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Pemodelan dan Implementasi Aplikasi Mobile Umrah Guide Menggunakan Unified Modeling Language Nia Oktaviani; Siti Sauda
Jurnal Sains dan Informatika Vol. 5 No. 2 (2019): Jurnal Sains dan Informatika
Publisher : Teknik Informatika, Politeknik Negeri Tanah Laut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34128/jsi.v5i2.184

Abstract

Indonesia adalah salah satu negara muslim terbesar di dunia. Rutinitas ibadah bagi penduduk muslim di Indinesia selalu berjalan baik yang telah dijamin undang-undang. Salah satu ibadah sunnah yang sering dilakukan oleh penduduk Indonesia adalah Umrah. Dalam pelaksanaan ibadah umrah terdapat berbagai macam permaslahan yang timbul baik dari penyelenggara maupun jama’ah. Namun permasalahan yang paling fatal adalah kurangnya pengetahuan dalam beribadah umrah. Untuk itu fokus dalam penelitian ini adalah membuat panduan umrah bagi jama’ah yang akan melakukannya. Panduan yang dibuat berbasis smartphone menggunakan aplikasi. Didaman aplikasi yang dihasilkan terdapat informasi syarat umrah, rukun ibadah, wajib umrah, larangan ketika ihram, persiapan umrah, dan tata cara pelaksanaan umrah. Informasi yang ditampilkan pada aplikasi disajikan dalam bentuk teks dan video baik berbahasa Indonesia maupun Arab. Aplikasi juga telah dilakukan pengujian menggunakan heuristic evaluation dan dinyatakan layak untuk digunakan. Indonesia is one of the largest Muslim countries in the world. The routine of worship for the Muslim population in Indonesia always runs well, which has been guaranteed by law. One of the sunnah worship that is often carried out by Indonesian residents is Umrah. In the implementation of umrah worship, various problems arise both from organiser and pilgrims. But the fatal problem is the lack of knowledge in the Umrah service. For this reason, the focus of this research is to make an Umrah guide for Jamaah who will do it. A smartphone-based guide uses the application. In the application, there is information about Umrah conditions, pillars of worship, obligatory Umrah, prohibitions on Ihram, preparation of Umrah, and procedures for implementing Umrah. The information displayed on the application is in the form of text and videos both in Indonesian and Arabic. Applications that have been tested use heuristic evaluations and are declared feasible to use.
Perangkat Lunak Mobile Trivia Game Untuk Membantu Meningkatkan Hafalan Dan Wawasan Anak Anak Terhadap Surah Pendek Al Quran Listiananda Apriliawan; Afriyudi Afriyudi; Siti Sauda
Journal of Information Technology Ampera Vol. 1 No. 1 (2020): Journal of Information Technology Ampera
Publisher : APTIKOM SUMSEL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51519/journalita.volume1.isssue1.year2020.page40-49

Abstract

The development of mobile trivia game software is motivated by the tendency of children over the age of 7 who prefer digital devices and are better able to utilize the information presented by games. The mobile trivia game software is expected to be a solution that can meet the needs of children aged over 7 years starting from the aspect of education which is very important to be a shared concern for all elements in the society. The development of the software system can be realized by using the Extreme Programming method which modeling can use a CRC card. The work is done in a very short time. The results of the implementation of the development of mobile trivia game software can provide benefits to children aged over 7 years, especially to help improve their memorization and insight into the Qur'an's Juz Amma. As has become the hope for the author, namely creating educational software for children over 7 years
Implementasi Metode Faster Region Convolutional Neural Network (Faster R-CNN) Untuk Pengenalan Jenis Burung Lovebird Fino Charli; Hadi Syaputra; Muhammad Akbar; Siti Sauda; Febriyanti Panjaitan
Journal of Information Technology Ampera Vol. 1 No. 3 (2020): Journal of Information Technology Ampera
Publisher : APTIKOM SUMSEL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51519/journalita.volume1.isssue3.year2020.page185-197

