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PELATIHAN PEMANFAATAN PLATFORM SOCIAL MEDIA MENUJU UMKM DIGITAL Muhammad Saputra; Cahyani Pratisti; Rico Elhando Badri; Kurnia Fadila; Joko Triloka
Jurnal Abdi Insani Vol 10 No 3 (2023): Jurnal Abdi Insani
Publisher : Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/abdiinsani.v10i3.1089

Abstract

Darmajaya Society Center (DSC) is one of the campus canteens located at the Darmajaya Institute of Informatics and Business (IIB Darmajaya). The results of observations made by the service team show an urgency for the implementation of science and technology where the business processes carried out by MSMEs related to recording, ordering and payment systems are still carried out manually. Another problem is that there has been a quite drastic decline in the sales turnover of canteen tenants or DSC MSMEs since the Covid 19 pandemic. The aim of this community service activity is to provide education to MSME players related to digitalization in terms of marketing and finance so that MSME players are able to use developing their business in a digital direction as a effort to increase sales. The activity implementation method used in MSME service activities at DSC is through the active participation method. The active participation method is a method of training and mentoring by identifying problems faced by partners. The results of the service activities carried out are in the form of increased understanding and knowledge of tenants or MSME actors as measured through pretests and posttests for each activity. The results of digital marketing and financial literacy training activities were obtained based on the posttest results of participants reaching an average score of 80% when compared with the average answer of participants in the pretest activity which only reached 40%. In the WhatsApp business training activity, participants obtained posttest results with understanding reaching an average of 70% compared to the average pretest answer which only reached 30%. In the training activity on using Qris, it was found that the posttest results reached an average of 80% when compared to the average answer of participants in the pretest activity which only reached 50%. The conclusion of this activity is the increasing understanding of tenants or MSME actors in the DSC IIB Darmajaya canteen regarding digital marketing and finance as well as the ability of DSC MSME actors to use WhatsApp business applications and non-cash financial applications or Qris.
Evaluasi Sistem Penerimaan Siswa Baru Menggunakan Cobit 5 dengan IT Balanced Scorecard di MAN 2 Bandar Lampung Indrayani, Ratna Septy; Triloka, Joko
Explore: Jurnal Sistem Informasi dan Telematika (Telekomunikasi, Multimedia dan Informatika) Vol 15, No 2 (2024): Desember
Publisher : Universitas Bandar Lampung (UBL)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36448/jsit.v15i2.3870

Abstract

Penelitian ini menggarisbawahi pentingnya evaluasi terhadap tingkat kematangan dan kapabilitas proses IT dalam organisasi, khususnya dengan menggunakan kerangka kerja COBIT. Evaluasi semacam ini sangat penting untuk memastikan bahwa layanan IT tidak hanya beroperasi dengan efisien dan efektif, tetapi juga selaras dengan tujuan strategis organisasi dan mampu mengurangi risiko yang mungkin timbul. Melalui pendekatan kuantitatif, penelitian ini mengukur tingkat kinerja saat ini dalam domain APO.07, DSS02, DSS.03, DSS.04, dan DSS.05, kemudian membandingkannya dengan tingkat kematangan yang diharapkan. Hasil analisis menunjukkan adanya perbedaan yang signifikan (GAP) antara kondisi kinerja saat ini dan target yang diharapkan, dengan rata-rata GAP berada pada rentang 1,90 hingga 2,04. Temuan ini menunjukkan bahwa meskipun organisasi telah menerapkan proses IT yang baik, masih ada kebutuhan mendesak untuk peningkatan lebih lanjut guna mencapai tingkat kematangan yang diharapkan. Kesimpulannya, hasil penelitian ini dapat digunakan sebagai dasar untuk merancang dan mengimplementasikan strategi peningkatan proses IT yang lebih efektif dan efisien.
Analisis Quality of Service (QOS) Jaringan Internet Untuk Mendukung Rencana Strategis Infrastruktur Jaringan Komputer Di SMK N I Sukadana Muhammad Purwahid; Joko Triloka
JTKSI (Jurnal Teknologi Komputer dan Sistem Informasi) Vol 2, No 3 (2019): JTKSI
Publisher : Institut Bakti Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56327/jtksi.v2i3.778

