Industry (business) in the culinary field in Indonesia is a business that is experiencing very rapid growth. Improving the quality of service in a business will have implications for the maximum profit obtained. The right technology to connect various platforms is web services. Geprek Chicken Dinner management uses two different applications for its business processes. This of course hampers business processes and requires time and energy which causes business processes to be not optimal. Therefore, the purpose of research on the design and implementation of RESTful web services at Geprek Chicken Dinner. This research produces RESTful web services applications with access token and API key features as a security system with extreme programming development methods. the black box method involves auditors and IT experts getting successful conclusions from various types of tests. This application is expected to be able to serve as a base for all processed data and as a liaison between applications that will be used by management, so that the applications used are integrated with each other.
Website is a computer service that is connected with hypertext facilities. A bad user interface that is made carelessly will affect the user experience (UX), so that the information to be conveyed cannot be received properly. The Design Thinking method is proven to be able to provide solutions in designing user interfaces based on the experience, emotions, and situation of the user (user experience). PD. BPR NTB Sumbawa has a website that can be said to have not maximized the function of the user interface and user experience in the manufacturing process. The results of the questionnaire with a Likert scale to 30 respondents resulted in 47% of users agreeing with the inaccurate website layout. Based on these problems, this research applies the Design Thinking method to analyze and develop user interfaces and user experiences. This research resulted in user empathy map, user persona, user interface design based on define, wireframe and prototype stages in responsive form made using Figma. The prototype results have gone through a direct testing process by the user and produced a better display design based on the Design Thinking Method stage. The prototype display design is expected to make it easier for users to use Thinking and increase interaction satisfaction between users and products.
Information and communication at this time absolutely become a basic need that must be met. Even for some people, they need information whenever and wherever they are. And the technology that can fulfill this need is wireless technology. In an interview with Mr. yudi alfiandi as the Information Technology unit. Whereas R S H.L Manambai Abdulkadir often experienced disturbances such as flooding and illegal access. Therefore R S H.L Manambai Abdulkadir needs a network security system analysis in order to ensure that R S H.L Manambai Abdulkadir is good in terms of network security systems, especially wireless networks. Therefore, a standard tool is needed in analysis using the Penetration Testing method. The results of the tests that have been carried out, that access point 1 has a password that is very easy to guess and vulnerable to attacks, so it needs better handling and uses a passphrase.
Penelitian ini bertujuan untuk membangun sistem informasi pengaduan layanan yang ditujukan kepada bidang sarana dan prasarana di Universitas Teknologi Sumbawa (UTS) yang dapat menampung keluhan civitas akademika terkait kondisi sarana dan prasarana di UTS sehingga direktorat sarana dan prasarana dapat melakukan kontrol terhadap pelayanan yang diberikan, dan dapat dicapai kenyamanan dan kepuasan civitas akademika terhadap fasilitas sarana dan prasarana di UTS. Sistem informasi ini dibangun menggunakan framework Laravel dengan menerapkan responsive web design (RWD) dan single page application (SPA) sehingga memberikan akses pada perangkat komputer atau smartphone dengan tampilan rapih dan waktu memuat aplikasi yang cepat.
Penelitian ini bertujuan unuk mengembangkan Game Edukasi Pembelajaran Akhlak Berbasis Virtual Reality agar dapat dimanfaatkan oleh guru mata pelajaran Pendidikan Agama Islam dalam melakukan proses belajar mengajar. Adapun metode penelitian yang digunakan yaitu metode kualitatif dan metode pengumpulan data yang digunakan dalam penelitian ini yaitu metode observasi, wawancara, dokumentasi, dan studi pustaka serta menggunakan metode Prototype sebagai metode pengembangan perangkat lunak. Game Edukasi Pembelajaran Akhlak Berbasis Virtual Reality berhasil dikembangkan dengan Unity game engine, serta memiliki fitur scoreboard, melanjutkan game, dan user interface yang sudah diperbarui. Game telah melewati proses pengujian black box sehingga Game Edukasi Pembelajaran Akhlak Berbasis Virtual Reality bisa dikatakan sesuai dengan tujuan awal dari pengembangannya. Dengan demikian dapat disimpulkan peneliti berhasil mengembangkan Game Edukasi Pembelajaran Akhlak Berbasis Virtual Reality sehingga dapat menjadi metode pembelajaran yang interaktif bagi siswa dan siswi SD Negeri Jorok.
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