JTIM : Jurnal Teknologi Informasi dan Multimedia
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Continuance Intention Pada Aplikasi Mobile Payment Dengan Menggunakan Extended Expectation Confirmation Model
This study aims to identify the factors that influence the intention to continue using the mobile payment application during the new normal period after the COVID-19 pandemic, using the Extended Expectation Confirmation Model (EECM) approach. EECM combines aspects of the Expectation Confirmation Model (ECM) with other external factors, ECM is used to understand and explain decision-making related to the continued use of mobile payments. This research was conducted by analyzing data from respondents who have used mobile payment applications after the pandemic. The data was collected through an online survey and analyzed using Structural Equation Modeling (SEM) with the help of Analysis of Moment Structures (AMOS) software, 406 individuals were selected to serve as research participants. The results of the analysis show that factors such as satisfaction, and trust have a significant influence on the continuance intention of mobile payments. In addition, in the context of the new normal, factor such as social influence factors are known to have no significant influence on mobile payment continuance intention. As a result, this research contributes to understanding the factors that influence the intention to continue using mobile payment applications. The validity and reliability test results show that the survey instrument used has an adequate level of validity and reliability, supporting the quality and reliability of the analysis conducted
Implementasi Sistem Monitoring Tanaman Hidroponik Menggunakan Metode Fuzzy Sugeno
Farming using hydroponic systems has emerged as an effective alternative to address the problem of limited agricultural land. However, hydroponic farming requires strict maintenance and control. In light of these challenges, the development of monitoring technology is necessary to assist in monitoring and controlling hydroponic systems. The development of a monitoring system is carried out to address the challenges of maintenance and control in hydroponic farming through the development of effective and accurate monitoring technology, thus enhancing the overall productivity and success of hydroponic plant cultivation. This study aims to develop a monitoring system using Arduino Mega 2560, Wemos D1 R2, E201 sensor, DHT22 sensor, HC-SR04 sensor, and BH1750 sensor. In this research, the fuzzy logic method was applied to generate outputs for the water pump actuator, pH up pump, and pH down pump. The HC-SR04 and E201 sensor data served as fuzzy inputs, while the Arduino Mega 2560 functioned as the fuzzy data processor, and the Wemos D1 R2 was responsible for sending data to the server via the internet. The data successfully stored in the server\u27s database would be displayed on the monitoring dashboard. The HC-SR04 sensor testing results showed an average %error of 0% and an accuracy of 100%. The E201 sensor exhibited an average %error of 0.07% and an accuracy of 99.33%. The DHT22 sensor had an average %error of 0.05% and an accuracy of 99.49% for temperature data, while for humidity data, it had an average %error of 2.58% and an accuracy of 75.23%. The BH1750 sensor had an average %error of 0.13% and an accuracy of 99.66%. The results of this study demonstrate that the hydroponic plant monitoring system using the described devices and methods can be implemented successfully
Implementing Procurement Management in Nuclear Medicine Installation Using ERP
To support health services at nuclear medicine installations certainly requires various types of goods, ranging from medical devices, radioactive materials, medicines, and various other needs. The right procurement process is key in ensuring the smooth running of quality nuclear medicine installation health services. The process of procurement of goods at nuclear medicine installations in public hospitals is still carried out conventionally and separately between divisions or sections, this can cause communication problems, lack of data integration, and difficulties in monitoring stock and fulfilling requests quickly. Therefore, a system that can manage the procurement of goods is needed. ERP system development using open-source Odoo to support the integrated procurement process using the Quickstart method. The ERP system can facilitate the procurement of goods for nuclear medicine installations in designing systems starting from the bidding process to vendors, purchasing goods, receiving goods to enter the warehouse, to the payment process to vendors. The ERP system will combine business processes and data from various divisions or parts in one centralized database. This integration allows the use of consistent and real time information in decision making, transparency, and data accuracy. The results of this research are in the form of a system design using the ERP purchase module to support the procurement of nuclear medicine installation goods
Analisis dan Implementasi Honeypot Honeyd Sebagai Low Interaction Terhadap Serangan Distributed Denial Of Service (DDOS) dan Malware
