p-Index From 2021 - 2026
7.404
P-Index
This Author published in this journals
All Journal Teika Jurnal Keolahragaan Jurnal Pengabdian UntukMu NegeRI Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) JURNAL MEDIA INFORMATIKA BUDIDARMA IT JOURNAL RESEARCH AND DEVELOPMENT JTERA (Jurnal Teknologi Rekayasa) Rang Teknik Journal Dinamisia: Jurnal Pengabdian Kepada Masyarakat MATRIK : Jurnal Manajemen, Teknik Informatika, dan Rekayasa Komputer JURNAL TEKNOLOGI DAN OPEN SOURCE Digital Zone: Jurnal Teknologi Informasi dan Komunikasi J-SAKTI (Jurnal Sains Komputer dan Informatika) CSRID (Computer Science Research and Its Development Journal) JOISIE (Journal Of Information Systems And Informatics Engineering) Jurnal Ilmiah Ilmu Komputer Fakultas Ilmu Komputer Universitas Al Asyariah Mandar Building of Informatics, Technology and Science Jurnal Mantik Jurnal Ilmu Komputer dan Bisnis Jurnal Informatika dan Rekayasa Elektronik Jurnal Teknologi Dan Sistem Informasi Bisnis Masyarakat Berdaya dan Inovasi Jurnal Tunas Innovation in Research of Informatics (INNOVATICS) Mitra Mahajana: Jurnal Pengabdian Masyarakat Community Education Engagement Journal Jurnal J-PEMAS Journal of Instructional and Development Researches J-SAKTI (Jurnal Sains Komputer dan Informatika) Prosiding Seminar Nasional Sisfotek (Sistem Informasi dan Teknologi Informasi) J-COSCIS : Journal of Computer Science Community Service JAIA - Journal of Artificial Intelligence and Applications SATIN - Sains dan Teknologi Informasi ROUTERS: Jurnal Sistem dan Teknologi Informasi Jurnal Pengabdian dan Pemberdayaan Masyarakat Indonesia Bulletin of Social Informatics Theory and Application The Indonesian Journal of Computer Science Prosiding Seminar Nasional Ilmu Komputer, Sosial Sains, Teknik Dan Multi-disiplin Ilmu
Claim Missing Document
Check
Articles

A new dimension in learning badminton refereeing: A 3D simulation android app with virtual reality integration Gazali, Novri; Cendra, Romi; Efendi, Yoyon; Setiawan, Edi; Medeirosd, Alexandre Igor Araripe; Hamdi, Liwa Ul
Jurnal Keolahragaan Vol. 12 No. 1: April 2024
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jk.v12i1.68424

Abstract

Virtual reality (VR) technology has become increasingly popular and widely used in sports environments in higher education, but there are still some challenges that need to be overcome. This research aims to create an Android-based 3D simulation application with the help of virtual reality as a learning tool for badminton refereeing. The methodology used is the Multimedia Development Life Cycle (MDLC). The multimedia development methodology consists of six stages, namely concept, design, material collection, creation, testing, and distribution. This application shows great potential for supporting the development of human resources in the field of badminton sports, both for novice referees and players. However, it should be noted that the current research is still at the application creation stage, with effectiveness and distribution tests still to be conducted. Through the optimisation of rendering techniques, test results show good simulation performance on smartphones with a resolution of 1920 x 1080, although the use of VR Box devices may cause eye fatigue in long-term use. This research makes an important contribution to the development of VR-based learning applications for badminton refereeing, with the hope of improving understanding and skills in sports and becoming the basis for the development of sports education technology. Future research should focus on completing the pending stages as well as expanding insights into user interaction and the positive impact that apps can have
Virtual Tour Three Dimensions (3D) With Polygonal Modeling At Sang Nila Utama Museum Fatdha, T Sy Eiva; Raza, Naufal Dzaky; Efendi, Yoyon
JURNAL TEKNOLOGI DAN OPEN SOURCE Vol. 5 No. 2 (2022): Jurnal Teknologi dan Open Source, December 2022
Publisher : Universitas Islam Kuantan Singingi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36378/jtos.v5i2.2578

