Journal of Informatics And Telecommunication Engineering
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    373 research outputs found

    Performance Analysis of 10 Mbps Wireless Iconnet in Perumahan Bumi Mi’raj

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    The Internet has become a basic need for every human being in carrying out his activities. To find out the quality of the internet network, a measurement called the Quality of Service is needed. Quality of service measurement can help in evaluating the performance of internet network providers. Data collection was carried out by monitoring while using YouTube and conducting video meetings using the Zoom application using the Wirleshark software with a viewing time of 30 minutes using the 10 Mbps Iconnet package. The number of users of the Iconnet internet network in this study amounted to 5 users. The data collected in this study were processed using QUALITY OF SERVICE parameters such as throughput, packet loss, delay, and jittler. Then an analysis was carried out by comparing the data obtained with the TIPHON standard. Data collection was carried out at Bumi Mi'Raj Housing, Jalan Bangau Sakti, Pekanbaru City. The results of the 10 Mbps iconnet network research have a very good delay value with an average of 21.75 ms and a very good packet loss with an average of 0.46%. The jitter parameter is in the good category with an average of 24.80 ms and the throughput parameter is in the bad category with an average of 258 kbps. The use of the 10 Mbps iconnet network can be used to play Youtube videos with 360p quality resolution with a total of 5 users. The more users of the 10 Mbps iconnet network, the effect will be a decrease in the quality of the Quality of Service parameter. The use of the iconnet network is better used on the slowest walk than on the slowest time

    Analysis of The Multilayer Perceptron Algorithm on Twitter User’s Sentiment Towards The COVID-19 Vaccine

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    The World Health Organization (WHO) declared COVID-19 a global pandemic due to its rapid spread and infection of people worldwide. The emergence of COVID-19 vaccines has garnered both support and rejection from the public. Some people support the vaccines, while others remain cautious, even though the government provides them for free. The procurement of coronavirus vaccines has generated diverse opinions in society. COVID-19 vaccines have become a trending topic on social media, particularly on Twitter. This research aims to explore public opinions on the COVID-19 vaccine. The methods used in this study include data collection, text preprocessing, TF-IDF, multilayer perceptron algorithm, and testing with confusion matrices. Out of a total of 228,208 positive, negative, and neutral opinions from Twitter users about the COVID-19 vaccine, with a training-to-testing ratio of 90% to 100%, the model will learn more by using a large amount of training data. The performance results of this research obtained the highest accuracy of 81.2%, precision of 83.8%, and recall of 71.2%. The results of sentiment analysis can be seen in the public opinions on the COVID-19 vaccine, which are divided into three categories: 35% positive opinions, 16.3% negative opinions, and 48.7% neutral opinions. The word cloud results show that positive opinions revolve around three topics: availability, cost, and dosage. Negative opinions from Twitter users about the COVID-19 vaccine focus on two main issues: vaccine side effects and deaths. Neutral opinions cover three topics, including dosage, availability, age, and expiration dat

    Optimizing Blockchain Network Creation: Automation with Ansible on Private Blockchain Hyperledger Fabric Using Simplified RAFT Consensus Method

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    In the rapidly evolving world of blockchain technology, efficient and reliable blockchain network creation poses a significant challenge. Manual processes in blockchain network setup often consume time, are prone to errors, and difficult to maintain. This research aims to optimize the creation of blockchain networks by leveraging Ansible automation tools on private blockchains using Hyperledger Fabric and implementing a simplified RAFT method. The approach involves configuring blockchain infrastructure with Ansible and integrating the simplified RAFT method into the private blockchain network. The test results demonstrate that the proposed approach significantly reduces the time required for blockchain network creation. In testing with a 92 Mbps internet connection, the time needed to create a blockchain network with 1 orderer and 1 peer with 44 connected channels, ready for transactions, was successfully reduced from 102.6 minutes to only 51.4 minutes. Moreover, the Ansible automation approach reduces the risk of errors and simplifies network maintenance. In conclusion, this research confirms the effectiveness of the proposed approach in optimizing the blockchain network creation process, reducing the required time, and enhancing efficiency and ease of maintenance. The proposed solution provides a valuable contribution to the development of efficient private blockchain infrastructure while minimizing errors and increasing flexibility

