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Implementation of AHP and Black Box Testing to the Development of an Information System for Assessing the Feasibility of BUMDES Submissions Hari Toha Hidayat; Husaini Husaini; Nanang Prihatin; Radhiyatammardhiyyah Radhiyatammardhiyyah
Elinvo (Electronics, Informatics, and Vocational Education) Vol 7, No 2 (2022): November 2022
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (521.985 KB) | DOI: 10.21831/elinvo.v7i2.54028

Abstract

The existence of institutional village enterprises (BUMDES) has never been adequately monitored in terms of the growth of village-owned businesses in each village. According to the data, there are 17 BUMDES in the Muara District that have been inactive for the most part. Due to the difficulty of monitoring the progress of BUMDES, a significant number of them have become stalled or even inactive. In addition, many BUMDES managers are frequently unprepared to operate the newly opened business. Readiness in terms of the quality of human resources also affects the formation of BUMDES. Consequently, the objective of this study is to facilitate the monitoring of business developments carried out by BUMDES actors in their respective villages, thereby facilitating the feasibility assessment of BUMDES. Aside from that, the purpose of this study is to determine the viability of applying for BUMDES as one of the requirements for obtaining a recommendation from the village head for submission to the Village Ministry.  The feasibility analysis employs the AHP method with multiple parameters, including business age, business type, and business capital. According to research findings with applications, several BUMDES are declared unfit, while others are declared feasible. BUMDES with declared eligibility has AHP values ranging from 0.382 to 0.619. Meanwhile, BUMDES that are unworthy receives AHP values ranging from 0.235 to 0.239. It can also be determined based on the weight of each criterion as to whether or not it is appropriate for BUMDES. While the results of black box testing for the system's feasibility using 10 types of testing, including Equivalence Partitioning, Boundary Value Analysis/Limit Testing, Comparison Testing, Sample Testing, Robustness Testing, Behavior Testing, Performance Testing, Requirement Testing, Endurance Testing, and Cause-and-Effect Relationship Testing. Based on the test results, the system is 100% feasible to be used by users.
Rancang Bangun Aplikasi Pendaftaran Ujian Akhir Semester Berbasis Web dengan Metode Waterfall (Studi Kasus di Politeknik Negeri Lhokseumawe) Muhammad Reza Zulman; Muhammad Davi; Radhiyatammardhiyyah Radhiyatammardhiyyah
Journal of Artificial Intelligence and Software Engineering Vol 3, No 1 (2023)
Publisher : Politeknik Negeri Lhokseumawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30811/jaise.v3i1.4190

Abstract

Ujian Akhir Semester (UAS) di Politeknik Negeri Lhokseumawe merupakan ujian rutin yang diadakah secara serentak dan diikuti oleh seluruh mahasiswa dari mulai semester satu sampai semester akhir. Ujian ini diadakan pada minggu ke 17 dan 18 setiap semester. Untuk mengikuti ujian ini, setiap mahasiswa yang ingin mengikuti ujian harus melakukan pendaftaran secara manual dengan melengkapi persyaratan yang sudah di tentukan oleh pihak instansi. Mahasiswa yang sudah melakukan pendaftaran akan mendapatkan sebuah kartu sebagai tanda bahwa mahasiswa tersebut memenuhi syarat untuk mengikuti ujian akhir semester. Proses yang ada saat ini memakan waktu yang cukup lama, kemudian juga membutuhkan sumber daya manusia dari pihak instansi untuk mengurus proses pendaftaran ini. Oleh karena itu, dengan adanya sebuah sistem berbasis web ini, diharapkan waktu proses pendaftaran ujian ini bisa dipersingkat dan mempermudah pihak administrasi dalam mengurus pendaftaran ujian akhir semester di Politeknik Negeri Lhokseumawe.Kata kunci—Ujian Akhir Semester, Waterfall, Golang, Python, Politeknik Negeri Lhokseumawe.AbstractThe Final Semester Examination (UAS) at Politeknik Negeri Lhokseumawe is a routine exam held simultaneously and attended by all students from the first semester to the final semester. This exam takes place in the 17th and 18th weeks of each semester. To participate in this exam, every student who wishes to take the exam must manually register by completing the requirements specified by the institution. Students who have completed registration will receive a card as a sign that they are eligible to take the final semester exam. The current process takes a considerable amount of time and also requires human resources from the institution to manage this registration process. Therefore, with the existence of a web-based system, it is hoped that the registration process for this exam can be shortened and facilitate the administration in managing the registration for the final semester exam at Politeknik Negeri Lhokseumawe.Keywords— FInal Semester Examination, Waterfall, Golang, Python, Politeknik Negeri Lhokseumawe
OPTIMASI GRID SEARCH PADA SISTEM DETEKSI INTRUSI JARINGAN MENGGUNAKAN SUPPORT VECTOR MACHINE Radhiyatammardhiyyah Radhiyatammardhiyyah
Djtechno: Jurnal Teknologi Informasi Vol 7, No 2 (2026): Agustus
Publisher : Universitas Dharmawangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46576/djtechno.v7i2.9509

