JOINCS (Journal of Informatics, Network, and Computer Science)
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    80 research outputs found

    Implementation of User Experience (UX) Design on Library Website: Implementasi Desain User Experience (UX) pada Website Perpustakaan

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    The management of libraries in Indonesia is generally still done manually, leading to several issues such as inaccurate book inventory data and unclear transaction processes. The aim of this research is to design a web-based library information system using the User Experience (UX) concept, which will provide ease of use for users by focusing on effectiveness, efficiency, and satisfaction. This concept involves four stages: analysis, design, implementation, and evaluation. During the analysis stage, data collection is carried out through observation, interviews, and the distribution of questionnaires to understand the needs of the members. Next, the system is designed to meet the needs of both the members and the management. After that, usability testing is conducted to evaluate the effectiveness, efficiency, and user satisfaction with the system. The testing involved 15 members and library staff. The results showed that in terms of effectiveness, all tasks were above the average completion rate. In terms of efficiency, the product usage time was satisfactory, and in terms of satisfaction, using the UEQ (User Experience Questionnaire) showed good to very good results. Therefore, the library system can be used by library members to support their library activities

    Design And Construction Of Shuff Photo Studio E-Booking Application Based On Responsive Web: Rancang Bangun Aplikasi E-Booking Shuff Photo Studio Berbasis Web Responsif

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    Penelitian ini membahas sistem e-booking yang diimplementasikan oleh Shuff Photo Studio sebagai solusi modern dalam manajemen reservasi, memungkinkan pelanggan untuk melakukan pemesanan kapan saja tanpa batasan waktu. Sistem e-booking ini memungkinkan pelanggan untuk memilih waktu dan jenis layanan yang diinginkan, serta memproses pembookingan menggunakan database MySQL yang menyimpan informasi reservasi secara aman. Metode yang digunakan menggunakan metode Waterfall. Setiap pemesanan ditindaklanjuti dengan konfirmasi melalui email atau pesan. Penelitian ini bertujuan untuk memudahkan pelanggan dalam melakukan reservasi, sistem ini juga mempermudah Shuff Photo Studio dalam mengenalkan produk dan layanan mereka, serta menyediakan proses transaksi yang efisien.   Kata kunci: Database, E-booking, Web Responsiv

    Performance Analysis of Virtual Tour Navigation Guides for Landmark Recognition: Analisis Performa Panduan Navigasi Pada Pengenalan Ruang Berbasis Virtual Tour

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    Abstract. Virtual Tour Navigation should make it easy for beginners to find all the places in the virtual environment and allow them to remember or gain landmark knowledge about the virtual environment being explored. Navigation guides help novices to find and reach locations quickly, but the use of guides can reduce the acquisition of spatial knowledge because users are less active in encoding the environment into spatial working memory. Generally, users can move between locations using navigation arrows on the virtual tour. All navigation arrows are displayed to be able to move throughout the room according to the user's wishes, which we call non-linear or free navigation. This causes beginners to get lost and fail to find all locations. This research proposes a user guide in Virtual Tour by limiting user exploration. User exploration can only be done linearly where certain navigation arrows appear gradually every time a room is found. To prevent users from getting lost, navigation arrows are coloured differently when heading to locations they have already visited. This research was applied to virtual tours based on 360 panoramic photos. The test results showed that virtual tours that used linear navigation guides obtained faster completion times than virtual tours with non-linear navigation. In testing landmark knowledge, there was no significant difference between linear and non-linear virtual tours. This shows that the guidelines proposed by the researchers do not cause a decrease in spatial learning outcomes and still provide advantage in navigation time

    Decision Support System For Performance Assessment Of Village Equipment Using Hybrid Multi Criteria Decision Making (MCDM) Method Between AHP And TOPSIS (Bringin Village,Juwana Pati): Sistem Pendukung Keputusan Untuk Penilaian Kinerja Peralatan Desa Dengan Metode Hybrid Multi Criteria Decision Making (MCDM) Antara AHP Dan Topsis (Desa Bringin, Juwana, Pati)

