Articles
Penerapan Aplikasi Android E-Payment dan Pemesanan Layanan Pujasera
Subari, Subari;
Ramadhan, Adrian
Jurnal Teknologi dan Manajemen Informatika Vol. 8 No. 1 (2022): Juni 2022
Publisher : Universitas Merdeka Malang
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DOI: 10.26905/jtmi.v8i1.7780
Pujasera or Multi-purpose Snack Center is an area where food and drinks are served or enjoyed by buyers which consist of many variations of sellers divided into outlets, booths, or stalls. In general, each of these outlets conducts transactions directly with buyers, both choosing orders, serving food, and paying. This raises several problems, including queue numbers that are no longer in order and table numbers that are not well-coordinated, and the occurrence of queues of buyers. The purpose of this study is to design an Android-based application with e-payment and ordering service features at the food court so that it is expected to minimize obstacles and errors that occur. The payment mechanism is also carried out virtually with the existence of e-payments to make it easier for buyers and store owners. The features provided start from the deposit and balance refunds, and other related services so that they don't have to queue and don't have to carry cash. This implemented system can provide convenience and comfort to buyers and store owners, the application works well and is integrated to facilitate ordering and payment services to be more transparent and more informative. The percentage of interpretation evaluation is categorized as very feasible, with the results of the evaluation of application users with an interpretation level of 90%.
Rancangan Bangun Pelayanan Tambal Ban Online Menggunakan Algoritma Djikstra
Setiawan, Muhammad Henry;
Subari, Subari
J-INTECH (Journal of Information and Technology) Vol 7 No 01 (2019): J-INTECH : Journal of Information and Technology
Publisher : LPPM STIKI MALANG
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DOI: 10.32664/j-intech.v7i01.403
Tidak selalu tersedianya tambal ban di sepanjang jalur yang kerap kali kita lalui sering kali menyusahkan pengguna sepeda motor yang mengalami kebocoran oleh karena itu di perlukan informasi yang dapat memudahkan para pengguna kendaraan mencari informasi secara cepat dan tepat. Dengan ilmu perkembangan teknologi saat ini telah dikenal adanya geographical Information System (GIS) adalah sistem informasi khusus yang mengelola data yang memiliki informasi spasial (bereferensi keruangan). informasi spasial adalah sebuah data yang berorientasi geografis, memiliki sistem koordinat tertentu sebagai dasar referensinya dan mempunyai dua bagian penting yang membuatnya berbeda dari data lain. Atau dalam arti yang lebih sempit adalah sistem komputer yang memiliki kemampuan untuk membangun, menyimpan, mengelola dan menampilkan informasi bereferensi geografis. Dengan lokasi tambal ban yang tidak ketahui, sehingga pengguna kendaraan yang mengalami kebocoran hanya bertanya pada seseorang di daerah sekitar ataupun hanya memprediksikan letak dan jaraknya saja. Dengan adanya algoritma Djikstra akan mempermudah untuk pecarian tambal ban yang paling terdekat, cara kerja algoritma Djikstra memakai stategi greedy, dimana pada setiap langkah dipilih sisi dengan bobot terkecil yang menghubungkan sebuah simpul yang sudah terpilih dengan simpul lain yang belum terpilih. Contoh penerapan algoritma Djikstra adalah pencarian lintasan terpendek yang menghubungkan antara dua kota atau dua tempat yang berlainan. Dengan berkembangnya teknologi informasi saat ini proses pencarian dapat terbantu dengan mudah dan cepat.
