Jurnal Teknik Informatika dan Sistem Informasi
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Pengukuran Layanan Sistem Informasi Akademik menggunakan Service Intelligence dan Control the Processing of Information
The development and use of information technology today cannot be avoided by most organizations, including one of the universities in Bandung. Universities have utilized information technology to support processes and activities that occur within universities, especially academic processes. Processes related to academics are supported by a new academic information system that has just been implemented, to complement the previous academic information system. In addition to the use of information technology at the university, information technology services are also an important part so that information technology can be provided according to user needs and affect user satisfaction. Analysis of the management of academic information system services needs to be done to find out services related to academic information systems and information systems according to user needs and can provide satisfaction to users, especially in the academic field. The analysis was carried out using the criteria on service intelligence and COBIT 5.0 DSS06.02 control the processing of information.Perkembangan dan penggunaan teknologi informasi saat ini tidak dapat dihindari oleh sebagian besar organisasi, termasuk salah satu perguruan tinggi di Bandung. Perguruan tinggi telah memanfaatkan teknologi informasi untuk mendukung proses dan kegiatan yang terjadi di dalam perguruan tinggi, khususnya proses akademik. Proses yang berkaitan dengan akademik didukung oleh sebuah sistem informasi akademik baru yang baru diimplementasikan, guna melengkapi sistem informasi akademik sebelumnya. Selain pemanfaatan teknologi informasi pada perguruan tinggi tersebut, layanan teknologi informasi juga menjadi bagian penting agar teknologi informasi dapat disediakan sesuai dengan kebutuhan pengguna dan berpengaruh terhadap kepuasan pengguna. Analisis terhadap pengelolaan layanan sistem informasi akademik perlu dilakukan untuk mengetahui layanan yang berkaitan dengan sistem informasi akademik dan sistem informasi tersebut sesuai dengan kebutuhan pengguna serta dapat memberikan kepuasan kepada pengguna khususnya dalam bidang akademik. Analisis dilakukan dengan menggunakan kriteria pada service intelligence dan COBIT 5.0 DSS06.02 control the processing of information
Klasifikasi Wilayah Potensi Risiko Kerusakan Lahan Akibat Bencana Tsunami Menggunakan Machine Learning
Indonesia is an archipelagic country with a long coastline where some areas are prone to tsunami waves which can result in land damage. Tsunamis occur due to earthquakes or volcanic eruptions under the sea that cause movement of the seabed and then create strong waves. The Special Region of Yogyakarta, precisely in Bantul Regency, is one of the areas that have a high risk of a tsunami disaster because the area is located in the expanse of the Indian Ocean which has quite impulsive plate movements. This study aims to find out information about the level of risk of land damage due to the tsunami using vegetation index data from OLI 8 Landsat imagery. Classification or prediction using the Artificial Neural Network (ANN) method. The vegetation index used is NDVI, NDWI, NDBI, SAVI, and MNDWI. The relationship between SAVI and NDVI has a positive correlation coefficient with the highest value of 0.962 where the potential risk of low damage is 0.933 and the potential risk of high damage is 0.856. Classification of potential areas of high risk of damage to tsunami land (High Risk) using the ANN method resulted in 7 villages with high risk. The ANN algorithm is the most accurate method for classification predictions between the Random Forest and SVM methods which get an accuracy of 95.45% and get a Kappa value of 86.08%. Spatial prediction using IDW produces a map of the distribution of the potential risk area for land damage caused by the tsunami.Indonesia is an archipelagic country with a long coastline where some areas are prone to tsunami waves which can result in land damage. Tsunamis occur due to earthquakes or volcanic eruptions under the sea that cause movement of the seabed and then create strong waves. The Special Region of Yogyakarta, precisely in Bantul Regency, is one of the areas that have a high risk of a tsunami disaster because the area is located in the expanse of the Indian Ocean which has quite impulsive plate movements. This study aims to find out information about the level of risk of land damage due to the tsunami using vegetation index data from OLI 8 Landsat imagery. Classification or prediction using the Artificial Neural Network (ANN) method. The vegetation index used is NDVI, NDWI, NDBI, SAVI, and MNDWI. The relationship between SAVI and NDVI has a positive correlation coefficient with the highest value of 0.962 where the potential risk of low damage is 0.933 and the potential risk of high damage is 0.856
Pengembangan Website untuk Menampilkan Harga Koin Kripto dengan Antarmuka Pemrograman Aplikasi
Cryptocurrency is one of the investment instruments and trading assets chosen by old and new traders today. Lots of people claim that the information from the platforms they use is just numbers or trivial information. However, many ordinary people who really need it are still confused about this information. In this study, an application programming interface was developed to help new traders using the instrument easier.Cryptocurrency adalah salah satu instrumen investasi dan aset perdagangan yang dipilih oleh trader lama dan baru saat ini. Banyak orang mengklaim bahwa informasi dari platform yang mereka gunakan hanyalah angka atau informasi sepele. Namun, banyak masyarakat awam yang masih bingung dengan informasi yang ditampilkan. Dalam penelitian ini, antarmuka pemrograman aplikasi dikembangkan untuk membantu trader baru menggunakan instrumen dengan lebih mudah
