JTIM : Jurnal Teknologi Informasi dan Multimedia
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Perancangan Aplikasi Pemantauan Aktivitas Fisik Mobile Berbasis User-Centered Design
Physical activity monitoring is an important aspect of maintaining health and fitness. With increasing awareness of the importance of a healthy lifestyle, many people are trying to be more physically active. Although many health apps offer physical activity monitoring features, not all apps are designed with user comfort and needs in mind. This study aims to design and evaluate a prototype of a mobile-based health app user interface that emphasizes comfort in physical activity monitoring, using a User-Centered Design (UCD) approach. This approach places the user at the center of the entire design process, ensuring that the design aligns with users\u27 actual preferences and needs. The research methodology includes stages of understanding the user context, identifying user needs, designing the interface (wireframes and user flow), and evaluating the design through A/B testing conducted internally or preliminarily, without involving external respondents. The results of the study indicate that design version B is superior to version A in terms of ease of use and user engagement, as evidenced by a 67.86% increase in interaction and a 71.43% increase in feature usage, based on quantitative metrics such as task completion count and average interaction time measured through internal task scenario simulations. Version B features a more modern appearance and simple, clear navigation. These findings underscore the importance of applying UCD principles in the development of effective and efficient health application interfaces. A better design can encourage user engagement in monitoring physical activity. The application, once designed, not only meets current user needs but also has a strong foundation for future development requirements
Perancangan Proyek Sistem Informasi Penjualan Printer dan Sparepart berbasis Web Menggunakan Work Breakdown Structure
In the era of rapidly developing information technology, CV. Shaqi Multi Solusi as a business entity engaged in the sale of printers and spare parts, the problems currently faced are difficulties in monitoring, managing stock of goods, inefficiency of the information system used in the sales process and currently the business process is still running manually, where customers must come directly to the store or make an appointment with the store owner to make a sales transaction. From these problems, a web-based sales information system was created which was developed with the PHP programming language and for the design of system development using the Software Development Life Cycle (SDLC) model to facilitate the planning and creation of the system. This study produces a web-based printer and spare part sales information system application that can facilitate the process of managing customer data, managing stock data and sales so that it is more effective and efficient in the sales process and based on the results of system testing, the system can run well according to expectations (valid)
Implementasi Data Mining dalam Menentukan Prediksi Status Resiko Persalinan pada Ibu Hamil menggunakan Algoritma C4.5
High-risk of pregnancy refers to a situation where pregnancy will have a negative impact on the safety of the mother and baby. Since the beginning of pregnancy, high-risk pregnancy can be predicted by various factors such as the physical and psychological condition of the pregnant woman, nutritional intake, and congenital diseases. According to WHO, Indonesia ranks 5th in premature birth rates with 675,700 babies and this figure is 15.5% of the total birth rate in Indonesia. Estimates of high-risk pregnancies can be observed from patient medical record data, in this case, pregnancy data from pregnant women. Data that is processed into knowledge can be processed through the data mining process. The main objective of this study is to determine how data mining is implemented in determining the prediction of the birth process in pregnant women using the C4.5 algorithm. This research can provide knowledge about the combination of the Two Crows model and the C.45 algorithm to predict the risk status of childbirth in pregnant women. The C.45 algorithm is one of the most popular prediction techniques because it is easy for humans to interpret. The data analysis technique in this study uses the Two Crows model which is a development of the CRISP-DM model. The flow of the Two Crows model includes Understanding Business Problem, Building Data Mining Database, Data Explore, Prepare Data For Modeling, Building Model, and Evaluate Model. The data taken is examination data on pregnant women at the Health Center. Based on the results of the study, it was found that the highest root of the application of the C4.5 algorithm is in the height variable. The evaluation was carried out using a confusion matrix. From the evaluation results, it was found that the accuracy value reached 98.44%, the precision value reached 96%, and the recall value reached 100%
Implementasi Machine Learning untuk Mendeteksi Penyakit Katarak menggunakan Kombinasi Ekstraksi Fitur dan Neural Network Berdasarkan Citra