Sistem Pakar Diagnosa Penyakit Pada Hewan Ternak Sapi Menggunakan Case Based Reasoning (CBR) Berbasis Android
Sari, Rachmania Indah Permata;
Prastiningtyas, Diah Arifah;
Subari, Subari
J-INTECH (Journal of Information and Technology) Vol 7 No 01 (2019): J-INTECH : Journal of Information and Technology
Publisher : LPPM STIKI MALANG
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DOI: 10.32664/j-intech.v7i01.405
Kebutuhan akan informasi tentang penyakit sapi saat ini sangatlah dibutuhkan, hal yang biasanya terjadi pada daerah yang jauh dari pemukiman salah satunya para peternak sapi yang berlokasi di pedesaan yang jauh dari teknologi kurangnya jumlah para ahli atau pakar yang ada di lingkungan sekitar semakin memicu tingkat kegagalan yang diakibatkan oleh penyakit dan virus Maka diusulkan penelitian yang berjudul Sistem Pakar Diagnosa Penyakit Pada Hewan Ternak Sapi Menggunakan Case Based Reasoning Berbasis Android. Pada penelitian ini jenis penyakit pada ternak sebanyak 5 penyakit dengan menggunakan metode penalaran berbasis kasus dengan masukan gejala pengguna Sistem pakar diimplementasikan di Android karena pertumbuhan pengguna sangat tinggi. Metode penalaran berbasis kasus dan sistem Android ini diharapkan dapat membantu petani dalam mengatasi masalah penyakit sapi.
Game Multiplayer “Mini Car Circuit” Berbasis Android
Saputra, Syaifuddin Yudha;
Subari, Subari
J-INTECH (Journal of Information and Technology) Vol 7 No 01 (2019): J-INTECH : Journal of Information and Technology
Publisher : LPPM STIKI MALANG
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DOI: 10.32664/j-intech.v7i01.406
Game merupakan program permainan bertujuan untuk menghibur. Game yang paling efektif untuk menghilangkan stres adalah game yang mudah dipelajari, tetapi memiliki tujuan yang sulit dicapai. Salah satu contoh adalah game balap (racing game). Game yang dapat dimainkan oleh banyak pemain (multiplayer) tentunya akan memberikan pengalaman bermain yang lebih menyenangkan dibandingkan jika bermain game seorang diri atau melawan AI (Artificial Intelligence). Meskipun demikian banyak pengguna yang merasa jenuh karena permainan dianggap monoton. Dikarenakan pada racing game yang free tidak bisa mengganti jenis mobil yang diinginkan dan membuat room sendiri untuk bermain. Sedangkan untuk yang berbayar dirasa kurang efektif karena harus melakukan transaksi pembayaran untuk membeli jenis mobil yang diinginkan. Game ini memiliki fitur utama, yaitu bermain secara realtime multiplayer, dalam fitur tersebut, pengguna dapat membuat room bermain sendiri ataupun memilih untuk masuk ke room yang sudah dibuat oleh player lainnya. Pemain akan disuguhkan dengan tampilan antarmuka yang mudah digunakan. Pemain akan bermain dengan 3 player lainnya dalam waktu yang sama. Dalam fitur main tersebut, pemain diharuskan menghubungkan smartphone android ke internet, fitur main juga menyediakan beberapa pilihan jenis mobil player dan track balapan yang akan digunakan dalam permainan. Pemain juga akan dimanjakan dengan control yang mudah dipahami dan digunakan dalam permainan. Sebagai pengujian game, Peneliti akan melakukan pengujian secara langsung dalam waktu yang sama. Pengujian dilakukan secara serentak dengan menggunakan perangkat Smartphone Android dengan berbagai kriteria pengujian yang ada. Penggunaan teknologi multiplayer pada game dapat diterapkan tanpa butuh biaya apapun untuk menggunakan server secara realtime. Framework Photon Unity Networking (Free) yang digunakan peneliti sebagai pengatur multiplayer pada game ini terbukti dapat berjalan dengan baik dan mudah diterapkan dalam penggunannya. Adapun manfaat dari game ini yaitu sebagai sarana hiburan di waktu luang, melatih kemampuan player untuk memenangkan permainan dengan menghadapi pesaing di dalam game, dan menambah alternatif game multiplayer di smartphone. Diharapkan dengan adanya game ini dapat membangun aplikasi game multiplayer pada android yang mudah dimainkan, menantang, menarik juga tidak membosankan dan dapat membangun aplikasi game multiplayer sebagai sarana hiburan oleh pengguna.
