STMIK Pontianak Online Journals (Sekolah Tinggi Manajemen Informatika dan Komputer)
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Rancangan dan Pengujian Perangkat Lunak Menggunakan Web Service pada Sistem Informasi Akademik
The author conducted a study of the need to process and integrate data at High School with systems that already exist so that these systems can communicate unhindered difference platform and programming language used. Therefore, the author makes an Academic Information System software Using Web Services in order to connect the Academic Information System with the Financial Administration Information System. Forms of research by the author is the study of literature with data collection techniques of observation, interviews, and documentation. The method used is a Research and Development (R & D), whereas software design methods using Extreme Programming (XP) by implementing 4 practical way XP development, i.e, planning, design, coding, and testing. The results of this in the form of software design Academic Information Systems, Information Systems of Financial Administration, and Web Service. Academic Information System software using Sublime Text 2 application with PHP programming language, software Financial Administration Information System platform using Visual Studio 2012 with Visual Basic.NET programming language and web services created using ASP.NET Web Form Application with the programming language Visual Basic.NET and publish it by using the Internet Information Services (IIS) version 7.5
Covid-19 Diagnosis Based Android Mobile Application using Certainty Factor Method
Expert Systems are part of a general category of computers known as intelligence. Created Expert System to work on a domain. To make it easier to conclude a problem, however, it requires efficient data to a certain part of basic knowledge, and human thinking procedures to implement knowledge on a given problem. In artificial intelligence, an expert system is a computer system that mimics the decision-making ability of humans who are experts in their fields. The main thrust of artificial intelligence is in the development of computer functions related to human intelligence, such as reasoning, learning, and problem solving, to build a knowledge-based system in the specific field of medicine in the domain for the purpose of diagnosing Covid-19 displayed on mobile devices, information that is quickly and precisely from an expert is needed, can be formulated a problem in the form of diagnosis Covid-19 through the application of an expert system in the form of input symptoms. This is what drives the creation of the Covid-19 diagnostic system using a certainty factor based on Android mobile application.
Designing a Visual Novel Game in Nusantara Folklore 'The Origin of Lake Toba' using Renpy Visual Novel Engine
Public knows about the folklore of the archipelago in Indonesia through stories told directly by parents and their families, passed down orally from parents to children and their ancestors to future generations. Likewise, the folklore of the origin of Lake Toba. The folklore of the archipelago seems to be slowly disappearing because it is only passed down orally and is less desirable and does not rule out being forgotten and extinct. This is what makes the writer decide to conduct research on the folklore of the archipelago through the media of games, namely visual novels with the story of the origin of Lake Toba as the object. The researcher wants to make an application in the form of animation with the help of a program that wants to be enjoyed by many people and can also be used as a learning medium.The game application that will be produced will later be made using the Ren'Py Novel Visual Engine application and the research method that the author will use is an extreme programming as a management system with the following stages: Exploration Phase, Planning Phase, Iteration Phase, Production Phase, Maintenance Phase and Final Publication Stage ( Death Phase), with the existing tools can make the application of the story of the origin of Lake Toba well, then for future research to make it in a 3-dimension versio
Complaints Recording System with Responsive Web at STMIK Atma Luhur
The IT Departement of STMIK Atma Luhur's (BSI) currently serves complaints related to IT on campus by using Whatsapp group. This is less effective and efficient because it makes the process of complaints recording from a department in a certain time becomes difficult. Website-based complaints recording system with responsive design will be built to solve these problems. The display of responsive web can change according to device that accesses it, so that the user experience when accesses it with mobile device will be same as the one who accesses it with desktop. System development model, method, and tools used in this research are prototyping model, object-oriented method, and Unified Modeling Language (UML), respectively. The built system can be used by employees, lecturers, or students to register accounts, fill complaints, and view it responses by BSI. In addition, BSI can manage data related to complaints, validate accounts, respond to complaints, and print complaints reports with built system. Based on the results of questionnaire recapitulation that has been done, it can be concluded that the built system can accelerate and facilitate the process of complaints submission, response, and management at STMIK Atma Luhur. In addition, the system page display is automatically adjusted to user's device, so the system remains easy and pleasant to use even if accessed with smartphone
Analysis of Name Entities in Text Using Robust Disambiguation Method
Named entities are proper nouns or objects contained in a text, such as a person's name, country name, and others. Names of persons in some text are often ambiguous, which makes it difficult for ordinary people to find out these same names are the same person or not. An ambiguity of names also found in hadith, like the name Abdullah in hadith number 86 and 2411, that might be the same person or might be different. Based on this problem, then this study focuses on named entity disambiguation, which considered further semantic and lexical relation between a named entity. Expected in the future, it would help people to understand the ambiguity of the name or distinguish ambiguous names. The method used in this research was Robust Disambiguation because, in this method, the context of the named entity considered. The resulted output obtained was in the form of named entity that grouped based on the same person or different person processed with Density-based Spatial Clustering of Applications with Noise. This research resulted in an accuracy value of 90%, a precision value of 97%, and a recall value of 89% obtained from actual value and predicted valu
Analysis of OVO Merchant Satisfaction Levels at 5 Shopping Centers in Bandung City Based on the Kano Model
In Industry 4.0, technological advances affect how to transact. Technological advances have created digital payment instrument that aim to make it easier for consumers to make payments. Many digital payments have been used by public. One of them is E-Wallet. An E-Wallet is a digital payment instrument; users must be connected to a server and connected to an Internet location. This study aims to analyze the indicators that affect level of merchant satisfaction, determine the service standards according to merchant desires, and determine OVO service quality improvement strategy using the kano model. This model aims to analyze indicators that affect the level of merchant satisfaction, based on how well the service level is able to satisfy merchant needs. This research begins with preliminary survey to determine the number of OVO merchants in 5 shopping centers in Bandung. Then data collection is done by distributing primary data (questionnaires) to OVO merchants at 5 shopping centers in Bandung.The results of the study show services that fall into the category of Performance Needs (O), Basic Needs (M), and Excitement Needs (A) affect the level of satisfaction. Services that fall into the Performance Needs (O) category are standart services in accordance with the wishes of OVO merchants. The improvement strategy that OVO needs to do to improve service quality is by increasing the indicators that are the basic needs of users.
