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Analisis Tata Kelola IT Perbankan Menggunakan COBIT 5 pada EDM04, APO09, DSS01 Ivan Cavanneva Royd; Muhammad Nursandi; Sultan Nur Rahman; Mambang Mambang; Trifebi Shina Sabrila
Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI) Vol 8, No 2 (2025): April 2025
Publisher : Program Studi Teknik Komputer, Fakultas Teknik. Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/jnkti.v8i2.8882

Abstract

Abstrak - Penelitian ini mengkaji tata kelola Teknologi Informasi (TI) dalam sektor perbankan menggunakan kerangka kerja COBIT 5, dengan fokus pada domain EDM04, APO09, dan DSS01. Studi ini mengevaluasi tingkat kematangan tata Kelola TI di Bank XYZ melalui survei dan wawancara. Hasil penelitian menunjukkan bahwa Bank XYZ memiliki tingkat kematangan yang cukup baik, namun teridentifikasi sejumlah area yang perlu ditingkatkan. Pada domain EDM04 (Memastikan Pengoptimalan Sumber Daya), tingkat kematangan rata-rata adalah 4,66 ("Optimizing"), menunjukkan peningkatan berkelanjutan menuju tujuan bisnis saat ini dan yang diharapkan. Untuk domain APO09 (Mengelola Perjanjian Layanan), tingkat kematangan adalah 4 ("Predictable"), menunjukkan konsistensi dalam mematuhi batas yang ditetapkan. Demikian pula, pada domain DSS01 (Mengelola Prosedur), tingkat kematangan adalah 4,4 ("Predictable"), menunjukkan prosedur operasional yang andal dan manajemen infrastruktur TI yang efektif. Rata-rata tingkat kematangan di seluruh domain adalah 4,35, menunjukkan pelaksanaan yang konsisten dalam batas yang ditetapkan ("Predictable"). Penelitian ini mengidentifikasi kesenjangan sebesar 0,65 antara tingkat kematangan saat ini dan yang diharapkan, dengan domain APO09 memiliki kesenjangan terbesar yaitu 1. Penelitian ini memberikan rekomendasi praktis untuk meningkatkan tata kelola TI di Bank XYZ, khususnya dalam meningkatkan tingkat kematangan di domain APO09. Implementasi strategi ini diharapkan dapat meningkatkan efisiensi operasional, kepuasan pelanggan, dan profitabilitas perusahaan di masa mendatang.Kata kunci: Framework, COBIT 5, EDM04, APO09, DSS01 Abstract - This study examines Information Technology (IT) governance in the banking sector using the COBIT 5 framework, focusing on the domains EDM04, APO09, and DSS01. It evaluates the IT governance maturity level at XYZ Bank through surveys and interviews. The results show Bank XYZ has a fairly good level of maturity but has identified some areas for improvement. On the EDM04 (Ensuring Resource Optimization) domain, the average maturity level is 4,66 ("Optimizing"), indicating a continuous improvement towards current and expected business goals. For the APO09 (Managing Service Agreement) domain, the maturity level is 4 ("Predictable"), indicating consistency in adhering to the set limits. Similarly, in the DSS01 (Managing Procedures) domain, the maturity level is 4.4 ("Predictable"), indicating reliable operational procedures and effective IT infrastructure management. The overall average maturity level is 4.35, indicating consistent execution within the set limits ("Predictable"). This study identified a gap of 0,65 between the current and expected maturity levels, with the APO09 domain having the largest gap of 1. This study provides practical recommendations to improve IT governance in Bank XYZ, especially in improving the APO09 maturity level. Implementing this strategy is expected to improve operational efficiency, customer satisfaction, and the company's profitability in the future.Keywords: Framework, COBIT 5, EDM04, APO09, DSS01
Perbandingan Metode Naïve Bayes dan Support Vector Machine pada Analisis Sentimen Twitter Mujaddid Izzul Fikri; Trifebi Shina Sabrila; Yufis Azhar
SMATIKA JURNAL : STIKI Informatika Jurnal Vol 10 No 02 (2020): SMATIKA Jurnal : STIKI Informatika Jurnal
Publisher : LPPM UBHINUS MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/smatika.v10i02.455

