Articles
RANCANG BANGUN SISTEM PAKAR UNTUK PERBAIKAN KECEPATAN DAN KEGAGALAN KONEKSI PERALATAN EKSTERNAL PADA PERSONAL KOMPUTER
I Made Sukarsa;
Ni Wayan Wisswani
Jurnal Teknologi Elektro Vol 8 No 1 (2009): (January - June) Majalah Ilmiah Teknologi Elektro
Publisher : Program Studi Magister Teknik Elektro Universitas Udayana
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Sistem pakar pada penelitian ini merupakan sistem pakar berbasis web yang menghadirkan solusi dalam mengatasi kerusakan komputer khususnya untuk perbaikan kecepatan dan kegagalan koneksi peralatan eksternal. Sistem menyediakan fasilitas troubleshooting untuk membantu user dalam mengidentifikasi permasalahan komputernya. Proses identifikasi ini dilakukan melalui interaksi tanya-jawab antara sistem dengan pemakai. Sistem juga menyediakan fasilitas edit pengetahuan yang dapat digunakan oleh Knowledge Engineer dalam melakukan perubahan data pada basis pengetahuan. Metode penelusuran solusi yang digunakan pada sistem ini adalah adalah penelusuran runut maju (forward chainning). Aturan pada basis pengetahuan dimodelkan sebagai tree dengan memanfaatkan database MySQL serta bahasa pemrograman PHP. Pemanfaatan database untuk menyimpan basis pengetahuan dari sistem pakar akan mempermudah dalam pembuatan fasilitas penambahan pengetahuan. Dengan adanya fasilitas penambahan pengetahuan, perubahan aturan pada basis pengetahuan dan pengembangan sistem melalui akuisisi pengetahuan yang baru dapat langsung dilakukan tanpa harus membongkar sistem yang sudah jadi. Hal ini akan memungkinkan sistem menjadi tetap up to date.
Rancang Bangun Aplikasi Manajemen Proyek Perusahaan Penyedia Jasa Layanan Terkelola
Cristianto, Cevin Wahyu;
Sukarsa, I Made;
Buana, Putu Wira
Jurnal Pendidikan Tambusai Vol. 9 No. 1 (2025)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia
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DOI: 10.31004/jptam.v9i1.25147
Perkembangan industri jasa layanan memerlukan solusi yang efisien untuk manajemen proyek. Penelitian ini bertujuan untuk merancang dan membangun aplikasi manajemen proyek berbasis web menggunakan framework Laravel. Metode pengembangan yang digunakan adalah Waterfall yang mencakup analisis kebutuhan, perancangan, implementasi, pengujian, dan penerapan. Aplikasi ini memiliki fitur perencanaan, pelaksanaan, dan pemantauan proyek serta didukung oleh fitur chat real-time menggunakan Pusher dan integrasi sistem pembayaran Midtrans. Pengujian dilakukan menggunakan metode Blackbox Testing oleh 25 penguji, menunjukkan bahwa semua fitur utama berjalan sesuai dengan fungsinya. Hasil penelitian ini diharapkan dapat membantu perusahaan jasa layanan terkelola meningkatkan efisiensi, koordinasi tim, dan kepuasan pelanggan.
Development of a Life Story-Based Digital Counseling Model to Detect Student Depression Using LSTM
Jiwa Permana, Agus Aan;
Sudarma, Made;
Sukarsa, I Made;
Hartati, Rukmi Sari
JOIV : International Journal on Informatics Visualization Vol 9, No 2 (2025)
Publisher : Society of Visual Informatics
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DOI: 10.62527/joiv.9.2.2642
This research aims to develop an LSTM-based model to help counselors analyze depressive symptoms in students based on their life stories. Depression often occurs among students, which can affect their lives. However, counselling can overcome these mental problems. In order to support the Indonesian government's programs in the field of mental health, concrete steps are needed. One concrete effort is to prevent children from experiencing depression. Depression can be recognized early through a counselling approach. Currently, counselling can be done using digital counselling technology. Therefore, a reliable model is needed to help counsellors. This research used 2,551 tweets about someone's life story from 2,581 datasets. ANN method with LSTM (Long Short-Term Memory) architecture. This counselling is effective in helping individuals resolve psychological and emotional problems, especially depression. The advantage of LSTM is that it can delete data that is no longer relevant. This method effectively processes, predicts, and classifies data based on a certain time sequence. The dataset was taken from Twitter(X) and then validated by experts before being trained with the model. As a result, the model can recognize the depression levels with a test accuracy of 86%. This research has implications in psychology regarding cases of student mental health in realizing the vision of Indonesia in 2045.