According to data from the World Health Organization (WHO), more than 1.3 billion people worldwide experience visual impairments, with Cataracts being one of the main causes. Cataracts are an eye condition characterized by clouding of the lens, which can lead to blindness if left untreated. This study aims to accurately detect Cataracts using a combination of feature extraction and neural networks, utilizing digital fundus images. The Dataset used consists of 600 fundus images divided into 80% for training and 20% for testing. The feature extraction process is performed to identify distinctive characteristics of the images relevant to Cataract diagnosis. These features are then analyzed by a neural network to recognize patterns indicative of Cataracts. To optimize performance, this study implements a hypertuning process. Before tuning, the initial model achieved an accuracy of 0.83, with precision, recall, F1-score of 0.83, and an AUC of 0.92. After four stages of hypertuning, the model’s performance improved progressively. The first tuning achieved an accuracy of 0.85, with precision, recall, and F1-score of 0.85, and an AUC of 0.93. In the second tuning, accuracy increased to 0.88, with precision of 0.87, recall of 0.88, F1-score of 0.87, and an AUC of 0.93. The third tuning maintained an accuracy of 0.88, with precision improving to 0.90, recall at 0.87, F1-score of 0.88, and an AUC of 0.94. The fourth tuning delivered the best results, with an accuracy of 0.90, precision of 0.92, recall of 0.89, F1-score of 0.90, and an AUC of 0.94. These results demonstrate that the hypertuning process plays a significant role in improving model performance
Segmentasi Hotel di Lombok Menggunakan Metode Klasterisasi Berbasis Harga, Fasilitas, dan Jarak Lokasi
Lombok is one of Indonesia\u27s premier tourist destinations, experiencing significant growth in the tourism sector. The increasing number of visitors has directly impacted the hospitality industry, resulting in a wide variety of hotels with diverse characteristics based on price, rating, and customer reviews. This diversity poses a challenge in effectively understanding hotel market segmentation. This study aims to cluster hotels in Lombok using clustering techniques to gain deeper insights into hotel segmentation patterns. The research employs the K-Means Clustering algorithm within the CRISP-DM framework, which includes the phases of Business Understanding, Data Understanding, Data Preparation, Modeling, Evaluation, and Deployment. The dataset comprises attributes such as nightly price, hotel rating, and the number of reviews, all collected from online platforms. The effectiveness of the clustering process is evaluated using the Silhouette Score metric. The results show that the K-Means algorithm delivers the best performance, with a Silhouette Score of 0.9042 (90%), indicating well-defined and distinct clusters. Therefore, K-Means Clustering is recommended as the most effective method for grouping hotels based on the attributes used in this study. This research provides valuable insights into hotel segmentation patterns in Lombok and can serve as a reference for hospitality industry stakeholders in formulating more targeted marketing strategies and business decisions. Future research may consider incorporating additional attributes such as geographic location and tourist seasons to enhance the clustering quality
Pengenalan Bahasa Isyarat Hijaiyah: Augmentasi Data dengan EfficientnetB7
Sign language plays an important role as the primary means of communication for individuals with hearing impairments. This study aims to improve the accuracy of hijaiyah sign language detection through the application of the EfficientNetB7 architecture and data augmentation tech-niques. The method used, namely the EfficientNetB7 algorithm, was chosen as the base model be-cause of its ability to balance high accuracy with optimal resource utilization by performing data augmentation with rescale, shear, zoom, rotation, and flip horizontal techniques applied to enrich the variation of the original dataset of 6,811 images to 105,615 images. The experimental results show that the combination of EfficientNetB7 and data augmentation produces 99% accuracy on the test data, with consistent performance seen from the confusion matrix and accuracy loss graph for 50 epochs. This study proves that this approach not only improves model generalization but also reduces the risk of overfitting, thus potentially supporting social inclusion through efficient and reliable technology
HABERTAN: Game Petualangan 3D Dengan Tema Pemilahan Sampah Sebagai Upaya Pendekatan Inovatif Untuk Pengenalan Lingkungan
The increasing awareness of the importance of maintaining forest cleanliness as a primary ecosystem is becoming more urgent, especially in remote areas with limited deep socialization. This research aims to develop an innovative game titled "HABERTAN" focusing on waste sorting in forest areas to raise public awareness of the waste present in the forest. By utilizing a 3D model for visual assets with stages of 2D sketch, 3D modeling, UV Mapping, and Texture Baking. The development of this game is conducted using the Analysis, Design, Development, Implementation, and Evaluation (ADDIE) method. The ADDIE method is used to ensure a systematic game development process, starting from needs analysis to performance evaluation. The goal of this game is to provide players with an interactive experience that not only entertains but also provides a deep understanding of the impact of waste on forest sustainability. The game "HABERTAN (Let\u27s Clean the Forest)" is designed to provide players with a fun and educational learning experience. The results of the development of this game show that "HABERTAN" provides a unique experience for players, with the ability to learn while playing. It is hoped that this game can be an effective tool in raising public awareness of the importance of maintaining forest cleanliness, especially in the context of waste sorting. Through this innovative approach, it is hoped to encourage active participation from the community in preserving forests as extremely valuable natural resources
