Budi Susanto
Fakultas Teknologi Informasi, Universitas Kristen Duta Wacana

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PENDAMPINGAN UNTUK PENYEDIAAN SISTEM PELANGGAN PADA UNIT USAHA YAYASAN BERNADUS DIREKTORAT SEKOLAH SANJAYA Budi Susanto; Umi Proboyekti; Gloria Virginia
Share : Journal of Service Learning Vol. 8 No. 2 (2022): AUGUST 2022
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (564.885 KB) | DOI: 10.9744/share.8.2.208-215

Abstract

Direktorat Sekolah Sanjaya adalah lembaga dari Yayasan Bernardus yang bergerak dalam bidang pendidikan. Untuk mendukung bidang pendidikan, mereka menjalankan unit usaha berupa kedai kopi bernama Melcosh. Oleh karena unit usaha tersebut penting untuk mendukung pelayanan bidang pendidikan, maka menjadi penting untuk dikembangkan. Pengembangan layanan kepada pelanggan menjadi salah satu bentuk layanan penting bagi Melcosh. Dalam usaha untuk mencapai hal tersebut, dibutuhkan sistem manajemen pelanggan berbasis aplikasi mobile. Dalam rangka itulah, Yayasan Bernadus Direktorat Sekolah Sanjaya menjalin kerja sama dengan Fakultas Teknologi Informasi UKDW, dan kegiatan pengabdian kepada masyarakat ini adalah salah satu bentuk penerapan kerja sama tersebut. Dalam pengembangan sistem manajemen pelanggan tersebut, mereka membutuhkan pendampingan teknis dikarenakan mereka belum memiliki tenaga tetap yang khusus menangani pengembangan sistem informasi. Dalam pendampingan teknis tersebut, kegiatan pengabdian kepada masyarakat ini menghasilkan beberapa luaran, antara lain dokumen spesifikasi kebutuhan, dokumen desain sistem, dan juga purwa rupa aplikasi. Purwa rupa yang dapat dikategorikan sebagai high fidelity aplikasi Pelanggan Melcosh berbasis Android juga telah dihasilkan bersama. Purwa rupa ini diharapkan dapat digunakan untuk memberi gambaran kepada tim Melcosh terkait bentuk aplikasinya nanti. Pendampingan juga memberikan pertimbangan dalam rencana strategis pembangunan sistem berbasis teknologi informasi dan komunikasi bagi Yayasan Bernadus Direktorat Sekolah Sanjaya. Pertimbangan tersebut dinilai penting bagi Yayasan karena dapat dimanfaatkan untuk pengembangan organisasi secara berkelanjutan.
Implementasi Business Process Modeling dalam Workflow Aplikasi Monitoring Electronic Data Capturer Umi Proboyekti; Charoline Septa; Budi Susanto
Jurnal Terapan Teknologi Informasi Vol 6 No 1 (2022): Jurnal Terapan Teknologi Informasi
Publisher : Fakultas Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21460/jutei.2022.61.208

Abstract

Business Process Modeling (BPM) is a data-based visual representation to model business workflows to optimize business processes. BPM notations make the model easy to understand for all stakeholders who play a role in developing business processes. This paper will describe implementing BPM in the Electronic Data Capturer (EDC) Monitoring Application (EDCMA) workflow. The workflow modeling process uses Bonitasoft software that includes business process creation for user interface and process engine. EDCMA is a process to solve the problems in the EDC terminal repair process and the submission as a new merchant. Based on the existing manual procedure of EDCMA, the new EDCMA process model uses electronic form and semi-automatic processing that implement some Bonitasoft BPM features to develop a high-fidelity application prototype. In the evaluation process, we develop some scenarios with data tests that occur in manual procedures. Based on the evaluation, the prototype has successfully represented the entire process that occurs on each feature. In the future, developing EDCMA that uses web and mobile application frameworks will provide the EDCMA system for end-users.
Desain Level Berbasis Storyboard Pada Perancangan Game Edukasi Augmented Reality Tap The Trash Matahari Bhakti Nendya; Budi Susanto; Gabriel Indra Widi Tamtama; Timotius Johan Wijaya
Fountain of Informatics Journal Vol. 8 No. 1 (2023): Mei
Publisher : Universitas Darussalam Gontor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21111/fij.v8i1.8836