Abstract

Twitter is one of the social media that is widely used by the public as a communication media and obtain information. Through this social media, users can submit various opinions or comments on an issue. The opinions and comments that users submit through the tweets they send can be used for sentiment analysis. Therefore, in this study sentiment analysis of tweets related to the University of Muhammadiyah Malang (UMM) was carried out to determine public opinion about this campus. The analysis was carried out by classifying tweets that contain people’s sentiments regarding UMM. The classification method used in this study is Naïve Bayes and Support Vector Machine (SVM) by weighting the term using TF-IDF. The result of the two methods shows that Naïve Bayes gets better accuracy than SVM with an accuracy of 73,65%
Creating 3D Animations for Seasonal Flood Education Ramadhani, Amanda Putri Ramadhani; Maulina, Riska; Delakamin, Putri Ika; Sabrila, Trifebi Shina
INSTALL: Information System and Technology Journal Vol 2 No 2 (2025): INSTALL : Information System and Technology Journal
Publisher : LPPM Universitas Sari Mulia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33859/install.v2i2.980

Abstract

Seasonal flooding is a routine problem in Banjarmasin City which is triggered by high rainfall and poor waste management. The lack of public awareness in maintaining environmental cleanliness has also worsened this condition. This research aims to develop educational media in the form of 3D animations that explain the causes, impacts, and solutions of seasonal floods. The production method includes three main stages: pre-production, production, and post-production, using the Blender software as well as the BlenderKit add-on. The final result is in the form of an educational animation video that describes the process of flooding and preventive actions that can be taken by the community. Preliminary evaluations show that these animations are effective in conveying educational messages and raising environmental awareness. This media is expected to support environmental campaigns by the government and educational institutions.
Exploration and Representation of Banjarmasin’s Local Architecture and Culture in 3D Blender Animation as an Educational and Adaptation Medium for Migrants Royd, Ivan Cavanneva; Ilmiyanor, Akhmad Hafi; Rahman, Sultan Nur; Sabrila, Trifebi Shina
INSTALL: Information System and Technology Journal Vol 2 No 2 (2025): INSTALL : Information System and Technology Journal
Publisher : LPPM Universitas Sari Mulia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The city of Banjarmasin, known for its unique river-based culture and traditional architecture, holds rich cultural heritage that is increasingly at risk of being forgotten, especially by younger generations who migrate to urban areas for education or work. This study explores how local architecture and cultural values of Banjarmasin can be represented through 3D animation using Blender, an open-source animation software. The aim is to develop an educational and emotional storytelling medium that reconnects young migrants with their cultural roots. The animation project, titled “Tumbuh Diantara Jarak” (Growing Between Distance), follows the story of a young man named Atma, who migrates from Java to Banjarmasin and experiences emotional and cultural transitions. The production process follows standard animation workflows, including idea development, storyboard scripting, modeling, keyframing, rendering, and editing. Blender was used to create visual assets such as traditional houses, symbolic landmarks, and culturally relevant environments like Siring. Audio elements, character voiceovers, and emotional visual cues were added during post-production using tools like KineMaster, CapCut, and Alight Motion. The results show that 3D animation is an effective tool not only for cultural preservation but also for emotional engagement and educational adaptation. The project demonstrates how digital storytelling can bridge cultural gaps and offer a meaningful medium for diaspora communities to reconnect with their heritage. Further research may explore audience reception and integration of interactive elements for deeper engagement.
Exploring the Beauty of the Banjarmasin River through 3D Animation as a Visual Tourism Media Nisa, Zapiratun; Adriani, Adella; Pepriyani, Nor Lintang; Sabrila, Trifebi Shina
INSTALL: Information System and Technology Journal Vol 2 No 2 (2025): INSTALL : Information System and Technology Journal
Publisher : LPPM Universitas Sari Mulia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33859/install.v2i2.982