User Experience Design Of Mobile Charity Application Using Design Thinking Method
The charity application is an application used by donors when donating goods easily and quickly in obtaining information on what items are needed, the donation process and clear information about containers. Based on these problems, the authors create a solution by designing the user experience of a mobile-based application that creates the final result in the form of a high-fidelity prototype. With this design, it can make it easier for donors to donate goods easily and quickly. The design process uses the design thinking method which consists of five stages, namely emphatic, define, ideate, prototype and testing. Testing or testing in this study achieves three aspects of UX Attributes that have been determined, namely effectiveness, efficiency and satisfaction by providing a task or mission and a system usability scale. In testing the three aspects by 40 testers, the average value of effectiveness is 85, efficiency 0.117533 goals / second and satisfication 73.3 with high acceptability, the grade scale is the same as C and the adjective rating is good
Implementasi Hill Cipher Pada Kode Telepon dan Five Modulus Method dalam Mengamankan Pesan
The development of sophisticated technology in this era is increasingly rapid, messages that are hidden or kept a secret from people who want to access the secret message need to be safeguarded by the security of the message. One way to be able to hide the secret message so that it is not known or understood by people who do not have rights in the message is to change the message into a secret password and insert using cryptographic and steganographic techniques. A security system built using a combination of the Hill cipher algorithm and Five Modulus Method with the aim of making security strong and layered without reducing or damaging the text messages in the image. The system built using the programming language Matlab. The algorithm used has advantages in encrypting data. Hill Cipher uses a size (m x m) matrix as the key to encrypting and decrypting data. Whereas for steganography uses the Five Modulus Method by checking all pixels in blocks (k x k) and converting each pixel into a number that is divisible by 5. The results of this study are security systems that use the Combination of Hill Cipher and Five Modulus Methods in Securing Text Messages. Based on the results of the accuracy of testing five (5) times on different plaintexts, an accuracy rate of 100% is found, ie there is no difference in the results of encryption or decryption
Kohonen Network Modeling for Asteroid Name Recognition
A small number of asteroids have already had their own permanent names. However, tracking the names of asteroids that have been used before is an impractical work because there are thousands of names that must be traced one by one. This research intends to minimize the search burden of many asteroid name data using the Kohonen network. By using the Kohonen network, it is sufficient to do training on the sample data provided which is far less than the actual data. The result of this training is then used to obtain the number of asteroid names that are successfully identified by the Kohonen network. The result can also be used to propose a new asteroid name so that thestatus of acceptance of the proposed name can be determined. Based on the results of the training on the sample data, the training result is getting better as the learning rate increases. However, when tested with real data, the overall result that is not satisfactory is obtained because the level of recognition is only 49.78%. From the test result, it is also found that there is no linear relationship between the level of learning rate and the number of names that were successfully identified. Further research that can be done are the inclusion of non-asteroid training data, changing Kohonen network parameters, or using other recognition methods
Perancangan Alat Ukur Kadar Alkohol Berbasis Mikrokontroler Dengan Metode Fuzzy Tsukamoto
Alcohol meter is one of the most needed tools for sinshe (traditional bone specialist). The problem that often happens is absence of alcohol meter. The percentage of alcohol is only known from the sellers. In this research, the authors use the method of Experimental Research accompanied also by the data collection techniques used are primary and secondary data collection, which is literature study, documentation, and observation. Modeling device used is Unified Modeling Language (UML). Method of analysis and system design using Waterfall method with Fuzzy Tsukamoto Method.The purpose of this research is to build an alcohol meter software Arduino UNO-based. Programming language that used in this research is Arduino IDE which is essentially a C language and Visual Basic 6.0. The result of this research is a software that able to measure alcohol percentage and display output results that can help sinshe in treating patients