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Perancangan Sistem Informasi Penjualan di Toko Oleh - Oleh Berbasis Web I Gede Pramana Ade Saputra; Prastyadi Wibawa Rahayu; Gerson Feoh
Elkom: Jurnal Elektronika dan Komputer Vol. 18 No. 2 (2025): Desember : Jurnal Elektronika dan Komputer
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/elkom.v18i2.3247

Abstract

Penelitian ini bertujuan merancang dan mengembangkan Sistem Informasi Penjualan berbasis web untuk Gerai Oleh-Oleh Bali yang selama ini masih menggunakan pencatatan manual dengan buku besar dan perhitungan menggunakan kalkulator. Sistem manual tersebut menyebabkan risiko kesalahan pencatatan, lambatnya proses pencarian data, serta kesulitan dalam pengarsipan data penjualan, pembelian, pemesanan, dan pengelolaan stok barang. Penelitian menggunakan metode pengembangan perangkat lunak Waterfall dengan pendekatan pemodelan Unified Modeling Language (UML). Tahapan yang dilakukan meliputi analisis kebutuhan melalui wawancara dengan pemilik gerai, perancangan sistem (Use Case Diagram dan Class Diagram), implementasi, pengujian unit, pengujian sistem menggunakan metode black-box testing, serta tahap pemeliharaan (maintenance). Sistem yang dibangun mencakup fitur login, dashboard, pengelolaan data master (supplier dan barang), transaksi penjualan dengan dukungan scan barcode, transaksi pembelian, laporan penjualan dan pembelian, serta pengelolaan user. Hasil pengujian black-box menunjukkan seluruh test case berstatus Valid dan sistem berfungsi sesuai harapan. Pada tahap maintenance dilakukan contoh corrective maintenance dengan perbaikan bug pada query laporan penjualan harian.Sistem informasi penjualan berbasis web yang dihasilkan mampu mempercepat proses transaksi, mengurangi kesalahan manusia, meningkatkan akurasi data, serta memudahkan pengelolaan stok dan pembuatan laporan secara real-time. Implementasi sistem ini memberikan solusi efektif bagi Gerai Oleh-Oleh Bali dalam meningkatkan efisiensi operasional dan interaksi dengan pelanggan.
The Community Partnership Program BUMDES Catu Graha Mandiri in Gumbrih Tourism Village, Pekutatan, Jembrana, Bali I Wayan Ruspendi Junaedi; Gerson Feoh; I Gusti Bagus Rai Utama
Journal of Innovation and Community Engagement Vol. 1 No. 2 (2021)
Publisher : Faculty of Smart Technology and Engineering, Universitas Kristen Maranatha, Bandung, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/jice.v1i2.3525

Abstract

The partnership program between Dhyana Pura University and Catu Graha Mandiri BUMDES was applied by socialization activity, management training, mentoring, and evaluation. The program used a business management indicator that aims to improve the knowledge and skills of the Catu Graha Mandiri BUMDES community business group members. The partnership programs were measured by Pre-Test and Post-Test Method so that the effectiveness and output of the program can be measured accurately. The program offered the solution in terms of providing assistance and training on the use of appropriate technology in increasing the quantity and quality of production of BUMDES Catu Graha Mandiri Gumbrih Village, as well as making financial reports, providing assistance and training on management, education on ethics and consumer behavior, and training product marketing using social media. The results of this partnership program have been able to improve the services of BUMDES Catu Graha Mandiri Gumbrih to consumers and be able to make financial reports accurately. The sales turnover of partners BUMDES has also increased and developed so that job opportunities are open to the community as well as the addition of new entrepreneurs in Gumbrih Village. The increase in human resources in the application of professional management has also increased, an increase in business production has also occurred, marketing has also increased and financial reports can also be done regularly, and promotions on social media have increased so that the sales turnover of BUMDES partners Catu Graha Mandiri Desa Gumbrih more increasing. Keywords: digital marketing; finance management; technology; tourism village
SLR Analisis Sentimen E-Commerce Indonesia Menggunakan LSTM Dan Penanganan Imbalanced Data Yosua Arimon Lende; Xaverius Rivaldino Sengga; Azaria Harun Zogara; Gerson Feoh
Jurnal Sains Informatika Terapan Vol. 5 No. 2 (2026): Jurnal Sains Informatika Terapan (Juni, 2026)
Publisher : Riset Sinergi Indonesia (RISINDO)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62357/jsit.v5i2.1147

