JTIM : Jurnal Teknologi Informasi dan Multimedia
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Penerapan Metode Simple Additive Weigthed Dan Analitical Hierachy Proces Untuk Penentuan Dosen Penguji Skripsi
The selection of thesis examiners is a crucial process for student academic success, yet it is often based on unstructured subjective considerations. This study aims to address this issue by designing and implementing a Decision Support System (DSS) to provide objective lecturer recommendations. The system integrates the Analytical Hierarchy Process (AHP) method for consistent criteria weighting and the Simple Additive Weighting (SAW) method to rank 10 lecturer alternatives based on four main criteria: Academic Qualification (K1), Time Availability (K2), Total Guidance (K3), and Structural Position Workload (K4). The AHP analysis results indicate that Academic Qualification (K1) is the highest priority criterion with a weight of 0.449 and a highly valid consistency ratio (CR = 0.04). Subsequently, the SAW calculation yielded three candidates who ranked at the top with a maximum preference score of 1.000. This study concludes that the hybrid AHP-SAW model provides an objective, transparent, and efficient framework for the lecturer selection process, successfully delivering accountable recommendations to assist decision-making within the academic environment
Rancang Bangun Media Pembelajaran Komik Digital Pada Mata Pelajaran Desain Grafis Percetakan Berbasis Metode Interaktif Di SMKN 5 Telkom Banda Aceh
The advancement of digital technology demands innovative and engaging learning media, especially in vocational education. This study aims to design an interactive digital comic for the Printing Graphic Design subject at SMKN 5 Telkom Banda Aceh, in response to the limited use of interactive media in classrooms. The research uses a Research and Development (R&D) approach with the ADDIE development model, limited to the development and expert validation stages. The media was built using Scratch, a platform that allows integration of animations, navigation, sound, and interactivity into a single learning tool, offering a contextual and dynamic experience. Validation by two media experts and two subject experts yielded average scores of 92.5% and 96.5%, respectively, categorized as “Strongly Agree,” indicating the media’s high feasibility. The study’s novelty lies in the use of Scratch—a platform rarely applied in vocational learning—for developing interactive comics. Compared to other tools that are mostly static or focused on passive visual design, Scratch provides greater flexibility in programming logic and user interaction, enhancing student engagement. The expected educational impact includes increased motivation, improved conceptual understanding, and strengthened digital literacy among vocational students. However, this study is limited to expert validation and does not include classroom implementation, so its effectiveness in real learning settings remains untested. Future research is recommended to evaluate the media’s impact on learning outcomes through classroom trials and explore the potential integration of technologies like Augmented Reality to further enhance interactivity and learning experiences
Rancang Bangun Aplikasi Manajemen Lembaga Pendidikan Al-Qur’an Metode Tartila Berbasis Mobile dengan Model Waterfall
The management of Al-Qur\u27an educational institutions, particularly Al-Qur\u27an Education Parks (TPQ), still faces various obstacles in the administrative process, such as the lack of integration in recording student data, inefficient management of study schedules, and difficulties in monitoring teacher performance on a regular basis. These problems cause the administrative process to be slow and inaccurate. This study aims to design and develop a mobile-based management application for Al-Qur\u27an educational institutions that implement the Tartila Method in Sukorejo Dis-trict, using the Waterfall development model. Data collection was carried out through observa-tion, interviews, and literature studies to obtain comprehensive user requirements. The system was developed using Flutter as the user interface, Dart as the programming language, Laravel for the backend, and MySQL as the database. The system design utilized UML, ERD, and interface prototypes through Figma. Testing was conducted using Blackbox Testing and the System Usability Scale (SUS). The test results showed that all system features functioned properly according to user needs. The SUS score of 71.6 falls into the Good (acceptable) category, indicating that the application is easy to use and accepted by users. Thus, the developed system is considered effective in improving administrative efficiency, facilitating the monitoring of santri development, and supporting digital transformation in Tartila Method-based Al-Qur\u27an educational institu-tions.
