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ARSITEKTUR MESIN PRESENSI BERBASIS RFID MENGGUNAKAN REALTIME DATABASE Gede Humaswara Prathama; I Wayan Aditya Suranata; I Gusti Ngurah Darma Paramartha; Kadek Darmaastawan
Jurnal Teknologi Informasi dan Komputer Vol 9, No 1 (2023): Jurnal Teknologi Informasi dan Komputer
Publisher : LPPM Universitas Dhyana Pura

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Abstract

ABSTRACTThe presence of human resources is an important part of operations of a company and institution, but at this time The attendance approach has problems such as conventional recording or using non integrated devices. This research develops an RFID-based attendance system (Radio Frequency Identification Device, RFID) with a real-time database. Utilizing the authentication method with a real time database will make it easier to monitor the whereabouts of employees in operations. In this system, employee attendance information in the company and institutions can be reviewed quickly without the need to actively request data on the server. In addition, attendance data efficiency statistics can also be promoted to effectively satisfy the daily attendance needs of enterprises and institutions.Keywords: Presensi, Absensi, RFID, realtime, database.ABSTRAKKehadiran sumber daya manusia adalah bagian pnting dari operasional sebuah perusahaan dan lembaga, tapi saat ini pendekatan kehadiran memiliki masalah seperti pencatatan secara konvensional ataupun menggunakan perangkat yang tidak terintegrasi. Penelitian ini mengembangkan sistem presensi berbasis RFID (Radio Frequency Perangkat Identifikasi, RFID) dengan realtime database. Dengan memanfaatkan metode autentikasi dengan realtime database akan memudahkan dalam memonitoring keberadaan karyawan dalam operasional. Dalam sistem ini, informasi kehadiran karyawan di perusahaan dan lembaga dapat ditinjau dengan cepat tanpa perlu aktif meminta data pada server. Selain itu, statistic efisiensi data kehadiran juga dapat dipromosikan secara efektif memuaskan kebutuhan kehadiran harian perusahaan dan institusi.Kata Kunci: Presensi, Absensi, RFID, realtime, database.
PERANCANGAN UI/UX APLIKASI MOBILE DESA WISATA LOMBOK TENGAH MENGGUNAKAN METODE DESIGN THINKING I Gusti Ngurah Darma Paramartha; M Febrian Eibim Adzariatulah; Gede Humaswara Prathama
Jurnal Teknologi Informasi dan Komputer Vol. 9 No. 3 (2023): Jurnal Teknologi Informasi dan Komputer
Publisher : LPPM Universitas Dhyana Pura

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Abstract

Kesulitan wisatawan dalam mencari informasi desa wisata dan wisata lokal yang ada di lombok tengah dan belum ada sebuah platform branding yang memfasilitasi desa wisata dalam menawarkan produk yang mereka miliki kepada wisatawan. diharapkan dengan adanya platfrom seperti aplikasi desa wisata mampu menjadi sebuah media informasi dan media promosi untuk desa wisata yang ada di lombok tengah. Perancangan aplikasi mobile desa wisata ini menggunakan metode Design Thinking, dengan menerapkan 5 tahapan di dalamnya seperti emphatize, define, ideate dan testing. Metode design thinking sendiri menjadi sebuah pilihan dalam merancang aplikasi mobile desa wisata dikarenakan, design thinking pada dasarnya menjadi sebuah metode dalam mencari permasalahan dan kebutuhan yang terpusat pada manuisa (target pengguna aplikasi ini yaitu wisatawan dan pelaku wisata) dan melahirkan sebuah inovasi ide solusi yang bisa menyelesaikan masalah dan kebutuhan dari target pengguna. Pada tahap pengujian, pada penelitian ini menggunakan 2 metode pengujian diantaranya Usability Testing dan System Usability Scale (SUS). Pada pengujian usability testing peneliti memberikan skenario task kepada penguji untuk mengetahui tingkat kesuksekan dalam menyelesaikan skenario dari prototipe aplikasi, dimana dalam setelah melakukan pengujian menghasilkan 97% task complete dan didukung dengan waktu yang dibutuhkan dalam menyelesaikan skenario yang diberikan. Pada metode pengujian menggunakan system usability scale (SUS) menghasilkan, nilai skore SUS 76,08 yang dikategorikan dalam skala B yang dinyatakan excellence (baik).
Edukasi Mewarnai Pola dalam Rangka Melatih Kreativitas Siswa Taman Kanak-Kanak Gusi Putu Lestara Permana; Anggit Septio Budi; I Gusti Ngurah Darma Paramartha; I Made Sindhu Yoga; Putu Purnama Dewi; Kadek Adyatna Wedananta; Gede Humaswara Prathama
GERVASI: Jurnal Pengabdian kepada Masyarakat Vol. 7 No. 2 (2023): GERVASI: Jurnal Pengabdian Kepada Masyarakat
Publisher : LPPM IKIP PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/gervasi.v7i2.5370

