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Pengembangan Sistem Pendukung Keputusan Pemilihan Karyawan Terbaik Menggunakan Metode AHP pada Evaluasi Kinerja 360 Degree Feedback Muhammad Sulthan Rafli Maajid; Silvester Dian Handy Permana; Yaddarabullah Yaddarabullah
Jurnal Teknologi Terpadu Vol 11 No 2 (2025): Desember, 2025
Publisher : LPPM STT Terpadu Nurul Fikri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54914/jtt.v11i2.2532

Abstract

PT. X is a health technology company that provides a cloud-based Management Information System for healthcare facilities. So far, the selection of the best employees has been based solely on supervisors' observations, without a systematic, objective evaluation system. This has led to decreased employee performance and motivation due to the lack of a structured, objective decision-making system. This study aims to develop a performance evaluation system based on the Analytical Hierarchy Process (AHP) method, integrated with the 360 Degree Feedback approach, to provide an objective, structured assessment. The evaluation is conducted based on clear, measurable criteria such as professionalism, performance, attitude, initiative, and teamwork, involving assessments from supervisors, colleagues, subordinates, and self-evaluation, thereby ensuring a more comprehensive assessment and reducing the bias commonly found in single-source evaluations. The results of the study show that the best employees based on this system are Samuel Steven (1.00), Muhammad Sulthan Rafli Maajid (0.947675), and Muhammad Insan Kamil (0.920534). This system is expected to improve evaluation quality and employee motivation by enabling more comprehensive, objective assessments.
Implementasi Augmented Reality Sebagai Media Inovatif Dalam Pemasaran Properti Rumah Wibisono, Haryo Kunto; Syahputra, Ade; Permana, Silvester Dian Handy
Semnas Ristek (Seminar Nasional Riset dan Inovasi Teknologi) Vol 10, No 1 (2026): SEMNAS RISTEK 2026
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/semnasristek.v10i1.8876

Abstract

Pemanfaatan Augmented Reality Sebagai Media Interaktif untuk Meningkatkan Minat Belajar Siswa SDIT Al-Fatih Al Ghifari, Jayyid Baldan; Syahputra, Ade; Permana, Silvester Dian Handy
Semnas Ristek (Seminar Nasional Riset dan Inovasi Teknologi) Vol 10, No 1 (2026): SEMNAS RISTEK 2026
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/semnasristek.v10i1.8877

Abstract

Analisa dan Perbandingan Kinerja Routing Protocol OSPF dan EIGRP dalam Simulasi GNS3 Loka, Gede Andika; Permana, Silvester Dian Handy; Bintoro, Ketut Bayu Yogha
JISA(Jurnal Informatika dan Sains) Vol 1, No 1 (2018): JISA(Jurnal Informatika dan Sains)
Publisher : Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jisa.v1i1.300

Abstract

Router is the network equipment for route the packet from one network segment to another in a bigscale network. Router can route packet because there is a routing table in router configuration. Routing table is anaddress list of source and destination address where the packet will be routed. There are two methods of routing tableconfiguration, static routing and dynamic routing. Static routing is a routing table configuration method where all ofrouting table content is configured manually, usually for a small scale of network. Dynamic network is a routing tableconfiguration method by the router automatically, usually for a big scale of network. A dynamic routing is built fromthe routing information collected by the routing algorithm. There are two routing algorithm, link-state and distancevector algorithm. This simulation will be built in GNS3 simulation software. Goal of this research is to compare theperformance between that two algorithm from two routing protocol that using each of those two algorithm. Thecomparison will be running between OSPF routing protocol on the link state routing protocol and EIGRP on thedistance vector routing protocol side. The result of this analysis and comparison of those two routing protocol isexpected to be a reference of choosing better routing protocol in building a network
The Implementation of Augmented Reality Hairstyles at Beauty Salons Using the Viola-Jones Method (Case Study: Eka Salon) Gustira Putri, Graha Virgian; Syahputra, Ade; Permana, Silvester Dian Handy
JISA(Jurnal Informatika dan Sains) Vol 3, No 2 (2020): JISA(Jurnal Informatika dan Sains)
Publisher : Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jisa.v3i2.847