Comparative Analysis of Denoising Techniques for Optimizing EEG Signal Processing
I Putu Agus Eka Darma Udayana;
Made Sudarma;
I Ketut Gede Darma Putra;
I Made Sukarsa;
Minho Jo
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol 15 No 02 (2024): Vol. 15, No. 2 August 2024
Publisher : Institute for Research and Community Services, Udayana University
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DOI: 10.24843/LKJITI.2024.v15.i02.p05
Electroencephalogram (EEG) is a non-invasive technology that is widely used to record the electrical activity of the brain. However, often the EEG signal is contaminated by noise, including ocular artefacts and muscle activity, which can interfere with accurate analysis and interpretation. This research aims to improve the quality of EEG signals related to concentration by comparing the effectiveness of two denoising methods, namely Independent Component Analysis (ICA) and Principal Component Analysis (PCA). Using commercial EEG headsets, this study recorded Alpha, Beta, Delta, and Theta signals from 20 participants while they performed tasks that required concentration. Evaluation of the effectiveness of the denoising technique is carried out by focusing on changes in standard deviation and calculating the Percentage Residual Difference (PRD) value of the EEG signal before and after denoising. The results show that ICA provides better denoising performance than PCA, as reflected by a significant reduction in standard deviation and a lower PRD value. These results indicate that the ICA method can effectively reduce noise and preserve important information from the original signal.
The Design of an Android-based Financial Recording and Investment Simulation Information System
Saputra, Gede Rizky Chandra;
Sukarsa, I Made;
Andreyana, Putu Veda;
Wira Buana, Putu;
Wisswani, Ni Wayan
Jurnal Ilmiah Merpati (Menara Penelitian Akademika Teknologi Informasi) Vol 12 No 3 (2024): Vol. 12, No. 3, December 2024
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Udayana
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DOI: 10.24843/JIM.2024.v12.i03.p03
Financial management and investment have become increasingly important in digital era, where many individuals and organizations face challenges in effectively recording and managing their finances. Address this issue, mobile application has been developed, offering features such as financial recording, investment simulation, loan simulation, and portfolio tracking. The application is designed with user-friendly interface, tailored to meet users' needs for more efficient financial management. Built using Flutter for Android platform and Laravel for backend, application adopts waterfall development method to ensure systematic progress at every stage and employs microservice architecture to support scalability. Testing was conducted using Black Box Testing method to verify application functionality and Post-Study Usability Questionnaire (PSSUQ) involving 30 users to evaluate satisfaction levels. Results show application performs well on its key features, achieving an average PSSUQ score of 1.9, which is better than satisfaction threshold of 2.57, indicating a high level of user satisfaction with this application.
Designing a Prototype User Interface Website into Mobile Form using the Goal-Directed Design Method (Case Study: Population Administration Service Website)
Wirayuda, I Made Bagus Surya;
Sukarsa, I Made;
Rusjayanthi, Ni Kadek Dwi;
Wisswani, Ni Wayan
Jurnal Ilmiah Merpati (Menara Penelitian Akademika Teknologi Informasi) Vol 12 No 2 (2024): Vol. 12, No. 2, August 2024
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Udayana
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DOI: 10.24843/JIM.2024.v12.i02.p02
The Population and Civil Registration Office in an Indonesian district has introduced a web-based service system that enables easy access for the public anytime and anywhere. This website offers services such as birth certificate issuance, electronic ID cards (e-KTP), and various other civil registration documents. Despite advancements in service delivery, challenges persist, particularly regarding inadequate interface design that often confuses users. Through heuristic evaluation, it was found that 12 aspects require improvement with average scores below 2.50. Therefore, a redesign is necessary to address user interface issues. The redesign employs the Goal-Directed Design (GDD) method to provide better recommendations for website development. Following these improvements and subsequent heuristic evaluations, there was a significant increase in average improvement scores, reaching 4.13.
