JTIM : Jurnal Teknologi Informasi dan Multimedia
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    290 research outputs found

    Perancangan Augmented Reality Book Sebagai Media Pembelajaran Monumen Bersejarah Menggunakan Metode Marker Based Tracking

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    The significant advancements in information technology today have brought numerous benefits across various fields, particularly in education. In the educational sector, technological advancements can be implemented as learning media. Historical monuments are one of the most interesting topics to teach students; however, the limited availability of access and information regarding historical monuments has become a major obstacle in introducing local and international cultural heritage to students. The information currently available is still general in nature, such as books or online sources, which are less visually appealing and not well-supported by interactive media.In addition, not all schools have the facilities that allow students to directly experience historical sites, either through physical or virtual visits. This research aims to design a historical monument learning media based on augmented reality (AR) using the marker-based tracking method. The research method applied is the Multimedia Development Life Cycle (MDLC) method, with implementation stages that can be carried out non-sequentially. The stages include concept, design, material collecting, assembly, testing, and distribution.The research output is an augmented reality book containing materials about historical monuments, barcodes/QR codes, and AR markers. Validation was conducted through black box testing, which was successfully completed. In addition, the augmented reality book was evaluated by a subject matter expert, obtaining a score of 92 (average 9.2, percentage 92%) and a media expert, obtaining a score of 93 (average 9.3, percentage 93%), both categorized as “very good.” User testing involving 20 eighth-grade students from one Islamic junior high school (MTSs) in Aceh Besar resulted in a score of 891, or 89.1%, also categorized as “very good.” Thus, the augmented reality book was successfully designed, and is feasible and suitable for use as a learning medium to deliver material on historical monuments

    Implementasi Software-Defined Network Terintegrasi Firewall pada Proxmox untuk Pengontrolan Konfigurasi Jaringan dan Pengamanan Layanan Container

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    Virtualization technology has helped companies consolidate various server roles into a single physical server, reducing hardware costs. Hypervisor is a software in virtualization that is used to manage server hardware, allowing multiple Virtual Machines (VM)/Containers (CT) to run on a single physical machine. Companies face various challenges to remain competitive in the digital era, such as the need for rapid deployment of virtual guests and virtual networks on hypervisors in development, testing, and production environments, as well as securing network services. The purpose of this study is to implement SDN on hypervisors to centrally control virtual network configurations with a simple design, reducing setup and maintenance costs and time. In addition, it also implements a firewall and Virtual Private Network (VPN) based on OpenVPN and a reverse proxy to secure the hypervisor and VM/CT so that services remain available. This study presents a new approach that integrates Software-Defined Network (SDN)-based network management with comprehensive security solutions on hypervisors. This approach combines efficiency in network management and security that have rarely been focused on simultaneously in previous studies. The research method uses the Network Development Life Cycle (NDLC). The hypervisor used is Proxmox Virtual Environment (PVE) which is installed on the Virtual Private Server (VPS) provider IDCloudHost. Based on the results of the trials that have been carried out, it can be concluded that the simple zone type SDN on PVE can be used to control network configurations centrally and more simply such as routing, Dynamic Host Configuration Protocol (DHCP), Source Network Address Translation (SNAT), hostname registration and Internet Protocol (IP) from CT to forward lookup zone on the Domain Name System (DNS) server. Activating the firewall and creating rules at the cluster and CT levels from PVE and OpenVPN can protect the infrastructure when accessed both internally and externally. While the implementation of nginx reverse proxy can secure access to HTTP/HTTPS services on CT in PVE

    Penerapan Metode Design Thinking dalam Perancangan UI/UX Website Pintu Rumah

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    Property rental is the activity of utilizing property by tenants for a certain period of time at an agreed-upon cost. The types of property rented include residential, commercial, and industrial, which are the choices of many people because of their flexibility. As technology evolves, property searches and transactions are now more accessible through digital platforms such as websites and mobile applications. This platform allows tenants or buyers to get faster and more precise in-formation according to their needs. However, many property rental platforms still face challenges in providing an optimal user experience, such as a complicated interface and a lack of direct in-teraction between tenants and property owners. This study aims to improve the user experience on property rental platforms by adding an appointment feature that allows direct communication between tenants and property owners. The method used in this study is Design Thinking, which consists of five stages: Empathy, Define, Ideate, Prototype, and Test. The developed prototype was tested using Maze, a real-time user testing platform. The test results show that this platform has a Maze Usability Score (MAUS) of 69.63%, which is classified as “Good”. Although in general the platform can be used well, there are areas that need improvement, such as the high level of click errors in the process of adding properties by the owner. The conclusion of this study is that alt-hough the platform functions effectively, there is still room for improvement in terms of clarity and ease of navigation

