JTIM : Jurnal Teknologi Informasi dan Multimedia
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    290 research outputs found

    Implementasi Algoritma Term Frequency Inverse Document Frequency (TF-IDF) dalam Menganalisis Sentimen Masyarakat Terhadap Covid-19 Varian Omicron

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    The latest variant was detected on November 24, 2021, namely the Omicron variant WHO said, Omicron was one of the Covid-19 variants that had mutated, with a very fast spread rate. The Government Republic of Indonesia has officially banned all foreigners from entering Indonesia, both those who have done so travel or come from countries exposed to the Omicron variant. This study uses data that has been processed using Netlytic online website. Netlytic analyzes text and visualizes public online conversations on social media sites. text preprocessing has several stages, namely case folding, tokenizing, stopword, stemming. Data analysis is the stage to classify words into positive, negative, or neutral sentiment classes. the last step is calculating the weights using the tf-idf method. It is proven from the DF value which reaches 628 words in one document, the D/DF value is 0.39 and the log D/DF is -0.41. The TF-IDF method can be taken in outline, namely it is easy to calculate frequency and relevance occurrence of words in a document. The TF-IDF method produces output according to user specifications, but this method takes a long time for large amounts of data

    Sistem Informasi Geografis Gereja Katolik Pada Wilayah Keuskupan Atambua Berbasis Web

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    Atambua Diocese is a diocese centered on the Belu district, its territory is divided into 3 districts which include Belu, Malaka, and North Central Timor districts. The spread of churches in remote areas makes it difficult for people to find locations and information on church activities, number of people, mass schedules and leaders because information about churches is not yet available. Geographic Information System is used to solve the problems experienced in Atambua Diocese. This system can provide information related to the Catholic church in the Diocese of Atambua based on Web-GIS. This study uses the Waterfall method which approaches systematically and sequentially starting from the analysis, design, coding, testing, and maintenance stages. This Web-GIS-based system was developed using the PHP programming language and  MySQL database. This application produces a Web-GIS that can provide information and the location of the Catholic church in the Atambua Diocese area

    Pengukuran Antarmuka Pengguna 3D Menggunakan Metode System Usability Scale pada Aplikasi Simulasi Videography Virtual Reality

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    The development of Virtual Reality (VR) technology has revolutionized user interaction with mobile applications. However, the success of a VR application depends on how well the user interface (UI) is implemented. Therefore, measuring the usability of the UI is necessary to ensure a satisfactory user experience. In measuring the quality of the user interface, we utilized the SUS (System Usability Scale) method, which is a standardized tool for assessing the user interface of a system. Our respondents consisted of 84 participants who had experience using VR applications. They were asked to use the application and complete a 10-statement SUS questionnaire with a Likert scale. Data analysis indicated that the average SUS score for the user interface of the VR videography simulation mobile application was 78.51. This score signifies that the VR Videography application\u27s user interface received ratings of Passive, Acceptable, Good, and Grade B in their respective categories. These scores indicate that the user interface received positive evaluations from users. The questionnaire also revealed that the majority of respondents found the application easy to use and believed that others would also find it easy to comprehen

    Perancangan UI/UX pada Aplikasi Taspen Otentikasi Berbasis Mobile Dengan Menggunakan Metode Design Thinking

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    Along with the development of today\u27s technology, the role of information system services becomes very important in overcoming various kinds of community problems effectively and efficiently. Taspen Authentication is an example of an information system service aimed at retired civil servants (PNS). However, there are still problems with the taspen authentication application that make it difficult for some users to run it. The majority of users of this application are the elderly group aged ? 60 years and have limited physical function and cognitive function. Based on the results of initial observations and interviews of researchers involving Taspen and several users in the elderly category, it was found that there were problems that caused the lack of efficiency in using the taspen authentication application in terms of UI/UX. The purpose of this research is to design a UI/UX that suits the needs of users, especially the elderly, using the design thinking method. In addition to using the design thinking method, researchers also use User Experience Questionnaire (UEQ) at the testing stage to determine the feasibility of the application prototype that has been designed and get feedback from the target user. The results of the study show that the new interface design provides a very good user experience as evidenced by the results of the 6 UEQ scales which are of excellent value. So the researcher concludes that the UI/UX design on the taspen authentication application that uses the design thinking method is able to provide a description of user needs, especially for the elderly