Klasifikasi Sampah Organik dan Non-Organik Menggunakan Convolutional Neural Network
Garbage is a unique problem in Indonesia. From ordinary waste to limited emergency plastic waste, Indonesia is the second-largest source of plastic waste in the world. Separate collection and disposal of waste is one way to reduce the waste generated by society and industry in Indonesia. Sorting out the types of waste is the first step before the recycling process. In the field of Computer Vision research, it is difficult to see the type and form of waste with a camera, therefore this study aims to overcome this problem by using Deep Learning technology which is expected to be implemented in the whole of Indonesia starting from some of the largest waste-producing cities. Deep Learning is a computer (AI) technique for learning like a human - with experiments being a Part of Machine Learning that can be used to classify images. The method used in this study uses the Convolutional Neural Network (CNN) method which can be used to detect and recognize objects in an image, which can be used to create an automatic waste classification system. Broadly speaking, CNN utilizes the convolution process by moving a convolution kernel (filter) of a certain size to an image, the computer gets new representative information from the results of multiplying that part of the image with the filter used. The test results show that the CNN method can classify inorganic waste with accuracy. 96% and organic waste with an accuracy of 62%.Garbage is a unique problem in Indonesia. From ordinary waste to limited emergency plastic waste, Indonesia is the second-largest source of plastic waste in the world. Separate collection and disposal of waste is one way to reduce the waste generated by society and industry in Indonesia. Sorting out the types of waste is the first step before the recycling process. In the field of Computer Vision research, it is difficult to see the type and form of waste with a camera, therefore this study aims to overcome this problem by using Deep Learning technology which is expected to be implemented in the whole of Indonesia starting from some of the largest waste-producing cities. Deep Learning is a computer (AI) technique for learning like a human - with experiments being a Part of Machine Learning that can be used to classify images. The method used in this study uses the Convolutional Neural Network (CNN) method which can be used to detect and recognize objects in an image, which can be used to create an automatic waste classification system. Broadly speaking, CNN utilizes the convolution process by moving a convolution kernel (filter) of a certain size to an image, the computer gets new representative information from the results of multiplying that part of the image with the filter used. The test results show that the CNN method can classify inorganic waste with accuracy. 96% and organic waste with an accuracy of 62%
Manajemen Risiko Pemasangan Wifi pada Perusahaan Telekomunikasi dengan Framework Risk Information Technology
In this research, an analysis of Wi-Fi products was carried out using Risk Framework, Information Technology (IT) Domain Risk Response, and decision tree method to determine decision making at the Telecommunication companies which occurs from January to September 2021. The Wi-Fi installation process was carried out to assess how far Telecommunication company had responded to problems related to IT risks. This analysis is carried out to help the Telecommunication company create a framework to respond to IT risks that have occurred, such as human risk errors, system disturbances, interference fromoutside parties, inventory control, as well as responding to problems related to IT risks such as problems related to possible risks to the system used. The goal is to provide recommendations to the company in accordance with the IT Risk Framework. Thedata sources are derived from a direct interview with the manager of the Telecommunication company and customer service data. The analysis refers to the process of installing Wi-Fi for the customers. Customer service data is analyzed using the Decision Tree in Weka. The results of the analysis are expected to support the Telecommunication company to be better inresponding and reacting to IT risk and incidents that have occurred, those that may occur at telecommunication installation.In this research, an analysis of Wi-Fi products was carried out using Risk Framework, Information Technology (IT) Domain Risk Response, and decision tree method to determine decision making at the Telecommunication companies which occurs from January to September 2021. The Wi-Fi installation process was carried out to assess how far Telecommunication company had responded to problems related to IT risks. This analysis is carried out to help the Telecommunication company create a framework to respond to IT risks that have occurred, such as human risk errors, system disturbances, interference fromoutside parties, inventory control, as well as responding to problems related to IT risks such as problems related to possible risks to the system used. The goal is to provide recommendations to the company in accordance with the IT Risk Framework. Thedata sources are derived from a direct interview with the manager of the Telecommunication company and customer service data. The analysis refers to the process of installing Wi-Fi for the customers. Customer service data is analyzed using the Decision Tree in Weka. The results of the analysis are expected to support the Telecommunication company to be better inresponding and reacting to IT risk and incidents that have occurred, those that may occur at telecommunication installation
