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APPLICATION OF WATERFALL MODEL ON PUBLIC SERVICE INFORMATION SYSTEM WITH WEBSITE BASED IN TUNGKARAN VILLAGE Sofyar Sofyar; Muhammad Rafi'i; Sunni Risdayati; Muhammad Fajrian Noor; Syarifil Anwar; Isdamayanti Isdamayanti
AL ULUM: JURNAL SAINS DAN TEKNOLOGI Vol 10, No 2 (2024)
Publisher : UPT Publication and Journal Management, Islamic University of Kalimantan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31602/jst.v10i2.15620

Abstract

The research was conducted in Tungkaran Village, Banjar Regency, to improve the efficiency and quality of public services provided to the residents. The system manages various community services, including issuing tailored certificates such as Certificate of Incapacity (SK Not Incapacitated), Death Certificate (SK Death), Certificate of Moving (SK Moving), Certificate of Business (SKU), and Certificate of Domicile (SK Domicile). The Community Service Data Information System in Tungkaran Village provides significant benefits in letter writing services and streamlines processes for the community. The adoption of this technology is expected to enhance community satisfaction.
Network Security Analysis with Hybrid Intrusion Detection System, Firewall, and Attacker Log Visualisation Sulthan Alfarisy; Eka Setya Wijaya; Muhammad Fajrian Noor; Muhammad Bahit
Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) Vol. 10 No. 1 (2025)
Publisher : Fakultas Teknik Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jtiulm.v10i1.462

Abstract

The current digital era brings convenience to people in various industries, including access to information that can be obtained from various sources on the Internet. However, the freedom of the Internet has also led to an increase in cybercrime, which has become a serious problem. According to a monitoring report from the National Cyber and Crypto Agency (BSSN), Indonesia experienced a total of around 2.4 billion cyberattack anomalies between January 2021 and August 2022. With so many cases, an effective system is needed to detect, prevent, and monitor computer networks. This research applies a hybrid Intrusion Detection System (IDS) system that uses OSSEC and Suricata, and uses Elastic Stack for log management for server monitoring. The results show that this hybrid IDS system is able to detect all types of attacks tested, including port scanning, brute force, SQL injection, and denial of service (DoS). In addition, this system can also block attack access by utilising firewall features such as Iptables. The detection results of the hybrid IDS were successfully visualised using Elastic Stack, demonstrating the effectiveness of the system in improving computer network security.
Evaluation of User Experience in the Game "Night's Reach" Using the Game Experience Method Questionnaire (GEQ) Sherly Damaiyanti; Andreyan Rizky Baskara; Muhammad Fajrian Noor; Muti'a Maulida
Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) Vol. 10 No. 1 (2025)
Publisher : Fakultas Teknik Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jtiulm.v10i1.463

Abstract

Students from Lambung Mangkurat University developed a game called "Game Night's Reach" aimed at introducing and preserving wetland environments. To assess the game's viability for release, it is crucial to test the UI/UX to gauge its efficiency. This involves understanding how well players interact with the game and their over-all user experience. The testing is conducted through distributing questionnaires to collect gameplay experience data from new users. The method used is the Game Experience Questionnaire (GEQ), which measures the efficiency of user experience by evaluating players' feelings and experiences while playing the game, beyond just usability aspects like efficiency, perspective, and dependency. Based on the questionnaire data, a redesign was performed in the first phase to improve the game, which will be compared in the second phase. The usability evaluation of "Game Night's Reach" using the GEQ method showed the following changes after redesign: Competence, Increased by 0.198 from 0.872 to 1.068. Immersion, Increased by 0.196 from 0.853 to 1.051. Flow, Increased by 0.29from 0.742 to 1.032. Tension, Increased by 0.1 from 0.51 to 0.61. Challenge, Increased by 0.13 from 0.588 to 0.718.Negative affect, Decreased by 0.103 from 0.545 to 0.442. Positive affect, Increased by 0.106 from 0.894 to 1.008.Empathy, Increased by 0.235 from 0.723 to 0.958. Negative feelings, Decreased by 0.072 from 0.482 to 0.41. Behavioural involvement, Increased by 0.388 from 0.59 to 0.978. Positive experience, Increased by 0.168 from 0.89to 1.058. Negative experience, Decreased by 0.078 from 0.501 to 0.423. Tiredness, Decreased by 0.01 from 0.505 to 0.495. Returning to reality, Increased by 0.334 from 0.646 to 0.986.
Evaluating Recommendation Accuracy in E-Commerce: A Comparison Between Content-Based and Collaborative Filtering Methods Muhammad Fajrian Noor; Sofyar; Siti Aminah
Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) Vol. 10 No. 1 (2025)
Publisher : Fakultas Teknik Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jtiulm.v10i1.465

Abstract

Product recommendation systems play an important role in helping users find products that match their interests and needs on e-commerce platforms. This research aims to compare the effectiveness of two popular methods in recommendation systems, namely Content-Based Filtering and Collaborative Filtering. The research method used is quantitative with data collection through questionnaires which are then analysed using evaluation metrics such as precision, recall, and F1-score to measure the accuracy level of each method. The results show that Content-Based Filtering provides more accurate recommendations than Collaborative Filtering in the context of this research. This finding indicates that product characteristics relevant to user preferences have a more dominant influence in generating appropriate recommendations, compared to other user preferences. This research makes an important contribution to the development of a more effective recommendation system to improve user experience in finding relevant products on e-commerce platforms. Thus, the results of this study can serve as a reference for recommendation system developers in choosing the most suitable method to improve user satisfaction and system performance.