    Prediksi Persentase Body Fat Menggunakan Algoritma CART dan M5’

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    Body Fat Percentage (BFP) is a measurement of total body fat that is used as an accurate measurement for the diagnosis of obesity. BFP measurement is sometimes difficult and inconvenient to perform, even though the picture of BFP’s value is very important for someone to find out the chances of being obese. To overcome this, data mining techniques can be used to measure the predictions of BFP values in a more practical way. This study implements data mining techniques, namely the CART and M5’ algorithm to predict a person\u27s BFP value based on his/her body measurement. The CART algorithm uses the sample average values at leaf nodes to make numerical predictions, while the M5\u27 algorithm builds a regression model for each leaf node with a hybrid approach. Regression trees provide a simple way of explaining the relationship between features and numerical results, but more complex model trees also provide more accurate results. In this study, the results show that the M5\u27 algorithm is superior to the BFP dataset with a correlation value of 0.86 and an MAE value of 3.86

    Pengaruh User Experience terhadap Customer Satisfaction pada Aplikasi Seluler Streaming Vidio

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    Business development through innovation in various industries is affected by rapid changes caused by various factors. The media and entertainment industry is showing an increase in revenue from year to year and is expected to continue growing until 2026. The average time spent by internet users in Indonesia watching broadcast and streaming for 2 hours 53 minutes per day has an impact on over-the-top penetration in Indonesia. The number of over-the-top platforms in entertainment media requires each company to innovate in the development of its services to be at the forefront. Vidio has the highest number of over-the-top service users in Indonesia. However, there are some negative reviews from users are related to the Vidio mobile app. Therefore, as an over-the-top media service from Indonesia, Vidio needs a great user experience to continue to increase users and customers. This study aims to determine the characteristics of Vidio mobile application customers and analyze the effect of user experience on customer satisfaction. Research data were obtained through observation and distributing questionnaires via the internet using convenience sampling technique from 136 active customers of Vidio mobile application. Data analysis uses validity test, reliability test, descriptive data analysis, classical assumption test, and hypothesis testing. The results showed that user experience has a positive and significant effect on customer satisfaction

    Aplikasi Augmented Reality (AR) untuk Pengenalan Varietas Anggur Hasil Balitbangtan

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    Augmented reality is a combination of two worlds: virtual and real world, which mean objects in the virtual world can be displayed in the real world. The use of augmented reality in the introduction media, in the form of applications on android smartphones designed as the introduction of varieties of grape from Balitbangtan. Balitbangtan (Badan Penelitian dan Pengembangan Pertanian) is the highest structural office in the Ministry of Agriculture with the task of researching, developing and innovating in agriculture. The purpose of this application is to introduce the grape varieties from Balitbangtan in the ebook, “Budidaya Tanaman Anggur” in a more interactive and easy to understand way by displaying objects in 3D virtual and can make sounds containing explanations about the variety of grape from Balitbangtan. This application will show three types of grape varieties of Balitbangtan with markers according to the image of the grape variety in the ebook. Apps are built using Unity, Vuforia, and Blender. The method used in this study is the method of collection of data questionnaires (wags) which is a data collection technique performed by asking questions or written statements to respondents to answer them. The questionnaire was conducted by researchers by spreading a list of questions to students and millennial farmers who read the e-book. Results from questionnaires found that 80% of respondents agreed with the implementation of augmented reality in the introduction of Balitbangtan grape varieties with category “Totally Agree”.Method that used in this research is MDLC method (multimedia development life cycle). There are six steps in this method such as concepting, designing material collection, creating, testing, and distribution. We are testing applications and user satisfaction. Testing user satisfaction done through survey or questionnaire. survey done by researcher with spread question list to college student and millennial farmer that read ebook Budidaya Tanaman Anggur and they have installed and using application introduction to grape variety from Balitbangtan. The result of the survey found that 80% respondent agree with augmented reality applied to the introduction to grape variety from Balitbangtan