Abstract

Online marketplaces in Indonesia generate massive unstructured consumer reviews laden with slang and informal language, posing challenges for standard sentiment analysis systems. This Systematic Literature Review (SLR), following PRISMA 2020 guidelines, synthesizes 32 primary studies from Google Scholar, Scopus, and IEEE Xplore (2014–2025) to address four analytical research questions on slang normalization effectiveness, LSTM performance relative to dataset characteristics, trade-offs of imbalanced data handling methods, and contexts where F1-Score outperforms accuracy. Results show dictionary-based normalization achieves 87.3% accuracy versus 59% for automated methods. LSTM consistently outperforms traditional models on large, long-text datasets but remains sensitive to preprocessing quality. SMOTE is the most adopted technique yet underperforms at imbalance ratios exceeding 10:1. F1-Score is confirmed as the most representative metric for skewed datasets. This study proposes an integrated conceptual framework and identifies future research gaps including sarcasm detection, code-mixing, and Transformer-based approaches.
PEMANFAATAN WEBSITE UNTUK MENDUKUNG KEGIATAN GEREJA JEMAAT GKPB PHILADELPHIA LEGIAN I Made Dwi Ardiada; Gerson Feoh; Putu Wida Gunawan; Prastyadi Wibawa Rahayu; I Nyoman Bernadus; I Gede Pramana Ade Saputra; Agus Tommy Adi Prawira Kusuma
Devote: Jurnal Pengabdian Masyarakat Global Vol. 5 No. 2 (2026): Devote : Jurnal Pengabdian Masyarakat Global, June 2026
Publisher : LPPM Institut Pendidikan Nusantara Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/devote.v5i2.6149

Abstract

The development of information technology has brought significant changes in various aspects of life, including in the field of religious services. The church as a religious institution has a responsibility to convey information, coordinate activities, and establish effective communication with the congregation. The GKPB Philadelphia Legian Congregation Church has so far relied on conventional communication media such as bulletin boards and direct information delivery during services. This method has limitations in terms of reach and speed of information dissemination. Therefore, a digital media is needed that can facilitate the delivery of information, increase congregation participation, and support church service activities on an ongoing basis. Utilizing the church's official website as an information and communication center is one way to solve these problems. This community service activity is carried out through several stages including Needs Analysis, Website Design and Development, as well as Socialization and Training for church administrators on how to manage and update website content. Community service activities through the use of the website at the GKPB Philadelphia Legian Congregation Church can improve the effectiveness of church communication and services. This website is a strategic tool in supporting information dissemination and increasing congregation involvement.
IMPLEMENTASI USE CASE DIAGRAM DAN ACTIVITY DIAGRAM PADA PERANCANGAN APLIKASI PEMBELAJARAN BAHASA INGGRIS BERBASIS ANDROID DI SDN 5 GULINGAN Rony Maha Putra Umbu Pingge; Steno Maestro Nalle; Angel Kusuma Mali; Putu Adi Saputra; Gerson Feoh
Seminar Ilmiah Nasional Teknologi, Sains, dan Sosial Humaniora (SINTESA) Vol. 6 (2023): PROSIDING SINTESA
Publisher : LPPM Universitas Dhyana Pura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36002/snts.v6i.2832