Abstract

Sang Nila Utama Museum is an institution that functions as a place for the storage, care, safeguarding and use of objects of human culture and natural products to support efforts to protect and preserve cultural wealth. Based on the results of the surveys and interviews conducted, there are currently problems, namely 1) There is no system to present information about the collection of objects in the museum visually in 3D. 2) Due to the outbreak of Covid 19 virus, the museum management had to close the museum so far, so the public is not able to visit the museum to get information about the collection of historical relics in the Sang Nila Utama Museum. Based on the problems described above, an Android-based application for a virtual tour of exhibitions of historical objects was developed. The virtual tour is a result of the development of multimedia information technology and 3D technology that can present a 3D atmosphere. In developing this system, the Multimedia Development Life Cycle (MDLC) method was applied, which consists of several phases, namely: concept, design, material procurement, compilation, testing and distribution. This application will later run on the Android platform and use a mobile stick controller as a medium for navigation, allowing users to walk through the museum space to see a collection of historical relics in three-dimensional (3D) visual form. It is expected that this research will be one of the solutions to overcome the problems encountered in trying to improve services to the community.
The Mitigating Overfitting in Sentiment Analysis Insights from CNN-LSTM Hybrid Models Susandri Susandri; Ahmad Zamsuri; Nurliana Nasution; Yoyon Efendi; Hiba Basim Alwan
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 24 No. 2 (2025)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v24i2.4742

Abstract

This study aims to improve sentiment analysis accuracy and address overfitting challenges in deep learning models by developing a hybrid model based on Convolutional Neural Networks and Long Short-Term Memory Networks. The research methodology involved multiple stages, starting with preprocessing a dataset of 5,456 rows. This process included removing duplicate data, empty entries, and neutral sentiments, resulting in 2,685 usable rows. To overcome data quantity limitations, data augmentation expanded the training dataset from 2,148 to 10,740 samples. Data transformation was carried out using tokenization, padding, and embedding techniques, leveraging Word2Vec and GloVe to produce numerical representations of textual data. The hybrid model demonstrated strong performance, achieving a training accuracy of 99.51%, validation accuracy of 99.25%, and testing accuracy of 87.34%, with a loss value of 0.56. Evaluation metrics showed precision, recall, and F1-Score values of 86%, 87%, and 86%, respectively. The hybrid model outperformed individual models, including Convolutional Neural Networks (70% accuracy) and Long Short-Term Memory Networks (81% accuracy). It also surpassed other hybrid models, such as the multiscale Convolutional Neural Network-Long Short-Term Memory Network, which achieved a maximum accuracy of 89.25%. The implications of this study demonstrate that the hybrid model based on Convolutional Neural Networks and Long Short-Term Memory Networks effectively improves sentiment analysis accuracy while reducing the risk of overfitting, particularly in small or imbalanced datasets. Future research is recommended to enhance data quality, adopt more advanced embedding techniques, and optimize model configurations to achieve better performance.
AlfaOne Application Redesign Using Lean UX Method Anjeli, Saiba; Try Hafsani, Yuke; Efendi, Yoyon; Tashid, Tashid; Utami, Nurul
Prosiding Seminar Nasional Ilmu Komputer, Sosial Sains, Teknik dan Multi-Disiplin Ilmu Vol. 1 (2025)
Publisher : Raskha Media Group

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.64803/ikosstemi.v1.87

Abstract

AlfaOne application is a digital service application owned by PT Sumber Alfaria Tri Jaya TBK which not only provides transaction features, but also various supporting services that make it easier for users to carry out daily activities digitally. This application is designed to increase ease of access to services for users without having to come directly to physical outlets. The existence of the AlfaOne application is expected to increase service effectiveness, reduce queues at outlets, and encourage increased use of digital services. However, based on the results of initial observations, the features and interface design of the AlfaOne application are considered less than optimal and less attractive, resulting in a decrease in user interest and comfort in using the application. Therefore, a redesign of the user interface (UI) and user experience (UX) is needed as a basis for building a platform that is more attractive, easy to use, and in accordance with user needs. The Lean UX method was chosen in this study because it focuses on user satisfaction through an iterative, collaborative, and user feedback-based design process. Based on the results of the analysis, implementation, and evaluation, this study produced a final prototype which is a combination of prototype A and prototype B which has been validated in terms of appearance, functionality, as well as criticism and suggestions from users and technical parties. Prototype A was selected for 3 features and prototype B was selected for the other 3 features. On the login page, design B was selected with a percentage of 53%, the home page was selected with a percentage of 57%, and the history page was selected with a percentage of 62%. In addition, the results of the study showed that the proposed interface design has consistency in the use of color, typography, icons, and layout, and provides a more understandable user experience in accessing features and information as needed. The final design was tested using the Usability Testing method to measure the level of ease of use and user acceptance of the proposed alfaone application design.
Moodify: An Intelligent Music Player Based on User Mood Using Machine Learning Lubis, Abdul Hadi; Sakti, Rendra Jogia; Royhan, Abdullah; Sunandri, Ika Bagus; Sitanggang, Andrian Agustin; Efendi, Yoyon
Prosiding Seminar Nasional Ilmu Komputer, Sosial Sains, Teknik dan Multi-Disiplin Ilmu Vol. 1 (2025)
Publisher : Raskha Media Group