Abstract

Abstrak Desain level merupakan sebuah proses dimana membuat pengalaman bermain yang menarik bagi pemain. Desain level mengkombinasikan berbagai macam elemen yang berupa level, mekanik, grafik dan suara. berbagai macam teknik desain level telah dikembangkan dan diimplementasikan dalam game baik 2D maupun 3D. Penelitian ini mencoba mengimplementasikan desain level pada game berbasis augmented reality. Dalam penyusunan level digunakan teknik storyboard yang umumnya dipakai dalam industri film dan televisi. Desain storyboard mengacu pada model storyboard experimental dimana model ini digunakan untuk memberikan perintah pada obyek tertentu. Hasil yang didapatkan model storyboard dapat diimplementasikan pada game dengan menggunakan flutter dan ARCore. Hasil pengujiannya menandakan adanya dinamika level dimana semakin tinggi levelnya maka player akan mengalami kesulitan dalam menyelesaikan objective game. Kata kunci: level desain, storyboard, game, augmented reality, fluter, ARCore   Abstract [An approach to level design based on storyboards in augmented reality educational games: Tap The Trash]. The level design aims to provide players with an engaging gaming experience. Designing levels involves combining various elements, such as mechanics, graphics, and sounds. There are a variety of level design techniques that can be applied both in 2D and 3D games. A study of level design for augmented reality-based games is presented in this paper. The levels are prepared using storyboarding techniques, commonly employed in the film and television industries. An experimental storyboard model uses a storyboard to give orders to various objects within a story. With Flutter and ARCore, games can be developed based on the results obtained by the storyboard model. Test results indicate that completing the objective game becomes more difficult as the level is raised. Keywords: design level, storyboard, game, augmented reality, fluter, ARCore
Penerapan RESTful API untuk Membangun Program Pembayaran Piutang Menggunakan Otentikasi OAuth 2.0 Nina Wulandari; Argo Wibowo; Budi Susanto
Jurnal Terapan Teknologi Informasi Vol 5 No 1 (2021): Jurnal Terapan Teknologi Informasi
Publisher : Fakultas Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21460/jutei.2021.51.230

Abstract

Retail business competition which is increasingly fast requires businesses to have a product sales strategy that is able to compete. Amigo Group convert this strategy by providing account receivable services for customers. The study " Penerapan RESTful API untuk Membangun Program Pembayaran Piutang Menggunakan Otentikasi OAuth 2.0", focused on how to use RESTful to provide the transaction API for accounts receivable payments, and the use of OAuth 2.0 as an authentication method, as well as load testing of API. The system design has been done with UML modeling language in the form of activity diagrams and sequence diagrams. Programming was done using the Laravel framework and MySQL database. Load testing was performed using the Locust application. These designs produced Back End functions that can be used on web and mobile platforms. As a result of load testing, the use of the OAuth 2.0 method is more advantageous than using Basic Auth. This is shown by the response time and request per second which is more stable in the use of OAuth 2.0.
Pembangunan Dashboard Inventory Pada Bisnis Ritel Yusuf Giri Priyangga Adi; Budi Susanto; Maria Nila Anggia Rini
Jurnal Terapan Teknologi Informasi Vol 5 No 2 (2021): Jurnal Terapan Teknologi Informasi
Publisher : Fakultas Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21460/jutei.2021.52.231