Abstract

Pembelajaran Bahasa Inggris menjadi salah satu bahasa yang wajib diperkenalkan kepadaanak-anak. Model pembelajaran konvensional mengenalkan Bahasa Inggris seringkali tidakberhasil karena kurang menariknya proses pengenalan dan pembelajaran Bahasa Inggristersebut. Untuk itu, diperlukan metode pembelajaran yang memanfaatkan teknologi dalampembelajaran, salah satunya dengan gamifikasi. Penelitian ini bertujuan untuk membuatperancangan aplikasi berbasis Android untuk mengimplementasikan gamifikasi pada prosespembelajaran Bahasa Inggris menggunakan aplikasi yang dinamakan Gamebira. Analisis padapenelitian ini menggunakan 2 diagram dari Unified Modelling Language (UML) yaitu Use CaseDiagram dan Activity Diagram pada perancangan aplikasi berbasis Android pembelajaranBahasa Inggris di SDN 5 Gulingan. Metode yang digunakan dalam penelitian ini adalahobservasi dan wawancara untuk mengumpulkan data yang relevan. Data tersebut kemudiandianalisis dan dirancang dalam bentuk Use Case Diagram dan Activity Diagram denganmempertimbangkan berbagai aspek penting dalam proses pembelajaran, seperti interaksiantara siswa dan guru, serta aktivitas belajar yang dilakukan oleh siswa. Hasil penelitianmenunjukkan bahwa perancangan Use Case Diagram dan Activity Diagram dapat membantudalam proses pembuatan aplikasi Android dengan menerapkan metode gamifikasi padapembelajaran Bahasa Inggris di SDN 5 Gulingan.
Model-Driven Engineering for ARrupiah Cultural AR App: Kano Model and Qualitative User Experience Evaluation Feoh, Gerson; Ardiada, I Made Dwi; Adnyana, Gabriel Firsta; Hendrayana, I Gede
Jurnal Teknik Informatika (Jutif) Vol. 7 No. 3 (2026): JUTIF Volume 7, Number 3, June 2026
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2026.7.3.5549

Abstract

The use of Augmented Reality (AR) in learning is becoming increasingly widespread, especially for introducing cultural and historical material in a more interesting way. However, many AR applications are still built without a structured design, making them difficult to develop when content is added. This study uses a Model-Driven Design (MDD) approach to organize the design of the ARrupiah application to make it more modular and easier to expand. After the prototype was completed, testing was conducted through surveys and interviews. The Kano survey involved 50 students to evaluate the main features of the application, while semi-structured interviews were analyzed using NVivo software to explore response patterns and user experiences, with a code saturation level of 80%. The survey results showed that around 70% of the features fell into the Attractive category, with a System Usability Scale (SUS) score of 82/100, indicating ease of use. Qualitative analysis reinforced the quantitative results through a triangulation process, in which features categorized as Attractive also emerged as a dominant theme of visual engagement in the NVivo results. This combined approach strengthens the validity of the findings and provides a more comprehensive understanding of user perceptions and satisfaction. Overall, the application of MDD not only helps refine the technical design but also improves the quality of the learning experience through ARrupiah-based interactive media.
UML-Based Design and Kano Evaluation of an Augmented Reality Library Application Gerson Feoh; Ni Putu Ria Anggreni
Computer Science (CO-SCIENCE) Vol. 6 No. 1 (2026): January 2026
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/co-science.v6i1.11637

Abstract

The application of Augmented Reality (AR) technology in library services has the potential to enhance the user experience through more interactive and engaging information presentations. This study aims to create an augmented reality (AR) book search system that uses marker-based tracking to help students find references at the Dhyana Pura University Library, while also measuring how satisfied users are using the Kano Model. The system was created using the waterfall approach for developing software and used Unified Modeling Language (UML) to outline how activities flow and how different parts of the system connect. The satisfaction test involved 54 respondents, with attribute analysis using the Kano Model and Customer Satisfaction Coefficient (CSC). The results of the study show that most of the application features fall into the Attractive category, which indicates that these features provide added value and a positive experience for users. The combination of UML-based system design and evaluation with the Kano Model was successful in creating a library application that is functional, easy to use, and focused on user satisfaction.
SLR Analisis Sentimen E-Commerce Indonesia Menggunakan LSTM Dan Penanganan Imbalanced Data Yosua Arimon Lende; Xaverius Rivaldino Sengga; Azaria Harun Zogara; Gerson Feoh
Jurnal Sains Informatika Terapan Vol. 5 No. 2 (2026): Jurnal Sains Informatika Terapan (Juni, 2026)
Publisher : Riset Sinergi Indonesia (RISINDO)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62357/jsit.v5i2.1147

