Abstract—Currently every organization excels in implementing information systems in order to improve quality and efficiency in business processes and services, this aims to provide a competitive added value. Evaluation of the service system needs to be done to determine the implementation of the service information system implementation which is assessed based on user satisfaction. implementation of service information system evaluation in Krukut Village using the HOT-Fit Model method. The results of the success of the Immunization Service Information System can be seen from three aspects, namely, Human, Organization and Technology, and consists of several variables, namely System User (PS), Objective (KP), Organizational Structure (SO), Organizational Environment (LO), System Quality (KS), Information Quality (KI), Service Quality (KL), and Benefits (NB). Keywords: HOT- Fit Model, Posyandu, Information System Service. Intisari—Saat ini setiap organisasi dituntut untuk mengimplementasikan sistem informasi agar dapat meningkatkan kualitas dan efisiensi dalam proses bisnis maupun pelayanan, hal ini bertujuan agar dapat memberikan suatu nilai tambah berupa kompetitif unggul. Evaluasi implementasi sistem pelayanan perlu dilakukan untuk mengetahui tingkat keberhasilan implementasi sistem informasi pelayanan yang dinilai berdasarkan kepuasana pengguna. Evaluasi implementasi sistem informasi pelayanan imunisasi di Desa Krukut menggunakan metode HOT-Fit Model. Hasil evaluasi keberhasilan Sistem Infomasi Pelayanan Imunisasi dapat dilihat dari tigas aspek yaitu, Human, Organization dan Technology, dan terdiri dari beberapa variabel, yaitu variabel Pengguna Sistem (PS), Kepuasan Pengguna (KP), Strukutur Organisasi (SO), Lingkungan Organisasi (LO), Kualitas Sistem (KS), Kualitas Informasi (KI), Kualitas Layanan (KL), dan Net Benefit (NB). Kata Kunci: HOT- Fit Model, Posyandu, Sistem Informasi Pelayanan.
摘要:目前,每个组织都擅长实施信息系统,以提高业务流程和服务的质量和效率,从而提供具有竞争力的附加价值。需要对服务系统进行评估,以确定服务信息系统实施的实施情况,并根据用户满意度进行评估。利用HOT-Fit模型方法在Krukut村实施服务信息系统评估。免疫服务信息系统成功的结果可以从人、组织和技术三个方面来看,由系统用户(PS)、目标(KP)、组织结构(SO)、组织环境(LO)、系统质量(KS)、信息质量(KI)、服务质量(KL)和效益(NB)几个变量组成。关键词:HOT- Fit模型,Posyandu,信息系统服务。Intisari-Saat - seap organissi dituntut untuk mengimplementaskan system informasi agar dapat meningkatkan kualitas and efisiensi dalam proses bisnis maupun pelayanan, halini bertujuan agar dapat memberikan suatu nilai tambah berupa comppetitif unggul。评价实施系统的发展与发展,对发展与发展的影响,对发展与发展的影响,对发展与发展的影响。基于Desa Krukut - menggunakan方法热拟合模型的系统信息评价与实现。人类、组织与技术、组织与技术、组织与技术、组织与技术、组织与技术、组织与技术、组织与技术、组织与技术、组织与技术、组织与技术、组织与技术、组织与技术、组织与技术、组织与技术、组织与技术、组织与技术、组织与技术、组织与技术、组织与技术。Kata Kunci: HOT- Fit模型,Posyandu,系统信息,Pelayanan。
{"title":"Penerapan Metode Human Organization Technology (HOT) Fit Model Untuk Evaluasi Implementasi Pelayanan Imunisasi Balita Di Lingkungan Rt 001/07 Desa Krukut Kecamatan Limo Kota Depok","authors":"Muchammad Bagoes Setyawanto, Risky Niahastuningtyas, Sugi Hayati","doi":"10.51998/jti.v8i1.452","DOIUrl":"https://doi.org/10.51998/jti.v8i1.452","url":null,"abstract":"Abstract—Currently every organization excels in implementing information systems in order to improve quality and efficiency in business processes and services, this aims to provide a competitive added value. Evaluation of the service system needs to be done to determine the implementation of the service information system implementation which is assessed based on user satisfaction. implementation of service information system evaluation in Krukut Village using the HOT-Fit Model method. The results of the success of the Immunization Service Information System can be seen from three aspects, namely, Human, Organization and Technology, and consists of several variables, namely System User (PS), Objective (KP), Organizational Structure (SO), Organizational Environment (LO), System Quality (KS), Information Quality (KI), Service Quality (KL), and Benefits (NB).\u0000Keywords: HOT- Fit Model, Posyandu, Information System Service.