801 research outputs found
Perancangan Dan Pembuatan Sistem Informasi Perpustakaan Berbasis Web Pada SMP YBPK 1 Surabaya
At this time the secondary school YBPK 1 Surabaya has to provide facilities for the library which is aimed at so that each student or teacher diligent reading the book. In the Junior Secondary School Library YBPK 1 Surabaya there are a number of facilities such as the lease the book, the return of the book, payment of fine and cabinet reference. Some discounted rates above is still done manually so that the officers of the library in trouble in recap transaction data. This application is created using HTML programming language, PHP, JavaScript, AJAX, Framework Codeigniter 3.0 and the MySQL database. The application display using the Bootstrap template. E-catalogue features using solr search engine is made in the Apache. Reminder features the return of the book using SMS Gateway Me template. The end result of the development of this application is able to search the list of book, can send reminder through SMS messages to prevent loan overdue, can record transaction with computerized library. Librarians can also view reports such as the report of fines, the visitor report, book assessment report and book donation report.Based on the results of questionnaires were obtained for display applications, 40% of respondents answered good, and 60% of respondents answered very well. For e-catalog feature, 40% of respondents answered not good enough, 20% responded good enough, and 40% of respondents answered good. For e-book feature, 20% of respondents answered enough, 40% said good, 40% responded very well. For book transactions feature, 20% of respondents answered enough, 20% responded good, and 60% of respondents answered very well. For a book proposal feature, 20% of respondents answered good, and 80% of respondents answered very well. To reserve features books, 40% of respondents answered not good enough, 20% of respondents answered good, and 40% of respondents answered very well. For the reminder feature the return of books, 20% of respondents answered enough, 20% of respondents answered well, and 60% of respondents answered very well. For ease of use, 20% of respondents answered enough, 40% of respondents answered good, and 40% of respondents answered very well. For compliance with requirements, 20% of respondents answered good, and 80% of respondents answered very well. For most applications, 40% of respondents rate the program was good, and 60% of respondents rate the program is very good
Ruang Terbuka pada Kawasan Jalan Dr. Soedarso di Kota Pontianak
Suatu lingkungan tidak hanya terdiri atas bangunan, namun terdiri atas ruang tanpa bangunan atau ruang terbuka. Ruang terbuka hadir untuk menjaga ekologis suatu lingkungan. Salah satu lingkungan yang dapat dikembangkan menjadi ruang terbuka yaitu pada jalan Dr.Soedarso, Kota Pontianak. Ruang terbuka pada lokasi tersebut memiliki fasilitas pendukung berupa area parkir, taman dan area perdagangan. Namun ruang terbuka terletak berada di antara jalan Dr.Soedarso dan parit Sui.Raya . Oleh sebab itu dilakukan perpindahan perletakan ruang terbuka dengan mengikuti peraturan yang sesuai. Perpindahan ruang terbuka dapat mendukung aktivitas masyarakat sekitar, sehingga menghadirkan gagasan untuk menjadikan ruang terbuka sebagai aktivitas pendukung. Fasilitas pendukung pada ruang terbuka perlu disesuaikan dengan fungsi bangunan serta aktivitas pengguna, sehingga dilakukan pembagian tiga segmentasi utama. Agar fasilitas yang diletakkan sesuai kebutuhan maka diperlukan pertimbangan pergerakan aktivitas pengguna. Oleh sebab itu sirkulasi dapat dipertimbangkan sebagai titik berat utama dalam mendukung aktivitas pada ruang terbuka. Sirkulasi yang baik diterapkan pada penyediaan jalur pejalan kaki, jembatan penghubung rumah sakit dan jalan Dr.Soedarso yang dilengkapi dengan penanda jalan. Fasilitas pendukung pada sisi depan bangunan berupa taman, area parkir dan kantin juga menyesuaikan sirkulasi pengunjung. Setiap fungsi fisik dilengkapi vegetasi yang sesuai sehingga ekologis dapat terjaga.