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    The Village Apparatus is a staff element that assists the Village Head in policy formulation and coordination, which is organized in the village secretariat and supporting the Village Head's duties in implementing policies, which are organized in the form of technical implementers and territorial elements. However, in reality, the performance of village officials in Bringin Village, Juwana Pati is still lacking and needs to be addressed in order to be optimal. Interviews conducted with the village head of Bringin, Juwana Pati said that the performance of village officials is still not considered optimal and good in a stable manner, so an evaluation is needed in the performance of village officials in Bringin Village, Juwana Pati. Therefore, a system is needed to evaluate, assess, and improve the performance of village officials in Bringin Village, Juwana Pati. The purpose of this study is to determine the results of the implementation of the Hybrid AHP and TOPSIS methods on a decision support system in helping the village head to conduct performance appraisals on village officials in Bringin Village, Juwana Pati. The system development method used is waterfall. The results of the implementation of the two methods concluded that the system built has been able to produce recommendations for determining the performance appraisal of village officials and meet functional needs. This shows that the AHP and TOPSIS methods can be used to solve problems related to determining the performance assessment of village officials by producing the best alternative based on the highest/largest preference value

    Design of "VERB-ING FOR FUN" Learning Media For Student 4th Class Primary School : Perancangan Media Pembelajaran "VERB-ING FOR FUN" Untuk Siswa Kelas 4 Sekolah Dasar

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    Abstract. MI Al-Ihsan Sidoarjo is a madrasa school located in Sidoarjo, East Java. However, the teachers there still rely on textbooks and question sheets for their teaching methods, and do not have projectors to use PowerPoint as another teaching method, which often causes students to not understand the essence of the lessons being delivered, due to the detailed delivery of the material. With these considerations in mind, the researcher solved the problem at MI Al-Ihsan by creating an interactive learning media application called "Verb-ng for Fun" specifically for English lessons which can be accessed using a computer in the lab, so that it can be used by MI English teachers. Al-Ihsan as a supporter for delivering lesson material. In designing it, the researcher studied the English teacher at MI Al-Ihsan and used the material in the textbook as application design material. The researcher aims to use the ADDIE method as a reference for designing interactive learning media applications that will be created. It is hoped that the design of this application can be used to improve students' understanding of English lessons

    Learning Fun With Games Kahoot For Elementary School Students Grade 1

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    Teaching and mentoring students in grade 1 SD is a big challenge for teachers. These constraints are felt by the teacher during the learning process. The difficulty in organizing students to follow and understand the lessons given so that not a few teachers use unique media so that students can be interested in the material that has been given. One example of manual learning media that teachers do in introducing letters, numbers, and objects is still using stickers or objects sold in the market. manual learning is good enough, but it does not rule out boredom and lack of responsiveness from students. The development of technology today is very good and has even become something that is very much needed, be it the use of social media, games, or other things. One of the features that kids usually like is Games. Therefore, I try to be able to combine the use of technology, especially learning media by using a laptop or headphones to make quizzes or games with the theme of learning using Kahoot to help teachers provide learning with unique media that students like and like. make students more interested and more creative in the learning process

    Information System of Staple Material Sales in Website-Based Online on Tulangan Market (Case Study: Pak Latief's Shop) : Sistem Informasi Penjualan Bahan Pokok pada Pasar Tulangan secara Online Berbasis Website (Studi Kasus : Toko Pak Latief)

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    Developments in the economic sector so far have had quite rapid consequences in the business world, this has resulted in differences in sales at the market level. The market itself is a meeting place for buyers and sellers to make buying and selling transactions of goods or services. Tulangan Market is a traditional market located in the District of Tulangan, Sidoarjo Regency, East Java Province. In the Reinforcement Market there are several types of sellers such as retail traders, wholesalers and kiosks which are scattered in almost all corners of the market. The Tulangan market is also not much different from markets in general which sell daily needs such as food ingredients in the form of fish, fruit, vegetables, eggs, meat, cloth, electronic goods, services, etc. Besides that, it also sells traditional cakes and other Indonesian food. Not all traders in the Reinforcement Market can carry out the buying and selling process freely, especially during erratic rainfall. This creates problems in the sales process factors for traders. After knowing this problem, the author wishes to help traders who do not have their own trading area so that they can run their business stably and smoothly. With the current rapid world of technology, the authors hope that traders can use web pages that are familiar to many people to alleviate their problems through the "Website-Based Market Information System Case Study of the Sidoarjo Tulangan Market"

