Jurusan Teknik Informatika

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    PENGEMBANGAN FITUR LAPORAN PADA SYSTEM DOUBLE WAVES BERBASIS WEBSITE (STUDI KASUS: REPORTING, TIMESHEET, DAN INVOICE)
    (2024-12-02) Fatihah, Ainul; Fathulloh, Agus
    System double waves merupakan website yang digunakan untuk bekerja oleh seluruh karyawan yang ada di PT. DWI (Double Waves Indonesia) yang bergerak dibidang NDT (Non-Destructive Test). Website yang digunakan dikembangkan berdasarkan kebutuhan yaitu, membuat fitur report, timesheet dan invoice. Metode pengembangan website menggunakan metode waterfall (analisis, perancangan/design, implementasi, testing, dan maintenance). Perancangan aplikasi didasarkan pada interaksi user dengan website menggunakan use case diagram, ER-Diagram dan class diagram. Dan pengembangannya menggunakan framework Laravel-9. Setelah aplikasi ini dikembangkan kemudian digunakan oleh karyawan khususnya pada departemen finance dan supervisor teknisi dalam hal pembuatan report, timesheet, dan invoice lebih mudah pengerjaannya didalam website system double waves. Dari hasil pengujian black box dapat disimpulkan bahwa fitur fitur tersebut dapat membantu karyawan dalam menginput data melalui aplikasi dikarenakan fitur tersebut belum tersedia didalam website sehingga lebih memudahkan dalam pekerjaan.
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    ANALISIS ENVIRONMENT BACKGROUND KONSEP ART DALAM VIDEO ANIMASI 2D PROMOSI RUMAH TENUN PULAU NGENANG
    (POLITEKNIK NEGERI BATAM, 2025-01-15) Limbong, Denise Yuliana; Prasetyaningsih, Sandi
    Penelitian ini bertujuan untuk mengevaluasi kualitas visual dari concept art environment pada dua panel animasi 2D "Promosi Rumah Tenun Pulau Ngenang", yakni scene 5 panel 02 dan scene 6 panel 01. Analisis difokuskan pada tiga elemen visual utama berdasarkan teori Tony White, yaitu perspektif, komposisi, dan pewarnaan. Metode penelitian menggunakan pendekatan kuantitatif deskriptif dengan 30 mahasiswa Politeknik Negeri Batam, program studi Animasi yang sudah lulus mata kuliah konsep seni sebagai kriteria responden. Data dikumpulkan melalui kuesioner Google Forms menggunakan skala Likert 5-point. Hasil penelitian menunjukkan bahwa concept art environment pada ke dua panel tersebut dinyatakan layak secara visual dengan memperoleh rata-rata79,98% berdasarkan dari indikator perspektif memperoleh nilai persentase rata-rata 80,83% dengan kriteria layak, indikator komposisi memperoleh nilai persentase rata-rata 81,78% dengan kriteria sangat layak, dan untuk indikator pewarnaan memperoleh nilai persentase 77,33% dengan kriteria layak.