\u0000Intisari—Saat ini setiap organisasi dituntut untuk mengimplementasikan sistem informasi agar dapat meningkatkan kualitas dan efisiensi dalam proses bisnis maupun pelayanan, hal ini bertujuan agar dapat memberikan suatu nilai tambah berupa kompetitif unggul. Evaluasi implementasi sistem pelayanan perlu dilakukan untuk mengetahui tingkat keberhasilan implementasi sistem informasi pelayanan yang dinilai berdasarkan kepuasana pengguna. Evaluasi implementasi sistem informasi pelayanan imunisasi di Desa Krukut menggunakan metode HOT-Fit Model. Hasil evaluasi keberhasilan Sistem Infomasi Pelayanan Imunisasi dapat dilihat dari tigas aspek yaitu, Human, Organization dan Technology, dan terdiri dari beberapa variabel, yaitu variabel Pengguna Sistem (PS), Kepuasan Pengguna (KP), Strukutur Organisasi (SO), Lingkungan Organisasi (LO), Kualitas Sistem (KS), Kualitas Informasi (KI), Kualitas Layanan (KL), dan Net Benefit (NB).\u0000Kata Kunci: HOT- Fit Model, Posyandu, Sistem Informasi Pelayanan. \u0000 ","PeriodicalId":52586,"journal":{"name":"Jurnal Sarjana Teknik Informatika","volume":"26 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2022-02-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84145289","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Abstract— Service Level Agreement (SLA) is a benchmark for the achievement of an activity carried out. one of the quality of service is the completion of work in accordance with the SLA. To be able to meet the needs of customer units in an area, the company cooperates with expedition vendors to be able to send units to destinations with a distance of more than 100 km. Unit deliveries are also carried out internally by the company but with a distance of less than or only up to 100 km. Monitoring needs to be done so that unit deliveries to customers arrive quickly, safely, and on time. Currently the process is done manually, namely the calculation of vendor and internal SLAs that still use Ms. Excel. The methods used in this research are Visual Data Mining (VDM) and Extract, Transfer, Load (ETL). The results of the research are in the form of a data visualization dashboard that can be used as monitoring the achievement of SLA unit delivery. Intisari— Service Level Agreement (SLA) merupakan tolak ukur pencapaian atas suatu aktifitas yang dilakukan. salah satu kualitas pelayanan adalah penyelesaian pekerjaan yang sesuai dengan SLA. Untuk dapat memenuhi kebutuhan unit pelanggan disuatu daerah, perusahaan bekerja sama dengan vendor ekspedisi untuk dapat mengirimkan unit-unit ke tempat tujuan dengan jarak tempuh lebih dari 100 km. Pengiriman unit juga dilakukan oleh internal perusahaan namun dengan jarak tempuh kurang dari atau hanya sampai 100 km. Perlu dilakukan monitoring agar pengiriman unit ke pelanggan tiba dengan cepat, aman, dan tepat waktu. Saat ini proses tersebut dilakukan secara manual, yaitu perhitungan SLA vendor dan internal yang masih menggunakan Ms. Excel. Metode yang digunakan dalam penelitian adalah Visual Data Mining (VDM) dan Extract, Transfer, Load (ETL). Hasil dari penelitian berupa dashboard visualisasi data yang dapat digunakan sebagai monitoring pencapaian SLA pengiriman unit. Kata Kunci— Visualisasi Data, Mining, SLA, Monitoring
摘要:服务水平协议(SLA)是衡量活动实现的基准。服务质量之一是按照SLA完成工作。为了能够满足客户单位在一个地区的需求,公司与探险供应商合作,能够将单位发送到距离超过100公里的目的地。机组的交付也由公司内部完成,但距离不超过100公里。需要进行监控,以便快速、安全、准时地将设备交付给客户。目前这个过程是手动完成的,即仍然使用Ms. Excel的供应商和内部sla的计算。本研究使用的方法是可视化数据挖掘(VDM)和提取、传输、加载(ETL)。研究结果以数据可视化仪表板的形式呈现,可用于监控SLA单元交付的实现情况。Intisari -服务水平协议(SLA) merupakan tolak ukur pencapaian的翻译是:suatu aktifitas yang dilakakan。salah satu kualitas pelayanan adalah penyelesaian pekerjaan yang sessuai dengan SLA。Untuk dapat memenuhi kebutuhan单位pelanggan disuatu daerah, perusahaan bekerja sama dengan供应商ekspedisi Untuk dapat mengirikan单位像tempat tujuan dengan jarak tempuh lebih dari 100公里。Pengiriman单位juga dilakukan oleh内部perusahaan namun dengan jarak tempuh kurang dari atau hanya sampai 100公里。Perlu dilakukan监测琼脂的pengiriman单位包括pelanggan tiba dengan cepat, aman tepat waktu。saatini编写的简练的双库库数据库手册,yitu perhitungan SLA供应商丹内部杨玛斯·孟库库库数据库女士Excel。可视化数据挖掘(VDM)数据提取、传输、加载(ETL)。Hasil dari penelitian berupa仪表盘可视化数据yang dapat digunakan sebagai监控penelitian SLA pengiriman单元。可视化数据,挖掘,SLA,监控