Rancang Bangun Sistem Penyewaan di ESGO Media SMK Negeri 1 Godean menggunakan ISO 25010
State Vocational High School 1 Godean is a school with a center of excellence that has various facilities and activities that support learning activities for students. One way is by using the teaching factory method. One of the teaching factory methods at State Vocational High School 1 Godean is that there is a rental service for multimedia equipment and goods intended for students and general users outside State Vocational High School 1 Godean called ESGO Media. There are problems experienced by ESGO Media in rental activities, one of which is the occurrence of human errors such as data input errors which make the data invalid and cause problems when you want to use it. The aim of this research is to develop a Web-based rental information system at ESGO Media State Vocational High School 1 Godean and test the information system with the ISO 25010 standard. The development method used is the Research and Development method with an Agile model with design through data flow diagrams. This research produced a Web-Based Rental Information System at ESGO Media with the results of obtaining a score of 100% in the functional suitability aspect with a very good category for use, 87.65% in the usability aspect and getting a very suitable for use category. In the reliability aspect, it gets an average test score of 77%, has a performance score of 70.48% and is categorized as grade C in the performance efficiency aspect, and is categorized as a system that is easy to maintain based on the maintainability aspect with a maintainability index value of 39.82 . It is hoped that this information system can improve performance and make it easier for ESGO Media managers to carry out rental activities at ESGO Media and become a basis for developing information systems in the future
Deteksi Malware pada Perangkat Android Menggunakan Ensemble Learning
The increasing use of permission-based applications on mobile platforms has raised concerns regarding privacy and security. Android, being one of the most widely used operating systems for interacting with mobile applications, is particularly susceptible to various security risks that must be promptly addressed. Low digital literacy and a lack of user awareness about security risks—especially when installing applications from unofficial sources or without paying attention to access permissions—make users vulnerable to malware attacks. Uninformed users can easily become victims of malware insertion by irresponsible parties, turning them into targets for data manipulation and even data theft, which may then be sold on illegal forums. Attackers exploit the permission system, allowing them to freely access the target smartphone. This lack of awareness among users increases their vulnerability to malware injection and subsequent threats such as data manipulation and the theft of personal information, which can be traded on underground markets. One approach to detecting malicious behavior in mobile applications is the use of machine learning techniques. These techniques can analyze application patterns and behaviors based on features such as requested permissions. Popular algorithms for malware detection include Support Vector Machine (SVM) and Random Forest (RF), both of which have demonstrated strong performance in various studies. However, to further improve accuracy and reduce classification errors, ensemble learning approaches such as Adaptive Boosting (AdaBoost) are increasingly being adopted. Ensemble learning combines multiple predictive models to produce more reliable classification results compared to single models. This study evaluates the performance of several classification algorithms in detecting malicious Android applications. The results show that AdaBoost achieved a high accuracy rate of 91.65% and an AUC value of 95%, effectively distinguishing between safe applications and malware. Therefore, the use of machine learning algorithms—particularly ensemble methods like AdaBoost—can serve as a promising solution to enhance the security and privacy of Android-based mobile application users
Evaluasi Keamanan Sistem Autentikasi Biometrik pada Smartphone dan Rekomendasi Implementasi Optimal
Biometric authentication on smartphones is a modern solution for more practical and secure login security. This technology offers advantages such as speed of access and resistance to forgery compared to password-based methods. However, there are various weaknesses, such as the potential for exploitation through malware, spoofing, or brute force attacks that exploit security holes, such as Cancel-After-Match-Fail (CAMF) and Match-After-Lock (MAL). Additionally, hacked biometric data cannot be replaced, leaving users vulnerable to long-term security threats. To overcome these weaknesses, this article recommends a security approach based on Trusted Execution Environment (TEE), AES-256 encryption, spoofing detection based on liveness recognition, anti-tamper mechanisms, and the application of rate limiting. The secure authentication flow implementation is designed to protect biometric data locally without transmission to external servers, ensuring user integrity and privacy is maintained. This flow includes suspicious activity detection, login encryption, and data protection with advanced encryption. Through a combination of these technologies, the biometric authentication system is characterized as being able to significantly maximize security by minimizing the risk of attacks on user data. This research provides evaluation results that the DNN deep neural network model trained with AES-256 is characterized as being able to produce accuracy above 99.9% with less than 5,000 power traces. Then, the implementation of liveness detection is characterized as being able to produce an F1-Score of 97.78% and an HTER of 8.47% in the intra-dataset scenario, as well as an F1-Score of 74.77% and an HTER of 29.05% in the cross-dataset scenario. This combination of technologies provides secure and efficient biometric authentication without compromising user comfort
Perancangan Prototype Building Management System untuk Air Conditioning Berbasis Iot
