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Rancang Bangun E-Commerce Produk Kecantikan Berbasis Website Menggunakan Metode Rapid Application Development (Studi Kasus : Salon Merak Ati) Saputro, Muhamad Mahasin Bagus; Budiman, Saiful Nur; Rahmat, Mohammad Faried
Jurnal Ilmiah Wahana Pendidikan Vol 11 No 5.B (2025): Jurnal Ilmiah Wahana Pendidikan
Publisher : Peneliti.net

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

Abstract

Penelitian ini bertujuan untuk merancang dan membangun sistem e-commerce berbasis website yang menjual produk kecantikan di Salon Merak Ati. Metode Rapid Application Development (RAD) digunakan untuk mengembangkan sistem ini. Latar belakang penelitian adalah masalah dalam pencatatan transaksi penjualan yang masih manual, yang sering menimbulkan kesalahan dalam pencatatan dan pelaporan penjualan. Selain itu, pelanggan mengalami kesulitan memesan produk karena harus menunggu konfirmasi stok dari admin. Sistem e-commerce yang dikembangkan diharapkan dapat mempermudah proses bisnis Salon Merak Ati, meningkatkan efisiensi pencatatan transaksi, dan memberikan pengalaman berbelanja yang lebih baik bagi pelanggan. Pengujian sistem menggunakan metode Black Box dan Close Beta memastikan bahwa sistem yang dikembangkan sesuai dengan kebutuhan pengguna dan berjalan dengan baik. Hasil pengujian menunjukkan bahwa sistem e-commerce ini berhasil diimplementasikan dengan baik dan diterima positif oleh pengguna, dengan hasil yang diperoleh dari pengujian Black Box menunjukkan tingkat keberhasilan 100%, yang berarti website ecommerce ini sangat baik untuk digunakan. Kemudian hasil yang diperoleh dari pengujian validasi ahli it mendapatkan 72%, yang berarti website e-commerce ini sudah layak dan boleh untuk digunakan dengan revisi kecil. Kemudian hasil pengujian yang didapatkan dari pengujian oleh pengguna mendapatkan 79%, yang berarti website e-commerce ini sudah layak dan boleh untuk digunakan dengan revisi kecil.
Sistem Pakar Sistem Pakar Diagnosis Hama Dan Penyakit Tanaman Bonsai Menggunakan Metode Forward Chaining Nurhayati, Ismiya; Lestanti, Sri; Budiman, Saiful Nur
Algoritme Jurnal Mahasiswa Teknik Informatika Vol 3 No 1 (2022): Oktober 2022 || Algoritme Jurnal Mahasiswa Teknik Informatika
Publisher : Program Studi Teknik Informatika Universitas Multi Data Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/algoritme.v3i1.3343

Abstract

This study aims to build an expert system that can help determine quickly what pests or diseases attack bonsai plants based on symptoms that appear, especially in Blitar Nursery. Not only types of pests or diseases, this system also informs how to handle plants that are attacked by pests or diseases and how to prevent them. The method used in this study is the forward chaining method, the tracking process of this method is from symptom data, then matches the data with the IF part of the IF-THEN rule, if it is in accordance with the existing rules, then the rule will be executed to get a conclusion. This expert system was built using Bootstrap and the Hypertext Preprocessor (PHP) programming language with the Sublime Text text editor. Testing this expert system using black box and beta testing to IT experts and experts. The results of black box testing are 97.22% and beta test results are 85.2%, the conclusion that the system is feasible to use and can provide a diagnosis of pests or diseases in bonsai plants based on the symptoms given.
Development of Science Education Game Base on Computer Vision for Primary School Student Budiman, Saiful Nur; Lestanti, Sri; Rahmat, Mohammad Farried; Nafis, Mohamad
Journal of INISTA Vol 6 No 1 (2023): November 2023
Publisher : LPPM Institut Teknologi Telkom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/inista.v6i1.1325