{"title":"Visualisasi Data Perhitungan SLA Pengiriman Unit Periode Januari-Desember 2021","authors":"Doni Andriansyah","doi":"10.51998/jti.v8i1.471","DOIUrl":"https://doi.org/10.51998/jti.v8i1.471","url":null,"abstract":"Abstract— Service Level Agreement (SLA) is a benchmark for the achievement of an activity carried out. one of the quality of service is the completion of work in accordance with the SLA. To be able to meet the needs of customer units in an area, the company cooperates with expedition vendors to be able to send units to destinations with a distance of more than 100 km. Unit deliveries are also carried out internally by the company but with a distance of less than or only up to 100 km. Monitoring needs to be done so that unit deliveries to customers arrive quickly, safely, and on time. Currently the process is done manually, namely the calculation of vendor and internal SLAs that still use Ms. Excel. The methods used in this research are Visual Data Mining (VDM) and Extract, Transfer, Load (ETL). The results of the research are in the form of a data visualization dashboard that can be used as monitoring the achievement of SLA unit delivery.\u0000Intisari— Service Level Agreement (SLA) merupakan tolak ukur pencapaian atas suatu aktifitas yang dilakukan. salah satu kualitas pelayanan adalah penyelesaian pekerjaan yang sesuai dengan SLA. Untuk dapat memenuhi kebutuhan unit pelanggan disuatu daerah, perusahaan bekerja sama dengan vendor ekspedisi untuk dapat mengirimkan unit-unit ke tempat tujuan dengan jarak tempuh lebih dari 100 km. Pengiriman unit juga dilakukan oleh internal perusahaan namun dengan jarak tempuh kurang dari atau hanya sampai 100 km. Perlu dilakukan monitoring agar pengiriman unit ke pelanggan tiba dengan cepat, aman, dan tepat waktu. Saat ini proses tersebut dilakukan secara manual, yaitu perhitungan SLA vendor dan internal yang masih menggunakan Ms. Excel. Metode yang digunakan dalam penelitian adalah Visual Data Mining (VDM) dan Extract, Transfer, Load (ETL). Hasil dari penelitian berupa dashboard visualisasi data yang dapat digunakan sebagai monitoring pencapaian SLA pengiriman unit.\u0000Kata Kunci— Visualisasi Data, Mining, SLA, Monitoring","PeriodicalId":52586,"journal":{"name":"Jurnal Sarjana Teknik Informatika","volume":"46 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2022-02-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88467525","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-10-30DOI: 10.12928/jstie.v9i3.21591
A. Pramono
Menurut survey yang dilakukan kepada 29 responden, diketahui bahwa 51,7% para pelajar dari rentang SD hingga SMA tidak mengetahui sejarah pahlawan yang ada pada mata uang rupiah. Hal ini dikarenakan media peningkatan literasi pelajaran sejarah yang belum bisa menarik minat belajar para siswa. Penelitian ini berfokus kepada pengembangan media peningkatan literasi mengenai pahlawan nasional dengan mengimplementasikan Augmented Reality menggunakan metode marker based tracking dan autoplay target. Pengembangan media peningkatan literasi ini menggunakan model waterfall. Pengujian dilakukan dengan empat jenis pengujian, yaitu: pengujian blackbox, pengujian validasi pakar, pengujian Sistem Usability Scale, dan pengujian deteksi target. Berdasarkan hasil pengujian Blackbox diperoleh hasil 100% dan dapat disimpulkan bahwa aplikasi berjalan dengan baik. Pengujian validasi pakar mendapatkan hasil skor 91,6% dan masuk ke dalam kategori sangat layak. Pengujian SUS mendapatkan hasil sebesar 83.65 dan masuk ke dalam kategori sangat baik. Pengujian deteksi target dengan hasil dapat diterima. Berdasarkan semua pengujian yang dilakukan maka dapat disimpulkan bahwa aplikasi yang dikembangkan layak digunakan. Kata Kunci Augmented Reality Marker Based Tracking Mata Uang Rupiah Kertas Auto Play Target Sejarah Pahlawan
{"title":"Implementasi Augmented Reality Untuk Pengenalan Pahlawan Indonesia Berdasarkan Mata Uang Kertas Rupiah Emisi 2016 Berbasis Android","authors":"A. Pramono","doi":"10.12928/jstie.v9i3.21591","DOIUrl":"https://doi.org/10.12928/jstie.v9i3.21591","url":null,"abstract":"Menurut survey yang dilakukan kepada 29 responden, diketahui bahwa 51,7% para pelajar dari rentang SD hingga SMA tidak mengetahui sejarah pahlawan yang ada pada mata uang rupiah. Hal ini dikarenakan media peningkatan literasi pelajaran sejarah yang belum bisa menarik minat belajar para siswa. Penelitian ini berfokus kepada pengembangan media peningkatan literasi mengenai pahlawan nasional dengan mengimplementasikan Augmented Reality menggunakan metode marker based tracking dan autoplay target. Pengembangan media peningkatan literasi ini menggunakan model waterfall. Pengujian dilakukan dengan empat jenis pengujian, yaitu: pengujian blackbox, pengujian validasi pakar, pengujian Sistem Usability