Abstract

Augmented reality is the technology that superimposes a computer-generated digital content on a user's view of the real world in a real time so users can experience the real virtual objects. The use of augmented reality has spread into various industries, for an example in the fashion industry. One of fashion industry type is hairstyle industry. Eka Salon is a beauty salon that provides beauty treatments for women's hair care. This salon has a problem that customer are not satisfacted with the results of their new haircut because that doesnt match with their expectations. This can be seen from the results of observations at Eka Salon is resulted that 8 out of 15 interviewed customers were not satisfied with their new haircuts because it did not match the appearance in the catalog. In this research, an augmented reality hairstyles will be made that can visualize how the shape of the selected hairstyle by the customer without having to cut their hair first. The Viola-Jones method was chosen as the method used in this study because it has a high accuracy of 90% in face detection. The result of this research is that the Viola-Jones method can detect facial surfaces and generate a 3D hairstyle model distance to 100cm properly. The test of the acceptance level of this application is carried out by Eka Salon customers with an average percentage of 84.3%.
Modification of Ant Colony Optimization Algorithm to Solve the Traveling Salesman Problem Anindya, Alda Larasati; Bintoro, Ketut Bayu Yogha; Permana, Silvester Dian Handy
JISA(Jurnal Informatika dan Sains) Vol 3, No 2 (2020): JISA(Jurnal Informatika dan Sains)
Publisher : Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jisa.v3i2.704

Abstract

Traveling salesman problem (TSP) is an optimization problem in determining the optimal route of a number of nodes that will only be passed once with the initial node as the final destination. One method for solving TSP is the Ant Colony Optimization (ACO) Algorithm. ACO is inspired by ant behaviour in searching for food, where ants produce pheromones to find food sources and make a route from the colony to food that will be followed by other ants. However ACO has not been considered as the optimal method for resolving TSP. This is because ACO has several shortcomings in the computational process. Comparisons between pheromones are not yet clear, and slow computing time causes the results of ACO to be not optimal. To correct these deficiencies, modifications will be made to the ACO. Modifications are made by changing some values in the ACO, such as adjusting the number of ants by the node automatically, changing the value in the pheromone renewal, and adding value to the construction of the solution. The outcome of this research is the modification of ACO did not provide shorter computing time with a more accurate final value, thus did not provide an optimal solution. The test results in this study found that the average computation time for the last iteration of each test was 0.54 second, and for the 10 iteration computation time obtained an average of 5.54 second for four tests. The amount of memory used in four tests in this study was 440.11 mb for 10 iterations.
Proses Clipping pada Map Game Online RPG menggunakan Algoritma Cohen-Sutherland permana, silvester dian handy
JISA(Jurnal Informatika dan Sains) Vol 1, No 1 (2018): JISA(Jurnal Informatika dan Sains)
Publisher : Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jisa.v1i1.301

Abstract

Nowadays, online games is the media for interaction with another people in the world. In this game, players are presented in the virtual world. This virtual world displayed on a graph of realism that have various shapes fact as houses, roads, walls, fences, etc. Players in this online game will also be given an avatar of the identity and the realization of the players in the virtual world. Virtual world in the online RPG game certainly require a lot of graphics realism in the viewport windows virtual but certainly not to display the virtual world as a whole. This is because the views of the players who became avatar certainly made equal to the real-world view of the player. In presenting part of the virtual world certainly requires clipping of the map which is a manifestation of the virtual world. Clipping technique used to use Cohen-Sutherland algorithm. This algorithm makes clipping as nine areas where the viewport window will be the main focus in the map and displayed on the screen viewport. This would blur the eight other areas that cannot be seen directly in the viewport. This study provides a view of the same players as in the real world that is played online games can provide a real experience to his players.
Development of a Marker-Based Augmented Reality Application for Computer Hardware Learning Using the Multimedia Development Life Cycle Muhamad Adila Syahputra; Ade Syahputra; Silvester Dian Handy Permana
JISA(Jurnal Informatika dan Sains) Vol 9, No 1 (2026): JISA(Jurnal Informatika dan Sains)
Publisher : Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jisa.v9i1.2857