Implementasi Advanced Encryption Standard 128 Sebagai Pengamanan Basis Data Obat-obatan Apotek
Confidentiality and data security are two important things in data communication as an effort to maintain the confidentiality and security of data, so this study aims to create a system that is used to increase the confidentiality and security of drug data at pharmacies by using Advanced Encryption Standard 128, where the algorithm cryptography Advanced Encryption Standard (AES-128) as the method to be used. Encryption testing is done by doing a comparison between manual calculations and the results of encryption on the system, besides that Blackbox testing is also carried out. Making this system is done by collecting data, designing a system with a database. The result of making the system is a webbased application that is used in the activities of pharmacists or pharmacy employees to input and manage drug data.Kerahasiaan dan keamanan data merupakan dua hal penting dalam komunikasi data sebagai upaya menjaga kerahasiaan dan keamanan suatu data, sehingga penelitian ini bertujuan untuk membuat suatu sistem yang digunakan untuk meningkatkan kerahasiaan dan keamanan data obat di apotek dengan menggunakan Advanced Encryption Standar 128, dimana Algoritma kriptografi Advanced Encryption Standard (AES-128) sebagai metode yang akan digunakan. Pengujian enkripsi dilakukan dengan melakukan perbandingan antara perhitungan manual dengan hasil enkripsi pada sistem. Pembuatan sistem ini dilakukan dengan mengumpulkan data, merancang sistem dengan database. Hasil dari pembuatan sistem adalah aplikasi berbasis web yang digunakan dalam kegiatan apoteker atau pegawai apotek untuk menginput dan mengelola data obat
Sistem Informasi Parenting Menggunakan Metode Design Thinking dan Personal Extreme Programming
Character education is a continuous process that requires a continuous process. The family environment is the first place for children to learn about character education. During their growth period, children will learn every basic behavior that is important for their life. Children's mental and emotional are strongly influenced by the ability and understanding of parents regarding parenting. Because of this, the role of parents is very important, but currently, most parents do not have the ability and understanding regarding good parenting according to the needs and development of children. Based on interviews conducted with 40 parents with children aged 0-6 years, 85% of them said that it was still difficult to know how to adopt an appropriate parenting style based on the age and development of the child's character. Seeing these problems, this research was conduct to develop the socio-emotional character of children by providing assistance, activity recommendations, and character development milestones based on the child's age. This research was conducted to provide recommendations for more personalized activities according to the needs of children. The research was conducted using the design thinking method to validate problems and solutions. By using the design thinking method, a validated solution can be formed because through each process it can be known what is the most pain (toughest problem) and most gain (biggest desire) from the customer regarding the problems experienced. These recommendations are then packaged in a software using a personal extreme programming approach.Pendidikan karakter merupakan proses berkelanjutan yang membutuhkan proses yang berlangsung terus menerus. Lingkungan keluarga merupakan tempat pertama seorang anak mendapatkan pendidikan karakter. Selama masa pertumbuhannya, anak akan belajar setiap dasar perilaku yang penting untuk kehidupannya. Mental emosional anak sangat dipengaruhi oleh bagaimana kemampuan dan pemahaman orang tua terkait pada pola asuh. Oleh karena itu, peranan orang tua sangatlah penting, namun saat ini kebanyakan orang tua belum memiliki kemampuan dan pemahaman mengenai pola asuh yang baik sesuai kebutuhan dan perkembangan anak. Berdasarkan wawancara yang dilakukan kepada 40 orang tua yang memiliki anak usia 0-6 tahun, 85% diantaranya masih kesulitan untuk mengetahui bagaimana pola asuh yang sesuai berdasarkan umur dan perkembangan karakter anak. Melihat adanya permasalahan tersebut, penelitian ini dilakukan untuk mengembangkan karakter sosio emosional anak dengan memberikan pendampingan, rekomendasi aktivitas dan milestone perkembangan karakter berdasarkan usia anak kepada orang tua. Penelitian ini dilakukan untuk memberikan rekomendasi aktivitas yang lebih terpersonalisasi sesuai kebutuhan anak. Penelitian dilakukan menggunakan metode design thinking untuk memvalidasi permasalahan dan solusi. Dengan menggunakan metode design thinking, solusi yang tervalidasi dapat terbentuk karena melalui setiap prosesnya dapat diketahui apa yang menjadi most pain (permasalahan terberat) dan most gain (keinginan terbesar) dari customer akan permasalahan yang dialami. Rekomendasi tersebut kemudian dikemas dalam sebuah perangkat lunak menggunakan pendekatan personal extreme programming
Implementasi Virtual Reality pada Game Edukasi Protokol Kesehatan