    Penerapan Metode K-Nearest Neighbor Untuk Prediksi Jumlah Kasus HIV di Provinsi Jawa Barat

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    The high number of HIV/AIDS cases in Indonesia, especially in West Java Province, is a serious challenge in the field of public health. Limitations in understanding the pattern of spread and predicting the trend of HIV cases cause countermeasures to be less than optimal. To overcome this, this study was conducted with the aim of predicting the number of HIV cases in West Java using the K-Nearest Neighbor (KNN) algorithm, based on historical data from Open Data Jabar from 2019 to 2023 which includes 1,617 data from various districts / cities. The research stages include data collection, preprocessing, feature selection, normalization, division of training and test data, and model evaluation using regression metrics: Mean Squared Error (MSE), Root Mean Squared Error (RMSE), Mean Absolute Error (MAE), and R-squared (R²). The evaluation results show that the KNN model with an optimal K value of 19 produces an MAE of 142.31, MSE of 40,442.92, RMSE of 201.10, and R² value of 0.2397. Predictions for 2024 show that areas with the highest number of HIV cases are in Bandung City, Bogor Regency, Bekasi City, Bekasi Regency, and Indramayu Regency

    Media Pembelajaran Peralatan Servis Sepeda Motor dengan Menerapkan Teknologi Augmented Reality

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    Learning media is one of the key components in the educational process. Teachers need to pay special attention to the use of learning media during teaching and learning activities. However, a lack of variety and suboptimal utilization of learning media often causes students to lose interest in learning. In fact, learning media aim to serve as tools to enhance the effectiveness of the learning process. Learning media are available in various forms, one of which is printed media or verbal explanation-based methods that are widely used in schools. This type of media is chosen for its practicality, adaptability to students\u27 abilities, and ease of distribution. However, printed media have limitations, such as the inability to present elements like sound, animation, or three-dimensional objects. This study employs the Multimedia Development Life Cycle (MDLC) method, which consists of six stages: Concept, Design, Material Collection, Assembly, Testing, and Distribution. The final product of this research is an application in ".apk" format that can be installed on Android devices. Augmented reality is a term used to describe various types of display technology that can add or integrate information in the form of text, symbols or graphics into the user\u27s view of the real world, this application utilizes Augmented Reality technology to introduce motorcycle service tools, helping vocational high school (SMK) students acquire basic skills and access information via their smartphones. User testing using the Likert Scale resulted in a score of 33.46, which falls into the "Strongly Agree" category

    Sistem Informasi Pelayanan Gereja Berbasis Web di Gereja Bethel Indonesia Juwana

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    This research aims to develop a web-based information system at the Bethel Indonesia Church (GBI) Juwana to improve the efficiency of delivering information to the congregation, especially for congregants who cannot attend services. In this rapidly developing era, information technology has become an important part of daily life, including in communication between churches and their congregations. Currently, information about church activities is mostly conveyed through direct announcements, so that some congregations miss important information. To overcome this, a web-based information system was created that makes it easy for congregants to access church-related information, such as service schedules, announcements, activity registration, devotionals, and photo galleries. Method. The development method used for this system is the Waterfall Model, which includes stages such as requirements analysis, design, implementation, testing, and maintenance. The completed system is expected to answer the challenges of church communication, reduce information errors, and increase congregational access. The test results show that all features function properly, both for information management by the admin and for information access by the congregation. With this system, the church is expected to be more effective in disseminating information and increasing congregational engagement, even for those who cannot attend church activities in person

    Implementasi Algoritma Dijkstra dan Bellman-Ford untuk Optimasi Rute Pemadam Kebakaran di Kota Praya

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    Forest and land fires are critical emergencies requiring rapid response to minimize casualties and property damage. In urban areas like Praya City, fire department response delays are often caused by inefficient routing, especially with traffic congestion and complex road infrastructure. This study aims to analyze and compare the performance of Dijkstra\u27s and Bellman-Ford\u27s algorithms for optimizing firefighter routes in Praya City. This quantitative research utilized a computational and comparative analysis approach. Road network data from Praya City was obtained from Google Maps and modeled as a static graph consisting of 17 nodes and weighted edges repre-senting actual distances. Dijkstra\u27s and Bellman-Ford\u27s algorithms were implemented in Python to find the shortest routes from a designated starting point (Fire Department office) to all other nodes. Performance was evaluated based on route optimality, completeness, and computation time. Both Dijkstra\u27s and Bellman-Ford\u27s algorithms successfully identified identical optimal shortest routes for all tested origin-destination pairs within the Praya City graph. However, Dijkstra\u27s algorithm demonstrated significantly superior computational efficiency, with an average computation time of 0.5 seconds, compared to Bellman-Ford\u27s 1.5 seconds. For optimizing firefighter routes on the static road network graph of Praya City, Dijkstra\u27s algorithm is recommended due to its combi-nation of optimality and superior speed. This finding provides an empirical basis for developing more efficient emergency response navigation systems. Future research should focus on inte-grating dynamic parameters like real-time traffic data

