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Penerapan Metode Analytic Network Process (ANP) dalam Menentukan Peringkat Kinerja Dosen Bambang Cahyono; Muhammad Farman Andrijasa; Tommy Bustomi
JSAI (Journal Scientific and Applied Informatics) Vol 7 No 3 (2024): November
Publisher : Fakultas Teknik Universitas Muhammadiyah Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36085/jsai.v7i3.7300

Abstract

The use of the Analytic Network Process (ANP) method in evaluating and ranking lecturer performance. ANP is a complex decision-making method that allows the assessment of various interrelated factors in a network.  In the context of higher education, evaluating lecturer performance is very important because the quality of teaching and lecturers' contribution to research and scientific development has a direct impact on students' learning experience and institutional reputation. However, assessing lecturer performance is not an easy task because it involves a variety of complex and interrelated factors, such as teaching ability, research contribution, community service, and various other administrative aspects. The results of this study show that the ANP method has proven to be effective and successful in providing an objective, structured, and detailed description of lecturer performance. The results can be used to support decisions regarding awards, promotions, or training needed to achieve better overall performance with a 70% success rate in assessing lecturer performance.
UI/UX Redesign of SMK Negeri 4 Samarinda Website Using UCD Approach: UI/UX Redesign of SMK Negeri 4 Samarinda Website Using UCD Approach Renaldy; Farindika Metandi; Tommy Bustomi
JURNAL PENGELOLAAN LABORATORIUM SAINS DAN TEKNOLOGI Vol 5 No 1 (2025): Juni 2025
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pelastek.v5i1.40935

Abstract

The website of SMK Negeri 4 Samarinda serves an important function in communication and information dissemination, but has several shortcomings, such as unattractive interface design, outdated information, and limited interaction features. This research aims to redesign the user interface (UI) and user experience (UX) using the User Centered Design (UCD) approach. The research method includes four stages: understanding the user context, determining user needs, designing solutions, and evaluating against needs. Data was collected through focus group discussion (FGD) and usability testing using System Usability Scale (SUS) and Maze Design. The results showed that the new design prototype improved the SUS score from 61.87 (“Marginal Low” category) to 77.43 (“Acceptable” category). This improvement was also seen in the aspects of aesthetics, layout, and ease of navigation. The conclusion of this study confirms that the UCD method is effective in improving the quality of website UI/UX, there by increasing user satisfaction.
IMPLEMENTASI TEKNOLOGI SMART CONTRACTS UNTUK SISTEM IJAZAH DIGITAL DI POLITEKNIK NEGERI SAMARINDA Andhika Fikri; M. Farman Andrijasa; Tommy Bustomi
Jurnal Media Akademik (JMA) Vol. 3 No. 6 (2025): JURNAL MEDIA AKADEMIK Edisi Juni
Publisher : PT. Media Akademik Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62281/v3i6.2292

Abstract

Penerapan teknologi blockchain menarik perhatian dari berbagai bidang, termasuk pendidikan. Dalam penelitian ini, teknologi smart contract pada jaringan ethereum digunakan untuk diimplementasikan pada sistem ijazah digital. Sistem ini bertujuan untuk mengatasi berbagi permasalahan yang sering terjadi pada ijazah fisik, seperti risiko kehilangan, kerusakan, dan pemalsuan. Sistem yang dibuat juga menghadirkan solusi alternatif yang lebih aman dan efisien. Penelitian ini menggunakan metode pengembangan perangkat lunak Waterfall dengan tahapan utama: analisa kebutuhan, desain sistem, implementasi, pengujian, dan evaluasi. Sistem yang dikembangkan memiliki beberapa fitur utama seperti penerbitan, penghapusan, dan pencarian data ijazah digital melalui antarmuka berbasis web. Agar keamanan data dapat dipastikan, data ijazah disimpan dalam blockchain yang mengedepankan transparansi dan integritas. Pengujian sistem dilakukan dengan menggunakan metode Blackbox serta dievaluasi dengan penggunaan metode Use Questionnaire untuk mengevaluasi aspek kegunaan (usability) sistem. Hasil pengujian menunjukkan bahwa sistem berjalan dengan baik dan teknologi smart contract dapat diimplementasikan. Hasil evaluasi menunjukkan bahwa sistem ini dapat memberikan efisiensi, efektivitas, dan kepuasan yang tinggi bagi pengguna. Hasil penelitian ini diharapkan dapat menjadi referensi untuk pengembangan sistem serupa di masa mendatang, baik dalam sektor pendidikan maupun sektor lainnya yang membutuhkan teknologi berbasis blockchain untuk pengelolaan dokumen digital.
FILM PENDEK “AKU KAMU DAN KELUA” MENGGUNAKAN TEKNIK SINEMATOGRAFI Bintang Reza Saputra; Anton Topadang; Tommy Bustomi
Jurnal Media Akademik (JMA) Vol. 3 No. 6 (2025): JURNAL MEDIA AKADEMIK Edisi Juni
Publisher : PT. Media Akademik Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62281/v3i6.2393