Abstract

Pendidikan usia dini adalah salah satu fase fundamental untuk kehidupan manusia khususnya anak-anak, fungsi dari pendidikan ini adalah untuk mengasah intuisi pengetahuan dan juga pembentukan karakter untuk kelanjutan pendidikan di jenjang berikutnya. Kegiatan pengabdian kepada masyarakat (PkM) dilakukan di Taman Kanak-kanak (TK) Handayani bertujuan untuk memberikan edukasi kepada anak-anak TK dalam mewarnai dengan pola. Pendekatan yang digunakan dalam pelaksanaan PkM ini adalah penyampaian materi dan pendampingan kepada 36 anak-anak TK. Hasil PkM menunjukkan bahwa anak-anak telah mampu untuk menggambar mengikuti pola, memilih dan membedakan warna yang digunakan untuk mewarnai pola. PkM ini juga memberikan dampak dalam pengembangan imajinasi dan kemampuan motorik anak-anak.
Pengembangan Model Sistem Presensi Peserta Magang Berbasis QRCode dan Pemantauan Lokasi Gama, Adie Wahyudi Oktavia; Permana, Putu Indra; Paramartha, I Gusti Ngurah Darma; Prathama, Gede Humaswara
Jurnal Sistem Informasi, Teknologi Informatika dan Komputer Volume 15 No 1, September Tahun 2024
Publisher : Universitas Muhammadiyah Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24853/justit.15.1.241-248

Abstract

Penelitian ini bertujuan untuk mengembangkan model sistem yang dapat melakukan pencatatan presensi peserta magang pada Dinas Komunikasi, Informatika, dan Statistik (Diskominfos) Provinsi Bali. Penelitian ini dikembangkan menggunakan pendekatan Waterfall. Sistem presensi ini mengadopsi teknologi QRCode dan diintegrasikan dengan pemantauan lokasi berbasis GPS untuk melakukan absensi terhadap pegawai magang berdasarkan lokasi tempat kerjanya. Hasil dari penelitian ini adalah telah berhasil mengembangkan model sistem presensi untuk peserta magang berbasis QRCode dan lokasi dengan mengikuti pendekatan Waterfall. Hasil ujicoba dengan metode Black Box testing menunjukkan bahwa semua fitur pada sistem telah berjalan dengan baik, baik itu dari sisi penambahan pengguna, melakukan absensi kedatangan dan pulang dengan QRCode dan validasi radius pada saat absensi.Kata Kunci: Model Sistem Presensi, Peserta Magang, QRCode, Pemnatauan Lokasi
User-Centered Design Approach in Developing User Interface and User Experience of Sculptify Mobile Application Dananjaya, Md. Wira Putra; Prathama, Gede Humaswara; Darmaastawan, Kadek
Journal of Computer Networks, Architecture and High Performance Computing Vol. 6 No. 3 (2024): Articles Research Volume 6 Issue 3, July 2024
Publisher : Information Technology and Science (ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/cnahpc.v6i3.4206

