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WORKSHOP DAN PELATIHAN DESAIN UI/UX MOBILE APPS MENGGUNAKAN FIGMA KEPADA ANGGOTA UKM AOKLAH PRODUCTION Tri Sugihartono; Rahmat Sulaiman; Sarwindah Sarwindah; Marini Marini
Jurnal Pengabdian Masyarakat Berbasis Teknologi Vol 3, No 1 (2022): Volume 3, Nomor 1, Mei 2022
Publisher : ISB Atma Luhur

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Abstract

Dalam rangka peningkatan kemampuan dan kualitas anggota UKM Aoklah Production dalam hal merancang dan mendesain, diperlukan suatu pelatihan perancangan UI/UX supaya dapat terus memberikan informasi yang terupdate pada dunia maya. Workshop User Experience (UX) Design akan mengajarkan tentang prinsip-prinsip dari UX Design yang baik dan bagaimana menciptakan sebuah prototyping design aplikasi web atau mobile yang berorientasi kepada user.UKM Aoklah Production merupakan salah satu UKM kegiatan mahasiswa di bidang teknologi informasi. Yaitu khususnya di bidang fotografi dan videografi. Anggota UKM Aoklah Production harus dapat memberikan informasi informasi yang up to date dalam menyikapi keadaan dan situasi saat ini yang suah masuk ke era digitalisasi dan sebagai berkal bagi peserta dalam persaingan di dunia bisnis. Kegiatan PKM ini dilaksanakan  secara  tatap muka pada 13 dan 14 November 2021 dan diikuti oleh 15 orang peserta dari AOKLAH Production  semua peserta pelatihan sangat antusias dalam mengikuti kegiatan workshop dan pelatihan UI UX aplikasi Mobile menggunakan FIGMA. Kegiatan ini sangat baik bagi anggota UKM Aoklah Production dalam mempersiapkan mental dan skill untuk terjun ke dalam dunia digitalisasi.
WORKSHOP PENINGKATAN KOMPETENSI GURU DALAM PEMBUATAN VIDEO PEMBELAJARAN MELALUI IN HOUSE TRAINING (IHT) BERBASIS PROYEK DI SMKN 2 PANGKALPINANG Sarwindah Sarwindah; Tri Sugihartono; Yurindra Yurindra
JURNAL PENGABDIAN MANDIRI Vol. 2 No. 9: September 2023
Publisher : Bajang Institute

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Abstract

In House Training (IHT) merupakan suatu kegiatan pelatihan dalam sebuah intansi. SMKN 2 Pangkalpinang memberikan pelatihan whorkshop kepada para guru.Media pembelajaran yang dinilai cukup efektif untuk pelaksanaan Pendidikan Jarak Jauh (PJJ) adalah video pembelajaran. untuk melihat apakah In House Training (IHT) dapat meningkatkan kompetensi guru dalam membuat video pembelajaran sebagai media dalam PJJ, dimana dalam Kegiatan ini output dari pelatihan ini para guru diwajibkan menghasilkan video pembelajaran yang mana hasilnya di upload di laman web sekolah. tujuan pelatihan whorshop ini membantu guru-guru SMKN 2 Pangkalpinang dalam mendukung pegelolaan pembelajaran berbasis proyek teraktualisasi dalam video pembelajaran. seperti yang kita ketahui teknologi informatika bukanlah hal baru, namun dalam penggunaannya hampir seluruh bidang menggunakkan terintegrasi sebagai salah satu media pembelajaran ,maka dari itu kami memberikan pelatihan menggunakan aplikasi Canva dan Zoom sebagai sarana mendukung pembuatan media pembelajaran berbasis proyek.
PENERAPAN METODE SUPPORT VECTOR MACHINE DALAM CLASSIFIKASI ULASAN PENGGUNA APLIKASI MOBILE JKN Sugihartono, Tri; Putra, Rendy Rian Chrisna
SKANIKA: Sistem Komputer dan Teknik Informatika Vol 7 No 2 (2024): Jurnal SKANIKA Juli 2024
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/skanika.v7i2.3193

Abstract

JKN Mobile application has become one of the main means for Indonesians to access health services provided by the National Health Insurance (JKN) program. In this context, sentiment analysis of user reviews of the JKN Mobile application is important to understand user perceptions and experiences. This research uses the SVM classification method to carry out in-depth sentiment analysis of user reviews of the JKN Mobile application. Research steps include collecting user review data, data preprocessing, feature extraction, data sharing, SVM model training, and model performance evaluation. User review data is collected and processed, then trained using an SVM model to classify review sentiment into positive, negative, or neutral. This research tested the level of accuracy by comparing the distribution of training data with testing data. The aim of this method is to explore various optimization techniques to increase the accuracy of the SVM model in classifying the sentiment of user reviews of the JKN Mobile application. This can include using optimization algorithms such as Particle Swarm Optimization (PSO) to find the best parameters for the SVM model. The research results show that the SVM accuracy level after implementing PSO or Grid Search experienced an increase in accuracy, initially the SVM accuracy level was 81%, after optimization, the accuracy level obtained a higher accuracy of 85%.
PERBANDINGAN TEKNIK OPTIMASI GRID SEARCH DAN RANDOMIZED SEARCH DALAM MENINGKATKAN AKURASI METODE KLASIFIKASI SVM PADA SENTIMEN ULASAN PENGGUNA APLIKASI JKN MOBILE Rachmatsyah, Agus Dendi; Sugihartono, Tri; Irfan, Khoiril
SKANIKA: Sistem Komputer dan Teknik Informatika Vol 8 No 1 (2025): Jurnal SKANIKA Januari 2025
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/skanika.v8i1.3328