Abstract

In this research, a discussion was carried out regarding the use of computer vision in educational games developed using the Python programming language and the Mediapipe library. Game applications must be able to capture hand movements and create hand landmark models. These landmarks are used to move the snake's head in the Snake Game and answer questions in the Virtual Quiz. The aim of this research is to develop interest and increase focus in elementary school students with educational games. An analysis was carried out on the results of the respondent's questionnaire to determine the impact of using educational games on students' interest in learning. It was found that 80% of these educational games helped students understand learning concepts. The games developed are also appropriate to the level and knowledge of skills, especially for grade 2 and 3 students with a percentage score of 60%. There are obstacles to the development of this educational game, namely 30% of respondents experiencing difficulties in using it. Sometimes hand movements cannot be captured properly, if the distance of the hand from the camera is too close or far.
Penerapan Mediapipe dalam Pengenalan Bisindo Berbasis Deep Learning dan Computer Vision (Studi Kasus: SLB-C B Yayasan Pendidikan Luar Biasa (YPLB) Blitar) Ahwani, Didik Kholidil; Budiman, Saiful Nur; Rahmat, Mohammad Faried
Innovative: Journal Of Social Science Research Vol. 4 No. 5 (2024): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v4i5.15199

Abstract

Di Indonesia, komunikasi antara komunitas Tuli dengan masyarakat umum sering kali terhambat oleh perbedaan bahasa, khususnya Bahasa Isyarat Indonesia (BISINDO). Penelitian ini memanfaatkan teknologi kecerdasan buatan, khususnya Convolutional Neural Networks (CNN) dalam platform MediaPipe, untuk meningkatkan pengenalan huruf-huruf dalam BISINDO melalui analisis gerakan tangan. Pendekatan ini bertujuan untuk mengurangi jurang komunikasi dengan memungkinkan interpretasi yang lebih baik terhadap gerakan kompleks dalam BISINDO. Metode penelitian ini melibatkan pengembangan dan evaluasi model CNN menggunakan MediaPipe untuk mengenali gerakan isyarat tangan. Pengukuran kinerja model dilakukan menggunakan Confusion matrix, dengan hasil akurasi mencapai 94% selama pelatihan dan 78,46%pada pengujian real-time. Hasil ini menunjukkan bahwa model berhasil mengklasifikasikan gerakan tangan dengan baik dalam kondisi ideal maupun di lingkungan dunia nyata. Penelitian ini memberikan kontribusi dalam mengembangkan solusi teknologi untuk mendukung komunikasi inklusif bagi komunitas Tuli, dengan potensi untuk diterapkan dalam aplikasi pengenalan bahasa isyarat dan teknologi asistensi lainnya.
Penerapan Algoritma Support Vector Machine Untuk Analisis Sentimen Data Ulasan Aplikasi Binance Pada Google Play Store Alamsyah, Anandyta Sakti; Budiman, Saiful Nur; Romadhona, ⁠Rizki Dwi
Innovative: Journal Of Social Science Research Vol. 4 No. 5 (2024): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v4i5.15721

Abstract

Penelitian ini dilatar belakangi oleh pentingnya pemahaman sentimen pengguna terhadap aplikasi Binance dan analisis sentimen merupakan alat yang efektif untuk mencapai tujuan tersebut. Metode yang digunakan meliputi pengumpulan data ulasan dari Google Play Store pada rentang waktu tertentu, preprocessing teks untuk membersihkan data dari noise dan normalisasi teks, serta pembagian data menjadi data latih dan data uji. Selanjutnya, model SVM dilatih menggunakan data latih dan dievaluasi menggunakan data uji dan confusion matrix. Hasil eksperimen menunjukkan bahwa model SVM mencapai akurasi sebesar 87,24%. Evaluasi lebih lanjut mengungkapkan precision sebesar 85%, recall sebesar 87%, dan f1-score sebesar 85%.
Rancang Bangun Aplikasi Ppdb Di Mts Riset Fathul Huda dengan Metode Rad Berbasis Web Fajar, Nugroho Gusti Bintang; Budiman, Saiful Nur; Febrinita, Filda
Jurnal Sains dan Teknologi (JSIT) Vol. 5 No. 3 (2025): September-Desember
Publisher : CV. Information Technology Training Center - Indonesia (ITTC)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jsit.v5i3.3649