    Load and Stability Optimization Based Carbon Arm with Split Tank on Unmanned Aerial Vehicle for Foliar Fertilizer

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    This research focuses on the load and stability of unmanned aerial vehicles that are as light as possible but with optimal stability functions and increasing the capacity of liquid fertilizer lifted by unmanned aerial vehicles. The increase in lift is related to the payload and stability to be carried by the unmanned aerial vehicle. By optimizing the arm using the arm carbon method, so without reducing the strength and function of the drone, the gross weight of the components becomes much lighter, so that the weight can be focused on increasing the capacity of liquid fertilizer. With the increase in liquid fertilizer capacity, of course, the weight also increases, this raises a new problem, which is to make the balance value when the drone take-off has a large magnitude, thus affecting stability which causes the potential to fail to fly, therefore this research was carried out so that the drone has stability. maximum and can minimize the effects of shocks from increasing capacity after using arm-carbon. The measurements taken were the success rate of the system in flying over agricultural land, power testing and current measurements. After testing, it was found that by using a split tank and carbon arm system, current and power tend to be more stable, so that battery life is longer, liquid fertilizer capacity can be increased and the potential for flight failure can be minimized with a split tank system with 90% accuracy, carried out optimizing weight with carbon arms and increasing the capacity of liquid fertilizer by 30%, using a split tank system increases the stability of the drone at take-off by up to 80%

    Penentuan Rute Optimal Untuk Jasa Pengiriman Barang Menggunakan Algoritma Genetika

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    In the delivery process there is a problem commonly known as the Travelling Salesman Problem (TSP), therefore a program is needed that can minimize shipping costs and find a quick route to maximize the profits obtained. Then, set up alternative routes and optimum routes so that the problem can be solved. The purpose of this research is to determine the route or route and the minimum distance search results in goods delivery services using the method of genetic algorithms. Using 27 randomly selected data points from four sub-districts in the Mojokerto district, Clustering data is divided into three clusters and tested using MATLAB software. Using a crossover probability of 0.6, the probability of mutation is 0.4, and the total population is 27. The results of the test in finding the optimal route and the fast track are in the second cluster with a distance of 20 km and the optimal route of 5-8-7-1-9-4 -10-3-6-2-5, i.e., Dsn. Mojoroto, Banjartanggul, Dsn. Sumber Bendo, Perum Mojo Asri, Wonokoyo, Dsn. Trawas, Wonokusumo, Dsn. Pecuk, Dsn. Resik Bulu, Damarsi, Etc. Mojoroto From the optimal route generated in this study, it is expected that the shipping service can get the optimal route to speed up the delivery of goods

    Implementasi Augmented Reality Untuk Pengenalan Huruf Dan Angka Isyarat Untuk Anak SLB B

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    exchange or delivery of information and messages from one party to another in order to understand each other between the two. Communication is usually done orally or verbally so that it can be understood by both parties. children with special needs, deaf in communicating have difficulty communicating and understanding messages, so they need to use language that suits their needs. Therefore the use of media to improve the ability of children with hearing impairments must be assisted by using media that can help children learn sign language by attracting students\u27 attention and increasing interest in learning. This research uses the Multimedia Development Life Cycle method which has six stages. These stages are concept, design, material collecting, assembly, testing and distribution. This research utilizes Marker Augmented Reality technology as a tool to represent the introduction of the Sign Language System (SIBI). This application is used as a media or tool to help students learn to recognize letters and numbers in sign language. Based on the results of black box testing, all functions in this application have been running properly and are valid. Testing with the System Usability Scale (SUS) obtained a score of 85, so the application was declared ACCEPTABLE. Media expert testing gets a score of 91 with a percentage of 91% and can be categorized as very high so it is feasible to use. Material expert testing gets a score of 85% and is categorized as very high so it is feasible to use with revisions according to suggestions

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