Penerapan Metode Naïve Bayes Untuk Klasifikasi Sms Spam Menggunakan Java Rogramming
Pranata, Eko Ardian;
Subari, Subari;
Gunawan, Go Frendi
J-INTECH (Journal of Information and Technology) Vol 7 No 02 (2019): J-INTECH : Journal of Information and Technology
Publisher : LPPM STIKI MALANG
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DOI: 10.32664/j-intech.v7i02.435
Short Message Service (SMS) is one of the communication services for sending and receiving short messages in the form of text on cell phones (cellphones). SMS is still used every day because of its ease of use, simple, fast, and inexpensive. The increasing use of SMS is used by many parties to benefit, one of which is sending spam via SMS. The method used is a probabilistic approach in making inferences that is based on Bayes theorem in general. Training data used in the categorization process is obtained from journals and already has a previous category, namely SMS spam and not spam. Application in Indonesian-language SMS, which has a certain morphology in categorizing processing. The application performs several stages in processing including preprocessing in the form of case folding, and parsing, transformation in the form of stopword removal and stemming, frequency and probability calculation and naïve bayes calculation. The categorization produced by the application compared to manual categorization has an average precision of 24%, recall 88% and Confusion Matrix (Accuracy) of 62%.
Aplikasi Tes Buta Warna Berbasis Virtual Reality
Subari, Subari;
Mustofa, Moh Alek
J-INTECH (Journal of Information and Technology) Vol 9 No 01 (2021): J-Intech : Journal of Information and Technology
Publisher : LPPM STIKI MALANG
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DOI: 10.32664/j-intech.v9i01.587
Health is the most beautiful gift that given by Allah SWT. Moreover, health is related to the eyes. One disease that is commonly discovered in society is color blindness. Color blindness is a condition where a person's eyes cannot distinguish several colors that can be seen by normal people's eyes. There are several test methods used to detect color blindness, one of them is Ishihara method test. Ishihara method test is a test used to detect color perception disorders. The form is using special table that is a pseudoisochromatic sheet which is composed of dots with different color densities that can be seen using normal eyes, but cannot be seen using eyes with partial color deficiency. By using Ishihara method, the color blindness of person can be identified. Color blindness is divided into two types, total color blindness and partial color blindness. The development of technology in this era cannot be prevented by many emerging technologies, one of them is virtual reality. Virtual reality technology provides a different experience by bringing someone into a virtual world that resembles to the real world. The use of this technology has been widely used, starting from the health aspect, area mapping, building architecture, and many smartphone games that support this technology. With the growing popularity of the use of smartphones in the community, the creation of a virtual reality-based color blind test application is expected to be able to help everyone in need. Another tool is needed to operate this application, is called a virtual reality headset. The application of this test can display 3D objects, so that it will be more interesting when using this application.
Aplikasi Pendukung Keputusan Perbaikan Serta Penyedia Jasa Service Komputer Dan Laptop Menggunakan Metode Naïve Bayes
Putra, Rifki Pramoendhito;
Subari, Subari;
Aminah, Siti
J-INTECH (Journal of Information and Technology) Vol 9 No 02 (2021): J-Intech : Journal of Information and Technology
Publisher : LPPM STIKI MALANG
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DOI: 10.32664/j-intech.v9i02.636
Computers and laptops are hardware devices that are often used for student learning activities at school. Both ordinary learning activities and used for examinations, be it regular exams or national exams. A developing learning system should be balanced with good equipment with the addition of good operator personnel. Problems arise if the device used by students is damaged and is compounded by the operator's inability to solve problems that arise immediately. Naïve Bayes was chosen as a classification method to determine damage based on the probability of symptoms occurring. The creation of a structured repair solution from external to internal factors that is easy for users to understand is also very necessary to support success in the repair process independently. This study took a case study at SMP Negeri 2 Mojosari which is located on Jalan S. Parman Ds. Modopuro Kec. Mojosari Kab. Mojokerto - East Java, where in the school institution data will be collected in the form of information about symptoms of computer / laptop damage and frequent damage and determination of repair solutions.