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    Redesain Logo PT. Agung Perkasa Engineering Sebagai Penguat Identitas Visual
    (Politeknik Negeri Batam, 2024-11-21) Pangesti, Retno; Suandi, Fadli
    PT. Agung Perkasa Engineering merupakan perusahaan yang bergerak pada jasa pemesinan logam dan fabrikasi di Kota Batam untuk pengerjaan manufacturing, repair, replace, dan custom spare part beserta komponen atau equipment pendukung produksi industri kapal, mobil, motor, molding, dll. PT. Agung Perkasa Engineering sebelumnya sudah memiliki logo sebagai identitas visual perusahaan. Namun, logo tersebut dibuat secara spontan tanpa mempertimbangkan syarat/kriteria logo. Selain itu, logo yang dimiliki belum konsisten diterapkan pada media pendukung sehingga belum dapat menjadi sarana penguat identitas visual perusahaan. Berdasarkan permasalahan tersebut dilakukan perancangan ulang logo untuk menghasilkan citra baru perusahaan yang merepresentasikan kepribadian perusahaan dan memenuhi syarat/kriteria logo. Tujuan perancangan ini adalah redesain logo perusahaan dan pembuatan pedoman penggunaan logo beserta penerapannya pada media pendukung sebagai sarana penguat identitas visual. Dalam melakukan redesain logo perusahaan, digunakan analisis SWOT (Strengths, Weaknesses, Opportunities dan Threats). Proses mendesain logo menggunakan pengembangan dari metode Surianto Rustan yang terdiri dari 4 tahapan, yaitu RSVP (Riset, Strategi, Visualisasi, dan Penerapan/Produksi). Hasil penelitian berupa logo baru PT. Agung Perkasa Engineering dan Graphic Standard Manual (GSM) sebagai pedoman penggunaan logo perusaahaan pada media pendukung.
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    IMPLEMENTASI SISTEM DIGITAL PENCATATAN TAGIHAN PADA YANI GROCER
    (2024-11-13) Hagianto, Fadliman; Purnamasari, Dwi Amalia
    This research explores the Implementation of Digital Billing Recording System at Yani Grocer, a micro-enterprise operating in the Grocery sector. The aim is to enhance the efficiency and accuracy of billing management through information technology, with a focus on Prototype development methods. Micro-enterprises like Yani Grocer, amidst intense business competition, need to adapt to technological advancements to remain relevant and enhance competitiveness. The Prototype development method was chosen because it provides flexibility, enabling developers to understand user needs and refine solutions throughout the development process. The research process begins with an in-depth analysis of Yani Grocer's business needs, serving as the basis for designing the Prototype system. This method facilitates changes and updates based on feedback received during development. The digital system encompasses billing transaction recording, payment, and real-time financial reporting. The implementation results indicate that the adoption of the Digital Billing Recording System significantly improves Yani Grocer's operational efficiency. Record-keeping becomes more accurate, payments are quicker, and business owners can easily access the necessary financial information. In the context of micro-enterprises, the success of this implementation positively impacts customer responsiveness and Yani Grocer's financial management capabilities. This research provides an understanding of the benefits and challenges of implementing digital systems for billing management in micro-enterprises using Prototype development methods. Implementation evaluation demonstrates increased operational efficiency and customer satisfaction. The conclusions of this research provide guidance for micro-enterprise owners considering adopting similar solutions in billing management. This digital system implementation is not only relevant to Yani Grocer but can also serve as a model for similar micro-enterprises aiming to enhance competitiveness in this digital era.
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    PENGEMBANGAN SISTEM PERSETUJUAN KELUAR-MASUK BARANG BERBASIS WEB DI PT SCHNEIDER ELECTRIC MANUFACTURING BATAM
    (2024-10-15) Triswanto, Aditya Bagas Triswanto; Purnamasari, Dwi Amalia
    Rapid technological advances have changed the company's operational processes, shifting from manual systems to systems that rely on technology. PT Schneider Electric Manufacturing Batam faces the need to utilize technology, especially for goods entry and exit permits. Previously, this process was only done for some categories of goods that were already automated, while other categories still used manual processes that resulted in lengthy procedures, accumulation of physical documents, and excessive use of paper, impacting the environment. With the development of this system, this research produces a web-based entrance and exit approval system at PT Schneider Electric Manufacturing Batam using the waterfall method. This research contributes positively by simplifying the entry and exit clearance process for all goods, with the transition from manual recording to digital recording. This research was conducted to develop a web-based system that can control the entry and exit of fixed assets and raw materials at PT Schneider Manufacturing Batam. The conclusion was to automate the process of monitoring and controlling access to fixed assets and raw materials to improve control over their use and movement. With the Return feature, it is hoped that the process of returning assets and raw materials can be improved. Overall, the development of this system is expected to reduce errors and bureaucracy related