Abstract

Lovebird merupakan burung sosial yang hidup berkelompok di alam bebas. Burung dari genus Agapornis ini ukuran tubuhnya relative mungil bila dibanding burung berparuh bengkok lainnya. Panjangnya sekitar 13-17 cm dengan bobot 30-60 gram. Ragam dan jenis burung lovebird sangat banyak namun bila dilihat dengan pendeketan taksonomi, hanya terdapat 9 spesies burung lovebird. Penelitian metode Faster Region Convolutional Neural Network ini digunakan untuk mengenali jenis burung lovebird guna mencari tahu motif atau warna asli dari jenis burung lovebird tertentu berdasarkan tingkat akurasi dari hasil deteksi objek. Faster R-CNN merupakan pengembangan Convolutional Neural Network (CNN) yang ditemukan oleh Ross Girshick. Sampai saat ini metode ini masih terus dikembangkan dan digunakan untuk pengenalan objek atau objek recognition. Penelitian ini menggunakan data set burung lovebird dengan total 808 gambar dan 8 (kelas) yaitu Agapornis Personata, Agapornis Fischeri, Agapornis Lilianae, Agapornis Nigrigenis, Agapornis Roseicollis, Agapornis Taranta, Agapornis Pullarius, Agapornis Canus. Hasil dari proses learning didapatkan akurasi sebesar 96% dengan loss sebesar 0,2% . sehingga dapat disimpulkan bahwa metode Faster R-CNN dapat diterapkan pada pengenalan jenis burung lovebird.
Implementasi Algoritma Fisher Yates Shuffle pada Aplikasi Belajar Huruf Hijaiyah Irfan Kurniawan; Siti Sauda
Journal of Information Technology Ampera Vol. 2 No. 3 (2021): Journal of Information Technology Ampera
Publisher : APTIKOM SUMSEL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51519/journalita.volume2.isssue3.year2021.page139-149

Abstract

The form of coaching for early childhood is providing stimulation so that children have readiness to enter the next level of education. One of the basic educations provided by parents is religious education in the form of introduction to hijaiyah letters. Children interacting with smartphones more often than books, causing parents to have basic education such as reading and writing using books to be less attractive to children. From this problem, the writer wants to build a learning media application using smartphone media. This Hijaiyah Letter Learning application was created using the fisher yates shuffle algorithm, by randomizing the questions in this application. Based on the test results that the implementation of the Fisher Yates Shuffle algorithm for randomization of questions in the hijaiyah learning application is running well, there are no questions that appear repeatedly.
Penerapan Algoritma AES dan DSA Menggunakan Hybrid Cryptosystem untuk Keamanan Data Suci Ramadani; Diana Diana; Siti Sauda
JURIKOM (Jurnal Riset Komputer) Vol 7, No 4 (2020): Agustus 2020
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v7i4.2055

Abstract

Exchange of documents based on a computer such as exchanges of messages via email on the internet has been done as a commercial transaction. Although it looks practice but there are also so many negative impacts that occur. This is the message sent can be opened by anyone who has access to enter the email. So that it can lead irresponsible people to steal information of documents. To ensure the documents sent are authentic until the intended part, one way that can be done is to use cryptography. In this study applying cryptography of AES and DSA algorithms. AES algorithm is a symmetry key that is using the same key to process of encryption and decryption while DSA algorithm is an asymmetric key which is the process of encryption using a private key and using public key for decryption. Then use a hybrid algorithm to combine AES and DSA algorithm. The results of this study is an application of encryption and decryption with a success rate of 86% for file encryption and 83% for decryption. File size after encrypted has increased by 32% and return to its original size after decrypted
PENGARUH DIMENSI COMPUTER SELF EFFICACY (CSE) TERHADAP PRESTASI AKADEMIK MAHASISWA Muhammad Bunyamin; Siti Sauda
Jurnal Bina Komputer Vol 1 No 2 (2019): Jurnal Bina Komputer
Publisher : Jurnal Ilmiah Terpadu Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (303.467 KB) | DOI: 10.33557/binakomputer.v1i2.453