Pelatihan Aksesibilitas Media Pembelajaran Berbasis Teknologi Virtual Reality Bagi Siswa Berkebutuhan Khusus
Anita;
Subari;
Radita, Nira
Jurnal Pemberdayaan Masyarakat Vol 10 No 1 (2025): Mei
Publisher : Direktorat Penelitian dan Pengabdian kepada Masyarakat (DPPM)
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DOI: 10.21067/jpm.v10i1.10711
Early childhood education is currently facing challenges in ensuring that children with special needs also get the same opportunities to learn and develop, this is also a challenge for KB-RA Terapi Tazkiyah Malang. The existence of inclusion classes creates its own problems for schools, namely the limited understanding of teachers on teaching methods for inclusion students, limited teacher skills in preparing learning media that are suitable for all students and limited variations in learning media used. Through community service activities, training is conducted for teachers to improve skills in managing inclusive classes, introduce virtual reality (VR) technology as one of the learning media for students and assist teachers in preparing VR-based learning media. VR creates a three-dimensional digital environment that allows students to interact with objects or situations as if they were real, even though they are in cyberspace and provide immersive experiences that make students feel they are in a certain place or situation so that students will learn in a fun and directed atmosphere. The results of the training show an increase in the level of empowerment of partners in increasing the accessibility of learning media by applying VR technology, increasing insight into the diversity of learning media and skills in preparing appropriate, varied and innovative learning media.
Evaluasi User Experience Aplikasi AR Tutorial Yamaha R15 Menggunakan User Experience Questionnaire (UEQ)
Sakaria, Setiabudi;
Subari, Subari;
Poerbanintyas, Evy
SMATIKA JURNAL : STIKI Informatika Jurnal Vol 15 No 01 (2025): SMATIKA Jurnal : STIKI Informatika Jurnal
Publisher : LPPM STIKI MALANG
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DOI: 10.32664/smatika.v15i01.2055
This study aims to evaluate the user experience (UX) of an Augmented Reality (AR) application designed as a tutorial medium for introducing components of the Yamaha R15 VVA motorcycle. The evaluation was conducted using the User Experience Questionnaire (UEQ) method, covering six aspects: attractiveness, perspicuity, efficiency, dependability, stimulation, and novelty. The research sample consisted of 30 students who have taken or are currently taking the Human-Computer Interaction course at Universitas Bhineka Nusantara. The analysis results showed that the pragmatic quality had an average value of -0.092 and the hedonic quality 0.108, with an overall score of 0.008, categorized as neutral. The average standard deviation of 0.666 indicates a high level of agreement among respondents. Although the application met some visual and interactive aspects, weaknesses were found in navigation features, usage guidance, and audiovisual support. Reliability testing showed that the UEQ instrument is appropriate for use, with a Cronbach’s alpha value of 0.88 (pragmatic) and 0.77 (hedonic). These results recommend further development in usability aspects and supporting features to enhance the effectiveness of the AR-based technical learning application.
Peningkatan Keamanan Lingkungan Berbasis Internet of Think melalui Implementasi One Gate System di Desa Watugede
Subari;
Maulidi, Rakhmad;
Palandi, Jozua F.;
Purwiantono, Febry Eka
Jurnal Pemberdayaan Masyarakat Vol 10 No 2 (2025): November
Publisher : Direktorat Penelitian dan Pengabdian kepada Masyarakat (DPPM)
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DOI: 10.21067/jpm.v10i2.11737
The community service program conducted in Watugede Village, Singosari, aims to enhance environmental security through the implementation of Internet of Things (IoT) technology. The rapid population and economic growth in the Banjararum View housing area has posed serious security challenges, such as theft and robbery. To address these issues, the IoT Guard system was introduced, which integrates an ESP32 WiFi-based automatic barrier gate and CCTV cameras for real-time monitoring. This system allows for remote access control via a mobile application and accurate activity log recording. The program was implemented through several stages, including socialization to the residents, training on system usage, technology implementation, and impact evaluation. The results of this activity indicate a significant improvement in environmental security, a decrease in crime rates, and increased community involvement in maintaining security. The sustainability of the program is designed by involving the community in the management and maintenance of the applied technology. Thus, this model is expected to be replicable in other environments to create safer and more controlled areas, providing long-term benefits for the community.