In the year of 2020 until now has been a tough year for almost all industries and the general public due to the coronavirus pandemic. However, the increase in cases per day illustrates that the community has not complied with health protocols optimally. The impact of the pandemic has increased gamers in Asia by more than 75%. With a positive impact on society, the role of games can be used as a medium for education. Virtual Reality will be implemented in the health protocol educational game to see the good role of virtual reality in educational game interactions. The implementation of Virtual Reality in the health protocol educational game is carried out using the GDLC (Game Development Life Cycle) approach with stages starting from initiation, pre-production, production, testing, and release. The results of the recapitulation of the questionnaire on the acceptance and satisfaction of the health protocol educational game application showed the results of 44,9.% strongly agree, 44,9% agree, 9,15% are neutral and 1% are not agree that the application has functioned well and can be selected as one of the learning media especially about health protocol to reduce the growth rate of people infected with the coronavirus.In the year of 2020 until now has been a tough year for almost all industries and the general public due to the coronavirus pandemic. However, the increase in cases per day illustrates that the community has not complied with health protocols optimally. The impact of the pandemic has increased gamers in Asia by more than 75%. With a positive impact on society, the role of games can be used as a medium for education. Virtual Reality will be implemented in the health protocol educational game to see the good role of virtual reality in educational game interactions. The implementation of Virtual Reality in the health protocol educational game is carried out using the GDLC (Game Development Life Cycle) approach with stages starting from initiation, pre-production, production, testing, and release. The results of the recapitulation of the questionnaire on the acceptance and satisfaction of the health protocol educational game application showed the results of 44,9.% strongly agree, 44,9% agree, 9,15% are neutral and 1% are not agree that the application has functioned well and can be selected as one of the learning media especially about health protocol to reduce the growth rate of people infected with the coronavirus
Perancangan Aplikasi Monitoring Kalori Sebagai Upaya Pencegahan Penyakit Diabetes Mellitus Berbasis Android
There are still many people who pay less attention to calories, both the amount of calorie needs of the body and the number of calories that have been consumed. One of the contributing factors is the difficulty of manually calculating the number of calories itself. Meanwhile, consulting with nutritionists is expensive.It's very risky for health. So made an application monitoring the number of calories. It applies goal directed design (GDD) method. In this study, usability test was conducted using 3 aspects of usability, namely effectiveness, efficiency, and satisfaction in accordance with ISO-9241-11 standard that produces effectiveness value of 97%, efficiency value of 66%, and satisfaction value of 86.75%. A total of 92.5% of respondents felt helped in calculating their calorie count. 97.5% of respondents felt more alert to diabetes after using the app, and 62.5% of respondents said that they would re-use the app for daily use in the future.There are still many people who pay less attention to calories, both the amount of calorie needs of the body and the number of calories that have been consumed. One of the contributing factors is the difficulty of manually calculating the number of calories itself. Meanwhile, consulting with nutritionists is expensive.It's very risky for health. So made an application monitoring the number of calories. It applies goal directed design (GDD) method. In this study, usability test was conducted using 3 aspects of usability, namely effectiveness, efficiency, and satisfaction in accordance with ISO-9241-11 standard that produces effectiveness value of 97%, efficiency value of 66%, and satisfaction value of 86.75%. A total of 92.5% of respondents felt helped in calculating their calorie count. 97.5% of respondents felt more alert to diabetes after using the app, and 62.5% of respondents said that they would re-use the app for daily use in the future
Pengembangan Aplikasi Mobile Pemesanan dan Pembayaran Makanan Berbasis Cloud Storage
Most dining place or restaurant generally still uses manual food ordering process, the service will come to the customer to ask for the food to be ordered. However, during this soaring covid pandemic, the owners are afraid of the spread through waiters who come to customers. For this reason, an application will be made that can provide self-service food orders by customers without having to interact with waiters. Most digitalization efforts only focus on the client aspect of the ordering process and not on the processing of those orders (in the kitchen). This research looks to give an alternative digital ordering system that is integrated with not only the process on the client side but also on the kitchen side.Most dining place or restaurant generally still uses manual food ordering process, the service will come to the customer to ask for the food to be ordered. However, during this soaring covid pandemic, the owners are afraid of the spread through waiters who come to customers. For this reason, an application will be made that can provide self-service food orders by customers without having to interact with waiters. Most digitalization efforts only focus on the client aspect of the ordering process and not on the processing of those orders (in the kitchen). This research looks to give an alternative digital ordering system that is integrated with not only the process on the client side but also on the kitchen side