Kinerja Penelitian

Penelitian merupakan salah satu tugas dalam Tridarma Perguruan Tinggi yang wajib dilakukan oleh dosen. Halaman ini menampilkan berbagai penelitian yang telah dilaksanakan oleh dosen di Universitas Komputer Indonesia.


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Data Penelitian - Tahun 2021

Menampilkan 60 dari 241 data

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ANALISIS STRUKTUR DESAIN MULTIMEDIA INTERAKTIF PADA PRODUK CD INTERAKTIF LAB FISIKA TATA SURYA
Peneliti

Arif Try Cahyadi, S.Ds., M.Ds

Program Studi

DESAIN KOMUNIKASI VISUAL - S1

Deskripsi/Abstrak
Multimedia can collaborate between text, sound, photo, animation, and video elements through computer devices that are digitally manipulated by conveying information, and controlled interactively. Interactive multimedia in learning can solve learning problems in the digital age to trigger intelligence in students' thinking. The purpose of this research is to test the theory of interactive multimedia elements used in the Interactive CD of the Solar System Physics Lab as a supplement to electronic learning. This research method was carried out using a descriptive qualitative approach regarding the results of the study of the interactive multimedia design structure on the Interactive CD of the Solar System Physics Lab. The results of this study will determine the structure of an interactive multimedia design that can be used as a reference and reference for teachers and interactive multimedia developers.
WEB-BASED INFORMATION SYSTEM SALES
Peneliti

Ferry Stephanus Suwita, S.Kom., M.T.

Program Studi

SISTEM INFORMASI - S1

Deskripsi/Abstrak
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A MULTIMODAL DISCOURSE ANALYSIS OF AMERICAN RESTAURANT CHAINS INSTAGRAM POST DURING PANDEMIC
Peneliti

Muhammad Rayhan Bustam, S.S., M.Hum.

Program Studi

SASTRA INGGRIS - S1

Deskripsi/Abstrak
During this pandemic situation, food companies are using their Instagram account not only to promote their products and services to stay in business but also to tell the consumer of their products to keep minimalize physical contact to help in this horrible situation. In this study, there were 3 (three) Instagram post from 3 (three) different companies which are in food business that were analyse through multimodal analysis. The purpose of this study was to found out what visual and verbal were being used in those companies Instagram post during this pandemic period and what message they brought through their Instagram post. This study was implemented descriptive qualitative method and interactive metafunction by Kress and van Leeuwen and interpersonal metafunction by Halliday. The writer concluded that in this study those companies not only trying to sell and advertise their products and services but also to suggest their consumer to minimalize physical contact during this pandemic situation.
CLARKE AND WRIGHT SAVING ALGORITHM FOR DETERMINING PRODUCT DISTRIBUTION ROUTES
Peneliti

Rani Susanto, S.Kom., M.Kom

Program Studi

TEKNIK INFORMATIKA - S1

Deskripsi/Abstrak
The purpose of this study is to help determine the delivery route in product distribution activities so that the same delivery is not repeated and is adjusted to vehicle capacity. Clarke and Wright Saving Algorithms are used as methods in this study. This method is used to calculate the savings in mileage and travel time by linking the points that will be the route with the greatest savings. As a result, this method will get the best route with the greatest value savings and the resulting route will be in accordance with the vehicle load capacity used so that there are no delays in delivery to customers. This method prioritizes customers who have the closest distance to the warehouse. This method identifies the distance matrix between the warehouse and each customer and the distance between the customer and warehouse coordinates, after which a number of distribution routes at each step will be exchanged or selected in order to get the best route. So, this study will present a schedule with the best route for product delivery activities in accordance with the vehicle load capacity. With this schedule, the company will easily make deliveries so that there are no delays to consumers.
EDUCATIONAL GAME DEVELOPMENT BASED ON ROLE PLAY GAMES FOR STUDENTS WITH SPECIAL NEEDS
Peneliti

Dr. Retno Purwani Sari, S.S., M.Hum.

Program Studi

SASTRA INGGRIS - S1

Deskripsi/Abstrak
The study aimed to develop an educational game that can support students with special needs to learn and to be experienced in life. The selection of the type of Role Play Game is expected to attract these students to participate in the learning process. To create fun learning, the Role Play Game itself provides animations, interactions, and challenges.
THE LOST OEDIPAL STAGE OF HUMBERT HUMBERT IN NOBOKO'S LOLITA
Peneliti

