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EVALUASI DAN PERBAIKAN DESAIN USER INTERFACE UNTUK MENINGKATKAN USER EXPERIENCE PADA APLIKASI MOBILE SIARAN TANGSEL MENGGUNAKAN METODE GOAL DIRECT DESIGN (GDD)
Diana Nur Yastin;
Hendra Bayu Suseno;
Viva Arifin
JURNAL TEKNIK INFORMATIKA Vol 13, No 2 (2020): JURNAL TEKNIK INFORMATIKA
Publisher : Department of Informatics, Universitas Islam Negeri Syarif Hidayatullah
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DOI: 10.15408/jti.v13i2.18479
Mobile Siaran is an official reporting application intended for the people of the city of Tangerang Selatan (South Tangerang). However, after conducting interviews with stakeholders and respondents, there were several problems with the display of the mobile application. From the results of the interview, it indicates that there are still some applications that need improvement. To fix the problem with the Mobile Siaran application display, the solution given is to improve the user interface design using the Goal Direct Design method. In addition, it also uses the success rate calculation technique and the System Usability Scale (SUS) to measure the usability value. Meanwhile, the User Experience Questionnaire (UEQ) measures the value of user experience. The result of this research is a user interface design made in stages in the Goal Direct Design method, namely research, modeling, requirements, frameworks, and refinement. The final evaluation, the results of the improvement using calculations, the success rate has increased from 93.5% to 99.3%, SUS from an average score of 58.19 which can be said to be quite satisfactory with the letter D value to 81.83 which can be accepted with the value of the letter A, while UEQ shows all aspects that have improved with very good and good criteria which means that improvements to user interface design can solve problems that exist in the application and improve the user experience.
RESTAURANT RECOMMENDER SYSTEM USING ITEM BASED COLLABORATIVE FILTERING AND ADJUSTED COSINE ALGORITHM SIMILARITY
Addini Yusmar;
Luh Kesuma Wardhani;
Hendra Bayu Suseno
JURNAL TEKNIK INFORMATIKA Vol 14, No 1 (2021): JURNAL TEKNIK INFORMATIKA
Publisher : Department of Informatics, Universitas Islam Negeri Syarif Hidayatullah
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DOI: 10.15408/jti.v14i1.21102
In 2018, the Ministry of Industry (Kemenperin) stated that the food and beverage sector contributed 6.34% of the national gross domestic product (GDP). Currently, culinary information can be easily found, both in print and online. The amount of information available sometimes makes people over-informed, making it difficult to choose a restaurant based on their preferences. To assist consumers in selecting a restaurant, we need a system that can provide several recommendations. This study aims to implement the item-based Collaborative Filtering method using the Adjusted Cosine Similarity algorithm on a restaurant recommendation system. The test was carried out with 40 samples from UIN Syarif Hidayatullah Jakarta using purposive sampling because the sample was selected based on specific criteria, and 40 respondents can be said to be correct because of the minimum number of respondents is 30. The accuracy test uses precision, and the determination of the error value uses MAE. The analysis of the research results used three scenarios, which are 5, 20, and 40 users. The third scenario produces the best precision and MAE values. Precision is better if the precision value is close to 1, and MAE is getting better if the MAE value is getting closer to 0. So it can be concluded that the Item-Based method with the Adjusted Cosine algorithm has the best accuracy and error values when the number of users grows.