Rancang Bangun Sistem Informasi Penjualan (Studi Kasus : Kita Market Tegal)
Penelitian ini dilakukan pada KITA Market Tegal. Judul yang diambil dalam laporan ini adaalah “Rancang Bangun Sistem Informasi Penjualan (Studi Kasus : KITA Market Tegal)”. Metode penelitian pada kasus ini adalah menggunakan metode SDLC (System Development Life Cycle) atau sering disebut juga denganSiklus Hidup Pengembangan Sistem. SDLC merupakan metodologi klasik yang digunakan untuk mengembangkan, memelihara, dan menggunakan sistem informasi. Tujuan dilakukannya penelitian ini adalah untuk menghasilkan sistem informasi penjualan pada KITA Market - Tegal yang bertujuan untuk meningkatkan kinerja para karyawan dan juga untuk membangun sistem kerja yang hasil kerjanya dapat dipertanggung jawabkan dengan data yang tercatat dengan baik. Hasil dari penelitian ini berupa Sistem Informasi Penjualan yang dibangun dengan Visual Basic .Net 2008, dan basis datanya adalah SQLServer 2005. Hasil dari penelitian ini adalah Sistem Informasi Penjualan, yang digunakan untuk melakukan transaksi penjualan, pembelian dan pendistribusian barang yang ada pada KITA Market Tegal
Analisis Pengaruh Atmosfir Gerai terhadap Penciptaan Emosi (Arousal
This research is to examine the relationship between store atmosphere and store emotionalstates (arousal and pleasure). Arousal refers to store induced feelings or alertness or excitement.Pleasure refers to the degree to which the consumer feels good, joyful, happy, and satisfied in thestore. and states intentions to perform certain store related shopping behavior, which is hedonikmotivation and utilitarian motivation. Store induced pleasure is very powerful determinant ofapproach behavior in the store. This research is based on Michon and Hong Yu\u27s research (2007)about “The Shopping Experience of Female Fashion Leaders”.Research data were taken from150 respondents by using questionairres which were spread in MANGO Paris Van Java Bandung.Two stages of data analysis were used in this research. First, analysis factor which is includingthe validity test. Second stage is linear regression analysis to the five major hypotheses, with 95%level of confidence. The results of this research shows that store atmosphere affects the arousal,and then arousal affects the pleasure. Pleasure will affects how consumer do their shoppingmotivation (hedonik shopping motivation and utilitarian shopping motivation. Finally it willaffects approach behavior
Axisymmetric Stationary Spacetimes of Constant Scalar Curvature in Four Dimensions
In this paper we construct a special class of four dimensional axissymmetric
stationary spacetimes whose Ricci scalar is constant in the Boyer-Lindquist
coordinates. The first step is to construct Einstein metric by solving a
modified Ernst equation for nonzero cosmological constant. Then, we modify the
previous result by adding two additional functions to the metric to obtain a
more general metric of constant scalar curvature which are not Einstein.Comment: 10 pages and no figure. Comments are welcom
ANBOTTLE: Lampu Dekoratif dari Bahan Limbah Kayu dan Botol
Banyaknya material yang digunakan dalam suatu perancangan desain membuat seseorang melupakan sesuatu yang seharusnya dilakukan. Dimana hal ini berdampak baik jika kita terapkan juga dalam suatu bentuk desain, hal tersebut ialah barang bekas atau bahan sisa produksi. Barang bekas memiliki nilai yang tinggi jika kita mampu melakukan transformasi desain. Maka, alternatif baru yang dapat mendeskripsikan suatu transformasi desain ialah ANBOTTLE (botol binatang). Dalam desain ini, digabungkan antara kayu sisa produksi dengan botol bekas, dimana diberi sedikit tambahan inovasi berupa LED dan setiap produk desain akan memiliki fungsinya masing – masing sebagai elemen dekoratif
CORRELATION BETWEEN ELECTRONIC MONEY AND THE VELOCITY OF MONEY
Technological developments in the field of information and communication affect the emergence of new innovations in
electronic payments. One of which is e-money (Electronic Money). In Indonesia, e-money has the potentials to substitute the
role of money in cash for payments in retail transactions. According to Bank Indonesia Regulation No. 7/52/PBI/2005,
electronic money (e-money) includes the Card Payment (APMK) such as debit cards, credit cards and ATM cards. This
research aims to analyze the relationship between the rate of use of e-money (Electronic Money) and the amount of money
circulating in the community and how the velocity of money occurs. Secondary data, which were used in this study, obtained
from the website of Bank of Indonesia. It was found that the use of e-money as an electronic payment instruments as an
alternative payment instrument has been beneficial, particularly for micro-payment and retail nature. The issue of e-money
can act as a factor that changes the money demand function and reduce the average amount of cash held. This would increase
circulation of money in the economy which also means increase the velocity of money
A experiência do Município de Toledo-PR na implantação do Programa de Plantas Medicinais e Fitoterápicos na atenção primária da Rede Pública de Saúde
VII Seminário de Extensão Universitária da UNILA (SEUNI); VIII Encontro de Iniciação Científica e IV Encontro de Iniciação em Desenvolvimento Tecnológico e Inovação (EICTI 2019) e Seminário de Atividades Formativas da UNILA (SAFOR)Esta pesquisa tem por tema o estudo da concepção e implantação do Programa de
Plantas Medicinais e Medicamentos Fitoterápicos do Município de Toledo-PR, cuja
gênese remonta ao ano de 2012. Foram abordadas na pesquisa as motivações dos
gestores, as dificuldades encontradas e as estratégias empregadas para a
implantação do programa na rede municipal de saúde. A metodologia constituiu-se
em um estudo de caso tipo descritivo, composto de análise documental, aplicação de
entrevistas focadas e observação de campo. A pesquisa resultou na síntese histórica
do Programa de Plantas Medicinais e Fitoterápicos do Município de Toledo-P
Mobile Loyalty Application Development Based on Android
The research objective is to develop an application that allows users to participate in a loyalty program and facilitate Smartphone enterprise (Merchant) in access, sale and observation of customer transactions through mobile applications. Design method used is object-based design that includes a UML of use case diagrams, use case narrative, class diagram, sequence diagrams and activity diagrams. Results achieved in the form of mobile applications that are able to facilitate customer in managing loyalty cards as well as to increase customer loyalty. This application features, such as add points, redeem, news, transaction history, and message that can facilitate customer in managing customer loyalty card. The conclusion of this design is that the application of E Points can enable customers to manage a loyalty card in Smartphone, add points, redeem rewards, obtain the latest promotional information through news features, and view transaction history
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