Scale, dan pengujian deteksi target. Berdasarkan hasil pengujian Blackbox diperoleh hasil 100% dan dapat disimpulkan bahwa aplikasi berjalan dengan baik. Pengujian validasi pakar mendapatkan hasil skor 91,6% dan masuk ke dalam kategori sangat layak. Pengujian SUS mendapatkan hasil sebesar 83.65 dan masuk ke dalam kategori sangat baik. Pengujian deteksi target dengan hasil dapat diterima. Berdasarkan semua pengujian yang dilakukan maka dapat disimpulkan bahwa aplikasi yang dikembangkan layak digunakan. Kata Kunci Augmented Reality Marker Based Tracking Mata Uang Rupiah Kertas Auto Play Target Sejarah Pahlawan","PeriodicalId":52586,"journal":{"name":"Jurnal Sarjana Teknik Informatika","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-10-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45803980","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-10-30DOI: 10.12928/jstie.v9i3.21872
Harith Noviansyah Suratman
Pendidikan adalah hal krusial bagi masa depan, baik itu pendidikan formal, non formal, ataupun pendidikan informal. Dengan perkembangnya tekhnologi di dunia pendidikan, terutama augmented reality juga masuk bagian untuk memajukan global yang pada awalnya hanya dipakai buat bersenang-senang saja. Dari data kuisoner ditemukan masalah bahwa siswa ketika belajar tatap muka 49,2% tidak paham, ketidaktertarikan siswa dalam belajar hewan di smartphone 33,3%, siswa yang tidak menyukai binatang 30,3%, dan siswa yang tidak menyukai pelajaran IPA 33,3%. Penelitian ini menggunakan metode Multimedia Development Life Cycle (MDLC) yang memiliki enam tahapan yaitu, concept, design, material collecting, assembly, testing, dan distribution. Pengujian aplikasi menggunakan pada metode alpha test, beta test, sus dan uji keefektifan yang merupakan pengujian script/program dari fungsi berdasarkan aplikasi. Penelitian menghasilkan perangkat lunak “Aplikasi Mobile Pengenalan Hewan bagi Siswa SD dengan Augmented Reality” dengan memperoleh hasil dari alpha test 100% bahwa aplikasi lolos tanpa perlu perbaikan, beta test memperoleh hasil 97% bahwa aplikasi layak digunakan, dan SUS memperoleh hasil 82,5 bahwa aplikasi layak digunakan. Berdasarkan semua pengujian tersebut disimpulkan bahwa aplikasi ini layak untuk pembelajaran mengenai pengenalan hewan sehingga diharapkan sebagai metode baru dalam mempelajari pengenalan hewan. Kata Kunci Augmented Reality MDLC Hewan Smartphone
{"title":"Aplikasi Mobile Pengenalan Hewan Bagi Siswa SD dengan Augmented Reality","authors":"Harith Noviansyah Suratman","doi":"10.12928/jstie.v9i3.21872","DOIUrl":"https://doi.org/10.12928/jstie.v9i3.21872","url":null,"abstract":"Pendidikan adalah hal krusial bagi masa depan, baik itu pendidikan formal, non formal, ataupun pendidikan informal. Dengan perkembangnya tekhnologi di dunia pendidikan, terutama augmented reality juga masuk bagian untuk memajukan global yang pada awalnya hanya dipakai buat bersenang-senang saja. Dari data kuisoner ditemukan masalah bahwa siswa ketika belajar tatap muka 49,2% tidak paham, ketidaktertarikan siswa dalam belajar hewan di smartphone 33,3%, siswa yang tidak menyukai binatang 30,3%, dan siswa yang tidak menyukai pelajaran IPA 33,3%. Penelitian ini menggunakan metode Multimedia Development Life Cycle (MDLC) yang memiliki enam tahapan yaitu, concept, design, material collecting, assembly, testing, dan distribution. Pengujian aplikasi menggunakan pada metode alpha test, beta test, sus dan uji keefektifan yang merupakan pengujian script/program dari fungsi berdasarkan aplikasi. Penelitian menghasilkan perangkat lunak “Aplikasi Mobile Pengenalan Hewan bagi Siswa SD dengan Augmented Reality” dengan memperoleh hasil dari alpha test 100% bahwa aplikasi lolos tanpa perlu perbaikan, beta test memperoleh hasil 97% bahwa aplikasi layak digunakan, dan SUS memperoleh hasil 82,5 bahwa aplikasi layak digunakan. Berdasarkan semua pengujian tersebut disimpulkan bahwa aplikasi ini layak untuk pembelajaran mengenai pengenalan hewan sehingga diharapkan sebagai metode baru dalam mempelajari pengenalan hewan. Kata Kunci Augmented Reality MDLC Hewan Smartphone","PeriodicalId":52586,"journal":{"name":"Jurnal Sarjana Teknik Informatika","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-10-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46876353","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-10-30DOI: 10.12928/jstie.v9i3.20565