IMPLEMENTASI ALGORITMA WEIGHTED TREE SIMILARITY PADA APLIKASI TERJEMAHAN HADITS MUTTAFAQUN ALAIHAL LU’LU’ WAL MARJAN
Hendra Bayu Suseno;
Muhammad Fahri;
Anif Hanifa Setyaningrum
JURNAL TEKNIK INFORMATIKA Vol 11, No 2 (2018): Jurnal Teknik Informatika
Publisher : Department of Informatics, Universitas Islam Negeri Syarif Hidayatullah
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DOI: 10.15408/jti.v11i2.7776
ABSTRAK Berdasarkan wawancara yang dilakukan penulis dengan mubaligh sebagai narasumber, Al Lu’lu’ Wal Marjan adalah kitab yang menjadi referensi utama di kalangan mubaligh dan umat muslim karena tingkat keshahihannya yang tinggi. Walaupun kitab Al Lu’lu’ Wal Marjan menjadi refensi utama, kuesioner yang penulis sebar menunjukkan bahwa masih banyak umat muslim yang belum mengenal hadits – hadits di dalamnya. Pada umumnya penceramah selama ini menggunakan kitab sebagai dasar ceramahnya. Hal ini dirasa mempersulit penceramah karena kitab membutuhkan ruang, berat dan tidak praktis dalam melakukan pencarian. pemakalah bermaksud mendigitalisasikan kitab Al Lu’lu’ Wal Marjan kedalam aplikasi untuk membantu mubaligh menyampaikan dalil dan Juga mengenalkan hadit–hadits muttafaqun alaih kepada umat muslim pada umumnya. jumlah hadits di dalam kitab Al Lu’lu’ Wal Marjan mencapai 1906 hadits, maka dibutuhkan metode pencarian kata dengan hasil pencarian yang cepat serta dapat menyajikan urutan kemiripan untuk memberikan pilihan. Algoritma Weighted Tree Similarity yang mengelompokan indikator pencarian dengan bobot, algoritma Boyer Moore yang mencocokan keyword dengan teks Serta rumus consine yang menghitung nilai kesamaan antara tree berbobot dari keyword dengan tree database, mampu menghasilkan urutan kemiripan dengan total bobotyang diurutkan secara decending dari data yang mendekati pencarian sampai yang jauh dari data pencarian.ABSTRACT Based on interviews conducted by the author with a preacher as a resource, Al Lu'lu 'Wal Marjan is a book that became the main reference in the Muslim and Muslim preachers because of high level of highness. Even the book of Al Lu'lu 'Wal Marjan became the main reference, the questionnaire writers spread, indicating that there are still many Muslims who have not know hadith - hadith didi. In general, preachers have been using the book as the basis of his speech. This makes it difficult for speakers because the book needs space, weight and is not practical in searching. the devil's devotees digitized the book of Al Lu'lu 'Wal Marjan to the application to help preachers submit their theorem and also introduce the hadits of muttafaqun alaihong Muslim in general. the number of hadiths in the book of Al Lu'lu 'Wal Marjan reached 1906 hadith, then used to find the choice. Algorithm Moving Tree Similarity that categorizes the search indicator by weight, the Boyer Moore algorithm matching the keyword with text And the consine formula that calculates the price between the weighted tree of the keyword with the tree database, is able to generate a sequence of similarities with the accurately ranked total weight of the remote data from search data.
Simulasi Jaringan Virtual Local Area Network (VLAN) Menggunakan Pox Controller
Muhamad Fahri;
Andrew Fiade;
Hendra Bayu Suseno
JURNAL TEKNIK INFORMATIKA Vol 10, No 1 (2017): Jurnal Teknik Informatika
Publisher : Department of Informatics, Universitas Islam Negeri Syarif Hidayatullah
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DOI: 10.15408/jti.v10i1.6821
ABSTRAK Keterbatasan LAN melahirkan sebuah teknologi VLAN yang memungkinkan adanya konfigurasi dari suatu jaringan komputer secara virtual (virtualisasi). Proses mencocokkan fleksibilitas virtualisasi server sulit dilakukan dengan switch tradisional, sebab logika kontrol untuk setiap switch terletak dalam logika switching yang sama. Software Defined Network (SDN) memisahkan control plane dari forwarding hardware. Migrasi logic control yang digunakan pada perangkat yang terintegrasi (misalnya switch ethernet) menjadi mudah diakses dan secara logis jaringan menjadi terpusat dalam hal pengendalian. Pada penelitian ini dilakukan simulasi jaringan VLAN menggunakan Pox controller sehingga dapat mengetahui hasil evaluasi jaringan VLAN menggunakan pox controller. Berdasarkan fase simulation, konfigurasi jaringan VLAN lebih ditekankan pada controller. Berdasarkan hasil pengujian nilai rata-rata jitter, pada jaringan VLAN menggunakan 2 buah switch nilai rata-rata Jitter sebesar 0,009 ms. Nilai rata-rata jitter tersebut lebih kecil dari nilai rata-rata jitter pada jaringan VLAN yang menggunakan 3 buah switch yaitu sebesar 0,027 ms. Sedangkan hasil pengujian nilai rata-rata packet loss memiliki nilai yang sama, yaitu 0%. Nilai rata-rata packet loss tersebut menunjukkan bahwa kedua skenario tersebut tidak terjadi kehilangan paket. ABSTRACT Limitations of the LAN gave