    Application Of The Backpropagation Method For Digital Image Feature Extraction On Coffee Fruit Classification

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    The background of this research is that the process of classifying the types of coffee beans is still carried out conventionally and has not been computerized, that is, the classification of coffee beans is still based on experience, color and shape of the coffee beans. Of course, this takes a long time and errors often occur, so this research can help classify coffee cherries using the Backpropagation method quickly. The purpose of this study was to produce a system for applying the backpropagation method for extracting digital image features in the classification of coffee cherries, a system built using MATLAB software. In the results of the coffee fruit classification program with the Backpropagation algorithm that is matched in excel, results are obtained for an accuracy of 72% for 100 training data and results for an accuracy of 85% for 10 test data for manual calculations, results are obtained from the Performance Model Using the Confusion Matrix in training data obtained an accuracy of 72% and testing 85% of each of the 2 different types of coffee cherries

    Development of Interactive Learning Media in Computer Subjects and Basic Networks in Vocational High Schools

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    The use of technology in the educational process is one of the aspects that influence or help fulfill a quality learning process in an effort to achieve educational goals. If the use of this technology is not carried out, there will be many difficulties encountered in the learning process which are given directly by the teacher. This will affect many aspects, such as the teacher's explanation which is difficult to accept and understand and the lack of concentration of students during the learning process because the media provided is monotonous. This study aims to develop learning media and produce valid, practical, and effective media in the subject of Basic Computers and Networks for class X Computer Engineering and Basic Networks at YAPIM Vocational School. The method used in this study is the Research and Development (R&D) method, with a four-D development model. The results obtained from this study are web-based interactive learning media. Based on the results of the study it was concluded that the developed media was declared valid on the media aspect of 86%, the material aspect with a yield of 96%. The developed media is practical with the practicality value of the teacher's response with a result of 97.92% and the student's response is 88.29%, and the resulting web-based interactive learning media is effectively used with the posttest results seen from the students' classical completeness of 100% and the gain score of 0.50 in the moderate category

    E-Culture Design in Batubara District by Implementing Web-Based Crowdsourcing Methods

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    The development of technology today is very rapid and makes it easier for humans to access various information that they want to know by using technology in the form of the internet. E-Cultural is a cultural digitization system that utilizes internet technology to increase efficiency in the field of culture, especially in terms of documentation, dissemination of information as well as knowledge of elements of culture. At this time, web-based information regarding tourism and culture of Batubara Regency is not yet available, the public can only introduce it through social media such as Facebook, Instagram and other media. Lack of legal media at the Batu Bara District Youth, Sports and Culture Service and Tourism to promote tourism and culture in the Batubara District. This prompted the author to create a legal system so that the Batubara Regency Cultural Sports Youth Service can promote tourism and culture by involving the global community. Therefore, this research uses the crowdsourcing method, namely that there is unlimited involvement and regardless of background for everyone who wants to make a contribution, whether paid or free. In the system that I will create, the global community can play a role in updating data or information on the website as well as using the waterfall development method, namely analysis, design, implementation and testing. The results of the development of E-Culture in Batubara Regency using the crowdsourcing method have had a good impact, by making it easier for the local community to promote culture and tourism in their are

    Performance Analysis of the WDM Schemes for RoF System with Various Bit Rate

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    Communication that combines the methodologies of the two communications can be considered as communication fiber optic communication and can be used in communication systems and wireless. The integration of optical and wireless networks can function to increase mobility and capacity as well as reduce costs in access networks. Radio over fiber (RoF) can be a solution for many problems because it can control many base stations (BS) connected to a central station (CS) with an optical fiber. The high bit error rate (BER) and low Q factor value are caused by the Rof signal head received in low quality, so the receiver may not operate on high data speed networks. The solution to different signal problems and can be done with single mode fiber is the Wavelength Division Multiplexing (WDM) network. BER must be reduced to a guaranteed value, and the Q factor must be increased. WDM-RoF probes with different fiber lengths at various channel distances will be: simulated using Optisystem software, and the performance of the RoF receiver is measured and analyzed depending on the obtained BER, Q-factor value, and eye aperture height. The effects of degradation factors such as attenuation and dispersion are very limited with the addition of EDFA amplifier to Single Mode Fiber (SMF). The higher the bit rate of a communication system, the lower the performance of the system. In this study, analysis of the WDM-Rof system with bit rate variations was carried out to determine the bit rate value that still met the standard. From the simulation results, the Q-Factor and BER values at a bit rate of 11 Gbps do not meet the standards, i.e 4.50508 and 2.5390e-006. &nbsp