Abstract

In this study, it will be explained how to create a data mart in a retail business to answer the KPI (Key Performance Indicator) inventory of goods which will be visualized in the form of a dashboard to make it easier for company executives to see the condition of inventory in stores. In making a data mart, it will be explained how the ETL (Extraction, Transformation and Loading) process from a transactional database from 9 stores becomes a data mart. The data mart in this study was built using a star schema and produced 4 dimension tables and 1 fact table. Star schema is used to simplify the query process when you want to display data on the dashboard. After the dashboard has successfully visualized the data, then testing is carried out on users using the UEQ (User Experience Questionnaire) method to find out how the user experience when using the dashboard. From this study, it was found that the dashboard was able to visualize the total inventory of goods, consigned goods inventory, non-consigned trunk inventory in monthly, semester, quarterly, and annual periods. And excellent results on 6 scales of User Experience Questionnaire (UEQ).
Pembangunan Alternatif Ontologi Alkitab Budi Susanto; Umi Proboyekti; Gloria Virginia
JUSTIN (Jurnal Sistem dan Teknologi Informasi) Vol 10, No 4 (2022)
Publisher : Jurusan Informatika Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/justin.v10i4.50351

Abstract

Layanan teks Alkitab dalam format digital saat ini masih terus dikembangkan dan dimanfaatkan dengan berbagai latar belakang kebutuhan. Salah satu kebutuhan penting yang dapat disediakan adalah layanan informasi pelengkap teks Alkitab seperti objek tokoh, tempat, topik, atau kejadian. Informasi pelengkap ini dapat menolong pembaca Alkitab untuk mendapatkan pengetahuan sehingga diharapkan pembaca dapat belajar lebih dalam terkait teks Alkitab. Artikel ini melaporkan terkait pemanfaatan kerangka Semanti Web dalam memodelkan informasi pelengkap teks Alkitab. Dalam pemanfaatan Semantic Web, pengembangan ontologi OntoBible telah dilakukan yang memodelkan beberapa konsep penting dalam teks Alkitab, yaitu terkait tokoh, tempat, topik, dan kejadian. Dalam pengembangan OntoBible, digunakan dua ontologi yang telah terpublikasi sebelumnya, yaitu Bible Knowledgebase dan Family Tree. Pemanfaatan OntoBible juga telah dilakukan dalam bentuk pengembangan aplikasi sederhana. Aplikasi ini dapat menyajikan informasi terkait teks Alkitab yang lebih lengkap, antara lain visualisasi graf relasi keluarga seorang tokoh Alkitab, dan visualisasi lokasi dari teks Alkitab dalam bentuk informasi teks dan peta. Di sisi lain, pengembangan OntoBible masih perlu dilanjutkan untuk memperkaya konsep dari teks Alkitab.
Efektivitas Online Dan Physical Collaboration Dalam Pengembangan Sistem Pengelolaan Workflow Persuratan Sinode GKJ Restyandito, Restyandito; Saputra, Laurentius Kuncoro Probo; Susanto, Budi; Proboyekti, Umi; Virginia, Gloria
Patria : Jurnal Pengabdian Kepada Masyarakat Vol 5, No 2: September 2023
Publisher : Universitas Katolik Soegijapranata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/patria.v5i2.4076

Abstract

Dampak Pandemi Covid-19 masih dirasakan hingga saat ini dengan diberlakukannya pembatasan kegatan masyarakat. Adanya teknologi kolaborasi secara daring memungkinkan pengabdian masyarakat tetap dapat dilaksanakan. Paper ini membahas tentang hasil refleksi pelaksanaan pengabdian dengan menggunakan teknologi tersebut. Penggunaan teknologi untuk melakukan online collaboration dirasa cukup efektif walaupun tidak selalu efisien. Pemilihan dan ketersediaan teknologi yang digunakan berpengaruh terhadap keberhasilan yang dicapai. Beberapa kendala yang dihadapi adalah jaringan internet yang kadang tidak stabil, kendala komunikasi yang berkaitan dengan hilangnya komunikasi non-verbal yang dapat dilihat pada kondisi tatap muka (physical collaboration) dan berkurangnya atensi dan perhatian saat pertemuan daring karena penggunaan teknologi memungkinkan peserta untuk melakukan multi tasking.
Pengembangan Telegram Chatbot Informasi Mahasiswa Menggunakan Wit.ai Joey Ferelestian, Varrel; Susanto, Budi; Senapartha, I Kadek Dendy
Jurnal Terapan Teknologi Informasi Vol 7 No 2 (2023): Jurnal Terapan Teknologi Informasi
Publisher : Fakultas Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21460/jutei.2023.72.257