Abstract

In the increasingly digital era, user interface (UI) and user experience (UX) design have become crucial factors in application development. The success of an application is not only determined by its functionality, but also by how well users can interact with the application. User Centered Design (UCD) is an approach that places users as the main focus in every stage of design, from initial research to final evaluation, to ensure that the resulting product truly meets user needs and expectations. This study applies the UCD approach to the UI and UX design of the Sculptify application, which is designed to facilitate the buying and selling of sculptures and other three-dimensional works of art. Given the complexity and uniqueness of art product transactions, effective UI and UX design is very important. This study involves the active participation of potential users through methods such as interviews, surveys, and usability testing to create an intuitive interface and provide a satisfying experience for users. The research stage begins with research to understand user needs and preferences, followed by initial design and a series of tests and iterations based on user feedback. The final evaluation is carried out to measure the extent to which the final design meets user needs and expectations. The results of the UCD implementation are expected to provide valuable insights into the importance of placing users at the center of the design process and how this can improve the quality of interactions and overall user satisfaction.
Analisa Penggunaan WebRTC dan Websocket pada Real Time Multiplayer Online Game Tradisional Ceki Gede Humaswara Prathama; Ni Made Ary Esta Dewi Wirastuti; Yoga Divayana
Jurnal Teknologi Elektro Vol 18 No 1 (2019): (Januari - April) Majalah Ilmiah Teknologi Elektro
Publisher : Program Studi Magister Teknik Elektro Universitas Udayana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/MITE.2019.v18i01.P07

Abstract

Ceki is one of the traditional card games that has been quite popular in Malaysia, Singapore and Indonesia. In Bali the game of ceki has become a tradition, where the game is played when there is community activity. Multiplayer online games are one way to introduce and develop traditional games to be more interesting to play. The problems that are often faced to develop multiplayer online games include the latency problems that are different from each player so that it can interfere with games from other players who have better latency. In this study, a real time multiplayer online game will be built to play traditional games. discussing how the rules of traditional games obtained from the rules of the Balinese game will be applied to the game engine from online multiplayer games, how to implement online game multiplayer architecture on client-server and peer to peer web-browsers. The focus of this research is on the performance of the use of websocket and webRTC on latency and bandwidth usage for data synchronization that supports real time multiplayer online games based on peer to peer. The results obtained from this study see the average latency needed to synchronize data between websocket compared to webRTC is very significant. The number of players has no effect on latency in both websocket and webRTC.
Sistem Pakar Diagnosa Awal Penyakit Mata (Penelusuran Gejala dengan Metode Backward Chaining) Adie Wahyudi Oktavia Gama; I Wayan Sukadana; Gede Humaswara Prathama
J-Eltrik Vol 1 No 2 (2019): November
Publisher : Fakultas Teknik dan Ilmu Kelautan, Universitas Hang Tuah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30649/j-eltrik.v1i2.34

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Keinginan manusia membuat mesin yang memiliki kecerdasan layaknya manusia telah menciptakan suatu ilmu yang disebut artificial intelligence. Sistem pakar merupakan salah satu bidang ilmu artificial intelligence yang dapat mengambil suatu keputusan dimana masalah tersebut memerlukan ahli atau pakar dalam pemecahannya. Penelitian ini mengembangkan sistem pakar untuk melakukan diagnosa awal penyakit mata. Mata merupakan organ vital yang harus cepat mendapatkan penanganan pada saat mendapatkan gangguan. Sistem pakar ini menggunakan pengetahuan khusus tentang gejala dari bermacam-macam penyakit mata. Setiap penyakit mata dijabarkan detail gejalanya yang didapat dari buku serta wawancara dengan dokter spesialis mata. Sistem ini bekerja dengan cara konsultasi yaitu melakukan tanya jawab dimana setiap pertanyaan yang diberikan oleh sistem berasal dari aturan yang ditanamkan. Metode inferensi atau penulusuran yang digunakan adalah backward chaining. Hasil yang diberikan sistem ini adalah berupa diagnosa awal penyakit mata yang mungkin diderita pasien berdasarkan gejala yang dijawab.
UX Analysis and UI Development of iOS-Based Bali Calendar Application with Double Diamond Method Darma Paramartha, I Gusti Ngurah; Ariesta, Ni Luh Wina Sinta; Gama, Adie Wahyudi Oktavia; Prathama, Gede Humaswara
Jurnal Info Sains : Informatika dan Sains Vol. 14 No. 04 (2024): Informatika dan Sains , 2024
Publisher : SEAN Institute