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.64803/ikosstemi.v1.92

Abstract

Mood plays a vital role in influencing human productivity, emotions, and learning effectiveness. Music is widely known as one of the media that can influence and adjust human mood. However, most music player applications still rely on manual playlist selection and do not adapt dynamically to the user's emotional condition. This study proposes Moodify, an intelligent music player application that utilizes machine learning techniques to detect user mood and provide personalized music recommendations. The problem addressed in this research is the lack of adaptive music recommendation systems based on real-time user mood. The purpose of this research is to design and analyze a mood-based music recommendation system that can enhance user experience. The research method uses a machine learning-based classification approach to identify user mood from input data, followed by a recommendation algorithm that matches music characteristics with detected moods. The results show that Moodify is able to recommend music that aligns with user emotional states, improving comfort and engagement. This research contributes to the development of intelligent multimedia applications that support emotional well-being and personalized digital experiences.
REDESIGN APLIKASI LAYANAN TUNGGU MENGGUNAKAN METODE LEAN UX Try Hafsani, Yuke; Anjeli, Saiba; Efendi, Yoyon
ROUTERS: Jurnal Sistem dan Teknologi Informasi Vol. 4 No. 1, Februari 2026
Publisher : Program Studi Teknologi Rekayasa Internet, Politeknik Negeri Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25181/rt.v5i1.4790

Abstract

The Tunggu Service Application is a digital service application owned by the Population and Civil Registration Service (Disdukcapil) of Pekanbaru City which not only provides population administration services, but also various supporting features that make it easier for the public to access services digitally. This application is designed to increase the ease of service access for the public without having to come directly to the Disdukcapil office. The existence of the Waiting Service application is expected to increase the effectiveness of the service, reduce queues in the office, and encourage the utilization of digital services in the government environment. However, based on the results of initial observation and initial testing to users, the appearance and usage flow of the Waiting Servic application is not fully in accordance with the user's needs. Some users stated that they had difficulty in understanding the flow of the service and assessing that the appearance of the application still needed to be improved. This condition has an impact on the user's comfort in using the application. Therefore, it is necessary to redesign the User Interface (UI) and User Experience (UX) so that the application can be used more easily and in accordance with the user's needs. The Lean UX method was chosen in this study because it focuses on user satisfaction through an iterative, collaborative, and user feedback-based design process. Based on the results of analysis, implementation, and evaluation, this research produces a final prototype which is a combination of prototype A and prototype B that has been validated in terms of appearance, functionality, as well as criticism and suggestions from users and technical parties. Prototype A was chosen for 3 features and prototype B was chosen for 3 other features. On the home page selected design B with a percentage of 57%, the service submission page selected design A with a percentage of 76%, and the schedule selection page selected design B with a percentage of 62%. In addition, the research results show that the proposed interface design has consistency in the use of colors, typography, icons, and layouts, as well as providing a user experience that is easier to understand in accessing features and information as needed. The final design was tested using the Usability Testing method to measure the level of ease of use and user acceptance of the proposed Layanan Tunggu application design.
Workshop Virtual Reality bagi Guru untuk Meningkatkan Inovasi Pembelajaran pada SMK Muhammadiyah 2 Pekanbaru Efendi, Yoyon; Nasution, Torkis; Yanti, Rini
Community Education Engagement Journal Vol. 5 No. 1 (2023): October
Publisher : UIR Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25299/ceej.v5i1.14185