Abstract

This study discusses the comparison of two optimization techniques, Grid Search and Randomized Search, in improving the accuracy of the Support Vector Machine (SVM) classification method in sentiment analysis of JKN Mobile application user reviews. The problem faced is the low accuracy of SVM classification in sentiment analysis when hyper parameters are not optimized effectively. This study aims to identify a more effective optimization technique in improving the performance of the SVM model. The research methodology includes the steps of collecting user review data, preprocessing, feature extraction, data sharing, model training, hyper parameter optimization, and model evaluation. In addition, Synthetic Minority Over-Sampling Technique (SMOTE) is used to handle class imbalance. The results show that the combination of SVM with Randomized Search provides the highest accuracy of 82%, compared to Grid Search which produces an accuracy of 81.5%. The execution time for Randomized Search is also faster, which is 1 minute 21 seconds compared to Grid Search which requires 3 minutes 28 seconds. The SMOTE technique successfully improves the balance of the distribution of negative, neutral, and positive sentiment classes, although the F1-score values ​​for the neutral and positive classes remain low. In conclusion, Randomized Search is superior in terms of time efficiency and accuracy improvement, although challenges still remain in classifying neutral and positive sentiments.
Enhancing Outdoor Equipment Marketing through Augmented Reality: A Case Study of Sekaben Camp Sugihartono, Tri; Putra, Rendy Rian Chrisna; Dwi Sandro, Irsad
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol. 13 No. 3 (2024): NOVEMBER
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v13i3.2243

Abstract

Augmented Reality (AR) has the potential to transform product marketing by creating immersive and interactive experiences. This study presents the development of an AR-based application to enhance the marketing of outdoor equipment at Sekaben Camp, a camper rental company in Pangkalpinang, Bangka Belitung. The application allows users to visualize and interact with three-dimensional (3D) models of rental gear on their Android smartphones, making the selection process more engaging and informative. Using a prototyping approach—an iterative process of building and refining a preliminary model—the research includes gathering requirements, developing a prototype, coding the system, testing, and final deployment. Key features such as AR scanning, equipment ordering, and a price listing interface were designed to enhance product visualization and user engagement. User testing revealed that 85% of participants found the application intuitive and reported a more realistic understanding of the gear's size and functionality, resulting in a 30% increase in customer satisfaction during the rental process.
Penerapan Algoritma Fisher-Yates Shuffle pada Computer Based Test Ujian Sekolah di SMKN 1 Payung Rendy Rian Chrisna Putra; Tri Sugihartono
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 18 No. 2 (2019)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v18i2.399

Abstract

The school exam aims to measure the success of the teaching and learning process, whether students are able to accept the material taught and whether the teacher is able to provide the material properly and correctly. In the era of the current technological era, SMKN 1 Payung already uses CBT (Computer Based Test) technology in the implementation of school examinations, the advantages of using CBT are paperless, and the results of the exam can be seen immediately after the exam, the disadvantage is the possibility of students cheating like cheating can still happen. To overcome this weakness, a problem randomization algorithm is applied, namely the Fisher-Yates Shuffle algorithm. By using the Fisher-Yates Shuffle algorithm, the sequence of questions received by each student while carrying out this CBT-based school exam will be different, thereby reducing the indication of students to cheat. In the results of the study, testing is done using blackbox testing to test whether the software functionality is functioning properly. The results of the implementation and testing that are applied prove that using of the Fisher-Yates Shuffle algorithm can help overcome the weaknesses in computer-based tests (CBT) in SMKN 1 Payung.
Perancangan Prototype Sistem Informasi dalam Pengelolaan Layanan Usaha di Sulthan Productions Marsela, Rania; Balqis, Iqlima; Revalina, Revalina; Al-Fajri, M. Hikmal; Sugihartono, Tri
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Vol 15, No 1 (2026): Februari 2026
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35889/jutisi.v15i1.3477

