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Expert System for Detection of Diseases in Layers Using Forward Chaining and Certainty Factor Methods Kevin Febrianto; Erika Devi Udayanti; Bonifacius Vicky Indriyono; Wildan Mahmud; Iqlima Zahari
Jurnal Masyarakat Informatika Vol 14, No 2 (2023): JURNAL MASYARAKAT INFORMATIKA
Publisher : Department of Informatics, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jmasif.14.2.52266

Abstract

Inaccuracies in the process of diagnosing a type of disease result in errors in handling so that it will pose a risk of death. Accurate diagnostic process results require a high level of confidence so that the results are truly convincing. Current technological developments are making more and more mindsets for the development of information technology in the field of computerization born. One of them is an expert system. This expert system is often used to analyze disease in laying hens. The deficiency in previous research is that there is no degree of confidence so what happens is that the diagnosis often only uses the value of the expert. The role of the system user is only to select the available symptoms without giving the weighted value of the selected symptoms. This study aims to build an expert system capable of detecting symptoms in laying hens by assigning a degree of confidence to each symptom. The system is built with a combination of forward chaining techniques with a certainty factor, the weight value is based on a combination of the weight of symptoms from users and experts to anticipate conditions that are not ideal. Several stages in the research include data collection, knowledge base modeling, implementation into applications and testing. The conclusion that can be drawn from the trial results is that the system can show a maximum validity value of up to 100% when compared to manual calculations.
Web3-Based Cyber Incident Reporting System With Smart Contracts and Non-Fungible Token Rewards Permana, Danang Juniar; Mahmud, Wildan; Saraswati, Galuh Wilujeng
Sinkron : jurnal dan penelitian teknik informatika Vol. 10 No. 2 (2026): Article Research April, 2026
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v10i2.15898

Abstract

The rising frequency of cyber threats increases the need for incident reporting that is transparent, efficient, and privacy-preserving. This study designs and implements a hybrid Web2-Web3 cyber incident reporting prototype that anchors report references on a blockchain while storing full incident details off-chain, and explores non-fungible token (NFT) recognition incentives for reporters. Using an SDLC-based iterative prototyping approach, we built a React single-page application integrated with a Laravel REST API and MySQL for off-chain storage, and deployed Solidity smart contract modules on the Arbitrum Sepolia testnet to record report identifiers and UUID pointers (dataPointer) and to mint NFTs after administrative validation. We conducted black-box functional testing across core scenarios (submission, storage, pointer anchoring, validation, and minting) and a user acceptance study with 25 participants (15 cybersecurity students and 10 IT practitioners) using a 5-point Likert questionnaire. All tested scenarios executed as expected in the test environment, and on-chain events were traceable to corresponding backend records via transaction receipts and logged identifiers. The acceptance evaluation yielded an overall mean score of 3.4/5 (about 68%), indicating moderate acceptance and supporting the work as a prototype feasibility study rather than organizational-level generalization. The prototype demonstrates a practical workflow for hybrid incident reporting with transaction-level traceability and recognition incentives; future work should strengthen cryptographic binding (e.g., content hashing) and validate the approach with CSIRT stakeholders in operational settings.
Impementasi Metode SAW pada Sistem Pendukung Keputusan untuk Penentuan Prioritas Pendampingan Bayi Dibawah Dua Tahun di Kota Kediri Wawan Darmawan; Wildan Mahmud; Galuh Wilujeng Saraswati
JURNAL RISET KOMPUTER (JURIKOM) Vol. 13 No. 2 (2026): April 2026
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v13i2.9671

Abstract

Determining the priority of assistance for children under two years old (Baduta) is a crucial step in accelerating stunting reduction programs. However, in practice, this process is still conducted manually, leading to potential subjectivity and inaccurate targeting. This study aims to implement the Simple Additive Weighting (SAW) method within a Decision Support System to determine the priority of Baduta assistance in Kediri City in an objective and systematic manner. The dataset consists of 300 Baduta, evaluated based on criteria including body weight, height, attendance at community health posts, and access to health service referrals. Preliminary results indicate that the normalization process successfully transformed the data into a standardized scale (0–1), enabling proportional comparison across all criteria. The weighting process shows that height and body weight have dominant contributions to the preference value calculation. The final results demonstrate that the system produces preference values ranging from 0.46 to 0.83, where lower values indicate higher priority for assistance. Furthermore, the system successfully identifies the top 10 priority Baduta as the primary targets for intervention. The implementation of the system also improves decision-making efficiency compared to manual methods and produces more consistent and objective rankings. The main contribution of this study lies in the integration of the SAW method into a dashboard-based system to support more accurate and measurable decision-making for prioritizing Baduta assistance.
MODEL SISTEM PENDUKUNG KEPUTUSAN HYBRID MCDM (AHP-SAW) UNTUK PENENTUAN PRIORITAS FORMASI JABATAN CALON APARATUR SIPIL NEGARA DAERAH Cahyani, Almaun Tri; Saraswati, Galuh Wilujeng; Mahmud, Wildan
Jurnal INSTEK (Informatika Sains dan Teknologi) Vol 11 No 1 (2026): APRIL
Publisher : Department of Informatics Engineering, Faculty of Science and Technology, Universitas Islam Negeri Alauddin, Makassar, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/instek.v11i1.66147