Abstract

Dari hasil analisis data terdapat beberapa faktor yang mempengaruhi hasil pengukuran dengan menerapkan Qos (Quality Of Service) pada jaringan Internet SMKN I Sukadana yaitu dengan parameter throughput, Dellay, Jitter, dan Paket Losses maka di tarik kesimpulan  bahwa parameter QoS( (Quality Of Service) yang terdiri dari parameter Bandwidth, throughput, dellay, jitter dan paket losses sangat berpengaruh terhadap kegiatan pembelajaran yang dilakukan di sekolah yaitu denangan pemanfaatan konten pembelajaran yang di akses lewat internet, sehingga membutuhkan koneksi yang baik. Dan penerapan QoS pada jaringan internet di SMKN N I Sukadana dengan menggunakan metode Simple Queue masih didapat nilai Throughput yang sangat buruk dengan indeks 0 berdasarkan standar TIPHON yaitu 77 Kbps dan indeks 2 pada Ruang Tata Usaha yaitu 367 Kbps, serta indeks 2 pada Ruang Admin Jaringan dengan Throughput 754 Kbps.
OPTIMIZING TRANSPORTATION SURVEILLANCE WITH YOLOV7: DETECTION AND CLASSIFICATION OF VEHICLE LICENSE PLATE COLORS Ridho Sholehurrohman; Kurnia Muludi; Joko Triloka
JITK (Jurnal Ilmu Pengetahuan dan Teknologi Komputer) Vol. 10 No. 4 (2025): JITK Issue May 2025
Publisher : LPPM Nusa Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33480/jitk.v10i4.6260

Abstract

Optimizing transportation surveillance requires accurate vehicle license plate color detection and classification; however, existing systems face significant challenges in achieving real-time accuracy and robustness, particularly in crowded traffic scenarios with varying lighting and plate conditions. In Indonesia, vehicle license plates are color-coded based on their usage, including white and black for private vehicles, yellow for public vehicles, red for government vehicles, and green for free-trade areas. Each plate color plays a crucial role in transportation management, enabling proper vehicle identification and regulation. Existing surveillance systems struggle with real-time detection accuracy, especially in distinguishing plate colors in crowded traffic. Traditional methods may not efficiently classify plate colors due to limitations in feature extraction and processing. To address this, this study implements the YOLOv7 model to improve vehicle license plate color detection (black, white, yellow, and red) while distinguishing non-plate vehicles in diverse scenarios. The model's effectiveness is evaluated using precision, recall, and F1-score to ensure robustness for surveillance applications. Results show an average precision of 95.27%, recall of 94.60%, and F1-score of 94.93%, demonstrating strong detection capabilities. Optimizing the Non-Plate category further improves system accuracy, efficiency, and scalability, enhancing transportation monitoring reliability.
Audit Aplikasi BMKGSOFT V2 Berbasis Framework COBIT 2019 pada BMKG Provinsi Lampung Robin Hoky; Joko Triloka
Jurnal Komputasi Vol. 13 No. 2 (2025)
Publisher : Jurusan Ilmu Komputer Fakultas MIPA Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v13i2.321