EEG-Based Focus Analysis to Evaluate the Effectiveness of Active Learning Approaches
Udayana, I Putu Agus Eka Darma;
Sudarma, Made;
Putra, I Ketut Gede Darma;
Sukarsa, I Made;
Jo, Minho
International Journal of Engineering, Science and Information Technology Vol 5, No 4 (2025)
Publisher : Malikussaleh University, Aceh, Indonesia
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DOI: 10.52088/ijesty.v5i4.1068
Electroencephalography (EEG) has emerged as a non-invasive and objective technique for monitoring brain activity in real time, widely applied to measure cognitive states such as concentration and alertness. Its ability to capture brain responses during learning processes makes EEG a promising tool to evaluate student engagement more accurately than conventional methods. This study investigates the effectiveness of two active learning methods, Project-Based Learning (PjBL) and Problem-Based Learning (PBL), in the context of English tutoring for elementary students using EEG signals as a cognitive indicator. A total of 20 students aged 8–12 years from ThinkerBee Learning Centre Bali participated in the study. EEG data were recorded using the Muse 2 Headband while students completed test-based tasks designed for each learning method. The EEG signals were preprocessed using bandpass filtering, Continuous Wavelet Transform (CWT), and frequency band decomposition. Concentration scores were then calculated using two approaches: a heuristic method based on the Beta/(Theta + Alpha) ratio and a Long Short-Term Memory (LSTM) model. The heuristic method produced average scores of 0.3991 (PjBL) and 0.3822 (PBL), with a 4.42% difference, while the LSTM model showed a more substantial difference, with scores of 0.5454 (PjBL) and 0.4265 (PBL). A Spearman correlation test between EEG-derived scores and students’ academic results yielded a perfect correlation value of 1.0000, indicating a strong relationship between cognitive engagement and learning outcomes. These results demonstrate the potential of EEG as a reliable tool for objectively assessing learning effectiveness in primary education contexts.
Evaluasi Usability dan Perbaikan Antarmuka untuk Meningkatkan User Experience Menggunakan Metode Usability Testing (Studi Kasus: Aplikasi Warga Bali)
Sukarsa, I Made;
Buana, I Putu Wira;
Arya Utama, I Putu Juliarta;
Wisswani, Ni Wayan
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 9 No 5: Oktober 2022
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya
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DOI: 10.25126/jtiik.2022955408
Warga Bali adalah aplikasi lokal yang digunakan untuk mempermudah masyarakat untuk mencari informasi tentang kalender bali. Aplikasi Warga Bali juga merupakan aplikasi yang masih dalam proses pengembangan sehingga harus memperhatikan pengalaman pengguna khususnya aspek usability. Evaluasi usability pada penelitian ini untuk mengukur variabel efektivitas, efisiensi dan kepuasan pengguna dengan menggunakan 20 responden penelitian yang dipilih menggunakan simple random sampling dari masyarakat beragama hindu yang berdomisili di Provinsi Bali. Penelitian ini menggunakan metode Usability Testing dengan mengkombinasikan teknik Performance Measurement untuk menghitung variabel efektifitas dan efesiensi serta teknik Think Aloud untuk mengevaluasi antarmuka Aplikasi Warga Bali berdasarkan hasil verbalisasi masukan dan masalah yang responden hadapi saat menjalankan skenario tugas. Data dikumpulkan menggunakan skenario tugas yang diberikan dan dari saran perbaikan yang diberikan oleh responden. Responden selanjutnya akan melakukan pengisian kusisioner SUS (System Usability Scale) yang akan digunakan untuk mengukur variabel kepuasan pengguna. Hasil pengujian responden kategori remaja dan dewasa menunjukan bahwa tingkat usability dari variabel efektivitas yang diperoleh sebesar 96% dan 93% yang berarti cukup tinggi, variabel efesiensi memiliki rata – rata 30 detik dan 38 detik, variabel kepuasan pengguna dari kuisioner SUS sebesar 46 dan 51 yang berarti masih dibawah standar nilai SUS yaitu 68 poin. Analisis dengan teknik Think Aloud menghasilkan 49 rekomendasi perbaikan dari Aplikasi Warga Bali. Penelitian selanjutnya dapat melakukan evaluasi lanjutan terhadap desain perbaikan yang telah dibuat. Hasil yang diperoleh oleh peneliti dapat digunakan sebagai acuan oleh pengembang aplikasi Warga Bali dalam melakukan perbaikan dari aspek usability. AbstractWarga Bali is a local application that is used to make it easier for people to find information about the Balinese calendar. Warga Bali application is also an application that is still in the development process so it must pay attention to the user experience, especially the usability aspect. The usability evaluation in this study was to measure the variables of effectiveness, efficiency and user satisfaction by using 20 research respondents who were selected using simple random sampling from Hindu religious communities domiciled in Bali Province. This study uses the Usability Testing method by combining the Performance Measurement technique to calculate the effectiveness and efficiency variables as well as the Think Aloud technique to evaluate Warga Bali Application interface based on the results of verbalizing input and problems that respondents face when carrying out task scenarios. Data were collected using the given task scenarios and from the suggestions for improvement given by the respondents. Respondents will then fill out the SUS (System Usability Scale) questionnaire which will be used to measure user satisfaction variables. The test results of respondents in the adolescent and adult categories show that the usability level of the effectiveness variable obtained is 96% and 93% which means it is quite high, the efficiency variable has an average of 30 seconds and 38 seconds, the user satisfaction variable from the SUS questionnaire is 46 and 51 which meaning that it is still below the standard SUS score of 68 points. The analysis using the Think Aloud technique resulted in 49 recommendations for improvement from the Warga Bali Application. Further research can carry out further evaluation of the improvement designs that have been made. The results obtained by the researchers can be used as a reference by the Balinese citizen application developers in making improvements from the usability aspect.
