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Pengembangan Arsitektur Microservices dengan RESTful API Gateway menggunakan Backend-for-frontend Pattern pada Portal Akademik Perguruan Tinggi: Development of Microservices Architecture with RESTful API Gateway using Backend-for-frontend Pattern in Higher Education Academic Portal Fransiscus Xaverius Senduk; Xaverius B. N. Najoan; Sherwin R. U. A. Sompie
Jurnal Teknik Informatika Vol. 18 No. 1 (2023): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jti.v18i1.50402

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Abstract — Applications are typically built with a monolithic architecture, where all application components are combined into a single, indivisible application. As the monolithic application is further updated and developed, the drawbacks of this monolithic architecture begin to outweigh its benefits. At this time, the INSPIRE UNSRAT Portal still uses a monolithic architecture, hence further development will bring about the drawbacks of this architecture. Based on these issues, this study was conducted with the aim of developing a microservices architecture with a RESTful API Gateway using the Backend-for-frontend pattern, using the INSPIRE UNSRAT Portal application as a case study. The software development method used is Scrum, therefore it was carried out in collaboration with three other researchers in the fields of project management, mobile applications, and testing. This research succeeded in designing and creating a microservices architecture that includes 8 services and 39 endpoints, accelerating the development process, and allowing for improved service quality on mobile devices. Key words — Academic; Microservices; Portal; RESTful API;   Abstrak — Pada umumnya aplikasi dibangun dengan arsitektur monolith dimana semua komponen aplikasi dikombinasikan menjadi satu aplikasi tunggal yang tidak terbagi-bagi. Setelah aplikasi monolitik tersebut diperbarui dan dikembangkan lebih lanjut, kerugian dari arsitektur monolith ini akan mulai melampaui manfaat yang ditawarkannya. Pada saat ini, Portal INSPIRE UNSRAT masih menggunakan arsitektur monolith sehingga pada pengembangan lebih lanjut akan timbul kerugian dari arsitektur ini. Berdasarkan permasalahan tersebut maka dibuatlah penelitian ini yang bertujuan untuk mengembangkan arsitektur microservices dengan RESTful API Gateway menggunakan Backend-for-frontend pattern dengan mengambil studi kasus pada aplikasi Portal INSPIRE UNSRAT. Metode pengembangan perangkat lunak yang digunakan adalah Scrum sehingga dikerjakan bersama dengan tiga peneliti lain di bidang manajemen proyek, aplikasi mobile, dan pengujian. Penelitian ini berhasil merancang dan membuat arsitektur microservices yang di dalamnya terdapat 8 service dan 39 endpoint, mempercepat proses pengembangan, dan memungkinkan kualitas layanan yang ditingkatkan pada perangkat mobile. Kata kunci — Akademik; Microservices; Portal; RESTful API;
Rancang Bangun Sistem Keamanan Motor Dengan Pengenalan Sidik Jari Joyner R. Oroh; Elia Kendekallo; Sherwin R. U. A. Sompie; Janny O. Wuwung
Jurnal Teknik Elektro dan Komputer Vol. 3 No. 1 (2014): Jurnal Teknik Elektro dan Komputer
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jtek.v3i1.3773

