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Penerapan Metode TOPSIS sebagai Rekomendasi Pemilihan Wisata (Studi Kasus: Kabupaten Cilacap) Tri Mega Anggraeni; Gita Fadila Fitriana; Cepi Ramdani
Journal of Applied Informatics and Computing Vol 5 No 2 (2021): December 2021
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jaic.v5i2.3280

Abstract

Indonesian people have made vacation activities a primary need so that vacations are not just travelling. Now people are starting to travel longer, farther, and more often. When making tourist visits, domestic tourists are faced with many choices of destinations in the city. Cilacap City is one of the cities with many tourist attractions, in this city requires the selection of tourist objects according to the interests and interests of each tourist. So, it takes a recommendation system for the user to achieve the goal. The user can choose the desired tourist destination more effectively. The application of tourist recommendations in Cilacap City aims to overcome the problems that occur to tourists. This application uses a Decision Support System using the TOPSIS method with the development of the Agile methodology. The result implementingon of the topstopicshod in Cilacap City are the recommendation for Mount Srandil tourism by 78%, Momongan Island by 77%, Soesilo Soedarman Museum by 74%, Karang Bolong Fort by 71% and Widarapayung Beach by 63%. So, the recommended result is Srandil Mountain tourism. This application also tests the function software's functionality Blackbox method with 100% results, where users, namely tourists, can understand the application's functionality.
Evaluasi Usability Website Shopee Menggunakan System Usability Scale (SUS) Firman Galuh Sembodo; Gita Fadila Fitriana; Novian Adi Prasetyo
Journal of Applied Informatics and Computing Vol 5 No 2 (2021): December 2021
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jaic.v5i2.3293

Abstract

The progress of information technology is currently growing rapidly. Technology related to the internet is often a solution to most of the problems in existing needs, especially those related to the effectiveness and efficiency of activities and procedures. In this final project, the author discusses websites in the business field, namely e-commerce websites. In this study, the authors chose one of the most popular e-commerce websites in Indonesia this year, namely the shopee website, a website that not only offers products but also puts forward the appearance of the Shopee website which must always be considered because it is the main factor to increase customer purchases. In this study, the quality of the web that will be measured by users, especially for consumers, is based on measuring the quality of the website using the System Usability Scale (SUS). Evaluation of the shopee website is the first step to measure the level of usability on the website. Usability evaluation on the website is carried out to collect opinions from various respondents regarding the functionality of the website. In this study, the results obtained from the calculation of the average usability of the shopee website of 67.08 so that it can be said that the usability of the shopee website on product purchases has entered the OK category.
Penerapan Augmented Reality Sebagai Alternatif Media Pembelajaran Bahasa Inggris Pada Anak Usia Dini Dyah Monika Ismawanti; Hari Widi Utomo; Gita Fadila Fitriana
JURIKOM (Jurnal Riset Komputer) Vol 8, No 6 (2021): Desember 2021
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v8i6.3692

Abstract

Learning media is a means of delivering subject matter that can channel messages, stimulate thoughts and feelings and a person's willingness to learn. This is where the need for education from an early age, which is based on Law Number 20 of 2003 concerning the National Education System, states that early childhood education is one of the coaching efforts aimed at children from birth to 6 years. Awareness of the importance of mastering foreign languages, especially English in the current information age, has led to efforts to learn these languages from an early age. Therefore, this study aims to provide an alternative solution in early childhood learning media using marker based augmented reality technology. Making this application using Unity and Vuforia. Development for this software uses the Waterfall method. By utilizing AR technology supported by animation, images and sounds can attract children's interest in learning. The results of the tests that have been carried out through black box testing and pre-test and post-test that have been carried out by the correspondent show the results that the percentage figure is 100% which can be concluded that all features can run well based on their functions. The results obtained during the pre-test get an average of 48 while the post-test results have increased by getting an average of 97.5 which shows that the alternative application of English learning media is fun and very suitable for use by users as an effective and efficient learning medium. and of course interesting
Perbandingan Keacakan Citra Enkripsi Algoritma AES dan Camelia Uji NPCR dan UACI Layli Nur Hidayati; Gita Fadila Fitriana; Ipam Fuadina Adam
JURIKOM (Jurnal Riset Komputer) Vol 8, No 6 (2021): Desember 2021
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v8i6.3624