Abstract

This community service aims to enhance learning innovation through the use of virtual reality technology for teachers at SMK Muhammadiyah 2 Pekanbaru. Through virtual reality workshops, it is hoped that participating teachers will be able to independently innovate and improve the quality of their learning and use their knowledge, test, and continue to acquire and personalise learning innovations. This workshop has the impact of enhancing the knowledge and skills of educators, especially in the field of virtual reality technology, in metaverse schools in the field of education. Metaverse is an innovation in learning practice. The participants are all 50 teachers from Muhammadiyah Vocational School 2, Pekanbaru. The activity will take place from September 29 to August 7, 2023. The material for this activity is the teacher's knowledge about dealing with millennials, the teacher's knowledge about using technology in learning, the teacher's knowledge about interactive teaching, teachers' knowledge and skills of virtual reality technology, and teachers' knowledge and skills of implementing virtual reality in learning schools. The impact that students achieve is an increase in their knowledge of virtual reality technology as a means of interactive learning in the classroom and in the laboratory. During this time, the school has become a virtual reality pilot project for super schools and has acted as a school barometer with virtual reality promotions in Pekanbaru City, Province Riau, and even across the country. The success of this workshop was measured by managing pre-deployment and post-deployment tests using the same test. After participating in this workshop, teachers' ability to apply virtual reality technology to learning increased by 40%.
Pelatihan Teknologi Internet of Things Dan Mobile untuk Meningkatkan Kompetensi bagi Guru pada SMK Sulthan Muazzam Syah Pekanbaru Imardi, Syahrul; Tashid, Tashid; Yenni, Helda; Efendi, Yoyon; Muzawi, Rometdo
Community Education Engagement Journal Vol. 6 No. 1 (2024): October
Publisher : UIR Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25299/ceej.v6i1.19134

Abstract

The weak ability of teachers in the field of network expertise, especially technology-based, also has an impact on the Competency Test (UKK) of school students. The implementation of Internet of Things (IoT) and Mobile Technology training to improve teacher competence at SMK Sulthan Muazzam Syah (SMS) was attended by 18 teachers from various schools. In addition to SMS SMK teachers, there are also SMK Perbankan teachers, SMK Plus Terpadu, SMK Ekatama, SMKS Global, SMK MM Masmur, SMK Taruna Masmur and SMK Pharmacy Ekasari Pekanbaru in the field of Computer Network Engineering (TKJ). This activity lasts for 3 days starting from the delivery of material followed by practicum. For evaluation using pre-test and post-test techniques. The material is delivered starting from the introduction of the Internet of Things (IoT), IOT practicum, introduction to mobile technology, mobile technology practicum and evaluation of devotion in the form of handover of minutes of handover. The result is an increase in knowledge and skills to be applied in schools to students. In order to improve the quality of graduates and schools in the fields of IOT and mobile.
Pengenalan Virtual Reality untuk Meningkatkan Kreativitas Multimedia bagi Siswa-Siswi SMK Telkom Pekanbaru Efendi, Yoyon; Nasution, Torkis; Nurjayadi, Nurjayadi; Fatdha, T Sy Eiva; Gunadi, Gunadi
Community Education Engagement Journal Vol. 6 No. 1 (2024): October
Publisher : UIR Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25299/ceej.v6i1.19178

Abstract

The development of information and communication technology (ICT) is currently very rapid and dynamic, leading to advanced products that are highly sought after by the global community. Innovations in ICT have permeated various fields, including education, through the integration of flexible technology-based learning media that can be accessed anytime and anywhere. One of the advancements in multimedia in education is Virtual Reality (VR), which allows for deep interaction with digital objects in a virtual reality environment. VR can simulate an ideal environment with intense visual and auditory stimulation. SMK Telkom in Pekanbaru, which offers various vocational programs, currently only implements ICT-based education at a basic level, limited to theory and practice. To enhance creativity in the teaching and learning process, innovative solutions are needed, such as the application of VR-based multimedia technology. This training aims to introduce VR as a tool to improve the learning outcomes and achievements of students at SMK Telkom Pekanbaru. Problem identification reveals that the teaching and learning activities are not fully ICT-based, there is a lack of information regarding multimedia, and limited innovation can affect learning effectiveness. Therefore, the community service team formulated the problem of how the introduction of VR can enhance multimedia creativity and learning outcomes at SMK Telkom Pekanbaru.
Workshop Virtual Reality Bagi Siswa Untuk Meningkatkan Minat Belajar Pada SMK Swasta Global Cendekia Kampar Fatdha, T Sy Eiva; Gunadi; Yanti, Rini; Zulkifli, Muhammad; Efendi, Yoyon; Fidelima, Aviva
Community Education Engagement Journal Vol. 7 No. 1 (2025): October
Publisher : UIR Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25299/ceej.v7i1.24542