    User And Bandwidth Management Using Mikrotik Hotspot At State Vocational School 5 Waingapu: Manajemen Pengguna dan Bandwidth Menggunakan Hotspot Mikrotik Pada Sekolah Menengah Kejuruan Negeri 5 Waingapu

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    The use of the internet in schools is very helpful for teachers, staff and students, the internet is an important need for most adult people, they even regard the internet as a basic daily need that must be met, such as at SMK Negeri 5 Waingapu. The use of the internet in schools is very helpful for teachers, staff and students. State Vocational High School 5 Waingapu uses an internet service provider (ISP) sourced from KOMINFO Bakti as internet access with a total bandwidth of 2 Mbps with an average user of 15 clients. The distance to access the internet network on WIFi is 20 meters, but there is still no good management of network usage so that when accessing the internet, many users (clients) often experience interference. One form of utilizing wireless technology is a hotspot. The development method used in this research is to develop a hotspot network at SMK Negeri 5 Waingapu using the Network Development Life Cycle (NDLC) model which is used as the overall development method in developing or designing computer network systems. By implementing bandwidth management using a hotspot router proxy at SMK Negeri 5 Waingapu and testing it using a speedtest before implementation, namely a download speed of 4.55 and an upload speed of 1.09. And after the implementation of bandwidth management for teacher user hotspots, namely for download bandwidth of 0.95 Mbps and upload bandwidth of 0.21 Mbps, then for hotspot user principals download bandwidth is 0.94 Mbps and upload bandwidth is 0.94 Mbps and hotspot user download bandwidth for students is 0.73 Mbps and upload of 0.94 Mbps

    Implementation of Internet of Things (IoT) in Smart Medicine Box for the Elderly : Implementasi Internet of Things (IOT) pada Kotak Obat Pintar untuk Lansia

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    Consuming medicine on time is important for people who are sick. Medicine that prescribed by a doctor or pharmacist have various kind of rules, for example some medicine must be taken 3 times a day, 2 times a day, and 1 time a day, then there are rules after eating or before eating. Patients treated in the hospital are supervised by nurses, doctors, and receive more supervision from the hospital, but what if the patient is outpatient and the patient is an elderly person. With the presence of IoT technology that is not too expensive, a smart medicine box was made to be used to remind outpatients to take medicine which implements IoT technology and the android application used to manage the pillbox. The medicine box can remind patients to take medicine with the alarm module that is in the smart medicine box. System Usability Scale (SUS) is used to measure the success of the application. Smart medicine box is tested directly with data created to test the existing system. The result of testing the smart medicine box with existing data show that for each existing case, the smart medicine box system runs as it should. Application test results from all respondents received an average score of SUS 73,75. The score results show that the application can be accepted, get a grade scale worth B, and get good grades

    Fuzzy Salt and Pepper Noise Removing for Color Images: Penghilang Noise untuk Gambar Berwarna menggunakan Fuzy Salt and Paper

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    Within the field of digital image processing applications, observed images frequently exposed to noise corruption stemming from image acquisition or transmission processes. This noise degradation reduces image quality and yields unfavorable outcomes in subsequent processing stages (e.g., segmentation, pattern recognition, and enhancement). Consequently, the mitigation of noise in images assumes paramount importance in the domain of image processing. This study introduces an algorithm centered around fuzzy logic for removing impulse noise from color images. The efficiency of the proposed algorithms is assessed by comparing their performance against various noise reduction methods. Objective metrics, namely peak signal-to-noise ratio and mean square error, substantiate that the proposed algorithms yield commendable outcomes in noise reduction and the preservation of intricate image details across a wide spectrum of noise densitie

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    JOINCS (Journal of Informatics, Network, and Computer Science)
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