JTIM : Jurnal Teknologi Informasi dan Multimedia
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    290 research outputs found

    Rancang Bangun Sistem Informasi Monitoring Kinerja Karyawan Berbasis Web dengan Metode Balanced Scorecard pada BPJS Ketenagakerjaan

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    With rapid technological advancements, information systems have evolved significantly from mere data processing tools to integrated solutions that support decision-making and strategic management. The implementation of technologies such as cloud computing, big data analytics, and artificial intelligence has further enriched the functions and capabilities of information sys-tems. Additionally, the development of information systems includes more intuitive user inter-faces, mobility, and connectivity that allow quick and easy access to information. In the workplace, one of the problems employees face is performance evaluations that are not objective and transparent. Therefore, companies need to conduct performance appraisals that can motivate employees to achieve rewards for their work. Based on these issues, the development of an em-ployee performance monitoring and reporting information system is needed to help companies manage employee evaluations objectively and transparently. BPJS Ketenagakerjaan, as a provider of social security programs in Indonesia, offers protection against employment risks. BPJS Ketenagakerjaan Kota Medan, in particular, plays an important role in providing social protection to workers and their families, creating a safer work environment, and contributing to national economic stability. Employee performance appraisals are conducted using the Balanced Scorecard (BSC) method based on four perspectives: financial, customer, internal business process, and learning and growth. The software development follows the waterfall method, with system design modeling using Unified Modelling Language (UML). The research results in an employee per-formance monitoring and reporting information system that facilitates companies in managing reporting and performance appraisals because the system implements calculations according to the BSC evaluation method

    Pengembangan Mesh Network Sebagai Ekspansi Protokol LoRaWAN di Politeknik Negeri Malang

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    In realizing a smart campus, Politeknik Negeri Malang (Polinema) has implemented digital technology in its learning and administrative processes with the goal of improving efficiency, speed, and operational ease. One of the key areas being developed is the Internet of Things (IoT), which is expected to function autonomously to support various campus activities. However, the main challenges in IoT implementation are the limitations in communication range and device power consumption, which cause issues in sensor and actuator data transmission, especially when data cannot be optimally received between nodes. To address these challenges, Polinema is ex-ploring the application of LoRaWAN technology. Although LoRaWAN is effective, it experiences a decline in data transmission quality when the sender and receiver are located in multi-story buildings, which can lead to delays, packet loss, or other disruptions. As a solution, the use of a Mesh Network is proposed to enhance the range and stability of data transmission. This study collected data using RSSI, SNR, and delay parameters in the civil engineering building at Polinema, with sensor data visualized through Grafana. The results show that the system can be well-integrated without conflicts between WiFi and LoRa. The average transmission time was approximately 29 seconds, with no packet loss detected. Additionally, changing the transmission method to confirmed uplink was necessary to maintain data integrity, while adjusting transmis-sion intervals was crucial to avoid scheduling issues. These findings indicate that implementing a Mesh Network as an extension of the LoRaWAN protocol can significantly improve the perfor-mance of IoT systems in Polinema’s indoor environment

    Peningkatan Pengalaman Calon Wisatawan dengan Aplikasi Augmented Reality di Taman Hutan Raya Mangrove Ngurah Rai Bali dengan Metode RAD (Rapid Application Development)

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    The advancement of technology today provides an opportunity to develop more effective media for information and promotion. One of the popular technologies is Augmented Reality (AR), which has the potential to offer interactive information and innovative promotion in the tourism sector. This study focuses on developing an AR application for the Ngurah Rai Mangrove Forest Park (Tahura) in Bali, which until now has been promoted conventionally with limited reach. This application is designed to enhance user experience in interacting with information related to tourism destinations through AR technology while also promoting Tahura Mangrove to a broader audience. The system was developed using the RAD (Rapid Application Development) method, which includes the following stages: 1) Requirements Planning, 2) System Design, 3) Development, and 4) Implementation. Blackbox testing was conducted to evaluate system functionality, while the System Usability Scale (SUS) test involving 30 participants assessed the user experience aspects of the application. The test results showed a SUS score of 76%, indicating a good level of acceptance and satisfaction. Additionally, there was a 74% increase in prospective tourists\u27 understanding of the destination after using the application compared to before. With these results, the AR application for Ngurah Rai Mangrove Forest Park is expected to become an innovative medium to introduce mangrove ecotourism and increase public and tourist interest in visiting