Abstract

Sulthan Productions faced operational inefficiencies due to manual data management, which caused information fragmentation and delayed reporting. This study aimed to design an integrated information system to digitize the creative service workflow. The research methodology used was the System Development Life Cycle (SDLC) with a prototyping approach and Unified Modeling Language modeling. The results of the study produced a system design involving employees, treasurers, and owners with the main functions of product entry, order management, payment recording, and automatic reporting. All functional features are integrated through a centralized authentication mechanism. The conclusion of this study shows that the system design successfully improves data integrity and administrative efficiency. The system design provides real-time monitoring convenience for business owners and minimizes the risk of financial calculation errors compared to the previous manual system. This study is limited to the analysis and system design stage and does not include system implementation or testing.Keywords: Information System; UML; SDLC; Prototype.AbstrakSulthan Productions menghadapi inefisiensi operasional akibat pengelolaan data manual yang menyebabkan fragmentasi informasi dan keterlambatan laporan. Penelitian ini bertujuan untuk membuat rancangan sistem informasi terintegrasi guna mendigitalisasi alur kerja layanan kreatif. Metodologi penelitian yang digunakan adalah System Development Life Cycle (SDLC) dengan pendekatan prototyping serta pemodelan Unified Modeling Language. Hasil penelitian menghasilkan rancangan sistem yang melibatkan aktor Pegawai, Bendahara, dan Owner dengan fungsi utama berupa entri produk, pengelolaan pesanan, pencatatan pembayaran, dan pelaporan otomatis. Seluruh fitur fungsional diintegrasikan melalui mekanisme autentikasi terpusat. Simpulan dari penelitian ini menunjukkan bahwa rancangan sistem yang dibuat ini berhasil meningkatkan integritas data dan efisiensi administratif. Rancangan sistem tersebut memberikan kemudahan pengawasan bagi pemilik usaha secara real-time serta meminimalkan risiko kesalahan perhitungan keuangan dibandingkan sistem manual sebelumnya. Penelitian ini dibatasi pada tahap analisis dan perancangan sistem, sehingga belum mencakup implementasi dan pengujian sistem secara nyata. 
Ensemble Learning for Pediatric Stunting Detection: A Comparative Study of XGBoost, Random Forest, and LightGBM with Oversampling Techniques Tri Sugihartono; Djoko Soetarno; Rahmat Sulaiman; Sarwindah; Marini; Fitriyani
Journal of Information System and Informatics Vol 8 No 2 (2026): April
Publisher : Asosiasi Doktor Sistem Informasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63158/journalisi.v8i2.1568

Abstract

Stunting, driven by chronic childhood malnutrition, remains a critical global public health concern. Early detection is persistently challenged by class imbalance in pediatric health datasets and the absence of systematic comparisons between oversampling strategies and ensemble classifiers. This study develops and evaluates an ensemble learning pipeline for stunting detection, benchmarking XGBoost, Random Forest, and LightGBM across five oversampling configurations — Original, SMOTE, ADASYN, Borderline-SMOTE, and SMOTE-ENN — using 10,000 pediatric health records from posyandu activities in Bangka Belitung Province, Indonesia. Seven anthropometric and demographic features were utilized, with stratified 80:20 train-test splitting and five-fold cross-validation. XGBoost with original imbalanced data achieved the highest Recall (0.9573) and a competitive F1-Score (0.9158), while LightGBM with SMOTE delivered the strongest balanced performance (F1-Score: 0.9160, ROC-AUC: 0.8431). SMOTE-ENN consistently underperformed across all classifiers. To our knowledge, this is the first study to simultaneously compare five oversampling strategies across three ensemble models within a unified framework, offering a foundation for high-sensitivity stunting surveillance in resource-constrained healthcare settings.
Comparative Performance Analysis of Dual-Prime RSA and Eight-Prime RSA Rahmat Sulaiman; Agustina Mardeka Raya; Djoko Soetarno; Tri Sugihartono; Ellya Helmud
Journal of Information System and Informatics Vol 8 No 2 (2026): April
Publisher : Asosiasi Doktor Sistem Informasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63158/journalisi.v8i2.1569

Abstract

This study presents a comparative performance analysis of Dual-Prime RSA and Eight-Prime RSA by evaluating computational efficiency in key generation, encryption, and decryption at 1024-bit and 2048-bit key lengths. Experiments were conducted in a controlled environment, using processing time as the primary performance metric. The results show a consistent computational advantage for Dual-Prime RSA across all operations. At the 2048-bit key length, Eight-Prime RSA requires substantially more time for key generation, performing approximately 643% slower than Dual-Prime RSA, which highlights the overhead associated with increasing the number of prime factors. Decryption results further reinforce this gap: Eight-Prime RSA at 2048-bit records about a 247% increase in processing time compared with its own 1024-bit baseline and remains markedly slower than Dual-Prime RSA at the same key length. Although differences in encryption time are less significant, Eight-Prime RSA offers no meaningful efficiency advantage. While earlier studies suggest that additional prime factors may provide theoretical security benefits, this work is limited to empirical performance benchmarking and does not include a full security analysis. Overall, the findings indicate that Dual-Prime RSA is the more practical and scalable choice for real-world 2048-bit applications and performance-sensitive deployments.