Abstract

Understanding computer hardware is a fundamental competency for vocational students. However, limited access to physical hardware components often restricts practical learning activities in vocatioal schools. This study aims to develop and evaluate VirtuComp, a marker-based Augmented Reality (AR) application for computer hardware learning using the Multimedia Development Life Cycle (MDLC) methodology. The application visualizes seven essential computer hardware components as interactive three-dimensional (3D) objects to support students in recognizing and understanding hardware structures through an immersive learning experience. The development process followed the six phases of the MDLC framework. The application was evaluated through functional performance testing and usability assessment involving 68 tenth-grade students from SMK Muhammadiyah 02 Cileungsi using the User Experience Questionnaire (UEQ). The functional evaluation demonstrated that the marker-based tracking system operated reliably under adequate lighting conditions with an optimal detection distance of 4–12 cm. The usability evaluation produced positive results across all six UEQ dimensions. Efficiency achieved a score of 1.89, which was classified as Excellent. Attractiveness (1.74), Perspicuity (1.78), and Stimulation (1.38) were rated as Good, while Dependability (1.40) and Novelty (0.96) were categorized as Above Average. These findings indicate that the proposed application provides a reliable and user-friendly learning medium that supports computer hardware education, particularly in vocational schools with limited laboratory resources.
Identifikasi Penggunaan Chat GPT Pada Esai TOEFL Menggunakan Metode Long Short Term Memory Karina Natasya Darmawan; Silvester Dian Handy Permana; Ketut Bayu Yogha Bintoro
Bulletin of Computer Science Research Vol. 6 No. 3 (2026): April 2026
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v6i3.772

Abstract

The use of Artificial Intelligent (AI) technology is increasing along with technological developments. One of the technologies that is often used is Chat GPT (Generative Pre-trained Transformers). Chat GPT is an application used for many things such as source of information, write an essay, and answer TOEFL essay questions. Because of its easiness, people will excessively use this that can cause people to lose creativity because they do not understand the material context and rely too much on the AI text result, which poses academic risks. Teachers also have difficulty to distinguish between AI and human text writing. Therefore, this research is to identify whether TOEFL essay are result of human text or GPT. This research used the Long Short Term Memory (LSTM) method to identify the use of GPT in TOEFL essay. This research also used 3 different split data configurations to find the best results. This research consists of 2 TOEFL essay datasets with the same prompt and has total of 220 data samples. The LSTM method is a modification of algorithm Recurrent Neural Network (RNN) and part of Deep Learning. The LSTM method involves memory cell controlled by three gates, such as input gate, forgot fate, output gate, and the hidden state. The gates are used to decide and control the information added, deleted, and removed from memory cell. The results of this research is a system that can help teachers detect the use of GPT in TOEFL essay. This research successfully identified the use of GPT in TOEFL essay in a 70:30 data split configuration with a loss score of 25,07%, accuracy score of 89,83%, and prediction score of 64,32%. Therefore, it is hoped that this system can help teachers identify the use of GPT and facilitate the assessment of TOEFL essay.
Implementation of Augmented Reality for Introducing Nutritious Food to Elementary School Children Using the Marker-Based Tracking Method Budi Arifitama; Putri Nugrahayati; Silvester Dian Handy Permana
Justek : Jurnal Sains dan Teknologi Vol 8, No 2 (2025): Juni
Publisher : Unversitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/justek.v8i2.30409

Abstract

Pre-adolescence is a vital stage of human development, where proper nutrition significantly influences growth and long-term productivity. As children often consume snacks both at home and in school environments, ensuring they have access to safe and nutritious food is essential. This research aims to develop an educational tool to introduce healthy and balanced food choices to children using augmented reality (AR) technology. The study employs a marker-based tracking method, a widely used technique in AR development, to display interactive 3D visualizations of nutritious food items. This method was selected for its ability to provide fast and accurate marker recognition, making it highly suitable for educational use. Experimental testing demonstrated that the application effectively rendered stable and well-positioned 3D objects at a tracking distance of 10–30 cm. As a result, the AR-based learning tool successfully enhanced children's ability to recognize and understand different types of nutritious foods. The findings suggest that augmented reality, particularly through marker-based tracking, can effectively increase engagement and support nutrition education among school-aged children.