Klasifikasi Gizi Lansia Menggunakan Metode Naïve Bayes Classifier
Elderly people are a group that is vulnerable to experiencing various problems in terms of nutrition and health caused by changes in eating patterns. Nutritional status affects the independence of an elderly person, where good nutritional status means less dependence on other people and vice versa. It is necessary to treat malnutrition or malnutrition as early as possible, one of which is by having an elderly posyandu. Posyandu for the elderly as a community service provides services and assistance in special health for the elderly, by regularly recording, controlling and reviewing the medical records of the elderly in a document. The data processing method in this research uses the Naïve Bayes method, where the data used comes from the medical records of the elderly and then used as a reference as to whether the elderly have good nutrition or are malnourished and require further action. Medical record documents play an important role in posyandu services for the elderly, so that medical record documents should be digitally based and systematic in recommending the nutritional status of the elderly. The Naïve Bayes algorithm is an algorithm that can help in classifying data in diagnosis using criteria for the condition of elderly patients. Naïve Bayes also has precise accuracy when implemented in applications that have databases with large data and makes it easier for users to interpret the results. This is proven by this research which produces an accuracy value of 91% with the data used as a sample of 110 elderly patients. The system design aims to help users as posyandu cadres in knowing whether the condition of the elderly is good, whether the elderly are at risk of malnutrition and provide treatment that is appropriate to the condition of elderly patients as well as assisting the Posbindu PTM in transforming documents into computerized ones
Aplikasi Jadwal Pintar Berbasis Gamifikasi untuk Optimalkan Produktivitas Waktu bagi Mahasiswa
Time productivity is a significant challenge for students in the digital age, where they often struggle to manage their time effectively, which can impact their academic performance and life balance. This study aims to develop and test a "Gamification-Based Smart Schedule Application" designed to enhance students\u27 time productivity through an engaging and interactive approach. The research method employs an experimental quantitative design, encompassing needs analy-sis, design, development, and evaluation of the application with gamification elements such as leaderboards and Experience Points (XP). The application was tested with 30 students from vari-ous departments at Institut Bina Sarana Global, with data collected through pre-test and post-test questionnaires. A paired t-test was used to analyze the data and compare the mean scores of pre-test and post-test to identify significant differences in time productivity, time management, timely task completion, and student motivation. The results indicate that gamification elements positively contribute to user engagement and adherence to schedules, with significant im-provements in all measured aspects. Statistical analysis shows that the application is effective in helping students optimize their time productivity. Data analysis from the pre-test and post-test of 30 participants reveals an average score increase of 9.4 points (p < 0.05) after using the applica-tion, reflecting its effectiveness in improving time management and timely task completion. The Gamification-Based Smart Schedule Application offers an innovative solution to the time man-agement issues commonly faced by students, and the study highlights the significant potential of using gamification in educational contexts to enhance engagement and learning effectiveness
Penerapan Jelajah Kampus Virtual dalam Meningkatkan Pengalaman Orientasi Mahasiswa Kelas Karyawan Jakarta Global University
New employee class students frequently encounter substantial challenges in attending on-campus orientation sessions, such as time constraints, geographical barriers, and financial burdens. This study investigates the effectiveness of implementing a virtual campus tour application in assisting new employee class students at Jakarta Global University to better acquaint themselves with the campus and prepare for academic life. By leveraging technologies such as 3D mapping, 360-degree panoramic photography, and virtual reality (VR), the virtual campus tour provides an immersive and flexible experience, allowing students to explore various campus facilities at their convenience and from any location. The development method used is Multimedia Development Life Cycle (MDLC), which encompasses needs analysis, conceptualization, design, material collection, assembly, testing, and distribution. The application underwent black box testing to ensure functionality, while student perceptions were assessed through a structured questionnaire. The research results indicate that the majority of respondents, with an average positive rating of 86.3%, agree that virtual campus tours are an innovative solution that should be adopted by universities to overcome the limitations of traditional campus orientation activities