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Abstract

The Bali Calendar iOS application is designed to make it easier for users to access information related to the traditional Balinese calendar, such as determining rahina. However, the current features of the application are not yet optimal. Based on reviews on the App Store, many users have suggested adding features such as searching for dewasa ayu, otonan, Tri Sandhya alarms and chants, panca sembah, and daily prayers. The purpose of this research is to understand user needs and design the interface of the Bali Calendar iOS application based on user feedback to improve user satisfaction. The research method used is the Double Diamond approach, which consists of two phases: the research phase and the design phase. Each phase comprises two stages. The research phase includes the discover and define stages, while the design phase encompasses the develop and deliver stages. The outcome of this research is a prototype design for the Bali Calendar iOS application, which will be tested by users. The prototype design is evaluated using concept testing to assess the concept and usability testing to evaluate the prototype design. The results of the usability testing achieved high scores, indicating that the design is satisfactory and effectively meets user needs.
Penerapan Algoritma Naïve Bayes untuk Prediksi Penyakit Depresi pada Mahasiswa gama, Adie Wahyudi Oktavia; Grren, Agustini Degni Melsy; Paramartha, I Gusti Ngurah Darma; Prathama, Gede Humaswara; Widnyani, Ni Made; Dananjaya, Md. Wira Putra
Journal of Language and Health Vol 6 No 2 (2025): Journal of Language and Health
Publisher : CV. Global Health Science Group

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37287/jlh.v6i2.6926

Abstract

Depression is one of the most serious mental health problems among college students, but it often goes unnoticed due to social stigma and limited access to psychological services. This study aims to apply the Naïve Bayes algorithm to predict depression in college students based on various factors, such as academic pressure, sleep duration, eating habits, financial stress, and family history of mental disorders. The model was built using 502 data obtained from the Kaggle platform, through the stages of data preprocessing, transformation, classification using Gaussian Naïve Bayes, and evaluation using a confusion matrix. The implementation process was carried out in Google Colab using the scikit-learn library. The evaluation results showed very good model performance with an accuracy of 97%, precision of 96%, recall of 98%, and F1-score of 97%. These findings indicate that the Naïve Bayes algorithm can be used effectively as an anonymous and efficient early screening tool for depression and has the potential to support increased awareness and mental health interventions in the college student environment.
SPAM EMAIL CLASSIFICATION USING SUPPORT VECTOR MACHINE (SVM) AND TF-IDF: A CASE STUDY WITH THE TREC 2007 AND ENRON-SPAM DATASETS Paramartha, I Gusti Ngurah Darma; Sudestra, I Made Ardi; Gama, Adie Wahyudi Oktavia; Prathama, Gede Humaswara
Jurnal Teknologi Informasi: Jurnal Keilmuan dan Aplikasi Bidang Teknik Informatika Vol. 19 No. 2 (2025): Jurnal Teknologi Informasi : Jurnal Keilmuan dan Aplikasi Bidang Teknik Inform
Publisher : Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47111/jti.v19i2.22770

Abstract

Spam emails represent a substantial concern within the digital landscape, impeding users with unsolicited communications. This study elucidates the utilization of a Support Vector Machine (SVM) coupled with a TF-IDF Vectorizer for categorizing emails into spam and non-spam classifications. The model was developed utilizing two publicly accessible pre-processed datasets: the TREC 2007 Public Spam Corpus and the Enron-Spam Dataset. By employing the TF-IDF algorithm, which allocates heightened importance to infrequent yet pertinent terms, alongside SVM, renowned for its efficacy in textual classification, the model exhibits remarkable efficacy, achieving an accuracy of 99.04%, a precision of 98.57% and a recall of 99.62%. These findings underscore the model's formidable capacity to discern spam emails while concurrently minimizing false positives accurately. This is critical for real-world applications where authentic emails must not be erroneously categorized as spam. Furthermore, this study elaborates on the justification for the selection of TF-IDF and SVM in the context of spam email classification, in addition to the evaluation outcomes of the model, which align with existing literature, wherein the integration of SVM with TF-IDF has demonstrated substantial performance in spam detection endeavours.