    Twitter Sentiment Analysis in Tourism with Polynomial Naïve Bayes Classifier

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    Lombok has become a favorited tourist destination in the world. Therefore, tourism is a mainstay sector in regional development in West Nusa Tenggara. The contribution of the tourism sector shows an increasing trend. Tourist expenditures are distributed to various sectors. The tourism sector has a positive impact on the regional economy. The local government has prepared to improve the quality and quantity of tourism in Lombok. The results of local government efforts need to be analyzed so that future policies are on target. Analysis can be done on the satisfaction of tourists who travel to Lombok. It would be very difficult to get satisfaction data from all tourists through questionnaires. But on the other hand, tourist satisfaction is usually posted on their social networks. One of the social media that is widely used by tourists is Twitter. Their tweets contain not only expressions of natural beauty but also criticism, suggestions, and complaints during their visit. In addition, the tweet data on twitter is open access. This study tries to analyze the sentiment on Twitter which contains tweets of tourists who have visited Lombok. Sentiment analysis is performed using the Polynomial Naive Bayes Classifier. Sentiment results are classified into positive and negative sentiments. The results of this sentiment are expected to help related agencies or other tourism actors to improve the quality and quantity of regional tourism. The results showed that the positive sentiment on the security factor were 50.65%, the cost 75.32%, accommodation 62.33% and the cleanness factor 77.92%

    Penerapan Desain UI/UX dalam Pengembangan Aplikasi Administrasi Keuangan Logistik untuk Efisiensi Operasional di PT Prima Cipta Express dengan Metode Design Thinking

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    In the current digital era, information technology and software applications are important for increasing operational efficiency in the business world, especially in the fields of logistics and financial management. Ineffective management of logistics financial administration can result in increased costs, delays in delivery, and even inaccuracies in financial reports. Therefore, this research was conducted with the aim of overcoming operational efficiency challenges for PT Prima Cipta Express. One approach that can be taken to overcome this challenge is to apply the Design Thinking method which includes the Empathize, Define, Ideate, Prototype and Test stages. At the testing stage, this research uses usability testing and SUS (System Usability Scale) calculations which are useful for testing prototype usability. This research, testing involved a prototype user experience using Task Scenario. Usability test results according to the System Usability Scale (SUS) calculations reached 86, which is at a good level (grade B) and is included in the "Excellent" category. These results indicate that users positively evaluate the ease of use of the application. Referring to the average SUS score of 68, it can be concluded that this application design is well received by users and is suitable for use

    Implementasi SNA dalam Menilai Popularitas Platform Pemesanan Makanan Online Berbasis Percakapan Twitter

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    This research aims to understand the popularity of online food ordering platforms in Indonesia, although the data taken in Indonesian includes allied languages. This research combines the SWARA, WASPAS, and Social Network Analysis (SNA) approaches to achieve its objectives. The problem formulation proposed is how to measure and analyze the popularity of online food ordering platforms based on interaction data on Twitter social media. The SWARA method is used to determine the weight of the evaluation criteria, while WASPAS is applied to rank online food ordering platforms. Meanwhile, SNA is applied to analyze interaction patterns and user preferences for various online food ordering platforms. Twitter was chosen as the main data source because it provides direct conversation data and real depictions, allowing for in-depth and accurate analysis. Through Twitter, research can capture the dynamics of user interactions and how they communicate about various online food ordering platforms. This research aims to provide a strong foundation for decision makers in designing more effective marketing strategies and provide insight into the dynamics of competition in the online food ordering platform industry. The research results show that SNA-based analysis is able to clearly identify interaction patterns and user preferences

    Arsitektur Sistem Informasi Rehabilitasi dan Rekonstruksi Rumah Terkena Dampak Gempa Menggunakan Framework Togaf

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    The study focuses on the impact of the 2018 earthquake in the Province of West Nusa Tenggara, particularly the extensive damage to hundreds of thousands of houses. It aims to assess the initial phase of post-earthquake housing rehabilitation and reconstruction activities and seeks to enhance their efficiency and effectiveness. One of the main issues identified is the absence of an integrated information system to facilitate data management and coordination among relevant agencies, often leading to errors and delays in implementing activities. To address this, the research utilizes the TOGAF ADM Framework as an architectural design method, providing detailed guidelines for creating a flexible and adaptable information system architecture. Data is collected through in-terviews, document studies, and literature reviews. The research delves into the vision and mis-sion, regulations, and guidelines pertaining to the rehabilitation and reconstruction process, as well as an analysis of the current business processes and assets owned by the BPBD of the Province of West Nusa Tenggara. The expected outcome is the development of an information system ar-chitecture that can overcome obstacles in rehabilitation and reconstruction activities, resulting in a more effective and efficient process. Moreover, it aims to enhance coordination and resource uti-lization. Ultimately, the study concludes that implementing a TOGAF ADM-based information system architecture can offer a comprehensive solution to the challenges encountered in post-earthquake housing rehabilitation and reconstruction. This resulting integrated and opti-mized system is expected to serve as a valuable reference for relevant agencies in other provinces facing similar situations in the future