Abstract

Penilaian kapabilitas atau kemampuan seseorang dalam pemanfaatan teknologi informasi merupakan konsep dasar dari Computer Self Efficacy (CSE). CSE juga merupakan bagian dari prediktor yang penting bagi mahasiswa untuk mempelajari dan menggunakan sistem komputer. CSE mempunyai tiga dimensi yaitu Computer Based Skills, Media Reated Skills, dan Web Based Skills. Dengan demikian dapat dikatakan CSE dapat mempengaruhi prestasi akademik mahasiswa yang mempelajari sistem komputer (mahasasiswa ilmu komputer). Dengan pedekatan Structural Equation Modeling, penelitian ini menunjukkan, yang memiliki pengaruh positif dan signifikan terhadap prestasi akademik mahasiswa adalah Computer Based Skills dan Web Based Skills, akan tetapi Media Reated Skills tidak mempengaruhi prestasi akademik mahasiswa.
Project Monitoring and Payment System at CV Studio Reka Teknik with a UI UX Approach Siti Sauda; Ade Kemala Jaya; Muhammad Dandi Permana; Dinda Ayu Ningsih
Journal of Computer Networks, Architecture and High Performance Computing Vol. 5 No. 1 (2023): Article Research Volume 5 Issue 1, January 2023
Publisher : Information Technology and Science (ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/cnahpc.v5i1.2307

Abstract

The UI/UX (User Interface/User Experience) approach is an initial step in developing a conventional system into a computerized system or developing a computerized system to better suit user needs. In this research, the object raised is CV. Studio Reka Teknik, which is a consulting engineering and general trading service company with the process of conveying information, monitoring and paying for projects, still uses telephone media or meets in person. This causes project monitoring to be impossible in real time and the payment process becomes constrained due to the need to adjust the time to meet between the client and the developer. Therefore, in this research a web-based system was designed by adjusting the needs of the user experience on CV. Studio Reka Teknik. By utilizing the web engineering method, this built web-based system can help and facilitate users in monitoring projects and project payment processes using the system without having to meet directly between the client and the developer. This system will be used on CV. Studio Reka Teknik, which will continue to be monitored for the maintenance and development of this system. After that, if the system is optimal, it can also be applied to other contractor companies.
Implementasi Memory-Based dan Model-Based Collaborative Filtering pada Sistem Rekomendasi Sepeda Gunung Siti Sauda; Muhammad Risky Ramadhan
Syntax Literate Jurnal Ilmiah Indonesia
Publisher : Syntax Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (587.099 KB) | DOI: 10.36418/syntax-literate.v7i6.7559

Abstract

Sepeda adalah alat transportasi yang sangat umum digunakan oleh berbagai kalangan, baik anak-anak, remaja, dewasa, hingga lansia. Pada era pandemi covid 19, penggemar sepeda mengalami peningkatan yang signifikan. Salah satu jenis sepeda yang banyak diminati oleh pengguna saat ini adalah mountain bike (sepeda gunung). Permasalahannya calon pembeli mengalami kesusahan untuk membeli sepeda dikarenakan belum paham tentang sepeda sehingga informasi yang didapatkan masih minim sehingga seringkali terjadinya salah pembelian sepeda sehingga membuat calon pembeli sepeda tidak merasa nyaman saat digunakan,terkadang spesifikasi yang diharapkan terkadang tidak sesuai dengan mereka inginkan. Sistem rekomendasi adalah sebuah sistem yang memberikan rekomendasi pada suatu item tertentu yang dapat digunakan untuk membantu pengguna sistem dalam mengambil suatu keputusan. Pada penelitian ini peneliti menggunakan metode collaborative filtering. Dalam metode collaborative filtering terdapat dua pendekatan, yaitu memory based collaborative filtering dan model based collaborative filtering.
Designing a User Interface and User Experience for the Quiz Application Seberapo Palembang Kamu Using a User Centered Design (UCD) Approach Rasmila Rasmila; Andri Ramadoni; Alex Wijaya; Siti Sauda
CESS (Journal of Computer Engineering, System and Science) Vol 8, No 2 (2023): July 2023
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/cess.v8i2.45038