RANCANG BANGUN SISTEM INFORMASI PENYEDIAAN SERTA PEMESANAN PAKET TOUR DAN GUIDE DENGAN MODEL LAYANAN SAAS BERBASIS MOBILE
Prasetyo, Ryan Teguh;
Piarsa, I Nyoman;
Sukarsa, I Made
Jurnal Review Pendidikan dan Pengajaran Vol. 7 No. 3 (2024): Vol. 7 No. 3 (2024): Volume 7 No 3 Tahun 2024 (Special Issue)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai
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DOI: 10.31004/jrpp.v7i3.32049
Perkembangan teknologi, lebih spesifiknya pada bidang cloud computing saat ini sudah berkembang dengan sangat signifikan hingga mempengaruhi hampir segala bidang kehidupan, seperti pendidikan, pemerintahan, bisnis, dan tidak terkecuali sektor pariwisata. Tingginya tingkat kontribusi pariwisata terhadap PDB Indonesia tentunya tidak luput dari peran teknologi, khususnya perkembangan sistem informasi pada bidang pariwisata. Terlepas dari perkembangan teknologi, beberapa kalangan yang terlibat pada sektor pariwisata saat ini masih mengalami masalahnya masing-masing. Masalah tersebut dialami oleh tour guide yang kesulitan untuk mendapatkan pekerjaan, para biro perjalanan yang kesulitan untuk mencari tour guide yang sesuai dalam memandu sebuah perjalanan wisata, serta wisatawan yang kesulitan untuk mendapatkan informasi mengenai sebuah perjalanan wisata karena biro perjalanan masih menawarkan layanannya menggunakan website pribadinya masing-masing. Penelitian ini memiliki tujuan untuk mengembangkan sebuah sistem informasi berbasis software as a service yang kemudian dapat menyelesaikan masalah diatas. Sistem informasi ini dibangun dalam platform website dan mobile dan berkomunikasi dengan menggunakan REST API yang dikembangkan menggunakan framework Laravel sebagai back-end server dan Flutter serta Vue.js sebagai front-end. Sistem informasi ini memiliki delapan buah modul yang diuji menggunakan Metode Black Box Testing dan telah berhasil memenuhi semua skenario pengujian.
Deep Learning Implementation Using CNN to Classify Bali God Sculpture Pictures
Ni Luh Gede Pivin Suwirmayanti;
I Made Budi Sentana;
I Ketut Gede Darma Putra;
Made Sudarma;
I Made Sukarsa;
Komang Budiarta
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 15 No. 02 (2024): Vol. 15, No. 2 August 2024
Publisher : Institute for Research and Community Services, Udayana University
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DOI: 10.24843/LKJITI.2024.v15.i02.p02
Efforts to preserve Balinese culture can be carried out by integrating art and technology as new steps that need to be developed. This research is motivated by the existence of various forms of God statues which have a central role in Balinese culture. The Deep Learning method is proposed because it has unique features that can be extracted automatically. The technique used in Deep Learning is Convolutional Neural Network (CNN). The training process is first performed to perform the classification process, and then the testing process is performed. We compared our CNN model with two other models, AlexNet and ResNet, based on the experimental results. Using a data split of 70%- 30%, our CNN model has the highest accuracy in managing statue image data. Specifically, our model achieves 97.14% accuracy, while Alexnet and Resnet achieve 24.44% and 33.33%, respectively. Apart from contributing to introducing the Balinese God Statue, this research can also be a basis for developing more comprehensive applications in culture and tourism.