Abstract

Online marketplaces in Indonesia generate massive unstructured consumer reviews laden with slang and informal language, posing challenges for standard sentiment analysis systems. This Systematic Literature Review (SLR), following PRISMA 2020 guidelines, synthesizes 32 primary studies from Google Scholar, Scopus, and IEEE Xplore (2014–2025) to address four analytical research questions on slang normalization effectiveness, LSTM performance relative to dataset characteristics, trade-offs of imbalanced data handling methods, and contexts where F1-Score outperforms accuracy. Results show dictionary-based normalization achieves 87.3% accuracy versus 59% for automated methods. LSTM consistently outperforms traditional models on large, long-text datasets but remains sensitive to preprocessing quality. SMOTE is the most adopted technique yet underperforms at imbalance ratios exceeding 10:1. F1-Score is confirmed as the most representative metric for skewed datasets. This study proposes an integrated conceptual framework and identifies future research gaps including sarcasm detection, code-mixing, and Transformer-based approaches.
Co-Authors Adnyana, Gabriel Adnyana, Gabriel Firsta Agnes Lende Agus Tommy Adi Prawira Kusuma Agustia, Komang Tri Sutrisna Alex, Kartika Dwiyanti Julius Amadea, Ida Bagus Neo Kurnia Angel Kusuma Mali Ardiawan Rivaldi Ardiman, Andre Azaria Harun Zogara Bambang Hadi Kartiko Banoet, Oriegenes Elia Gihon Budi Hidajat Cahyani, Ni Kadek Bernica Dwi Christian Tonyjanto Christina Purnama Yanti Dewa Made Andika Dwi Prawiradirjo Dwi Ardiada, I Made Eldayanti, Putri Elvina Endah K, Natalia Sri Gabriel Firsta Adnyana Heltroyce, Chrisley I Gede Hendrayana I Gede Pramana Ade Saputra I Gede Pramana Ade Saputra I Gusti Bagus Rai Utama I Gusti Manik Nugraha I Made Dwi Ardiada I Made Mahardika I Made Murna I Made Sumandra I Nyoman Bernadus I Wayan Desky Arianata I Wayan Rosiana I Wayan Ruspendi Junaedi I Wayan Supriana Ijo, Maria Claudia Floranca Jeven, Fabianus I Made Kadek Mila Mahalika Kelvin Hennry Loudry Malelak Komang Tri Sutrisna Agustia Krensiana Tuwa Krismawintari, N.P.D. Lema, Hendro Linawati Linawati Maramba, Imanuel Mrs Megawati Natalia Sri Endah K Ndua, Doroteus Ebu Ngao, Rafael Ni Kadek Dwipayani Lestari Ni Kadek Putri Sari Ni Kadek Sri Windariyasih NI KADEK YUNITA SARI Ni Ketut Amylia Pramasari Ni Made Ary Esta Dewi Wirastuti Ni Made Ary Esta Dewi Wirastuti Ni Made Diaris Ni Putu Ria Anggreni Ni Putu Ria Anggreni Ni Putu Trisna Padmawati Ni Wayan Deswiniyanti Noviyanti Owa Nugraha, I Gusti Manik Nyoman Ngurah Adisanjaya Paroszynski, I Putu David Martinus Prastika, Rai Teddy Prastyadi Wibawa Rahayu Prastyandhari, I Gusti Ayu Ika Monika Pratama, Gusti Made Ngurah Eko Wira Putra, I Putu Okky Widiana Putra, IGN Anom Cahyadi Putu Adi Saputra Putu Adi Saputra Putu Bigita Ayu Melani Putu Metha Febrina Cristyadi Putu Salman David Putu Steven Eka Putra Putu Wida Gunawan Raharja, Made Agung Rai Riska Resty Wasita Rheza Paleva Wiryadikara Rony Maha Putra Umbu Pingge Rudianto, Wayan Samuel Irenius Hendra Sari, Ni Kadek Putri Steno Maestro Nalle Tiara Handayani Wayan Rudianto Widiastuti, Ni Putu Wijaya, Komang Alit Xaverius Rivaldino Sengga Yosua Arimon Lende