This study aims to design, evaluate, test, and assess a prototype Internet of Things (IoT)-based building management system for air conditioning (AC) control in a campus building. The research background stems from the need for a system that can manage temperature more effectively, aligning with the demands of sustainability in energy management. The methodology employed in this study involves the development of a system using an ESP32 microcontroller, integrated with an Infrared (IR) transmitter and an LDR sensor. Testing was conducted to evaluate the performance of the IR transmitter in detecting signals at various distances (1 to 5 meters) and directions (straight, left, and right), as well as to measure the accuracy of the LDR sensor at a distance of 2 meters. The test results revealed that the IR transmitter achieved optimal detection performance at a distance of 1 meter, with significant degradation at greater distances. Conversely, the LDR sensor demonstrated 100% accuracy at a distance of 2 meters. The study concludes that the IoT-based AC control system designed not only enhances temperature management efficiency but also improves user comfort, with the potential for broader application in building management systems in the future
Implementasi Teknologi Interactive Projection Sebagai Media Tampilan Produk UMKM
To increase the attractiveness of promotion for small & medium enterprises, the use of exhibition booths is an effective tool to promote a product or service. With a limited booth size, it can limit the number of products or information that can be displayed. The number of participants at an exhibition makes booth owners have to compete hard to attract visitors\u27 attention. The use of immersive technology through interactive booths is an innovative solution that answers marketing challenges in today\u27s digital era. This study develops an interactive booth using Interactive Projection technology to create a new experience for visitors. This interactive booth creates an environment that seems real and allows visitors to interact directly with the product. Creating product information content that is presented in an interesting and interactive way can attract visitors\u27 attention. The Villamil-Molina method is used in development, where this method is one of the popular methods in multimedia software development. The stages of this method consist of: development, pre-production, production, post-production, and delivery. The results show that interactive booths can be used as a realistic and attractive small & medium enterprises product promotion media for visitors, and can increase engagement, and provide an immersive experience. This technology can be used as a promotional media, as well as supporting the introduction of modern technology to the wider community. Thus, interactive booths have the potential to be an efficient alternative solution for small & medium enterprises in strengthening their brands and expanding their market reach
Perancangan dan Implementasi Sistem Informasi Berbasis Website pada Toko Sembako Sayur Amanah
In the midst of the rapid development of digital technology, various business sectors, including the trade sector, have begun to adopt digital-based information systems to improve operational efficiency and effectiveness. Toko Sembako Sayur Amanah currently still relies on a manual system for recording transactions, managing stock items, and financial reporting using a cash book. This manual system causes the sales process to be inefficient, time-consuming, and prone to errors such as misrecording or data loss. In addition, the manual system is unable to meet the needs of customers who have limited time and makes it difficult to manage transactions and stock items effectively. To overcome these problems, this research aims to design and implement a website-based information system using the Waterfall method, which includes requirements analysis, system design, implementation, and system testing. Testing is carried out with a Black-box Testing approach to ensure the suitability of system functionality with predetermined needs. The test results show that the developed system has succeeded in increasing the efficiency of managing categories and goods by the admin and making it easier for customers to place orders and make payments online. This research is expected to be a reference for the development of similar systems in other grocery stores with the potential to increase competitiveness in an increasingly competitive market. As a follow-up, this research opens up opportunities for further development, such as integration with mobile applications or more sophisticated inventory management systems
Aplikasi Media Pembelajaran Sinau Basa Berbasis Android pada Mata Pelajaran Bahasa Jawa Kelas V
The alpha generation is the generation born in 2010 to 2025. The birth and growth of the alpha generation is surrounded by technology which results in dependence on smartphones. The development of technology also has its urgency in the field of education. The independent curriculum emphasizes teachers to be able to integrate technology with learning media in the process of teaching and learning activities. However, the problems that occur in schools, there are still teachers who have not utilized technology in the learning process, especially in Javanese language subjects. Teachers still use conventional methods and rely on textbooks which results in the lack of enthusiasm of students during the learning process. Therefore, an android-based learning media application was developed with the aim of becoming a creative and innovative teacher\u27s teaching media in delivering subject matter, supporting the independent learning process of fifth grade students of SD Negeri 2 Rajawana, and as a means of discussion between teachers and students. The system developer method used in developing this application is the Multimedia De-velopment Life Cycle (MDLC) which consists of 6 stages (Concept, Design, Material Collection, Manufacture, Testing, and Distribution). Based on black box testing, the Sinau Basa Learning Media Application can run smoothly according to its function on an Android Smartphone. Then, the N-Gain test results show a score of 64%. When referring to the value of g->56-75, it is included in the moderately effective category