Muhammad Yuda Rizki, Agus Perdana Windarto
Menonton adalah salah satu aktifitas yang sering dilakukan oleh manusia dalam kehidupan sehari-hari mulai dari usia muda sampai yang tua. Tontonan memiliki banyak ragam seperti film, sinetron, kartun, dan lain. Anime adalah salah satu tontonan yang termasuk ke dalam animasi yang berasal dari Jepang. Animasi ini sangat banyak diminati oleh masyarakat dari Indonesia terutama kaum remaja. Penelitian ini membahas tentang implementasi WSM dalam menentukan anime action terbaik berdasarkan data statistik”. Data statistik pada penelitian ini bersumber dari salah satu website populer anime yakni https://myanimelist.net/. Penelitian dilakukan dengan 18 data alternatif dan 5 atribut. Hasil penelitian menunjukkan anime action terbait menggunakan algoritma WSM adalah Shingeki No Kyojin dengan nilai 43037.75. Hasil penelitian ini dapat memberikan rekomendasi kepada masyarakat untuk menonton anime action terbaik sehingga memberikan kesan yang menyenangkan. Kata Kunci SPK ANIME STATISTIK REKOMENDASI WSM
观众是人类从年轻到老年在日常生活中经常做的活动之一。观众有很多形状,比如电影、心灵感应、卡通等等。动漫是一部来自日本的动画中的一个节目。这部动画受到印尼人民,尤其是青少年的强烈要求。本研究讨论了WSM在基于统计数据确定最佳动画动作时的实现。这项研究的统计数据来自动漫的一个热门网站,即https://myanimelist.net/.对18个备选数据和5个属性进行了研究。研究结果显示,使用WSM算法的有限动漫动作是Shingeki No Kyojin,值为43037.75。这项研究的结果可以向公众推荐观看最好的动画动作,从而产生有趣的效果。WSM统计建议
{"title":"Implementasi WSM Dalam Menentukan Anime Action Terbaik Berdasarkan Data Statistik","authors":"Muhammad Yuda Rizki, Agus Perdana Windarto","doi":"10.12928/jstie.v9i3.20565","DOIUrl":"https://doi.org/10.12928/jstie.v9i3.20565","url":null,"abstract":"Menonton adalah salah satu aktifitas yang sering dilakukan oleh manusia dalam kehidupan sehari-hari mulai dari usia muda sampai yang tua. Tontonan memiliki banyak ragam seperti film, sinetron, kartun, dan lain. Anime adalah salah satu tontonan yang termasuk ke dalam animasi yang berasal dari Jepang. Animasi ini sangat banyak diminati oleh masyarakat dari Indonesia terutama kaum remaja. Penelitian ini membahas tentang implementasi WSM dalam menentukan anime action terbaik berdasarkan data statistik”. Data statistik pada penelitian ini bersumber dari salah satu website populer anime yakni https://myanimelist.net/. Penelitian dilakukan dengan 18 data alternatif dan 5 atribut. Hasil penelitian menunjukkan anime action terbait menggunakan algoritma WSM adalah Shingeki No Kyojin dengan nilai 43037.75. Hasil penelitian ini dapat memberikan rekomendasi kepada masyarakat untuk menonton anime action terbaik sehingga memberikan kesan yang menyenangkan. Kata Kunci SPK ANIME STATISTIK REKOMENDASI WSM","PeriodicalId":52586,"journal":{"name":"Jurnal Sarjana Teknik Informatika","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-10-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42840921","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-09-06DOI: 10.15408/jti.v14i1.17168
Januar Bagus Prasetyo
Augmented Reality is a type of interactive technology that combines real objects and virtual objects at the same time and is displayed on the screen. Augmented Reality has been applied as a way of working based on image detection and it is commonly called a marker. By using the smartphone's camera and then detects the marker that has been printed. Augmented Reality is widely used in various purposes, the example is for advertising or promotion. In advertising, Augmented Reality can be used as a promotion or information that can make it more interesting. This research aims to apply AR technology to the campus promotion media on the University of Panca Marga's new student admission brochure. The stages taken in this research are literature study as well as observation, design, and implementation stages. The application of Augmented Reality was built using Unity 3D software, Android SDK, Vuforia SDK, and Sweet Home 3D. The results of the application of Augmented Reality technology can display 3D virtual objects, 2D, and video using the new student admission brochure used as a marker. The marker that is detected by the camera on the Android smartphone can display 3D UPM buildings, location plans, UPM profile videos, and faculty digital brochures. So users can see how the campus buildings are in real-time as well as some other information that has been provided. Based on the tests, all features can run well.
