkfortune adalah ketidakefisienan dalam pencatatan kehadiran manual serta potensi manipulasi data presensi. Dengan penerapan teknologi geolocation, sistem mampu memastikan karyawan melakukan prese...
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PENERAPAN ALGORITMA C4.5 UNTUK MEMPREDIKSI KREDIT MACET PADA SISTEM PINJAMAN DIGITAL DI INDUSTRI FINTECH: Penerapan Algoritma C4.5 untuk Memprediksi Kredit Macet pada Sistem Pinjaman Digital di Industri FinTech
Jarot Dian, Jarot Dian Susatyono
; Jarot Dian Susatyono
; Setiyo Prihatmoko
; Febryantahanuji Febryantahanuji
EBISNIS : JURNAL ILMIAH EKONOMI DAN BISNIS
Vol 17
, No 2
(2024)
This research aims to implement the C4.5 algorithm in predicting bad credit in digital loan systems in the FinTech industry. The C4.5 algorithm was chosen because of its ability to handle numeric and categorical attributes, as well as produce a decision tree that can be interpreted easily. This research uses a dataset containing customer transaction and profile information, such as employment status, income and payment history. Test results show that the C4.5 algorithm is able to achieve an accu...
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Penggunaan Realitas Augmented untuk Pembuatan Prototipe Desain Produk: Studi Kasus pada Pengembangan Aplikasi Mobile
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 17
, No 2
(2024)
This research explores the use of Augmented Reality (AR) in the prototyping of product design, focusing on mobile applications for e-commerce. The aim of this study is to evaluate how AR can enhance the prototyping process in product design, improve efficiency, and facilitate better interaction between designers and end-users. The research method involves developing a mobile application prototype with AR and testing it with end-users. The results indicate that AR accelerates the design process,...
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1 Sitasi
PERANCANGAN ANIMASI IKLAN DIGITAL BERBASIS MOTION GRAFIS SEBAGAI PENUNJANG PROMOSI PADA PERMATA JAYA PRINTING
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 17
, No 1
(2024)
Promotional strategies are used in marketing to determine the best way to bring products or services to certain markets, but sometimes in companies these strategies are often not optimal, as is still done by the printing and advertising company Permata Jaya Printing which only uses print media in the form of banners, posters , word of mouth and social media so that this promotional strategy is considered less effective in reaching a wider audience.
To support the promotional media used by Permat...
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1 Sitasi
2D ANIMATION DESIGN BASIC KNOWLEDGE OF THE DANGERS OF DRUGS FOR YOUTH USING THE PTP METHOD IN KENDAL DISPORAPAR
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 16
, No 1
(2023)
Drugs have become a serious problem in Indonesia. Because in every region in Indonesia there is no area free of drug abuse. One of the causes of drug abuse is mistakes in association and shortcuts to escape from the burden of thoughts. However, they do not realize the impact of drug abuse, which can be addictive and have an effect on health. Therefore, each of us has an obligation to disseminate information about the dangers of drug abuse. So that our family, friends and loved ones don't fall in...
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PERANCANGAN MEDIA PEMBELAJARAN MATERI BILANGAN BERBASIS MULTIMEDIA DENGAN METODE MIND MAPPING PADA SISWA KELAS VII SMPN 35 SEMARANG
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 15
, No 1
(2022)
This research is motivated by the problem of lack of motivation and attention of students in following the teaching and learning process in the classroom because teaching and learning activities still use conventional methods. This makes students have difficulty in understanding the material being studied so that basic competencies and KKM are not achieved.
This study uses the Research and Development (RnD) product development method, using 6 out of 10 research stages, namely potential and probl...
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2 Sitasi
MEDIA TO HELP LEARNING PLANT CULTIVATION BY HYDRAULIC WITH DEMON-DISCO LEARNING METHOD BASED ON ANDROID (case study: SMK Kristen Terang Bangsa)
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 14
, No 1
(2021)
ABSTRACT
The use of mobile devices with the Android operating system which are used as supporting media and supplements in improving learning outcomes combined with demonstration methods and discovery learning or demon-disco learning is needed to help students improve learning outcomes in hydroponic plant cultivation vocational competency subjects at SMK. Kristen Terang Bangsa, because the use of android-based applications can provide new experiences regarding the use of information and communic...
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1 Sitasi
Peningkatan Keterampilan Menyimak Dengan Media Audio Visual Mata Pelajaran Bahasa Indonesia Pada Siswa Kelas X SMP Negeri 02 Sukoharjo
Dikdas Bantara
Vol 4
, No 1
(2021)
Abstrak Tujuan penelitian adalah meningkatkan penelitian menyimak/mendengarkan melalui penggunaan media audio visual pada mata pelajaran Bahasa Indonesia kelas X SMP Negeri 02 Sukoharjo tahun pelajaran 2018/2019. Penelitian ini adalah penelitian tindakan kelas yang diadakan di SMP Negeri 02 Sukoharjo tahun pelajaran 2018/2019. Subjek penelitian ini siswa dan guru kelas X, objek penelitian ini adalah keterampilan menyimak melalui penggunaan media audio visual. Teknik pengumpulan data dengan mengg...
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PENERAPAN AUGMENTED REALITY PADA MEDIA PEMBELAJARAN PEMINTALAN SERAT BUATAN BERBASIS ANDROID (studi kasus : SMK Texmaco Semarang)
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 13
, No 2
(2020)
This research produces Artificial Fiber Spinning Learning Media that applies Augmented Reality (AR) for Class XI Students of TPSB SMK Texmaco Semarang as a learning aid. so that it can be used as a modern, effective, and interactive learning medium. This application was made with the aim of completing the limitations of depicting objects in existing learning media, helping students to more easily learn the material, improving student learning outcomes, and increasing the variety of media in lear...
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