Abstract

Penentuan formasi jabatan Calon Aparatur Sipil Negara (CASN) di pemerintah daerah sering bersifat subjektif dan belum terintegrasi dengan data analisis beban kerja dan analisis jabatan. Kondisi ini menyebabkan ketimpangan distribusi pegawai serta ketidakefisienan dalam perencanaan sumber daya manusia. Penelitian ini bertujuan merancang Sistem Pendukung Keputusan (SPK) untuk menentukan prioritas formasi jabatan secara objektif dan berbasis data. Metode yang digunakan adalah pendekatan Multi-Criteria Decision Making (MCDM) dengan mengintegrasikan Analytic Hierarchy Process (AHP) untuk pembobotan tujuh kriteria dan Simple Additive Weighting (SAW) untuk perangkingan 168 alternatif jabatan dari 62 unit organisasi (OPD). Data penelitian bersumber dari analisis jabatan, analisis beban kerja, serta data kepegawaian aktual. Hasil penelitian menunjukkan bahwa model menghasilkan bobot kriteria yang konsisten dengan nilai Consistency Ratio (CR) sebesar 0,0453. Jabatan Pemadam Kebakaran Pemula pada OPD-62 memperoleh nilai preferensi tertinggi (Vi = 0,5973) sebagai prioritas utama. Implementasi sistem dalam bentuk dashboard analitik dapat mendukung pengambilan keputusan yang lebih objektif, transparan, dan berbasis data.
APLIKASI PEMBELAJARAN LOGIKA PEMROGRAMAN BERBASIS ANDROID DENGAN GAME-BASED LEARNING: INTEGRASI ADDIE DAN UCD Ayza, Falya Charismatul; Erba Lutfina; Wildan Mahmud
Jurnal INSTEK (Informatika Sains dan Teknologi) Vol 11 No 1 (2026): APRIL
Publisher : Department of Informatics Engineering, Faculty of Science and Technology, Universitas Islam Negeri Alauddin, Makassar, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/instek.v11i1.66739

Abstract

Pembelajaran logika pemrograman kerap mengalami hambatan akibat sifat materi yang abstrak dan rendahnya interaktivitas pembelajaran, sehingga berdampak pada pemahaman pengguna. Penelitian ini bertujuan mengembangkan aplikasi pembelajaran berbasis Android dengan pendekatan game-based learning untuk meningkatkan pemahaman logika pemrograman pada pengguna pemula. Metode yang digunakan adalah integrasi model ADDIE dan User-Centered Design guna memastikan proses pengembangan yang sistematis dan berorientasi pengguna. Analisis data dilakukan secara deskriptif kuantitatif. Aplikasi yang dikembangkan memuat materi terstruktur, latihan interaktif, sistem level dan skor, serta umpan balik adaptif. Berdasarkan pengujian fungsional dengan pendekatan black-box testing, seluruh fitur sistem terbukti berjalan sesuai dengan spesifikasi yang dirancang. Evaluasi usability pada 15 responden menggunakan System Usability Scale memperoleh skor rata-rata 82,4 yang termasuk kategori sangat baik. Selain itu, hasil pre-test dan post-test menunjukkan peningkatan nilai rata-rata dari 65 menjadi 82. Temuan ini menunjukkan bahwa aplikasi yang dikembangkan efektif dalam meningkatkan pemahaman logika pemrograman serta memberikan pengalaman belajar yang lebih interaktif dan adaptif dalam proses pembelajaran.
PENDEKATAN FENOMENOLOGI DALAM PERANCANGAN APLIKASI COPING STRES AKADEMIK PADA MAHASISWA BERBASIS DSRM DAN EVALUASI UEQ Novarita Milianti Putri; Erba Lutfina; Wildan Mahmud
Jurnal INSTEK (Informatika Sains dan Teknologi) Vol 11 No 1 (2026): APRIL
Publisher : Department of Informatics Engineering, Faculty of Science and Technology, Universitas Islam Negeri Alauddin, Makassar, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/instek.v11i1.66827