Abstract

Pengenalan terhadap budaya Kota Palembang seharusnya sudah diperkenalkan saat masih menginjak masa kanak-kanak, yang merupakan masa pembelajaran tentang kehidupan di sekitarnya dan diharapkan generasi penerus dapat memahami dan menghargai warisan budaya tersebut sehingga budaya Palembang dapat terus hidup dan terjaga kelestariannya di masa depan, kurangnya kesadaran tentang budaya asli Kota Palembang di kalangan remaja maupun anak-anak sejak usia dini, disebabkan oleh pengaruh budaya luar yang menawarkan konten dan teknologi yang lebih menarik. Hal ini memberikan ide kepada penulis yaitu bagaimana membuat sebuah media yang dapat menarik minat masyarakat untuk mengenal kebudayaan daerah Kota Palembang salah satunya dapat memanfaatkan aplikasi mobile dengan pendekatan user interface user experience sebagai dasar untuk menentukan alur dan fungsionalitas aplikasi kuis yang berisikan konten sejarah, kebudayaan, ciri khas terhadap Kota Palembang. Tujuan dari penelitian ini adalah memperoleh desain antarmuka Kuis Seberapo Palembang Kamu, penelitian ini menggunakan metode User Centered Design (UCD) yang fokus pada aspek antarmuka dan pengalaman pengguna. UCD terdiri dari empat tahapan yaitu Understand context of use, Specify User Requirements, Design Solution, dan Evaluate design against user requirement. Setelah tahapan ini diselesaikan, aplikasi dirancang sesuai dengan kebutuhan pengguna dan diuji menggunakan kuesioner untuk mengevaluasi hasil desain. Hasil penelitian menunjukkan bahwa aplikasi mobile Kuis Seberapo Palembang Kamu telah berhasil dirancang dan divalidasi oleh calon pengguna.Introduction to the culture of Palembang City should have been introduced while still in childhood, which is a period of learning about life around it and it is hoped that the next generation can understand and appreciate this cultural heritage so that Palembang culture can continue to live and maintain its sustainability in the future, lack of awareness about the original culture of Palembang City among teenagers and children from an early age, due to outside cultural influences that offer more interesting content and technology. This gives the author an idea, namely how to create a media that can attract people's interest in getting to know Palembang's regional culture, one of which can be utilizing a mobile application with a user interface user experience approach as a basis for determining the flow and functionality of a quiz application that contains historical, cultural, feature content. unique to the city of Palembang. The purpose of this study was to obtain an interface design for the Seberapo Palembang Kamu Quiz, this study used the User Centered Design (UCD) method which focuses on aspects of the interface and user experience. UCD consists of four stages, namely Understand context of use, Specify User Requirements, Design Solution, and Evaluate design against user requirements. After these stages are completed, the application is designed according to user requirements and tested using a questionnaire to evaluate the design results. The results of the study show that the Kuis Seberapo Palembang Kamus mobile application has been successfully designed and validated by prospective users.
EVALUASI WEBSITE SMK NEGERI KOTA PALEMBANG MENGGUNAKAN USABILITY TESTING Febriyanti Panjaitan; Siti Sauda
Jurnal Ilmiah Matrik Vol 18 No 3 (2016): Jurnal Ilmiah Matrik
Publisher : Direktorat Riset dan Pengabdian Pada Masyarakat (DRPM) Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1042.583 KB) | DOI: 10.33557/jurnalmatrik.v18i3.411

Abstract

Website is a technological facility that can help introduce or promote an agency, institution or school. To see the level of ease of use of the website on SMKN Palembang measurement of the web site services. Measuring level of user convenience using the method of Usability Testing. Usability testing is an attribute to assess how easy to use website interface, which has five components, namely Learnability, Efficiency, Memorability, Error, and Satisfaction. Website at each school for the users of the website by using the method of Usability Testing concluded that the average website has points are good enough and can be used by users, especially in the variable learnability the average school scored > 60%, where in the category table measurement of usability presentation in the category enough. Each school each user has different responses in the delivery of questionnaires with questions based on the categories of Usability Testing methods.