    The Selection of the Best Water Attractions Using the SMART Method in Pematang Siantar

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    Di Pematangsiantar objek wisata air tempat rekreasi bermain air yang menjadi perhatian dan daya tarik pengunjung, Tempat rekreasi ini terletak di beberapa daerah kecamatan kota Pematangsiantar. Keunggulan dari setiap tempat objek wisata air tersebut memiliki perbedaan, mulai dari fasilitas, keamanan, jarak, kebersihan dan biaya harga tiket. Berdasarkan perbedaan ini, maka ini dijadikan sebagai bahan dasar dibuat menjadi alternatif untuk mencari informasi tentang kawasan objek wisata air. Dengan tujuan agar penelitian ini dapat memberikan keputusan terbaik bagi pengunjung nantinya untuk dapat mengetahui informasi tentang tempat objek wisata air yang layak dikunjungi. Ada 11 tempat objek wisata air yang diambil untuk bahan yang dijadikan sebagai alternatif salah satunya adalah Water Park Bahsorma, Water Park siantar, Water Park Martoba, Water Park Marihat, dan Water Park Indah Karangsari. Dimana pengambilan pendukung keputusan terbaik dihitung menggunakan metode SMART (Simple Multi Attribute Rating Technique), Hasil perhitungan pengambilan keputusan yang terbaik adalah sebagai rekomendasi wahana tempat  objek wisata air yang akan dikunjungi dengan menerapkan metode SMART,  maka hasil yang diperoleh adalah alternatif Water Park Siantar Matoba dengan nilai 0,25 sebagai Alternatif terbaik pada urutan pertama, sedangkan objek wisata air Water Park Bahsorma dengan nilai 0,23 merupakan alternatif yang berada pada urutan kedua sebagai rekomendasi objek wisata air yang paling banyak dikunjungi oleh wisatawan local maupun luar daerah kota Pematangsiantar

    Webcam-Based Physical Distancing Prototype to Calculate Real-Time Distance by Applying Euclidean Distance

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    The Covid-19 virus has spread rapidly in Indonesia in recent years, significantly increasing the number of victims in the community. However, there is a lack of warnings for violators of physical distancing. This study aims to create a system as a solution to overcome the problems of implementing physical distancing protocols. Image capture media in the form of cameras were used to monitor human objects in crowded situations by tracking the movement of objects at regular physical distances. In this study, computer vision, image processing, and pattern recognition were used to construct the distance measurement between humans. Using a webcam by applying the Euclidean Distance and Haar Cascade methods, this system is intended to determine the distance between human-made objects. The results demonstrated that a digital image system employing the Haar Cascade and Eucludien Distance methods could make it easier to control the gathering point in a given area. Researcher has developed a software usage assistance feature for use with this application. Based on the findings of the study, the accuracy of this system was evaluated using 100 trials, with a succes rate of 100% since the system resulted correct notification in all trials. In addition, this digital image system is anticipated to assist developers and the general public in controlling gathering locations that do not adhere to established health protocols, allowing violations of physical separation to recognize their errors when captured on camera immediately

    Video Game Success Using D&M among Batam Consumers

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    This study aims to understand how to answer the success of video games on user satisfaction and use the research method DeLone and McLean Information Systems Succes Model on quantitative research. And it can be useful for the public to add new insights and for game developers to know the factors that influence user satisfaction in determining the success of online video games. The variables in this study are Perceived Enjoyment, Perceived ease of use, Perceived System quality, Perceived Service Quality, Satisfaction, and Continuance intention and population in Batam community, analysis using SPSS and AMOS. This research implies that game developers need to pay attention to and improve the quality of services provided to users to increase user satisfaction.   &nbsp

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    Journal of Informatics And Telecommunication Engineering
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