Abstract

Stres akademik merupakan masalah yang sering dialami mahasiswa, tidak hanya terkait tugas dan ujian, tetapi juga kesulitan adaptasi, rasa terasing, dan strategi coping yang belum stabil. Penelitian ini bertujuan mengeksplorasi pengalaman mahasiswa dalam menghadapi stres akademik dan merancang prototype aplikasi coping digital untuk stres akademik berbasis fenomenologi dan Design Science Research Methodology (DSRM). Data dikumpulkan melalui wawancara semi-terstruktur dengan 12 mahasiswa dan dianalisis secara tematik untuk mengidentifikasi pengalaman serta kebutuhan pengguna. Berdasarkan temuan tersebut, dikembangkan prototype aplikasi mobile dengan fitur check-in kondisi emosional, identifikasi pemicu stres, rekomendasi coping singkat, refleksi harian, dan dukungan adaptasi diri. Evaluasi awal menggunakan User Experience Questionnaire (UEQ) menunjukkan hasil positif pada seluruh aspek, dengan nilai rata-rata Attractiveness 1,88, Stimulation 1,85, Perspicuity 1,35, Efficiency 1,30, Novelty 1,10, dan Dependability 1,20, menunjukkan aspek daya tarik dan motivasi pengguna cukup tinggi, sementara aspek kebaruan dan ketergantungan masih dapat ditingkatkan. Hasil ini menunjukkan bahwa prototype aplikasi memberikan pengalaman pengguna yang positif, sekaligus mengidentifikasi area perbaikan untuk meningkatkan interaksi dan inovasi.
SOROBAN DIGITAL BERBASIS COMPUTER VISION DETEKSI GESTURE JARI SEBAGAI MEDIA PEMBELAJARAN INTERAKTIF Zudha Pratama; Wildan Mahmud; Moch. Sjamsul Hidajat; Dibyo Adi Wibowo; Didik Hermanto
Information System Journal Vol. 9 No. 01 (2026): Information System Journal (INFOS) - (In Progress)
Publisher : Universitas Amikom Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24076/infosjournal.2026v9i01.2672

Abstract

Pembelajaran matematika di sekolah dasar membutuhkan media konkret untuk membantu siswa memahami konsep bilangan dan operasi aritmetika dasar. Soroban (abakus Jepang) telah lama menjadi alat manipulatif yang efektif, namun penggunaannya menurun seiring pergeseran menuju pembelajaran digital. Penelitian ini bertujuan mengembangkan simulasi soroban digital yang dikendalikan dengan gesture jari secara real-time melalui computer vision sebagai media pembelajaran interaktif bagi siswa sekolah dasar. Sistem dibangun menggunakan Python, OpenCV, dan MediaPipe Hands untuk mendeteksi posisi jari serta gesture pinch sebagai mekanisme utama dalam menggerakkan bead soroban digital. Metode penelitian meliputi perancangan sistem, implementasi perangkat lunak, dan evaluasi pengguna untuk mengukur kemudahan penggunaan, interaktivitas, serta pemahaman konsep bilangan. Hasil yang diharapkan adalah media pembelajaran yang intuitif, menarik, dan mudah diakses tanpa perangkat tambahan, dengan kebaruan berupa integrasi soroban digital dan kendali gesture alami berbasis computer vision.
Analysis of MikroTik Firewall Effectiveness in Mitigating DDoS Attacks using the Network Development Life Cycle (NDLC) Approach M. Irsyadul 'ibad; Wildan Mahmud; Galuh Wilujeng
Sistemasi: Jurnal Sistem Informasi Vol 15, No 5 (2026): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v15i5.6347

Abstract

This study is motivated by the increasing network security threats accompanying the growth of digital-based services in government institutions. One of the most common threats is the Distributed Denial of Service (DDoS) attack, which can cause network performance degradation and service disruption. This research aims to analyze the effectiveness of implementing a MikroTik firewall in mitigating DDoS attacks on the network of the Diskominfo Kota Kediri using the Network Development Life Cycle (NDLC) method. The research stages consisted of analysis, design, simulation, implementation, monitoring, and management. The testing process was conducted by simulating SYN Flood attacks using the Hping3 application. The evaluated parameters included throughput, delay, packet loss, and CPU utilization on the router. The experimental results showed that under DDoS attack conditions without firewall protection, throughput increased to approximately 40 Mbps, delay reached 5–15 ms, packet loss ranged from approximately 20–30%, and CPU utilization increased to 99–100%. After the firewall was implemented, network performance improved significantly, with throughput decreasing to approximately 2 Mbps, delay stabilizing below 1 ms, packet loss reduced to 0%, and CPU utilization decreasing to approximately 3%. These findings indicate that the MikroTik firewall is effective in filtering abnormal traffic and reducing system load, thereby improving network stability and maintaining service quality based on Quality of Service (QoS) parameters.