Abstract

Law Number 31 of 2009 states that the enhancement of economic growth, defense, security, and the protection of lives and property all heavily depend on meteorological, climate, and geophysical (MCG) information. Therefore, proper management of MCG data is crucial to prevent obstacles in the adoption of such information. As part of the next stage in implementing BMKG’s e-Government initiative, BMKGSoft V2 was introduced as an integrated and centralized online data management system to facilitate data access. However, in practice, the implementation of BMKGSoft V2 has been inconsistent, as evidenced by several issues. This study aims to audit the governance of the BMKGSoft V2 data management system using the COBIT 2019 framework, specifically the MEA01, MEA02, and MEA03 domains, to determine the extent to which system performance objectives have been achieved, conduct a gap analysis, and provide recommendations for development. The results show that the MEA01, MEA02, and MEA03 domains have achieved a capability and maturity level of 4 (Predictable Process), indicating that the BMKGSoftdata management system has well-defined IT procedures to achieve its objectives, and its performance can be quantitatively compared to established standards.
"Perbandingan Kinerja Rendering EEVEE dan Siklus di Blender 3.5 dalam Konteks Visual Interaktif untuk Animasi 3D" Aviv Fitria Yulia; Zulkifli; Panji Bintoro; Dwi Yana Ayu Andini; Joko Triloka
Jurnal Penelitian Pendidikan IPA Vol 10 No 7 (2024): July
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i7.5910

Abstract

This research aims to compare the performance of two rendering engines, namely EEVEE and Cycles, available in Blender 3.5, in the context of developing interactive visual 3D animation. The rendering engine is a key element in 3D animation production, and the right choice between EEVEE and Cycles can have a significant impact on the final animation result. In this research, we conducted a series of experiments and analyzes to evaluate rendering speed, the quality of the resulting images, and the ability to achieve the visual effects desired by the animator. The results of this research provide deep insight into the strengths and limitations of each rendering engine in interactive 3D animation scenarios. These findings can help animators, game developers, and similar creative professionals make more informed choices when choosing a rendering engine that suits their project needs. Thus, this research contributes to the development of rendering techniques in the growing 3D animation industry.
Penerapan teknologi augmented reality berbasis android sebagai media promosi penjualan properti perumahan Yosua Erick; Joko Triloka
Nautical : Jurnal Ilmiah Multidisiplin Indonesia Vol. 5 No. 1 (2026): Nautical: Jurnal Ilmiah Multidisiplin Indonesia (In progress)
Publisher : ARKA INSTITUTE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55904/3xz9vy38

Abstract

Persaingan pasar properti perumahan bersubsidi menuntut pengembang untuk menerapkan strategi promosi yang lebih inovatif, menarik, dan efisien. Metode promosi konvensional seperti brosur dan media sosial dua dimensi belum mampu memberikan gambaran detail desain rumah secara menyeluruh. Penelitian ini bertujuan untuk merancang dan menerapkan teknologi Augmented Reality (AR) berbasis marker melalui aplikasi Android sebagai media promosi penjualan perumahan Rajabasa Regency. Teknologi AR dipilih karena dapat menampilkan visualisasi tiga dimensi unit rumah secara interaktif dengan memindai brosur sebagai marker, sehingga memberikan pengalaman yang lebih imersif kepada calon pembeli. Metode pengembangan yang digunakan adalah Multimedia Development Life Cycle (MDLC), mulai dari tahap konsep, desain, pengumpulan bahan, pembuatan objek 3D dengan SketchUp, integrasi marker melalui Vuforia, hingga pengujian menggunakan Blackbox Testing dan System Usability Scale (SUS). Hasil pengujian menunjukkan aplikasi berjalan dengan baik di perangkat Android dengan tingkat keberhasilan pengujian rata-rata 96,46% dan skor SUS 80,38 yang termasuk kategori usability baik. Hasil ini membuktikan bahwa teknologi Marker-Based AR dapat menjadi alternatif media promosi properti yang efektif, membantu meningkatkan minat beli, serta mendukung strategi pemasaran perumahan bersubsidi dengan biaya lebih efisien.
Machine Learning Regression Model: Exploring Regression Algorithms for Mercedes-Benz Price Prediction Ridho Sholehurrohman; Muhaqiqin; Igit Sabda Ilman; Agung Pambudi; Wartariyus; Joko Triloka; Handoyo Widi Nugroho
Media Jurnal Informatika Vol 18 No 1 (2026): Media Jurnal Informatika
Publisher : Universitas Suryakancana Cianjur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35194/mji.v18i1.6476