Abstract

Abstrak - Perkembangan ilmu pengetahuan dan teknologi semakin meningkat terutama di bidang elektronika, banyak keuntungan yang dapat diperoleh dari perkembangan elektronika tersebut akan tetapi makin berkembangnya teknologi, makin banyak pula tindak kriminal, diantaranya pencurian motor. Dari permasalahan ini, dibuat system keamanan motor melalui pengenalan sidik jari. Sistem yang dibuat menggunakan sensor sidik jari Sm630 sebagai input untuk mendeteksi sidik jari dari pengguna sepeda motor. System ini juga didukung oleh kit arduino uno dengan mikrokontroler ATmega328 sebagai otak untuk mengolah data dari sensor sidik jari ke LCD, sepeda motor dan alarm. Dari pembuatan system ini, dapat disimpulkan bahwa, Hanya akan ada lima pengguna yang dapat mengakses sepeda motor dan system akan menghidupkan alarm saat ada sidik jari yang tidak sesuai menempel pada sensor karena sensor hanya akan berkomunikasi dengan sidik jari yang tersimpan dalam database sensor.   Kata kunci:     Arduino, ATmega 328, keamanan, sidik jari   Abstract - Developments in science and technology is increasing , especially in the field of electronics , many benefits can be gained from the development of the electronics but the growing technology the more criminal offenses, including theft of a motor. Of this problem, made motorcycle security system through fingerprint recognition. The system is made using a fingerprint sensor Sm630 as input to detect fingerprints of motorcycle users. This system is also supported by the kit with Arduino uno ATmega328 microcontroller as the brain to process the data from the fingerprint sensor to the LCD,  motorcycle and alarms. Of making this system, it can be concluded that, there will be only five users can access and motorcycle alarm system will turn on when there is no corresponding fingerprint sensor because the sensor attaches to will only communicate with fingerprint sensors are stored in the database .   Key words:     Arduino,ATmega 328,  finger print, security
Rancang Bangun Alat Bantu Mobilitas Penderita Tunanetra Berbasis Microcontroller Arduino Uno Renstra C.G. Tangdiongan; Elia Kendek Allo; Sherwin R. U. A. Sompie
Jurnal Teknik Elektro dan Komputer Vol. 6 No. 2 (2017): Jurnal Teknik Elektro dan Komputer
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jtek.v6i2.16943

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Abstract— Not everyone was born with a perfect sense of sight partly lost her eyesight due to the senses diseases and accidents. To help these problems then the surveyors laid out the blind sufferers mobility Tool-based microcontroller Arduino Uno which can improve the mobility of visually impaired survivors. This tool will provide information in the form of distance estimation a hitch with the user information in the form of sound and vibration, ultrasonic sensors SR04-HC used as detector hitch, information in the form of sound modules used mp3 player Catalaex, the form of vibration snag Indicators used cell motor vibrator.Keywords: Assistive Tool for Mobility of Blind People, Cell motor vibrator, Microcontroller Arduino Uno, Mp3 player Catalaex, Ultrasonic sensor HC-SR04.Abstrak— Tidak semua orang terlahir dengan indra penglihatan yang sempurna sebagian lagi kehilangan indra penglihatannya akibat penyakit dan kecelakaan. Untuk membantu permasalahan tersebut maka dirancanglah Alat bantu mobilitas penderita tunanetra berbasis microcontroller Arduino Uno yang dapat menyempurnakan mobilitas penderita tunanetra. Alat ini akan memberikan informasi berupa estimasi jarak suatu halangan dengan pengguna dalam bentuk informasi suara dan getaran, sensor ultrasonic HC-SR04 digunakan sebagai pendeteksi halangan, informasi berupa suara digunakan modul mp3 player Catalaex, Indikator halangan berupa getaran digunakan cell motor vibrator.Kata kunci: Alat Bantu Mobilitas Penderita Tunanetra, cell motor vibrator, Microcontroller Arduino Uno, mp3 player Catalaex, sensor ultrasonic HC-SR04
Game Adventure 3D Pengenalan Bangunan Bersejarah Minahasa Selatan: 3D Adventure Game Introduction to South Minahasa Historical Buildings Christian Leonard Cliff Liem; Sherwin R. U. A. Sompie; Brave A. Sugiarso
Jurnal Teknik Elektro dan Komputer Vol. 12 No. 2 (2023): Jurnal Teknik Elektro dan Komputer
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jtek.v12i2.47311