Abstract

The New Student Admissions (PPDB) process at MTs Riset Fathul Huda has been carried out manually, resulting in various obstacles such as time inefficiency, potential data input errors, and difficulties in managing prospective student files. To overcome these problems, this study aims to design and build a web-based PPDB application using the Rapid Application Development (RAD) method. The RAD method was chosen because it is iterative and fast, and actively involves users in every stage of system development. The resulting application has various main features, including online registration, document upload, payment verification, and data management by the committee. System testing was carried out comprehensively through Black Box Testing, White Box Testing, and User Acceptance Test (UAT). The Black Box test results showed a functional success rate of 96.55%, while the White Box results showed a Cyclomatic Complexity (V(G)) value of 141, all of which have been tested. In addition, the UAT results showed a very high level of user satisfaction, namely 96% from the admin side and 93.33% from the applicant side. Based on the evaluation results, it can be concluded that the developed web-based PPDB application is feasible, efficient, and well-received by users. It can also be an effective solution for digitizing student admissions at MTs Riset Fathul Huda
Design and Development of a CMS-Based School Website Integrated with a 360° Virtual Tour Using the Waterfall Method at SDN Gadungan 02 Balya Ahmad Waffa; Saiful Nur Budiman; Wahyu Dwi Puspitasari
Jurnal Ilmiah Multidisiplin Indonesia (JIM-ID) Vol. 5 No. 06 (2026): Jurnal Ilmiah Multidisplin Indonesia (JIM-ID), June 2026
Publisher : Sean Institute

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Abstract

The utilization of information technology in education plays a crucial role in supporting the openness and equal distribution of information. SDN Gadungan 02, located in Blitar Regency, does not yet have an official digital platform, resulting in manual and limited methods of information delivery and school promotion. This study aims to design and develop a school website based on a Content Management System (CMS) integrated with a 360° Virtual Tour feature as an informative and interactive digital solution. The methodology used is the Waterfall model, comprising analysis, design, implementation, and testing phases. The technologies employed include React JS for the interface, Express JS and PostgreSQL for the backend, and React-Pannellum for displaying 360° panoramas. The website supports two user roles: admin and general users. Its main feature, the 360° Virtual Tour, allows visitors to explore the school environment online. Blackbox testing using the All-Pair technique showed a success rate of 94.87%, while Whitebox testing with the basis path technique resulted in a Cyclomatic Complexity score of 15, indicating moderate complexity. Closed Beta Testing by IT experts and internal users recorded satisfaction rates of 91.25% and 85%, respectively, while Open Beta Testing with 50 respondents yielded 84.75% satisfaction. The website is considered feasible, functional, accessible, and capable of delivering a strong digital experience. Its presence is expected to support information transformation and enhance the school's image and competitiveness in the digital era.
SiPuTiH: Model Convolutional Neural Network untuk Sistem Pengenalan Tulisan Tangan Hijaiyah Saiful Nur Budiman; Sri Lestanti; Sandi Widya Permana
JAMI: Jurnal Ahli Muda Indonesia Vol. 6 No. 2 (2025): Desember 2025
Publisher : Akademi Komunitas Negeri Putra Sang Fajar Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46510/jami.v6i2.390