Every computer device connected to a wide computer network is vulnerable to security risks. These threats encompass vulnerabilities to data, information, resources, and services within the system. These threats include intrusion, eavesdropping, theft of vital data, as well as damage to the network system. These actions are carried out by parties who are not accountable, commonly referred to as intruders or attackers. One method to prevent or anticipate these malicious actions is by utilizing the honeyd Honeypot technique. The honeyd Honeypot adopts a low-interaction approach, which involves indirect interaction with attackers. This Honeypot serves as a decoy or simulated server intentionally presented as a target for attacks. The purpose of this Honeypot is to detect and analyze ongoing attacks. In this research, the honeyd Honeypot is implemented as a simulated server resembling an authentic server. This server provides various services and opens several ports deliberately prepared as attack targets, such as Port 139, and Port 21.The results of this research unveil the existence of attacks. Signs of these attacks include a surge in network traffic, reaching up to 100 Megabits above the normal level. Another indicator is a sudden spike in CPU usage, reaching 100%. The activities of these attacks can be analyzed through the installed Wireshark application on the Honeypot server. Information obtained from this analysis encompasses details about the attacker\u27s activities, enabling more effective preventive, anticipatory, and corrective measures. These steps encompass securing the server, network system, and existing services
Implementasi Simple Additive Weighting Dalam Sistem Rekomendasi Beasiswa di SMK Tarbiyatul Ulum Karawang
Scholarships are a program that students get to continue their studies. Tarbiyatul Ulum Vocational School is a formal secondary level vocational institution which has a large number of students. Some of these students are entitled to get scholarships available at Tarbiyatul Ulum Vocational School. So far, the Administrative Staff to select students who are entitled to receive scholarships is done manually so that it takes a long time and the possibility of human error occurs so it is not efficient to use in selecting students who will get scholarships with a large number of students. Therefore, a scholarship recommendation system is needed that can provide consideration to Administrative Staff in grouping students based on scholarships that are suitable for them to participate in, so that with this recommendation system Administrative Staff can clearly group students without the occurrence of human error because it has been calculated automatically by the system. The system uses the Simple Additive Weighting method as a decision-making method with various criteria with weighted values according to the existing criteria and the Waterfall method as a method for making the system starting from the planning stage to the maintenance stage so that it is sequential in the development of this recommendation system. The results of this system can directly recommend selected students for the relevant scholarship based on the highest recommendation value which is calculated using the Simple Additive Weighting method
Implementasi Augmented Reality Sebagai Media Promosi Pada Lesehan Kalisari Dengan Metode Based Marker Tracker
Multimedia, as an information technology product, has the advantage of attracting the imagination and interest of its users. One of the multimedia products whose development is quite widely accepted by most people is augmented reality (AR). With the support of technology, Augmented Reality can combine the real world with the visual world. This study aims to design and build an android-based application using augmented reality technology with the Based Marker Tracker method as an alternative promotional media so that various food/beverage products available at restaurants or Lesehan Kalisari can be more attractive to customers. This application uses Vuforia SDK software, Unity3D with C# programming language, and Blender 3D to create 3D shapes from food/beverage products. This research uses the waterfall development method or what is often referred to as the classic life cycle. This research produces an android-based augmented reality application that can display 3D forms of food/beverage products on the menu list. With this application, it is hoped that it can become an alternative promotional media that increases the number of customers
Hybrid Algoritma Vgg16-Net Dengan Support Vector Machine Untuk Klasifikasi Jenis Buah dan sayuran
Arsitektur deep learning VGG16 terbukti efektif dalam hal melakukan klasifikasi citra pada dataset ImageNet, akan tetapi memiliki keterbatasan dalam jumlah parameter sangat banyak dan potensi overfitting pada dataset kecil. SVM memiliki kelebihan dalam hal menangani masalah overfitting pada dataset yang relatif kecil, sementara VGG16 memiliki keunggulan dalam mengekstraksi fitur yang berkualitas dari citra dengan performa yang sangat baik. SVM juga dapat membantu memperbaiki kinerja klasifikasi pada VGG16 dengan meminimalkan risiko overfitting dan meningkatkan akurasi klasifikasi pada dataset yang relatif kecil. Oleh karena itu, penulis memilih untuk hybrid algoritma VGG16Net Dengan Support Vector Machine Untuk Klasifikasi Jenis buah dan sayuran, yang nantinya arsitektur VGG16 digunakan untuk ekstraksi fitur dari citra dan fitur-fitur tersebut dijadikan input untuk SVM. Keputusan menggunakan VGG16 digabungkan dengan SVM adalah untuk meningkatkan akurasi klasifikasi dataset citra buah dan sayuran, Namun, penggunaan SVM membutuhkan pemilihan parameter yang tepat dan teknik prapemrosesan data yang tepat untuk mencapai hasil yang baik. Dan dalam penelitian ini penulis berhasil mengklasifikasikan citra buah dan sayuran, akurasi sebelum hybrid svm mendapatkan 94.52% training accuracy dan testing (validation) accuracy sebesar 87.85%. dan hasil loss mendapat training loss sebesar 0.58 dan testing loss accuracy sebesar 12.5%. Setelah dilakukan hybrid vgg16 dengan svm didapatkan training accuracy sebesar 99.87 % dan testing (validation) accuracy sebesar 91.76 %. Untuk hasil loss mendapat training loss sebesar 0.13 dan testing loss accuracy sebesar 8.24%. Oleh karena itu, arsitektur CNN VGG-16Net digabungkan dengan SVM dapat menghasilkan model klasifikasi yang baik, terutama pada dataset yang relatif kecil dan dapat menjadi pilihan yang sesuai dalam klasifikasi citra