    Pengembangan Teknologi Metaverse Ekosistem E-Mobility Pada Pameran Teknologi International Berbasis Augmented Reality

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    Augmented Reality (AR) can be used as a new technology in organizing virtual and paperless exhibitions to make the products on display more attractive and updated regularly. This can happen because AR is a technology that integrates the virtual and real worlds. AR has been widely used as a medium to assist in providing information in real-time in an interesting, interactive, and educational way. This journal explains the development of AR media and its feasibility as an international promotional media in introducing the E-Mobility Ecosystem. The E-Mobility Ecosystem is a PENTA-branded convertible electric car, one of PNJ\u27s superior technologies. The Hannover Messe\u2723 exhibition with the theme "Making Indonesia 4.0" requires products to be displayed in digital form (paperless). Thus, an application is needed to support digital promotion. This research aims to develop a Marker-Based AR application as one of the promotional media for E-Mobility Ecosystem products, which consist of charging stations, electric vehicles, and the Center Of Otomo-tive. The output of this research is an application that can show E-Mobility Ecosystem products by displaying a 3D Model when the mobile camera is directed at a card given an Object marker. This research method uses the Multimedia Development Life Cycle (MDLC). This research has been successfully developed and distributed. This is evidenced by user assessment using a Likert scale with a success rate of 87.8% strongly agree

    Implementasi Smart Home pada Platform Apple Homekit dan Google Home dengan Raspberry Pi 4B

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    This research examines the significant impact of technological advances, especially in the Internet of Things (IoT) paradigm, on various aspects of human life strongly manifested during the In-dustrial Revolution Era 4.0. The main focus of this research is on the application of advanced and innovative IoT concepts in the context of smart homes, integrating popular platforms such as Apple HomeKit and Google Home. The temperature sensor (DHT11) and light sensor (LDR) play a key role as important input elements, enabling the optimization of smart home automation functions. Raspberry Pi 4B was chosen as the main platform, the "brain" of the system, providing reliable computing capabilities. Using four-channel relays, this research specifically aims to increase ef-ficiency and integration in controlling devices in the smart home ecosystem. By emphasizing the concept of optimization, this research proposes a smart solution that is expected to not only provide an integrated and efficient experience for smart home users but also unlock the potential for further development of IoT technology. As a result, the implementation of the solutions proposed in this research is expected to create a smart home that is not only technologically smart but also responsive to the needs and preferences of its occupants, paving the way for further in-novation in the development and application of the Internet of Things in various contexts of human life

    Implementasi Metodologi Prototype dalam Pengembangan Sistem Manajemen Kehadiran Pegawai Perusahaan Berbasis Web

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    Employee Attendance data has an important function in evaluating productivity and work discipline. The current management of employee attendance data at the CV Baja Diva Manufaktur company requires the administrator to check attendance data from the Excel file generated by the fingerprint machine. This management is done by checking the attendance data of each employee individually. In addition, administrative processes related to permits, warning letters, and overtime are also carried out manually, which requires employees to report directly to the office. This process is time-consuming and prone to data input errors. Therefore, this research aims to develop a system that is more efficient and flexible in managing employee attendance data. The research also revealed that most employees have little to no experience in information technology-based management systems. The methodology applied in this research is the prototype methodology, which was chosen because it can provide a better understanding of user needs and perspectives through continuous feedback during the development process. The implementation of the prototype methodology involved four iterations, where each iteration included the stages of listening to user feedback and complaints, building and refining the prototype, and testing and evaluating the prototype with users. The results of the prototype were then implemented using the CodeIgniter framework. Feedback from users showed that the prototype effectively met users\u27 needs and significantly improved the efficiency of attendance management. The usability testing results using questionnaires from 20 users showed an average satisfaction rate of 95.85%, indicating that this system can be applied in various organizations

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    JTIM : Jurnal Teknologi Informasi dan Multimedia
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