Abstract

The need for data security arises because of the many threats made by outside parties to retrieve data and use it for personal interests. Security for medical images is carried out because medical images store patient health information data that is confidential. In this study, the image data used specifically uses radiological medical images. There are many techniques and algorithms that can be used to secure image data. This study uses the AES and Camellia algorithms which in their application use several different operating modes. To measure the quality of the encrypted image, the randomness level of the image was tested using the NPCR and UACI tests. Evaluation is used to determine the best algorithm and operating mode for encryption. Based on the measurement of image randomness on AES CBC, AES CFB, AES OFB, Camellia ECB, Camellia CBC, and Camellia OFB with NPCR values for encrypted images of 99.60%, 99.608%, 99.6093%, 99.6296%, 99.6072 %, and 99.6124%. Measurement of image randomness on AES CBC, AES CFB, AES OFB, Camellia ECB, Camellia CBC, and Camellia OFB with UACI values for encrypted images of 34.714%, 34.754%, 34.603%, 34.983%, 34.615%, and 34.707%.
Pelatihan Teknologi Informasi Pada Era Pandemi COVID-19 (Studi Kasus SD Negeri 03 Ketandan Klaten) Gita Fadila Fitriana; Merlinda Wibowo
Jurnal Abdimas Berdaya : Jurnal Pembelajaran, Pemberdayaan dan Pengabdian Masyarakat Vol 5, No 2 (2022): Jurnal Abdimas Berdaya
Publisher : Universitas Islam Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30736/jab.v5i2.215

Abstract

Pandemi Covid-19 yang terjadi saat ini menuntut para guru untuk memiliki inovasi pembelajaran. Inovasi pembelajaran yang dapat mengatasi pelaksanaan belajar secara online (daring) dan pembelajaran ini dilakukan di rumah. Para guru dituntut untuk dapat menguasai teknologi agar kegiatan belajar mengajar tetap berlangsung di masa pandemi. Tetapi hal ini tidak didukung dengan pengembangan diri sehingga diperlukan pelatihan teknologi informasi diantaranya Google Meet. Hasil pelatihan yang akan dicapai berupa inovasi pembelajaran meliputi ceramah, praktik dan tanya jawab. Hasil pelatihan yang dicapai berupa inovasi pembelajaran di masa pandemi. Sebelum diberikan pelatihan, para guru SD Negeri 03 Ketandan hampir belum pernah menggunakan Google Meet, namun setelah diberikan pelatihan, para guru merasa bahwa menggunakan Google Meet memberikan manfaat dan motivasi bagi para guru dalam komunikasi jarak jauh secara daring dan langsung.
Pengembangan Bisnis Pengelolaan Sampah di Desa Kalibagor Banyumas Irwan Susanto; Gita Fadila Fitriana; Antyka Syahrial
Indonesian Journal of Community Service and Innovation (IJCOSIN) Vol 1 No 1 (2021): Juli 2021
Publisher : LPPM IT Telkom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (405.786 KB) | DOI: 10.20895/ijcosin.v1i1.276

Abstract

Sampah merupakan salah satu permasalahan yang sedang dihadapi oleh seluruh negara di dunia, tidak terkecuali Indonesia. Sebagai wujud kepedulian pemerintah Indonesia sudah berupaya untuk mengurangi sampah melalui beberapa kegiatan. Cara mengatasi masalah sampah ditempuh salah satunya dengan mengubah persepsi masyarakat terhadap sampah dan perilaku masyarakat dalam menangani sampah, khususnya bagi masyarakat perkotaan. Upaya inovasi penanganan sampah sehingga mampu menciptakan nilai ekonomi sampah merupakan harapan baru dalam penanganan sampah. Permasalahan ini diselesaikan dengan teknik pengelolaan sampah, pengelolaan transaksi ekonomi sampah dan pemasaran. Hasil pengabdian masyarakat secara langsung adalah Badan Usaha Milik Desa (Bumdes) memiliki skrip rancangan strategi bisnis Bumdes dalam bentuk Business Model Canvas, dimana semula belum memiliki. Pelaksanaan operasional Bumdes semula didasarkan atas ide pengelola tanpa melalui penyusunan strategi terstruktur. Pelaksanaan operasional berdasarkan atas rancangan strategi bisnis dan program-program kerja yang sudah terstruktur. Melalui pedoman pada acuan rancangan strategi, pengelola tidak perlu lagi kebingungan memikirkan langkah operasional dalam menjaga keberlanjutan bisnis namun cukup mengikuti acuan strategi bisnis yang disusun.
Design and Evaluation of Smart Digital Signature Application User Interface for Document Legalization in COVID 19 Pandemic Fitriana, Gita Fadila; Wibowo, Merlinda; Aribowo, Eko
Scientific Journal of Informatics Vol 9, No 1 (2022): May 2022
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/sji.v9i1.34058