Abstract

Ancaman serangan digital yang terus meningkat mendorong kebutuhan akan sistem deteksi intrusi jaringan yang akurat dan efisien. Sistem ini berperan dalam memantau lalu lintas jaringan serta mengidentifikasi aktivitas mencurigakan sebelum berdampak pada infrastruktur. Penelitian ini bertujuan untuk mengevaluasi kinerja metode Support Vector Machine dalam mengklasifikasikan lalu lintas jaringan ke dalam tiga kategori, yaitu Normal, Exploits, dan Generic, menggunakan dataset UNSW-NB15. Tahapan penelitian meliputi preprocessing data, encoding fitur kategorikal, standardisasi fitur numerik, serta pembagian data latih dan data uji. Untuk mengatasi ketidakseimbangan data, dilakukan proses sampling pada setiap kelas. Model dilatih menggunakan kernel Radial Basis Function dengan parameter terbaik yang diperoleh melalui proses optimasi. Evaluasi dilakukan menggunakan metrik akurasi, precision, recall, dan F1-score. Hasil pengujian menunjukkan bahwa model mampu mencapai akurasi sebesar 95% dengan performa klasifikasi yang baik pada seluruh kategori. Berdasarkan hasil tersebut, metode Support Vector Machine efektif digunakan untuk mendukung sistem deteksi intrusi jaringan dalam mengidentifikasi berbagai jenis serangan secara akurat.
ANALISIS WAKTU RESPONS PENDETEKSIAN MARKER BUAH PADA AUGMENTED REALITY BERDASARKAN KEMIRIPAN WARNA Nanda Saputri; Radhiyatammardhiyyah Radhiyatammardhiyyah; Suci Andriyani
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 9 No. 5 (2026): October (2026)
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v9i5.7173

Abstract

Abstract: This study aims to analyze the response time of fruit marker detection in an Augmented Reality system based on the color similarity of the markers. The system was developed using Unity and Vuforia Engine, with fruit image markers used to display corresponding 3D objects. Testing was conducted under three scenarios: individual marker detection, switching between markers with different colors, and switching between markers with similar colors. A total of 95 tests were performed, consisting of 55 individual marker detection tests, 20 different-color marker switching tests, and 20 similar-color marker switching tests. The results showed that the average response times were 2.02 seconds for individual marker detection, 2.74 seconds for different-color marker switching, and 3.39 seconds for similar-color marker switching. All tests successfully detected the markers and displayed the corresponding 3D objects, with no misidentification observed and stable tracking performance. The ANOVA results indicated a significant difference in response time among the three testing groups (p=0.0016), which was also supported by the Kruskal-Wallis test (p<0.001). However, pairwise comparison showed that the difference in response time between different-color and similar-color marker switching was not statistically significant (p=0.3086). Therefore, although similar-color markers descriptively exhibited a higher average response time, the results are insufficient to conclude that color similarity directly causes an increase in marker detection response time.  Keywords: Augmented Reality, fruit marker, response time, color similarity, Vuforia Engine.   Abstrak: Penelitian ini bertujuan menganalisis waktu respons pendeteksian marker buah pada sistem Augmented Reality berdasarkan kondisi kemiripan warna marker. Sistem dikembangkan menggunakan Unity dan Vuforia Engine dengan marker berupa gambar buah yang digunakan untuk menampilkan objek 3D yang sesuai. Pengujian dilakukan pada tiga skenario, yaitu pendeteksian individual marker, pertukaran marker dengan warna berbeda, dan pertukaran marker dengan warna serupa. Sebanyak 95 pengujian dilakukan, terdiri atas 55 pengujian individual marker, 20 pengujian pertukaran marker berbeda warna, dan 20 pengujian pertukaran marker warna serupa. Hasil pengujian menunjukkan rata-rata waktu respons masing-masing sebesar 2,02 detik pada pendeteksian individual marker, 2,74 detik pada pertukaran marker berbeda warna, dan 3,39 detik pada pertukaran marker warna serupa. Seluruh pengujian berhasil mendeteksi marker dan menampilkan objek 3D yang sesuai, tanpa ditemukan misidentification, serta menunjukkan kondisi tracking yang stabil. Hasil analisis ANOVA menunjukkan terdapat perbedaan rata-rata waktu respons yang signifikan antar kelompok pengujian (p=0,0016), yang juga didukung oleh uji Kruskal-Wallis (p<0,001). Namun, hasil uji perbandingan berpasangan menunjukkan bahwa perbedaan waktu respons antara marker berbeda warna dan marker warna serupa tidak signifikan (p=0,3086). Dengan demikian, secara deskriptif marker dengan warna serupa menunjukkan rata-rata waktu respons yang lebih tinggi, tetapi hasil penelitian ini belum cukup untuk menyatakan bahwa kemiripan warna secara langsung menyebabkan peningkatan waktu respons pendeteksian. Kata kunci: Augmented Reality, marker buah, waktu respons, kemiripan warna, Vuforia Engine.