    Analisis Keamanan Website Global Academic Information System menggunakan OWASP ZAP dan Model AI Lokal

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    Academic websites serve as central platforms for managing higher education services, including academic records, financial data, and institutional communication. However, such systems are increasingly vulnerable to cyberattacks due to their internet exposure and insufficient protection against security flaws. This study proposes an integrated solution that combines automated scanning with OWASP ZAP and a local artificial intelligence model (Mistral) executed via the Ollama platform. The entire process is automated using Python scripting, covering stages such as spidering, active scanning, JSON result extraction, and AI-based mitigation recommendation generation. The research was conducted on the Global Academic Information System website. The scan results revealed a total of 193 vulnerabilities, including 4 high, 8 medium, 111 low, and 70 informational risks. Each vulnerability was analyzed using the local AI model to produce specific technical recommendations, such as adding security headers, implementing CSRF tokens, and configuring secure cookies. All outputs were automatically compiled into a structured Excel report suitable for developers. This approach proves effective in streamlining the security audit process, reducing manual workload, and preserving data privacy, as all operations are conducted locally without reliance on cloud services. The study demonstrates that integrating OWASP methods with local AI provides a practical, adaptive, and standalone solution for web application security testing

    Markerless Tracking Based on User Defined Targets to Enhance User Experience in Android-Based Furniture Visualization Applications

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    Furniture is essential for daily activities and enhances the aesthetic appeal of various environments, including residences, commercial establishments, and cafes. Traditionally, furniture retailers display their products through catalogs or brochures. However, such media often fail to provide a comprehensive view of the furniture, hindering prospective buyers from evaluating items from all angles or determining their suitability for a specific room. This study proposes developing an Android application for interior layout design. It addresses these challenges by employing Augmented Reality technology in conjunction with a Markerless User Defined Target technique. The utilization of markerless user-defined targets is particularly advantageous, as it eliminates the requirement for predefined physical markers. This simplifies the process for the user and offers greater flexibility compared to conventional marker-based approaches, representing a key novelty of this work. The resultant software features a product catalog and comprehensive product information. It also allows users to view 3D augmented reality items, as well as scale, rotate, and manipulate these objects within their environment. Two individuals verified the system\u27s operation through functional testing employing the Blackbox methodology. Usability testing, using the System Usability Scale, yielded above-average ratings, categorizing the software as "acceptable." Further examinations of viewing distance and angle indicated that camera quality influences augmented reality range, with AR objects remaining visible at angles ranging from 90° to 40°. These evaluations indicate that the Markerless User Defined Target method is effective and suitable for AR-based interior furniture layout planning

    Analisis Kepuasan Pengguna Aplikasi Kehadiran Panda menggunakan Metode System Usability Scale (Studi Kasus: PT. Puskomedia Indonesia Kreatif)

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    PT Puskomedia Indonesia Kreatif has developed the Panda Attendance Application, a digital technology system for village administration with a focus on the smooth flow of employee infor-mation. This application utilizes QR codes and GPS technology for the attendance or absence of village employees at registered coordinates. One of the issues at PT Puskomedia is that village operators face challenges such as needing to contact the PT Puskomedia system operator for manual attendance tracking, leading to a decline in users. Currently, there are various challenges in the use of the Panda Attendance Application by village government institutions. Several com-plaints have been raised by users regarding technical issues and unsatisfactory user experience. The purpose of this study is to evaluate the level of user acceptance of the Panda application. The method used to analyze user satisfaction is the System Usability Scale (SUS) method. The results of this study yielded a SUS score of 46.22, indicating a low category (Grade E), with a percentile rank of 10%, and classified as poor (Grade E). The nature (adjective) of the application falls into the “Poor” category, and the score of 46.22 places the application in the “Not Acceptable” catego-ry according to the level of acceptance. Recommendations for improvement from this analysis in-clude enhancing system stability and technical improvements such as accelerating the QR code reading process. Responding to user feedback and implementing these improvements is expected to enable the Panda attendance application to achieve a higher level of usability and gain better acceptance from users

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    JTIM : Jurnal Teknologi Informasi dan Multimedia
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