Abstract

Predicting luxury car prices, such as Mercedes-Benz, remains challenging due to multiple interacting variables, including model, ratings, and market conditions. This study compares six regression algorithms, Linear Regression, Random Forest, Gradient Boosting, XGBoost, K-Nearest Neighbors, and AdaBoost, to identify the most effective model for Mercedes-Benz price prediction. A Kaggle dataset of 10,432 records was preprocessed through cleaning, removal of missing values (resulting in 10,307 records), One-Hot Encoding for categorical variables, and standardization of numerical features using StandardScaler, then split into 80% training and 20% testing data. Model performance was evaluated using MSE, RMSE, and R². Random Forest achieved the best performance (R² = 0.97; RMSE: $3,917), followed closely by Gradient Boosting (R² = 0.96; RMSE: $4,359) and XGBoost (R² = 0.96; RMSE: $4,305). Linear Regression achieved a similar R² (0.96) but higher errors (RMSE: $4,767), while AdaBoost (R² = 0.95; RMSE: $4,897) and KNN (R² = 0.90; RMSE: $5,657) showed lower performance. These findings confirm that ensemble methods, particularly Random Forest, significantly outperform traditional and distance-based approaches for luxury car price prediction. This study provides a comprehensive comparative framework for automotive pricing analytics, with future research directions including additional features, hyperparameter tuning, and integration of external market factors to further enhance prediction accuracy.
Implementation and Evaluation of a Nutrition Information Chatbot Using UTAUT and TAM Joko Triloka; Danang Kurniawan
IJNMT (International Journal of New Media Technology) Vol 13 No 1 (2026): Vol 13 No 1 (2026): IJNMT (International Journal of New Media Technology)
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ijnmt.v13i1.4509

Abstract

This study aims to evaluate the use of a Telegram-based question-answering chatbot for accessing nutrition information using the UTAUT and TAM approaches to measure user intention and behavior. The system utilizes LangChain and Large Language Models (LLMs) to deliver rapid and precise nutrition-related replies. Validity and reliability assessments were performed to confirm that the measurement equipment exhibited optimal consistency, with Cronbach’s Alpha values surpassing 0.7. The multiple linear regression results demonstrate that Effort Expectancy (EE) and Social Relationship (SI) significantly affect Behavioral Intention (BI), whereas Performance Expectancy (PE), Perceived Usefulness (PU), and Perceived Ease of Use (PEOU) exhibit no substantial relationship. The findings indicate that usability and social impact are more pivotal in enhancing users' propensity to use the chatbot than system utility and efficiency.
DEVELOPMENT OF AN EYE-CONTROLLED MOBILE ROBOT SYSTEM USING EOG SIGNALS Joko Triloka; Adi Ahmad Fauzi
IJISCS (International Journal of Information System and Computer Science) Vol 9, No 3 (2025): IJISCS (International Journal of Information System and Computer Science)
Publisher : Bakti Nusantara Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56327/ijiscs.v9i3.1859

Abstract

The development of an eye-controlled mobile robot system using Electrooculography (EOG) signals is presented in this study. The proposed system enables robot motion control through eye movement detection, providing an alternative interaction method for individuals with limited physical mobility. The EOG sensor captures eye movement potentials, which are processed by a microcontroller to generate motion commands. A threshold-based detection algorithm was implemented to classify eye movements into four directional commands: left, right, forward, and backward. The system was tested to evaluate movement accuracy and response time. Experimental results show that the proposed system achieved an average directional detection accuracy of 88.3% and an average response time of 218 milliseconds, indicating reliable and real-time performance. The findings demonstrate that EOG-based control provides a feasible and responsive approach for human–robot interaction. Future improvements may involve noise filtering techniques and machine learning models to enhance signal stability and classification precision.