Dr. Nungki Heriyati, S.S.,M.A

Program Studi

SASTRA INGGRIS - S1

Deskripsi/Abstrak
This paper analyses the lost oedipal stage of Humbert in Vladimir Nabokov's Lolita. It aims to discover the main character's motivation behind his sexual disorder and the inner conflicts of his psyche, in response to Humbert not experiencing the oedipal stage in his early years. The oedipal stage is a crucial development stage of a human being, and Humbert's inexperience causes him to be unable to express his desires as an infant boy towards his mother resulting in his psyche developing abnormally. Humbert is considered a hebephiliac for his sexual attraction towards young girls due to the loss of maternal figure at the age of three. Thus, psychoanalysis theory by Sigmund Freud is used in order to analyse the impact of Humbert's lost oedipal stage to his adult psyche by applying the tripartite theory. The data are collected using qualitative descriptive method, represented in direct quotes from the book. The paper reveals that Humbert's lost oedipal stage holds a vital role in developing his sexuality in adult life. He only received a strong affection and love when he was thirteen, from Annabel that aged no older than fourteen. He has been holding on to the moment, in which he was able to express his desires as his id, and is unable to let it go even after Annabel's decease, as his id was not fully fulfilled. This causes him a traumatic experience, leading to his sexual disorder which is developed further once he met Dolores Haze as Lolita.
DESIGN AND DEVELOPMENT OF WEB-BASED INFORMATION SYSTEM ON TOUR AND TRAVEL RESERVATION
Peneliti

Lusi Melian, S.Si, MT

Program Studi

SISTEM INFORMASI - S1

Deskripsi/Abstrak
Indonesia is one of the best tourist destinations in the world. Tourism in Indonesia did not only attracts domestic but also foreign tourists. Although this time the tourism sector is decline due to the COVID-19 pandemic, but it can be assured that the tourism sector in Indonesia will be excellent after the pandemic can be handled. Business development in the direction of progressive remains to be done. Therefore, many travel services agencies that offer services that enable consumers to plan trips, make reservations, and make payment for the desired tour and travel package. Building a web-based tourism reservation information system can make it easier for travel services agencies in promoting the services offered. In this research, we did observe and interview in collecting research data. In this study, the system development method used is prototype, while the object-oriented approach used as the method to design applications. The result of this research is a website-based application that can serve as a promotional media for travel services agencies in selling their services. Besides that, the travel services agencies can collect effective and accurate transaction data in a report. Building an information system that can adapt to the times, not only provides satisfaction for old consumers but also is able to attract new market potensials
MULTIMEDIA BASED SIGN LANGUAGE LEARNING
Peneliti

Muhammad Rayhan Bustam, S.S., M.Hum.

Program Studi

SASTRA INGGRIS - S1

Deskripsi/Abstrak
Having children with hearing impairment is a great concern for parents in teaching their children to communicate. However, parents tend to have trouble choosing the right approach in teaching the children not to easily feel lazy and bored in learning. This research aims to create an interactive sign language learning application based on BISINDO sign language system as an alternative learning media for children with hearing impairment to increase their learning motivation. The application was made to help the children in understanding sign language, supported by an interactive software equipped with features such as videos, animations, to trivia quizzes. This research used descriptive methods with observation and interviews, as well as prototype methods in system development. The results of this study indicates that the application can increase learning motivation for children with hearing impairment and provide supporting instruments for parents in teaching children to communicate.
A LIGHTWEIGHT IOT BASED AUTOMATED AQUAPONICS SYSTEM FOR URBAN FARMING
Peneliti

Irfan Dwiguna Sumitra, S.Kom., M.Kom. Ph.D Irawan Afrianto, S.T, M.T Dedeng Hirawan, S.Kom.,M.Kom. Dr. Senny Luckyardi, M.M.

Program Studi

TEKNIK INFORMATIKA - S1

Deskripsi/Abstrak
Urban farming refers to transferring conventional agriculture to urban agriculture, which is different in terms of participants and planting media. Conventional agriculture pays more attention to production results, while urban farming pays more attention to the offender's character, that is, urban society. As urban communities are aware of a healthy lifestyle, urban agriculture has become a way of life. On the other hand, the effects of traditional agriculture methods include environmental degradation caused by waste from its processing, disruption of food supplies from weather volatility, and wasteful energy used. Conventional agriculture seems innovative, sustainable, and economically viable solutions. In response to these problems, aquaponics combines aquaculture, breeding, and raising aquatic organisms such as fish, shrimp, crabs in a controlled environment, and hydroponics production plant in the soilless medium in a mutually beneficial environment. In recirculating aquaculture, nutrients, which are wastes eliminated directly by fish or produced by microbial breakdown of organic waste, are absorbed by plants cultivated hydroponically. Internet of Things (IoT) is a construction that combines information and energy processes to control extensive collections of different objects (N Bari et al., 2013). Extending the Internet into the real world is the IoTs' target and vision. Internet of Things is a new revolution of the Internet. Objects make themselves recognizable, and they obtain intelligence by making or enabling context-related decisions through communicating information about themselves. They can access information that other things have aggregated or be components of complex services (O. Vermesan).