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Abstract — History is an event that actually happened and concerns about human life and will provide us with information about the glory of the culture in the past. Historical events that have occurred will end and leave a heritage. Indonesia has various types of heritage, such as the heritage of various historical buildings. Especially in South Minahasa, it has traces of heritage in the form of buildings. There are the Veldbox Tumpaan and Portuguese Fort Amurang. The rapid development of technology makes various types of technology emerged that can be used as educational tools, for example games. This study aims to create a game that can introduce historical buildings in South Minahasa using the MDLC (Multimedia Development Life Cycle) method. This game is made in 3 dimensions and an adventure genre. Based on the results of the research and the questionnaires carried out, it was concluded that there was an increase in user knowledge, also this game could be an alternative media in introducing historical buildings in South Minahasa. Key words— Game; Minahasa; Buildings; History   Abstrak — Sejarah merupakan peristiwa yang benar-benar terjadi dan menyangkut tentang kehidupan manusia serta akan memberikan kita informasi mengenai kejayaan dari suatu kebudayaan pada masanya. Peristiwa sejarah yang pernah terjadi pasti akan berakhir dan memberikan jejak peninggalan. Indonesia sendiri memiliki berbagai jenis peninggalan seperti peninggalan bangunan bersejarah yang beragam. Khususnya di Minahasa Selatan terdapat jejak peninggalan berupa bangunan yaitu Veldbox Tumpaan dan Benteng Portugis Amurang. Dengan perkembangan teknologi saat ini, telah bermunculan berbagai jenis teknologi yang dapat dimanfaatkan sebagai sarana edukasi, contohnya Game. Penelitian memiliki tujuan untuk menghasilkan game yang dapat mengenalkan bangunan bersejarah di Minahasa Selatan dengan menggunakan metode MDLC (Multimedia Development Life Cycle) dalam pengembangannya, game ini dikembangkan dalam bentuk 3 dimensi dan bergenre adventure. Dari hasil penelitian dan kuesioner yang telah dijalankan, disimpulkan adanya peningkatan pengetahuan terhadap pengguna, juga game ini dapat menjadi salah satu media alternatif dalam mengenalkan bangunan bersejarah di Minahasa Selatan. Kata kunci — Game; Minahasa; Bangunan; Sejarah
Game Edukasi Pengenalan Bahasa Sangihe: Sangihe Language Recognition Educational Game Veronika Paputi; Sherwin R. U. A. Sompie; Brave A. Sugiarso
Jurnal Teknik Elektro dan Komputer Vol. 12 No. 2 (2023): Jurnal Teknik Elektro dan Komputer
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Abstract — Regional languages is a speech used to interact between certain regions so that is does not allow other regions to understand other regional languages. In North Sulawesi there is one of the regional languages, namely in the sangihe islands, but along with the development of the era sangihe language began to be rarely used and introduced to children, it can be seen directly that only a small number of children understand and use the sangihe regional language. With the development of the technological era, it is now growing rapidly, as well as the emergence of various types of technology that can be used as a means of educational media such as games by making quizzes a challenge that must be solved. This search aims to build on educational game introducing Sangihe language, a 2D game using the Multimedia Development Life Cycle (MDLC) development method. According to the results of research and questionnaires conducted, it was concluded that there is an increase in knowledge about Sangihe language by users and the development of educational games for Sangihe language recognition can be one of the alternative media in introducing Sangihe language. Key words— Game; Multimedia Development Life Cycle; Quiz; Sangihe Language   Abstrak — Bahasa daerah ialah suatu penuturan yang dipergunakan untuk berinteraksi antar daerah tertentu sehingga tidak memungkinkan daerah lain untuk mengerti akan bahasa daerah lainnya. Di Sulawesi Utara terdapat salah satu bahasa daerah yaitu di kepulauan Sangihe, namun seiring dengan perkembangannya zaman bahasa sangihe mulai jarang digunakan juga dikenalkan pada anak-anak, hal ini dapat dilihat secara langsung bahwa hanya sebagian kecil anak-anak yang memahami dan menggunakan bahasa daerah sangihe. Dengan perkembangannya zaman, teknologi kini berkembang kian pesat seperti halnya bermunculan berbagai jenis teknologi yang dapat dimanfaatkan sebagai sarana media edukasi seperti game dengan menjadikan quiz sebagai tantangan yang harus dipecahkan. Penelitian ini bertujuan membangun game edukasi pengenalan Bahasa Sangihe, game berbentuk 2D dengan menggunakan metode pengembangan Multimedia Development Life Cycle (MDLC). Menurut hasil penelitian dan kuisioner yang dilakukan, disimpulkan bahwa terdapat peningkatan pengetahuan mengenai bahasa Sangihe oleh pengguna dan pengembangan game edukasi pengenalan bahasa Sangihe ini dapat menjadi salah satu media alternatif dalam mengenalkan bahasa Sangihe. Kata kunci — Bahasa Sangihe; Multimedia Development Life Cycle; Game; Quiz
Quick Response Code Attendance System for Congregational Activity on Android-based Platform: Aplikasi Presensi Kehadiran Kegiatan Jemaat Menggunakan Sistem Quick Response Code berbasis Android Christian Cleavy Sunkudon; Xaverius B. N. Najoan; Sherwin R. U. A. Sompie
Jurnal Teknik Informatika Vol. 18 No. 3 (2023): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jti.v18i3.50687