birth to a VLAN technology that allows the configuration of a virtual computer network (virtualization). The process of matching server virtualisation flexibility is difficult with traditional switches, since the control logic for each switch lies in the same switching logic. Software Defined Network (SDN) separates the control plane from hardware forwarding. The migration logic controls used on integrated devices (eg ethernet switches) are easily accessible and logically the network becomes centralized in terms of control. In this research VLAN network simulation using Pox controller so that can know result of evaluation of VLAN network using pox controller. Based on the simulation phase, VLAN network configuration is more emphasized on the controller. Based on the results of testing the average value of Jitter, on the VLAN network using 2 pieces of the average value of Jitter value of 0.009 ms. The average value of Jitter is smaller than the average value of Jitter on a VLAN network using 3 switches of 0.027 ms. While the test results the average value of Packet Loss has the same value, ie 0%. The average value of Packet Loss indicates that both scenarios do not occur Packet Loss. How to Cite : Fahri, M. Fiade, A. Suseno, H.B. (2017). SIMULASI JARINGAN VIRTUAL LOCAL AREA NETWORK (VLAN) MENGGUNAKAN POX CONTROLLER. Jurnal Teknik Informatika, 10(1), 85-90. doi:10.15408/jti.v10i1.6821Permalink/DOI: http://dx.doi.org/10.15408/jti.v10i1.6821
Attendance Recognation by Using Smart Meter Based On IoT Study Case : FST UIN Jakarta
Feri Fahrianto;
Hendra Bayu Suseno;
Alfatta Reza
JURNAL TEKNIK INFORMATIKA Vol 12, No 1 (2019): JURNAL TEKNIK INFORMATIKA
Publisher : Department of Informatics, Universitas Islam Negeri Syarif Hidayatullah
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DOI: 10.15408/jti.v12i1.11043
State Islamic University Syarif Hidayatullah Jakarta as rapidly growing university toward world-class research university placed in the edge of Jakarta has academic information centre running by Pustipanda (The Center of Information Technology and Database). The acadmic information system (AIS) has been used for recording an academic activity in university for almost a decade, this information system has a functionality for detecting the lecturer attandancity, but the attendance system needs to be input by admin. In this research, the system to detect attendancity from lecturer is build and synchronize to universisty academic information system. Internet of Things, based on ITU-T 2015, some objects are able to transmit data among object by using Internet connection. It means by this technology the Internet used has been widely changed, from human to machine communication now also become machine-to-machine communications. By using this technology a small object or device is able to implement into electrical system to detect an activity occured in the room. Things implemented in the room are able to monitor which electronic device is active and motion of moving objects, also the position of objects. The communication connection between smart phones and acces point in the class room is also monitored in order to identify the lecturer identity.
Prototipe Sistem Computer-Based Test dengan Pengacakan Soal Menggunakan Metode Fisher-Yates Shuffle
Aryajaya Alamsyah;
Imam Marzuki Shofi;
Hendra Bayu Suseno
Jurnal Ilmu Komputer & Agri-Informatika Vol. 8 No. 2 (2021)
Publisher : Departemen Ilmu Komputer - IPB University
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DOI: 10.29244/jika.8.2.81-89
Evaluasi pendidikan di Sekolah Menengah Kejuruan Negeri 2 Depok seperti Ulangan Harian, Ulangan Tengah Semester, Ulangan Akhir Semester, dan Ujian Sekolah Berstandar Nasional belum terkomputerisasi. Evaluasi pendidikan yang belum terkomputerisasi ini mengakibatkan perlunya biaya untuk penggandaan soal dan waktu untuk proses koreksi jawaban. Oleh karena itu, solusi untuk menjawab masalah tersebut adalah pembuatan sebuah sistem terkomputerisasi untuk melakukan evaluasi pendidikan atau sering disebut sebagai computer-based test (CBT). Penelitian ini bertujuan untuk membuat sistem CBT di SMKN 2 Depok, sesuai dengan rencana pihak sekolah yang ingin merapkan sistem CBT pada evaluasi pendidikan. Penelitian ini menggunakan metode Fisher-Yates shuffle (FYS) untuk melakukan pengacakan soal. Metode pengembangan sistem yang digunakan adalah waterfall. Alat yang digunakan dalam pembuatan CBT yaitu PHP, JavaScript, Bootstrap, dan MySQL. Percobaan pada sistem CBT dilakukan dengan mengacak soal ujian yang terdiri atas 30 soal. Pengacakan soal dilakukan sebanyak 40 kali. Pengacakan soal yang dilakukan berhasil dengan baik, karena tidak terdapat urutan soal yang sama. Pengujian sistem dilakukan menggunakan metode black box. Hasil pengujian sistem menunjukan bahwa fungsional sistem sudah 100% berjalan dengan baik.