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    PENERAPAN RIGGING KARAKTER 2 DIMENSI UNTUK GAME VISUAL NOVEL DENGAN LIVE 2D CUBISM
    (POLITEKNIK NEGERI BATAM, 2025-01-20) SITI YUANE PUTRI, ZASQIA; DWI HARLYAN, GENDHY
    The importance of creating two-dimensional (2D) characters that act as important elements in Visual Novel games using rigging techniques to make them expressive. Rigging techniques are used to provide detailed movements to the body, expressions, and poses of characters looks interactive. This research takes one main character, namely Hang Tuah from the Hikayat Hang Tuah book who has a brave and intelligent nature. This research aims to create more expressive 2D character assets when played in visual novel games and to give another choice for rigger and animator for using another type of rigging. Rigging and character animation were carried out using Live 2d Cubism software. Research testing was conducted by interviewing four respondents who were experienced and have recent job as Live 2D riggers. The design method used three pipeline animation production and the research method used qualitative research. The results of the this research showed that rigging of two-dimensional character assets Hang Tuah using Live 2D Cubism software can be said to have attractive and enjoyable movements when displayed in Visual Novel games by respondents. But, some improvements were needed for the rigging.
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    Rancang Bangun Sistem Informasi Reservasi Ruangan Meeting Berbasis Website di PT. Sat Nusapersada Tbk.
    (2024) Hilman, Ade
    PT. Sat Nusapersada Tbk. produsen elektronik terkemuka di Indonesia, menghadapi tantangan dalam mengelola reservasi ruang pertemuan secara manual untuk 10 ruang pertemuannya. Staf saat ini memesan ruang pertemuan dengan menghubungi resepsionis melalui telepon atau langsung, dan resepsionis mencatat reservasi secara manual di Microsoft Excel. Solusi yang diusulkan adalah Sistem Manajemen Reservasi Ruang Rapat berbasis web. Sistem ini memungkinkan resepsionis untuk memesan ruang pertemuan yang tersedia, menghilangkan kerumitan reservasi manual dan memfasilitasi komunikasi dua arah dan notifikasi melalui aplikasi MySatnusa. Sistem ini dikembangkan menggunakan metodologi Lean Software Development (LSD), memanfaatkan siklus “Build-Measure-Learn”, dan diimplementasikan dengan framework laravel dan database MySQL. Metode tersebut adalah metode yang mementingkan feedback yang diberikan melalui survei pengguna, dan diterjemahkan ke dalam analisis kebutuhan terperinci, feedback ini juga memandu pengembangan sistem yang sedang berlangsung untuk meningkatkan pengelolaan ruang rapat di PT. Sat Nusapersada Tbk.
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    Analysis of the Application of Spatial Audio in VR Tower Defense Game Rise of Majapahit in Improving Better Sound Localization Ability
    (2024-06-04) Sihotang,Timoty Rafles Pondang;
    irtual reality is a technology that is commonly used in games. To enhance its immersiveness, spatial audio plays a very important role as it can allow players to feel very important as it allows the player to feel the depth and direction of sounds in the game environment. The number of players who still find it difficult to localize the presence of enemies that are visually out of visual sight, making it a little difficult for them to complete the game. This research examines application of spatial audio in the VR game Tower Defense: Rise of Majapahit to improve sound localization capabilities. Using comparative quantitative methodology, this study tested respondents in physical and virtual environments, collecting data through t-tests. in physical and virtual environments, collecting data through independent t-test. Results showed a significant difference in ability to identify the direction of sound, easier virtually than physically, particularly sounds from behind, right, and left. This finding confirms the importance of spatial optimization of audio in VR games to create a more immersive gaming experience. VR games to create a more immersive and realistic gaming experience and realistic play experience. This research provides insights for further development of spatial audio technology, supporting the creation of immersive and satisfying virtual environments for the player.