Sistem Informasi e-Tourism Ekowisata Hutan Mangrove Sebagai Media Promosi Pariwisata Bali Berbasis Android
The province of Bali has many exotic and interesting tourist areas to be visited by domestic and foreign tourists. One example is Taman Raya Hutan (Mangrove) one of the ecotourism tourist destinations in the Province of Bali. Based on data from the Bali Provincial Statistics Center, tourist arrivals to Indonesia have decreased by 7.62% due to the COVID-19 pandemic. One of the impacts affected by the decrease is the object Mangrove ecotourism in Ngurah Rai Bali Tahura which is only able to attract 1,000 visits in 2020 based on the results of interviews that have been conducted. From the results of these problems, it is necessary to build an e-tourism information system as a means of providing information and as a forum for the promotion of mobile technology-based Grand Forest Park (Mangrove) tourism objects, which is an effort to develop a strategy to promote Ngurah Rai Grand Forest Park (Mangrove) ecotourism as an effort to restore the tourism industry. This information system contains text, images, audio, and video and is supported by an attractive and user-friendly display design. This system development method uses the Software Development Life Cycle which consists of the concept stage, application design, the testing stage. This system testing phase uses the whitebox testing method and a direct questionnaire survey with 10 respondents in the test, The results of testing this system get a value of 81.43% which indicates that the system is running well and is acceptable. Through the results of the test data, it is hoped that it can become an alternative promotional medium to increase the number of tourists or customers to visit the Ngurah Rai Bali mangrove forest
Media Pengenalan Peti Kemas Logistik Menggunakan Augmented Reality Berbasis Android
Containers are the most important part in the world of logistics, where the container is a medium for sending cargo or goods from the sender to the recipient. A container is a square-shaped box that is specially carved with a certain size made of iron or aluminum with a door on one side, the box has an important role in the export and import of goods. The study developed the Augmented Reality app using the Markerless and Markerbased methods to visualize Android-based 3D Logistics Box objects. The method used in this application development is the Software Development Life Cycle model Waterfall. Logistic container identification materials that will be used as 3D objects on applications are: dry container, isotank container, open top container, open side container, reefer container and flatrack container. The result of the development of this app is a container recognition media that runs on the Android smartphone using Augmented Reality technology. Based on the results of functionality testing / blackbox testing, it can be concluded that the application runs according to its function and the input/output process successfully produces a valid output. The marker accuracy test obtained a total percentage level of precision of 66.6%, and the markerless accurate test obtains a total level of accuration of 100%. Usability testing by conducting a questionnaire on 30 respondents could conclude all aspects of usability, functionality, efficiency and portability obtain a percentage score of Likert’s scale of 91%
WebGL 3D Virtual Exhibition as a Media to Increase the Visibility of Digital Artwork
The ongoing digital transformation continues to shape various domains, including the realm of art, which adopts social media to digitally promote artworks. Nonetheless, physical art exhibitions maintain their allure as they provide a direct experiential interaction for visitors. Consequently, the development of exhibition platforms that amalgamate user experience with accessibility becomes imperative. One emerging solution involves leveraging information technology and multimedia for virtualization, such as utilizing WebGL for creating a 3D Virtual Exhibition (3DVE). Employing the ADDIE methodology and evaluating it through the Technology Acceptance Model (TAM), the assessments affirm the robust performance and positive responses of 30 participants towards WebGL 3DVE. This development yields practical benefits, particularly for artists seeking to enhance the visibility of their creations. Furthermore, the inherent ease of use and broad accessibility can expand the potential audience for enjoying artworks. The percentage acceptance rates according to TAM validate favorable responses across usability (88%), ease of use (74%), satisfaction (90.6%), and technological acceptance (84.6%). Thus, the deployment of WebGL 3DVE in art exhibition development showcases strong potential in delivering a deeper and more inclusive experiential journey