Pengembangan Web Service Online Pembayaran Online Menggunakan Simple Object Access Protocol (SOAP) (Study Kasus : Sekolah Dasar Islam Al-Azhar BSD)
Nurhayati Nurhayati;
Hendra Bayu Suseno;
Andi Malik Rizki Maulana
Jurnal Pseudocode Vol 1, No 2 (2014)
Publisher : Universitas Bengkulu
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DOI: 10.33369/pseudocode.1.2.143-154
Sekolah Islam Al-Azhar Bumi Serpong Damai (Al-Azhar BSD) telah menjalin kerjasama dengan bank-bank rekanan dalam menyelenggarakan sistem pembayaran online. Al-Azhar BSD menyediakan web service untuk komunikasi data antara bank-bank rekanan dengan Al-Azhar BSD. Ada tiga kebutuhan yang belum terpenuhi oleh sistem ini. Pertama, Al-Azhar BSD menginginkan pembayar dapat membayar beberapa tagihan cukup dengan satu transaksi. Kedua, bagian keuangan menginginkan adanya pengolahan data transaksi yang masuk menjadi rekapitulasi harian. Ketiga, bagian keuangan dan yayasan juga menginginkan ketersediaan informasi perkembangan pembayaran. Untuk memenuhi kebutuhan-kebutuhan tersebut, perlu dilakukan perbaikan terhadap web service dengan mempertahankan spesifikasi yang telah disepakati bersama oleh Al-Azhar BSD dan bank-bank rekanan. Web service sistem ini dikembangkan menggunakan bahasa pemrograman PHP, database yang digunakan adalah MySQL, dan mengikuti sepesifikasi SOAP untuk pertukaran message dengan sistem bank rekanan. Metode yang digunakan untuk pengembangan sistem adalah metode Extreme Programming (XP) dengan jumlah iterasi sebanyak tiga iterasi. Pengembangan web service ini mampu meningkatkan rata-rata transaksi per bulan pada sistem pembayaran online yang tadinya hanya sekitar 33 transaksi per bulan menjadi 2.324 transaksi per bulan. Artinya banyak pembayar yang beralih menggunakan metode pembayaran online.Kata Kunci: web service, pembayaran online, SOAP, PHP, MySQL
Identifikasi tumbuhan di Universitas Islam Negeri Syarif Hidayatullah Jakarta secara digital menggunakan AutoML Vision
Victor Amrizal;
Hendra Bayu Suseno;
Priyanti Priyanti
Jurnal Teknika Vol 18, No 1 (2022): Available Online in June 2022
Publisher : Faculty of Engineering, Universitas Sultan Ageng Tirtayasa
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DOI: 10.36055/tjst.v18i1.14599
Palm is a monocot plant that belongs to the Arecaceae family. The plant has unique characteristics and reasonably high diversity in style and shape. However, some people do not know the species of palms around them. Plant identification is made by looking at the shape of the leaves because each species of palm has leaves with unique features. Digital identification of plants is important because it is effective and efficient. One of the tools that can be used to identify plants is AutoML Vision because the tool is easy to develop and can identify quite accurately. The application of AutoML Vision in identifying palms is carried out at the Syarif Hidayatullah State Islamic University Jakarta campus. The application of AutoML Vision is carried out at the UIN Syarif Hidayatullah Jakarta campus. The results showed an accuracy rate of 90%, and for a threshold value of 0.9, a precision value of 100%. Palem adalah salah satu tumbuhan monokotil, yang termasuk dalam suku Arecaceae. Tumbuhan ini memiliki sifat yang sangat unik serta keragaman yang cukup tinggi, baik dilihat dari corak maupun bentuk. Namun, sebagian masyarakat tidak mengetahui jenis palem yang ada di sekitarnya karena keragaman tersebut. Identifikasi tumbuhan secara digital penting dilakukan karena efektif dan efisien. Salah satu alat yang dapat digunakan untuk mengidentifikasi tumbuhan yaitu menggunakan AutoML Vision, karena alat itu mudah dikembangkan dan dapat mengidentifikasi dengan cukup akurat. Identifikasi tumbuhan dilakukan dengan melihat bentuk daun, karena tiap jenis palem memiliki daun dengan fitur yang unik. Fitur daun tersebut membawa informasi penting yang dapat membantu manusia mengenali dan mengklasifikasikan tanaman yang dilihatnya secara digital. Penerapan AutoML Vision dilakukan di lingkungan kampus UIN Syarif Hidayatullah Jakarta. Hasil penelitian menunjukkan tingkat akurasi sebesar 90%, dan untuk nilai threshold 0.9 didapat nilai presisi 100%.