增强现实是一种将真实物体和虚拟物体同时结合并在屏幕上显示的交互技术。增强现实已经作为一种基于图像检测的工作方式被应用,它通常被称为标记。通过使用智能手机的摄像头,然后检测已经打印的标记。增强现实广泛应用于各种用途,例如广告或促销。在广告中,增强现实可以用作促销或信息,使其更有趣。本研究旨在将AR技术应用于潘卡玛加大学新生入学手册上的校园宣传媒体。本研究分为文献研究、观察、设计、实施三个阶段。增强现实应用使用Unity 3D软件、Android SDK、Vuforia SDK、Sweet Home 3D搭建。应用增强现实技术的结果可以显示3D虚拟物体,2D,并使用新生入学手册作为标记视频。Android智能手机上的摄像头检测到的标记可以显示UPM的3D建筑、位置规划、UPM简介视频和教员数字小册子。因此,用户可以实时看到校园建筑的情况以及其他一些已提供的信息。根据测试结果,所有功能都可以正常运行。
{"title":"PENERAPAN AUGMENTED REALITY BERBASIS ANDROID SEBAGAI MEDIA PENAMPIL INFORMASI TAMBAHAN PADA BROSUR PENERIMAAN MAHASISWA BARU UNIVERSITAS PANCA MARGA","authors":"Januar Bagus Prasetyo","doi":"10.15408/jti.v14i1.17168","DOIUrl":"https://doi.org/10.15408/jti.v14i1.17168","url":null,"abstract":"Augmented Reality is a type of interactive technology that combines real objects and virtual objects at the same time and is displayed on the screen. Augmented Reality has been applied as a way of working based on image detection and it is commonly called a marker. By using the smartphone's camera and then detects the marker that has been printed. Augmented Reality is widely used in various purposes, the example is for advertising or promotion. In advertising, Augmented Reality can be used as a promotion or information that can make it more interesting. This research aims to apply AR technology to the campus promotion media on the University of Panca Marga's new student admission brochure. The stages taken in this research are literature study as well as observation, design, and implementation stages. The application of Augmented Reality was built using Unity 3D software, Android SDK, Vuforia SDK, and Sweet Home 3D. The results of the application of Augmented Reality technology can display 3D virtual objects, 2D, and video using the new student admission brochure used as a marker. The marker that is detected by the camera on the Android smartphone can display 3D UPM buildings, location plans, UPM profile videos, and faculty digital brochures. So users can see how the campus buildings are in real-time as well as some other information that has been provided. Based on the tests, all features can run well.","PeriodicalId":52586,"journal":{"name":"Jurnal Sarjana Teknik Informatika","volume":"7 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79473204","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-09-06DOI: 10.15408/jti.v14i1.13616
Iin Intan Uljanah, Shofwatul Uyun
Determining the land suitability class of plants specifically cocoa (Theobroma cacao) is significant to do because each plant has a different characteristic of growth. This research aims at implementing the algorithm to determine the land suitability class of cocoa plants using the Multi-Layer Inference Fuzzy Tsukamoto (MLIFT). This research uses 18 input variables including 15 non-linguistic variables or crisp and the rest are linguistic ones or fuzzy as the data of growth requirements of cocoa plants. Generally, the algorithm used consists of three main steps those are fuzzification, Tsukamoto inference machine, and defuzzification consisting of three layers. The first layer covers seven inference engines, while each of the second and the third ones only consists of one inference engine. The concept of inference process in Fuzzy Tsukamoto is calculating the weighted average of each result of the nference process. Based on the testing result, it can be concluded that the multi-layer inference Fuzzy Tsukamoto for determining the land suitability class of cocoa plants has an accuracy level amounted 97%.