Abstract

The city of Banjarmasin is known as the "City of a Thousand Rivers," which has enormous tourism potential, especially in terms of unique river tourism. However, the public's interest, especially the younger generation, in river tourism began to decline due to the lack of interesting and informative promotional media. This research aims to create 3D animation as a means of visualization to promote river tourism in Banjarmasin with a Research and Development (R&D) approach. The development process consists of three main stages: pre-production, production, and post-production, which is carried out using Blender software. The results of the animation show community activities along the Martapura River, which includes floating markets, kelotok boats, and traditional atmosphere on the riverbank. These animations were created based on observational data and field records to reflect the local culture in an authentic way. The findings of the study indicate that 3D animation functions well as an attractive and informative visual promotional tool, and has the potential to increase tourist interest in tourist destinations in Banjarmasin through digital platforms.
Educational Visualization of Waste Management Through 3D Animation as an Effort to Increase Environmental Awareness Hapsari, Erwenda Tri; Yanti, Hardi; Maretmy, Angella; Sabrila, Trifebi Shina
INSTALL: Information System and Technology Journal Vol 2 No 2 (2025): INSTALL : Information System and Technology Journal
Publisher : LPPM Universitas Sari Mulia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33859/install.v2i2.983

Abstract

Pengelolaan sampah merupakan masalah lingkungan yang masih sulit ditangani diberbagai negara berkembang, termasuk Indonesia. Kota Banjarmasin, sebagai salah satu contoh, yang menghadapi tantangan besar dalam mengelola sampah yang tidak ditangani secara optimal. Hal ini disebabkan oleh rendahnya kesadaran masyarakat dalam memilah sampah dan kurangnya edukasi lingkungan yang memadai. Fenomena ini menyebabkan meningkatnya volume sampah yang mencemari lingkungan dan berisiko terhadap kesehatan masyarakat. Sebagai solusi, visualisasi edukatif, khususnya melalui animasi tiga dimensi (3D), dapat menjadi pendekatan yang efektif untuk meningkatkan kesadaran masyarakat mengenai pentingnya pengelolaan sampah dan pelestarian lingkungan. Animasi 3D memungkinkan penyampaian informasi yang kompleks secara lebih jelas dan menarik, serta memberikan pengalaman belajar yang interaktif. Penelitian ini bertujuan untuk mengembangkan visualisasi edukatif berbasis animasi 3D yang dapat meningkatkan kesadaran masyarakat terhadap isu-isu lingkungan, terutama pengelolaan sampah. Hasil penelitian menunjukkan bahwa penggunaan animasi 3D efektif dalam menyampaikan pesan edukatif dan memperkuat pemahaman serta partisipasi aktif masyarakat dalam menjaga kebersihan lingkungan.
Three-Dimensional Animation Design for the Local History Animation "The Origins of Banjarmasin City" Bie, Kalistowen; Daud, Excel; Suliana, I Made; Sabrila, Trifebi Shina; Mambang
Jurnal Ilmiah Multimedia dan Komunikasi JIMK Vol. 10 No. 2, December 2025
Publisher : Sekolah Tinggi Multi Media "MMTC" Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jimk.v10.i2.583

Abstract

The preservation of local history in the digital era requires innovative and interesting media, especially for the younger generation. This study documents the process of designing and producing a 3D animated film entitled "The Origin of the City of Banjarmasin" using Blender software. The project development method includes four main stages: historical exploration, pre-production, production, and post-production. The project produced a short animated film consisting of four key scenes that represent the thematic narrative of Banjarmasin's history, starting from life in a river village to its evolution into a modern city. In production, a hybrid approach is used by combining manual 3D modeling and the utilization of asset templates from open source for efficiency. The results of this project show that Blender is an effective tool for creatively visualizing historical content. 3D animation has proven to have strong potential as an educational medium to revitalize and convey local cultural heritage visually, interactively, and attractively to the digital generation. Three-dimensional visualization allows audiences to experience the historical atmosphere more deeply than conventional media, while opening up more engaging and memorable learning opportunities.