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Abstract — Evolution and life in modern times are developing rapidly, marked by the presence of technology such as smart mobile devices or smartphones and information technology today. Developments in modern times also have an impact on church life, one of which is the development of information technology. The management of information technology for the church is of particular concern in the life of the church ministry. One of the problems that occurs is the limited information resources of the congregation because the platform for this is not yet available. It was also found that the administration of attendance data collection for congregational activities still uses traditional methods that are less effective. In connection with the problems described above, it is necessary to breakthrough the management of data information from the old ways to a more systematic and modern process that can be used by the church, especially for the congregation iteself. This research aims to make changes in data management systems for the church, in the form of platforms that can be accessed by the congregation. Where this platform can accommodate congregation information, and can be accessed using existing mobile devices. The presence of information technology innovation by utilizing quick response system technology, helps various fields related to data, one of which is attendance recording. Congregations can use this platform to get access to information from the church. By using the Rapid Application Development method approach, this platform was successfully created as an innovation in church ministry. The result is a platform that is able to manage congregation data, as well as a place to record church attendance, without worrying about data inconsistencies. This platform is expected to be a new forum for church services and increase efficiency and ease of data access for church community layers. Key words—Android; Church; QR; Platform
Sistem Absensi Pengenalan Wajah Bermasker: Masked Face Recognition Attendance System Joshua Walangitan; Sherwin R. U. A. Sompie; Xaverius B. N. Najoan
Jurnal Teknik Informatika Vol. 19 No. 01 (2024): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jti.v19i01.51327

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Sistem absensi yang sering di temukan di berbagai tempat masih menggunakan sistem absensi yang konvensional. Sistem ini memiliki banyak kekurangan. Contohnya waktu absensi yang tidak menentu dikarenakan seseorang bisa saja memanipulasi sistem absensi konvensional untuk kepentingan pribadi, menyulitkan pada saat rekapitulasi, dan cara ini dianggap sulit untuk diintegrasikan dengan hal lain. Pada masa sekarang juga dunia sedang dalam perlawanan terhadap virus corona, seluruh dunia sedang berpatisipasi untuk melawan virus ini dengan cara menggunakan masker, mencuci tangan secara rutin, dan tidak berkumpul di tempat yang ramai. Dengan tujuan dari penelitian ini dibuatlah sistem “Sistem Absensi Pengenanalan Wajah Bermasker”. Sistem ini dapat membantu dalam melakukan pengisian absen tanpa adanya sentuhan fisik ataupun membuka masker. Aplikasi ini berbasis sistem operasi windows, dan dibangun menggunakan metode Waterfall. Hasil dari penelitian ini adalah Sistem Absensi tidak lagi perlu sentuhan fisik yang bisa menyebarkan virus corona, melainkan sistem absen yang menggunakan wajah dan juga tanpa seseorang harus melepaskan masker mereka.
Sistem Traffic Light Otomatis Berdasarkan Panjang Antrian Kendaraan dengan Pengolahan Citra: Automatic Traffic Light System Based on Vehicle Queue Length with Image Processing Pierre Tawalujan; Sherwin R. U. A. Sompie; Pinrolinvic D. K. Manembu
Jurnal Teknik Informatika Vol. 19 No. 02 (2024): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jti.v19i02.52144