{"title":"MULTI-LAYER INFERENCE FUZZY TSUKAMOTO DETERMINING LAND SUITABILITY CLASS OF COCOA PLANTS","authors":"Iin Intan Uljanah, Shofwatul Uyun","doi":"10.15408/jti.v14i1.13616","DOIUrl":"https://doi.org/10.15408/jti.v14i1.13616","url":null,"abstract":"Determining the land suitability class of plants specifically cocoa (Theobroma cacao) is significant to do because each plant has a different characteristic of growth. This research aims at implementing the algorithm to determine the land suitability class of cocoa plants using the Multi-Layer Inference Fuzzy Tsukamoto (MLIFT). This research uses 18 input variables including 15 non-linguistic variables or crisp and the rest are linguistic ones or fuzzy as the data of growth requirements of cocoa plants. Generally, the algorithm used consists of three main steps those are fuzzification, Tsukamoto inference machine, and defuzzification consisting of three layers. The first layer covers seven inference engines, while each of the second and the third ones only consists of one inference engine. The concept of inference process in Fuzzy Tsukamoto is calculating the weighted average of each result of the nference process. Based on the testing result, it can be concluded that the multi-layer inference Fuzzy Tsukamoto for determining the land suitability class of cocoa plants has an accuracy level amounted 97%.","PeriodicalId":52586,"journal":{"name":"Jurnal Sarjana Teknik Informatika","volume":"70 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83679648","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-09-06DOI: 10.15408/jti.v14i1.15062
Matsaini Matsaini, Sholeh Rachmatullah
The driving license administration service system is a special service provided by Nasional Police to people who want to make a SIM. This service system can be done online. The current application has made it a lot easier in the process of making up the SIM card production. However, there are some problems related to internal reports that must be reported because the service is not yet available in an existing application, so some recapitulation processes are still done conventionally and technical constraints on the server network. This study aims to create a service management information system application (SIMPEL SIM) that can provide solutions to internal reporting and server network technical constraints. The method used software development is waterflow. This application handles the printing of bank payment receipts automatically, granting the applicant's registration number automatically, printing the SIM application form on the form provided. Verification of the completeness of the file, validation of the score of the theory test, practice 1 and practice 2, validation of sim issuance and printing of temporary sim numbers if there is a technical problem in the existing network server. The use of the SIMPEL SIM application makes it easy to recapitulate internal reporting and can improve public services.
{"title":"SISTEM INFORMASI PELAYANAN SIM","authors":"Matsaini Matsaini, Sholeh Rachmatullah","doi":"10.15408/jti.v14i1.15062","DOIUrl":"https://doi.org/10.15408/jti.v14i1.15062","url":null,"abstract":"The driving license administration service system is a special service provided by Nasional Police to people who want to make a SIM. This service system can be done online. The current application has made it a lot easier in the process of making up the SIM card production. However, there are some problems related to internal reports that must be reported because the service is not yet available in an existing application, so some recapitulation processes are still done conventionally and technical constraints on the server network. This study aims to create a service management information system application (SIMPEL SIM) that can provide solutions to internal reporting and server network technical constraints. The method used software development is waterflow. This application handles the printing of bank payment receipts automatically, granting the applicant's registration number automatically, printing the SIM application form on the form provided. Verification of the completeness of the file, validation of the score of the theory test, practice 1 and practice 2, validation of sim issuance and printing of temporary sim numbers if there is a technical problem in the existing network server. The use of the SIMPEL SIM application makes it easy to recapitulate internal reporting and can improve public services.","PeriodicalId":52586,"journal":{"name":"Jurnal Sarjana Teknik Informatika","volume":"36 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85863684","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-09-06DOI: 10.15408/jti.v14i1.15010
A. Wibawa, Muhammad Nu’man Hakim
Stemming is one of the essential stages of text mining. This process removes prefixes and suffixes to produce root words in a text. This study uses a string matching algorithm, namely Damerau Levenshtein Distance (DLD), to find the basic word forms of Javanese. Test data of 300 words that have a prefix, insertion, suffix, a combination of prefix and suffix, and word repetition. The results of this study indicate that the Damerau Levenshtein Distance (DLD) algorithm can be used for Stemming Javanese text with an accuracy value of 49.6%.