Abstract

This research presents the development of SiPuTiH (Handwritten Hijaiyah Character Recognition System) using the Convolutional Neural Network (CNN) algorithm to address the challenges of handwriting variability in Arabic scripts. The methodology includes dataset acquisition and preprocessing, CNN architecture design, model training, and performance evaluation. The dataset consists of 1,680 handwritten images representing 30 Hijaiyah characters, divided into 80% training and 20% testing data. The proposed CNN architecture employs four convolutional and pooling layers with a total of 6.8 million trainable parameters. Experimental results show that SiPuTiH achieved a 99.7% accuracy rate in recognizing Hijaiyah characters, with only one misclassification between ‘ta’ (ت) and ‘tsa’ (ث) due to morphological similarity. The trained model was implemented in an interactive Streamlit-based application that includes learning modules, quizzes, and real-time handwriting prediction. SiPuTiH demonstrates high reliability not only as a handwriting recognition system but also as an engaging educational platform for learning Arabic letters. This study confirms the effectiveness of CNNs in handling the morphological complexity of Hijaiyah characters and contributes to the development of intelligent educational tools. Future work may explore larger datasets, transfer learning architectures, and contextual (word-level) recognition to enhance system scalability and performance.
Implementasi Deep Learning Menggunakan Convolutional Neural Network (CNN) Untuk Klasifikasi Jenis Ikan Mas Koki (Carassius Auratus) Berdasarkan Ciri Morfologi Isnan Ridho Alamsyah; Saiful Nur Budiman; Udkhiati Mawaddah
Jurnal Infomedia: Teknik Informatika, Multimedia, dan Jaringan Vol 10, No 2 (2025): Jurnal Infomedia
Publisher : Politeknik Negeri Lhokseumawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30811/jim.v10i2.7636

Abstract

Ikan mas koki (Carassius auratus) merupakan komoditas ikan hias unggulan Indonesia dengan nilai ekonomi tinggi, namun identifikasi varietasnya secara manual bersifat subjektif dan tidak efisien. Penelitian ini bertujuan mengembangkan sistem klasifikasi otomatis berbasis Deep Learning untuk mengidentifikasi tiga varietas ikan koki utama: Oranda, Ranchu, dan Ryukin berdasarkan ciri morfologi. Metode yang digunakan adalah Convolutional Neural Network (CNN) dengan arsitektur transfer learning pada model MobileNetV2 yang telah dilatih sebelumnya pada dataset ImageNet. Dataset terdiri dari 240 gambar yang dibagi menjadi data latih (192 gambar) dan data uji (48 gambar). Teknik augmentasi data diterapkan untuk meningkatkan variasi dan mencegah overfitting. Hasil pelatihan model menunjukkan akurasi sebesar 95,35% pada data latih dan 93,75% pada data uji. Evaluasi per kelas menunjukkan akurasi tertinggi untuk Oranda (99,36%), diikuti Ranchu (91,00%), dan Ryukin (68,58%). Performa yang lebih rendah pada Ryukin disebabkan oleh kemiripan morfologinya dengan varietas lain. Hasil penelitian membuktikan bahwa CNN sangat potensial digunakan untuk automasi klasifikasi ikan koki, mendukung program breeding dan standardisasi kualitas dalam industri akuakultur.
Implementasi Algoritma FP-Growth untuk Optimalisasi Strategi Pemasaran di Toko Pakaian: Studi Kasus Toko Trend Batara Mahardika Aryoko; Saiful Nur Budiman; Sri Lestanti
Jurnal Teknologi Terpadu Vol 12 No 1 (2026): Juli, 2026
Publisher : LPPM STT Terpadu Nurul Fikri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54914/jtt.v12i1.2592

Abstract

TREND store is a retail outlet that sells various types of clothing and accessories. As market competition intensifies, the store needs to develop more efficient marketing strategies to remain competitive. One approach is to utilise sales data to analyse consumer purchasing patterns, given that such data has not been optimally used previously. This study aims to identify purchasing patterns and generate association rules as a basis for marketing strategies using the FP-Growth algorithm. The algorithm was chosen because it can identify frequent itemsets without candidate generation, making it more efficient than other methods in market basket analysis. The research data consist of 64 sales transactions from March 2025. In addition to pattern discovery, lift ratios were calculated to measure the strength of relationships between items. The results show that FP-Growth successfully identified significant purchasing patterns and generated relevant association rules. Several rules have lift ratios above 1, such as 1.2472 and 1.1463 for the combination K7, K1, C5, indicating positive relationships. These findings can be used to develop more data-driven and efficient marketing strategies, such as placing related items together to encourage impulsive purchases, supporting product recommendations, promoting planning, and informing other marketing decisions.