Abstract

Film adalah salah satu media komunikasi yang sangat efektif dalam menyampaikan pesan dan menggambarkan isu sosial yang relevan. Dalam penelitian ini, proses pembuatan film pendek berjudul "Aku, Kamu, dan Kelua" dilakukan untuk mengangkat cerita mengenai dilema cinta beda agama yang sering terjadi di masyarakat Indonesia. Film ini dirancang dengan menggunakan teknik sinematografi untuk memperkuat penyampaian emosi, suasana, dan pesan cerita. Proses pembuatannya meliputi tahapan pra-produksi, produksi, pasca-produksi, dan distribusi, dilakukan dengan perencanaan yang matang, termasuk riset mendalam, pengembangan naskah, pengambilan gambar, serta proses editing. Teknik sinematografi seperti framing, pencahayaan, dan sudut pengambilan gambar berhasil diterapkan untuk mendukung visualisasi cerita. Hasil akhir film mendapat respons positif dari penonton, terlihat dari publikasi di YouTube dengan lebih dari 2.000 penayangan dan 200 likes, yang menunjukkan keberhasilan dalam penyampaian pesan melalui visual yang menarik. Penelitian ini disusun secara perorangan dan menjadi bentuk refleksi dari proses kreatif penulis dalam menuangkan gagasan sosial ke dalam bentuk visual. Melalui pendekatan sinematografi dan narasi yang terarah, Penelitian ini diharapkan dapat menjadi referensi bagi pembuat film pendek pemula dalam mengemas isu sosial secara efektif.
Evaluasi Sistem Informasi Manajemen Operasional UMKM Kuliner pada Point of Sale Android dengan Alur Rekapan Harian dan Integrasi Pemesanan Berbasis Order Grouping Sammy Yudistira; Tommy Bustomi; Muchamad Zainul Rohman
JSAI (Journal Scientific and Applied Informatics) Vol 9 No 2 (2026): Juni
Publisher : Fakultas Teknik Universitas Muhammadiyah Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36085/jsai.v9i2.10613

Abstract

Manual recording of transactions and daily recaps at Kedai Lumpia Super MSME has the potential to cause inconsistencies in operational data. This study aims to evaluate an operational management information system for culinary MSMEs through an Android-based Point of Sale with a daily recap flow and order grouping-based ordering integration. This study uses a case study approach and software engineering method, while the system development follows the Iterative Waterfall model. Requirement data were collected through observation, interviews, manual transaction document analysis, and literature review. The evaluation was conducted using scenario-based User Acceptance Testing to assess feature suitability with operational needs, the System Usability Scale to measure application usability, and operational efficiency comparison to examine workflow changes. The UAT results from seven respondents showed that 10 scenarios were accepted or 66.67%, 5 scenarios were accepted with revisions or 33.33%, and no scenario was rejected. The SUS results from 30 respondents produced a total score of 2547.5 with an average score of 84.92, categorized as Very Good and Grade A. The efficiency comparison showed that transaction recording time decreased from approximately 2 minutes to approximately 1 minute, while daily recap preparation decreased from 30-60 minutes to 5-15 minutes. This study contributes to the evaluation of daily operational workflows in POS systems for culinary MSMEs, which not only record transactions but also group orders and support daily recaps in a structured manner.
Pengembangan Media Promosi Perumahan Berbasis Virtual Reality Mobile Dengan Reticle-Based Gaze Interaction Daffa Atha Perdana; Tommy Bustomi; Farindika Metandi
Dinamik Vol 31 No 2 (2026)
Publisher : Universitas Stikubank

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35315/dinamik.v31i2.10641

Abstract

Conventional promotional media such as brochures, scale models, and two-dimensional images provide limited spatial exploration for prospective homebuyers. This study developed a mobile Virtual Reality application for housing promotion that integrates 360° panoramas, reticle-based gaze interaction, gyroscope orientation, a minimap, and interactive lighting and faucet controls. The application was developed using the Multimedia Development Life Cycle, comprising concept, design, material collecting, assembly, testing, and distribution. Interaction is performed through a raycast emitted from the center of the camera; an action is triggered after the reticle remains on a target for two seconds without an external controller. Android application functions were evaluated using Black Box Testing, while the visual effectiveness of the media was assessed with 36 respondents through a web-based panoramic tour using the EPIC Model. All functional scenarios were completed successfully. All questionnaire items were valid, with item correlations exceeding 0.329, and the Cronbach’s Alpha reliability value reached 0.917. The overall EPIC score was 4.37, categorized as Very Effective, with Impact obtaining the highest score of 4.41. These findings show that the 360° panoramic tour was effective as a visual promotional medium, while the reticle-based interaction mechanism in the Android application functioned as designed.
Penerapan analisis sentimen opini masyarakat terhadap ulasan aplikasi Grab pada google play store menggunakan Algoritma Naive Bayes Bella Audrey Zadia; Siti Lailiyah; Tommy Bustomi
Jurnal Simantec Vol 14, No 1 (2025): Jurnal Simantec Desember 2025
Publisher : Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21107/simantec.v14i1.29886

Abstract

This study aims to analyze public sentiment regarding reviews of the Grab application on the Google Play Store using the Multinomial Naive Bayes algorithm. The research process follows the KDD stages, starting from data selection, pre-processing, sentiment labeling, dataset splitting, model training, to performance evaluation. A total of 5,000 review data were collected through web scraping techniques and processed step by step using cleaning, normalization, tokenizing, stopword removal, and stemming methods. The developed Multinomial Naive Bayes model was able to classify review sentiments into positive, negative, and neutral categories with an accuracy of 69.6%. Precision and recall for negative and positive sentiments are relatively high, but the performance for neutral sentiment remains low due to imbalanced data distribution. The results of this study provide valuable insights for Grab developers to understand user perceptions and can serve as a basis for strategic decision-making to improve application service quality. Thus, Multinomial Naive Bayes has proven to be effective and efficient for sentiment analysis of Grab app reviews on the Google Play Store.Keywords: Sentiment Analysis, Multinomial Naive Bayes, Grab, Google Play Store, KDD