{"title":"STEMMING BAHASA JAWA MENGGUNAKAN DAMERAU LEVENSHTEIN DISTANCE (DLD)","authors":"A. Wibawa, Muhammad Nu’man Hakim","doi":"10.15408/jti.v14i1.15010","DOIUrl":"https://doi.org/10.15408/jti.v14i1.15010","url":null,"abstract":"Stemming is one of the essential stages of text mining. This process removes prefixes and suffixes to produce root words in a text. This study uses a string matching algorithm, namely Damerau Levenshtein Distance (DLD), to find the basic word forms of Javanese. Test data of 300 words that have a prefix, insertion, suffix, a combination of prefix and suffix, and word repetition. The results of this study indicate that the Damerau Levenshtein Distance (DLD) algorithm can be used for Stemming Javanese text with an accuracy value of 49.6%.","PeriodicalId":52586,"journal":{"name":"Jurnal Sarjana Teknik Informatika","volume":"115 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77453341","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-09-06DOI: 10.15408/jti.v14i1.18721
Cicih Sri Rahayu, Windu Gata, Sri Rahayu, Agus Salim, A. Budiarto
One of the government's efforts in providing health to the community is the construction of health centers in each sub-district, and the community is expected to be able to take advantage of the health facilities provided by the government. One of the problems that exist in the community is determining the shortest distance to the puskesmas. In Depok City, there are 26 routes that can be passed from the 38 nodes or vertices to the Cilodong Health Center with the starting point of the Depok mayor's office. This study uses a survey research method to calculate the actual distance at each node or vertex, the purpose of this study is to determine the shortest path taken by the starting point from the Depok mayor's office to get to the Cilodong Health Center by applying the dijkstra algorithm. This dijkstra algorithm works by visiting all existing points and making a route if there are 2 routes to the same 1 point then the route that has the lowest weight is chosen so that all points have an optimal route. This quest continues until the final destination point. After doing this research and testing using a simple application to calculate the distance by applying the djikstra algorithm, it was found that the shortest path taken to the destination is through the GDC Main Gate or on the test results in Iteration 26. From the results of this study, people can choose this closest route to save time when viewed from the distance of the existing track. For further research, it is expected to be able to compare two other algorithms and other parameters so that the closest route with the fastest time is obtained.
政府向社区提供保健服务的努力之一是在每个街道建设保健中心,期望社区能够利用政府提供的保健设施。社区中存在的问题之一是确定到puskesmas的最短距离。在Depok市,有26条路线可以从38个节点或顶点到达以Depok市长办公室为起点的Cilodong Health Center。本研究采用调查研究的方法计算每个节点或顶点的实际距离,本研究的目的是通过dijkstra算法确定起点从Depok市长办公室到芝东卫生中心的最短路径。这个dijkstra算法的工作原理是访问所有现有的点,并制定一条路线,如果有两条路线到相同的1点,那么选择权值最低的路线,以便所有点都有一条最优路线。这个任务一直持续到最终目的地。在做了这个研究和测试后,使用一个简单的应用程序,通过应用djikstra算法计算距离,发现到达目的地的最短路径是通过GDC Main Gate或迭代26的测试结果。从本研究的结果来看,从现有轨道的距离来看,人们可以选择最近的路线来节省时间。在进一步的研究中,期望能够比较其他两种算法和其他参数,从而获得时间最快、距离最近的路线。
{"title":"PENERAPAN ALGORITMA DIJKSTRA DALAM PENENTUAN LINTASAN TERPENDEK MENUJU UPT. PUSKESMAS CILODONG KOTA DEPOK","authors":"Cicih Sri Rahayu, Windu Gata, Sri Rahayu, Agus Salim, A. Budiarto","doi":"10.15408/jti.v14i1.18721","DOIUrl":"https://doi.org/10.15408/jti.v14i1.18721","url":null,"abstract":"One of the government's efforts in providing health to the community is the construction of health centers in each sub-district, and the community is expected to be able to take advantage of the health facilities provided by the government. One of the problems that exist in the community is determining the shortest distance to the puskesmas. In Depok City, there are 26 routes that can be passed from the 38 nodes or vertices to the Cilodong Health Center with the starting point of the Depok mayor's office. This study uses a survey research method to calculate the actual distance at each node or vertex, the purpose of this study is to determine the shortest path taken by the starting point from the Depok mayor's office to get to the Cilodong Health Center by applying the dijkstra algorithm. This dijkstra algorithm works by visiting all existing points and making a route if there are 2 routes to the same 1 point then the route that has the lowest weight is chosen so that all points have an optimal route. This quest continues until the final destination point. After doing this research and testing using a simple application to calculate the distance by applying the djikstra algorithm, it was found that the shortest path taken to the destination is through the GDC Main Gate or on the test results in Iteration 26. From the results of this study, people can choose this closest route to save time when viewed from the distance of the existing track. For further research, it is expected to be able to compare two other algorithms and other parameters so that the closest route with the fastest time is obtained.","PeriodicalId":52586,"journal":{"name":"Jurnal Sarjana Teknik Informatika","volume":"83 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80360969","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}