Abstract

Messenger has become a medium that is widely used by humans to communicate and exchange information. Telegram is one of the most widely used Messengers. Telegram has a chatbot feature. Chatbot speeds up receiving information from websites to users. Receiving information through the website requires several steps to obtain information, while chatbots only need requests from users in the form of text. In this study, a Telegram chatbot will be created using Natural Language Processing (NLP) which focuses on several tasks such as Natural Language Understanding (NLU) and Natural Language Generation (NLG). The chatbot training will use the cloud vendor Wit.ai Natural Language Processing (NLP) service. The results of this study are chatbots trained using the Wit.ai NLP Service cloud vendor can process requests from users and provide responses to users according to previously requested information in a short time. The answers given by the chatbot have an accuracy rate above 0.6.
Penerapan User Interface Design Pattern untuk Situs Web Katalog Seni Pertunjukan Indonesia I Nyoman Marcel Mahardika; Purwadi, Joko; Susanto, Budi
Jurnal Terapan Teknologi Informasi Vol 7 No 2 (2023): Jurnal Terapan Teknologi Informasi
Publisher : Fakultas Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21460/jutei.2023.72.275

Abstract

Performing arts play a significant role in the cultural diversity of Indonesia. However, there are still few media outlets that publish information related to performing arts in one centralized platform. Based on the described issue, a performing arts website is needed to display information related to performing arts and have a well-designed user interface. In this study, an interface design for a performing arts website is developed by applying user interface design patterns as a solution in the interface design process. To achieve a user-centered design that meets users' expectations, the User-Centered Design (UCD) method is employed in the interface design process. The test results indicate that the interface design has a high level of effectiveness and efficiency, with an effectiveness score of 97.85% and an efficiency score of 96.94%. Additionally, website testing was conducted using the System Usability Scale (SUS) method, which resulted in a usability score of 82.87 for the performing arts website. The obtained results indicate that the performing arts website is well-received and effectively used by users.
Penerapan Choreography Message Broker Untuk Transaksi Data Berbasis Asynchronous RESTful Imanuel, Desendo; Rini, Maria Nila Anggia; Susanto, Budi
Jurnal Terapan Teknologi Informasi Vol 8 No 1 (2024): Jurnal Terapan Teknologi Informasi
Publisher : Fakultas Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21460/jutei.2024.81.321

Abstract

Currently, hospitals under the Christian Foundation for Public Health (Yayasan Kristen untuk Kesehatan Umum - YAKKUM) operate information systems independently. This implies that each hospital builds and manages its information system independently without systematic involvement with other hospitals. This triggers the emergence of heterogeneous data, necessitating data integration. In enterprise-scale applications, integration issues among application system components will increase with the growing needs and complexity of the application. One way to address this is by implementing middleware with a choreography approach as an intermediary between services. The system implements Axon Server as a message broker configured with an event handler in tracking processor mode. Each service has its own database supported by the implementation of infrastructure using Docker. The system is tested based on scenarios testing the reliability of data transactions between services in rollback or compensating transactions, choreography, and event consumption. Test results indicate that all testing scenarios were successfully executed even when services underwent a reboot during the testing process. Additionally, testing with unit tests, component tests, and integration tests successfully completed 46 test cases per 46 total test cases for the User Service and 27 test cases per 27 total test cases for the Auth Service. However, the test results also revealed anomalies or bugs when processing data transactions based on the saga pattern.