Abstract

Abstract. Purpose: This study aims to build an effective user interface digital signature application for document legalization.Methods: The process of document publishing services and bureaucratic flows at universities affected by the pandemic can be simplified and accelerated with this application later. However, appropriate application design still needs to be done before application development. Therefore, application design is carried out on the User Interface (UI) to the prototype stage so that the application to be built can be more attractive, more effective, and efficient. In addition, to help the application succeed, it is also necessary to evaluate the design process.  Result: This testing process is carried out to prevent failures from later application development by implementing an easy and frequently used test, namely usability testing, namely the Usability Scale (SUS) System. The tests carried out have shown that the design proposed in this study gets a good score of 80.5, so it is effective and efficient to be implemented and implemented in the development of smart digital signature applications.Novelty: This study is to design and evaluate the UI of the smart digital signature application to provide participation for the success of the application that will be developed later. Therefore, the smart digital signature application can be used effectively and efficiently as a document validation process during this pandemic, which is needed, especially in universities, to improve staff performance and support academic activities. The number of digital documents signed and sent will be the same as the documents received. Furthermore, the validity and integrity of the document can be monitored using the developed application.
Classification of Javanese Script Hanacara Voice Using Mel Frequency Cepstral Coefficient MFCC and Selection of Dominant Weight Features Heriyanto Heriyanto; Tenia Wahyuningrum; Gita Fadila Fitriana
JURNAL INFOTEL Vol 13 No 2 (2021): May 2021
Publisher : LPPM INSTITUT TEKNOLOGI TELKOM PURWOKERTO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/infotel.v13i2.657

Abstract

This study investigates the sound of Hanacaraka in Javanese to select the best frame feature in checking the reading sound. Selection of the right frame feature is needed in speech recognition because certain frames have accuracy at their dominant weight, so it is necessary to match frames with the best accuracy. Common and widely used feature extraction models include the Mel Frequency Cepstral Coefficient (MFCC). The MFCC method has an accuracy of 50% to 60%. This research uses MFCC and the selection of Dominant Weight features for the Javanese language script sound Hanacaraka which produces a frame and cepstral coefficient as feature extraction. The use of the cepstral coefficient ranges from 0 to 23 or as many as 24 cepstral coefficients. In comparison, the captured frame consists of 0 to 10 frames or consists of eleven frames. A sound sampling of 300 recorded voice sampling was tested on 300 voice recordings of both male and female voice recordings. The frequency used is 44,100 kHz 16-bit stereo. The accuracy results show that the MFCC method with the ninth frame selection has a higher accuracy rate of 86% than other frames.
UI/UX Analysis on the Geek Studio Website Using the User Centered Design and User Experience Questionnaire (UEQ) Method Fitriana, Gita Fadila; Rahadian, Reva
IPTEK The Journal for Technology and Science Vol 34, No 3 (2023)
Publisher : IPTEK, DRPM, Institut Teknologi Sepuluh Nopember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12962/j20882033.v34i3.15890

Abstract

GEEK STUDIO engaged in photography such as photo studios and rental shooting tools. Based on the results of an interview with the owner of GEEK STUDIO, there is a problem to develop a website profile system that cannot be used optimally because the existing website is still considered less than optimal in terms of user experience (UX) and user interface (UI) so it is less attractive and less comfortable to use. therefore, the researcher will analyze the website which according to the source is still the maximum turning using the UCD and UEQ methods. User-Centered Design (UCD) is one of several design methods where the method is focused on the needs and preferences of its users. UCD is a process that is carried out repeatedly where the design and evaluation are developed from the initial stage to the implementation periodically. Then the User Experience Questionnaire (UEQ) is a method in the form of a questionnaire where the method serves to measure the viewing experience of users of a product. The most basic goal of UEQ is to quickly calculate its user experience through questionnaires. Based on research data that has been carried out by the author, a conclusion can be drawn where the results of the study have produced previous design benchmark values, namely attractiveness 1.11, perspicuity 1.16, efficiency 1.41, dependability 1.31, stimulation -0.76 and novelty -0.96 While in the design afterward, namely attractiveness 2.49, perspicuity 2.20, efficiency 2,26, dependability 2.00, stimulation 2.05 and novelty 2.18, Based on this, it can be seen the improvement of the chart from the benchmark which was originally from bad to above average to excellent overall.