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Abstract — This research is motivated by problems with traffic light as traffic signs which in several cases and certain places have not been able to overcome the problem of traffic jams which continue to occur accompanied by the rate of growth and population density in Indonesia. The traffic light system that is generally used today is the Fixed Time Traffic Light Controller, which in reality is less effective for this problem. For this reason, this research developed an Automatic Traffic Light System Based on Vehicle Queue Length with Image Processing with the aim of helping reduce congestion that occurs at intersections, by processing information through a working system on a computer. By using Image Processing, Python, Yolo, Matlab and going through testing stages, it can be concluded that the system can run and detect vehicles on every road lane. From overall car detection on each road section in five tests , it was found that the systems accuracy rate for detecting cars was 81%, and motorbike detection was 54%. Key words— Automatic Traffic Light; Fuzzy Mamdani; Image Processing; YOLO.   Abstrak — Penelitian ini dilatarblakangi oleh permasalahan pada traffic light sebagai rambu lalu lintas yang pada beberapa kasus dan tempat tertentu belum bisa mengatasi permasalahan macet yang terus terjadi diiringi oleh laju pertumbuhan dan kepadatan penduduk di Indonesia. Sistem lampu lalu lintas yang umumnya digunakan sekarang yaitu Fixed Time Traffic Light Controller, yang pada kenyataannya kurang efektif untuk permasalahan tersebut. untuk itu penelitian ini mengembangkan Sistem Traffic Light Otomatis Berdasarkan Panjang Antrian Kendaraan dengan Pengolahan Citra dengan tujuan untuk membantu mengurangi kemacetan yang terjadi dipersimpangan, dengan mengolah informasi melalui sistem kerja pada komputer. Dengan menggunakan Pengolahan Citra, Python, YOLO, Matlab dan melalui tahapan pengujian, dapat disimpulkan bahwa sistem dapat berjalan dan mendeteksi kendaraan pada setiap jalur jalan. Dari pendeteksian mobil secara keseluruhan pada setiap ruas jalan dalam lima kali pengujian didapatkan bahwa tingkat akurasi sistem mendeteksi mobil sebesar 81%, dan pendeteksian sepeda motor sebesar 54%. Kata kunci —Fuzzy Mamdani; Lampu Lalu Lintas Otomatis; Pengolahan Citra; YOLO.
Aplikasi Pendataan Pengunjung Perpustakaan Universitas Sam Ratulangi Manado Menggunakan Pemindai QR Code: Sam Ratulangi University Manado Library Visitor Data Collection Application Using a QR Code Scanner Yeremia Senduk; Sherwin R. U. A. Sompie; Agustinus Jacobus
Jurnal Teknik Informatika Vol. 19 No. 02 (2024): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jti.v19i02.52478

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The rapid development of Information Technology (IT) has an impact on almost all aspects of life. With the existence of information technology, in this case the internet, all information in the form of text, images, sound or video can be accessed or sent quickly. The Sam Ratulangi University Library (UNSRAT) is one of the places to support the lecture and research activities of students and lecturers managed by the university. Currently the Unsrat library uses attendance books for members registered at the library. The process of collecting data on visitors to the Unsrat Library still uses traditional data collection, namely writing visitor data in books by the library admin. This process has shortcomings that the author found, such as the attendance book being lost and the data not being backed up elsewhere, recapping visitor reports having to be done manually and taking a long time and there being no report on how long visitors spend in the library. QR Code is a matrix code that can store up to thousands of alphanumeric information. So, by just using one code we can store and get the information we need. Based on the problems previously presented, using QR Codes can be a solution to facilitate the visitor data collection process. Visitors' personal data can be stored on the internet and the process of collecting data on visit times can be done easily and quickly by using a QR Code. Here the author recommends that there is a need for an application for data collection on Unsrat library visitors using a QR Code scanner. Key words — Library; Data Collection; QR Code.