Abstract

Teknologi digital yang saat ini berkembang pesat menuntut semua bidang untuk bisa berinovasi, misalnya pada dunia pendidikan sendiri diharapkan dapat menciptakan proses pembelajaran yang menarik dan efektif. Salah satu inovasi yang berkembang pesat adalah penerapan Virtual Reality (VR), yang mampu menghadirkan pengalaman belajar imersif dan interaktif. Namun, permasalahan yang dihadapi di SMK Swasta Global Cendekia Pekanbaru adalah rendahnya minat belajar siswa, terutama pada materi yang bersifat teori dan abstrak. Kondisi ini terlihat dari rendahnya partisipasi aktif di kelas, fluktuasi kehadiran, dan menurunnya motivasi saat pembelajaran konvensional. Sebagai solusi, dilaksanakan Workshop Virtual Reality yang dirancang untuk memberikan pengalaman langsung kepada siswa dalam memanfaatkan teknologi VR sebagai media pembelajaran. Metode kegiatan meliputi sosialisasi konsep VR, demonstrasi penggunaan perangkat, praktik langsung oleh siswa, dan diskusi interaktif terkait penerapan VR dalam pembelajaran. Hasil pelaksanaan workshop menunjukkan peningkatan antusiasme dan keterlibatan siswa selama kegiatan, dengan respon positif terhadap penggunaan VR sebagai media belajar yang lebih menarik dan kontekstual. Kegiatan ini memberikan manfaat berupa terciptanya suasana belajar yang menyenangkan, peningkatan rasa ingin tahu, serta mendorong pemanfaatan teknologi digital dalam proses pembelajaran di SMK Swasta Global Cendekia.
Co-Authors -, Dwi Haryono -, Tashid A.A. Ketut Agung Cahyawan W Adi Saputro Adlan, Radhi Agung Marinda Agung Marinda Ahmad Arif Zulfikar Ahmad Zamsuri Ahmad Zamsuri, Ahmad Ahnaf Ikhsandi Aisyah Nurul Putri Alfry Aristo Jansen Sinlae Alwan, Hiba Basim Anam, M Khairul Andi Cahyono Anjeli, Saiba Baehaqi bambang suyono Dafwen Toresa Diki Daryanto Dwi Haryono Dwi Haryono Dwiansyah, Zovanli Edi Setiawan Efrizoni, Lusiana Erlin Fatdha, T.Sy Eiva Feizil Afrizal Fidelima, Aviva Firman Edigan Fransiskus Zoromi, Fransiskus Gazali, Novri Gunadi Gunadi Gunadi Hamdani . Hamdani Hamdani Hamdi, Liwa Ul Haryadi, Octadino Helda Yenni, Helda Hendra Lismanda Hermansyah Hermansyah Hiba Basim Alwan Husni Laili Ilham Perdana Imardi, Syahrul Indra Prayogo Indra Prayogo Jamaris, Muhamad Junadhi, Junadhi Junaidi Akbar Junaidi Junaidi Junaidi Junaidi Karpen Kudadiri, Parlindungan Lismanda, Hendra Lubis, Abdul Hadi M. Arifin Mardainis Mardainis Masriatus Sholikhah Medeirosd, Alexandre Igor Araripe Meidina, Mita Muhammad Raihan Muhammad Raihan Muhammad Syaifullah Muhammad Syaifullah Muhammad Syaifullah Muhammad Zulkifli, Muhammad Nanda Prayoga Naufal Dzaky Raza Nori Sahrun, Nori Novris, M. Agustian Reyza Nur Afni Nurbaita, Nurbaita Nurjayadi Nurjayadi Nurliana Nasution Nurliana Nasution, Nurliana Nurul Utami Nurul Utami Nurul Utami Octadino Haryadi Panji Andicha Putra Parlindungan Kudadiri Putri, Mesy Aniza R. Sapto Hendri Boedi Soesatyo Radhi Adlan Rahmaddeni Rahmaddeni Raza, Naufal Dzaky Rini Yanti Rini Yanti, Rini Rizki, Alfi Rometdo Muzawi, Rometdo Romi Cendra, Romi Royhan, Abdullah Sakti, Rendra Jogia Sapitri, Anjeli Saputra, Muhamad Wahyu Shandy Merdya Pratama Shandy Merdya Pratama Sitanggang, Andrian Agustin Sularno Sularno Sularno, Sularno Sunandri, Ika Bagus Susandri, Susandri Swastikarini, Sunarti Syahrul Imardi Syahrul Imardi T Sy Eiva Fatdha, T Sy Eiva T. Sy. Eiva Fatdha Tashid Tashid Tashid, Tashid Toresa, Dafwen Torkis Nasution Torkis Nasution Tri Astari Try Hafsani, Yuke Unang Rio Wahyat Wahyat Wirta Agustin Yanti, Rini Zulafwan