User Interface and Exprience Gamification-Based E-Learning with Design Science Research Methodology
Viva Arifin;
Velia Handayani;
Luh Kesuma Wardhani;
Hendra Bayu Suseno;
Siti Ummi Masruroh
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol 22 No 1 (2022)
Publisher : LPPM Universitas Bumigora
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DOI: 10.30812/matrik.v22i1.2427
In 2020, the Islamic Elementary Teacher Working Group (KKG MI) held an E-Learning Training for Islamic Elementary School Teachers in DKI Jakarta about one of the gamification applications, Quizizz. According to observation, many teachers are still perplexed when utilizing the Quizizz program. This is due to the application’s design and different functionalities, which still appear complicated to some teachers who aren’t used to using it. The existing gamification application is also considered not to meet the learning needs at Islamic elementary schools in Jakarta. This study intends to analyze and design User Interface (UI) and User Experience (UX) designs for gamification-based e-learning applications as solutions to the problems found. Data collection begins with an observation and also a literature study, questionnaires, and interviews. For the design, Design Science Research Methodology (DSRM) is used, which consists of six stages: Problem Identification & Motivation, Define the Objective for a Solution, Design & Development, Demonstration, Evaluation and Communication. The results of the evaluation of the gamification-based e-learning design designed with the User Experience Questionnaire (UEQ) and Task Success show that the e-learning design is considered attractive and users can interact with e-learning effectively and easily.
Attendance Recognation by Using Smart Meter Based On IoT Study Case : FST UIN Jakarta
Feri Fahrianto;
Hendra Bayu Suseno;
Alfatta Reza
JURNAL TEKNIK INFORMATIKA Vol 12, No 1 (2019): JURNAL TEKNIK INFORMATIKA
Publisher : Department of Informatics, Universitas Islam Negeri Syarif Hidayatullah
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DOI: 10.15408/jti.v12i1.11043
State Islamic University Syarif Hidayatullah Jakarta as rapidly growing university toward world-class research university placed in the edge of Jakarta has academic information centre running by Pustipanda (The Center of Information Technology and Database). The acadmic information system (AIS) has been used for recording an academic activity in university for almost a decade, this information system has a functionality for detecting the lecturer attandancity, but the attendance system needs to be input by admin. In this research, the system to detect attendancity from lecturer is build and synchronize to universisty academic information system. Internet of Things, based on ITU-T 2015, some objects are able to transmit data among object by using Internet connection. It means by this technology the Internet used has been widely changed, from human to machine communication now also become machine-to-machine communications. By using this technology a small object or device is able to implement into electrical system to detect an activity occured in the room. Things implemented in the room are able to monitor which electronic device is active and motion of moving objects, also the position of objects. The communication connection between smart phones and acces point in the class room is also monitored in order to identify the lecturer identity.