Claim Missing Document
Check
Articles

Found 12 Documents
Search

Web-Based Library Information System Using ReactJS: Case Study at the Faculty of Mathematics and Natural Sciences, Sam Ratulangi University   Freya Emily Theresia Tombokan; Benny Pinontoan; Mahardika Inra Takaendengan; Gifriend Yedija Talumingan
Jurnal Teknoinfo Vol. 20 No. 1 (2026): Period January 2026
Publisher : Universitas Teknokrat Indonesia

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

Abstract

Digital transformation has reshaped the library landscape, transitioning from manual to digital systems. This research aims to develop a web-based library information system for the Faculty of Mathematics and Natural Sciences (FMIPA) at Sam Ratulangi University (UNSRAT) using ReactJS, NestJS, and PostgreSQL. The system is designed to address the inefficiencies of manual library management and enhance book information accessibility. The Rapid Application Development (RAD) method was applied, encompassing requirements planning, user design, construction, and cutover. Data were collected through interviews, observations, and surveys. The results demonstrate that the system facilitates online book searching and borrowing, accelerates administrative processes, and improves service efficiency. User satisfaction evaluation through surveys showed high levels of approval. This system is expected to support teaching and learning processes and enhance the quality of library services at FMIPA UNSRAT.
Development of a Web-Based Liturgical Presentation System with Quick Switch and QR Code Using R&D Method Juan Sebastian Sijron Lahope; Benny Pinontoan; Wisard Kalengkongan; Mahardika Inra Takaendengan; Eliasta Ketaren; Edwin Tenda
Journal of Artificial Intelligence and Technology Information (JAITI) Vol. 4 No. 2 (2026): Volume 4 Number 2 June 2026
Publisher : PT. Tech Cart Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58602/jaiti.v4i2.243

Abstract

Church worship services require a system that can assist in organizing and presenting worship materials in a structured manner so that congregants can follow the service effectively. However, the conventional presentation of liturgy, Bible verses, and songs creates challenges in material management, slide transition flexibility, and limited access for congregants. This study aims to design and implement a web-based liturgical presentation system to improve efficiency and flexibility in managing and delivering worship materials in a single church, namely GMIM Kanaan Likupang Dua. The research employs the Research and Development (R&D) method, which includes requirement analysis, system design using Unified Modeling Language (UML), development, testing, and evaluation. The system is developed using PHP with the Yii Framework 2 and MySQL database, implementing the Model-View-Controller (MVC) architecture. The main features include liturgy management, web-based presentation, a Quick Switch feature for rapid content changes, and QR Code integration that enables congregants to access presentation content through personal devices. Black Box Testing results indicate that all system functions operate properly. Furthermore, User Acceptance Testing (UAT) shows a high level of user acceptance, with 98.75% from multimedia staff and 88.86% from congregants. Therefore, the developed system is considered feasible and effective in supporting more structured, responsive, and inclusive worship services.
Development of a Web-Based First-Person Game of the Legend of Toar and Lumimuut Using Three.js Delon Daniel Wolayan; Benny Pinontoan; Edwin Tenda; Stephano Caesar Wenston Ngangi; Mahardika Inra Takaendengan; Dodisutarma Lapihu
Journal of Artificial Intelligence and Technology Information (JAITI) Vol. 4 No. 2 (2026): Volume 4 Number 2 June 2026
Publisher : PT. Tech Cart Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58602/jaiti.v4i2.261

Abstract

The legend of Toar and Lumimuut is a foundational Minahasan narrative that is increasingly unfamiliar to younger digital audiences. This research develops Toar & Lumimuut: Legend of Minahasa, a browser-based first-person puzzle adventure game that adapts the legend into an interactive 3D experience using Three.js. The study applied an iterative Game Development Life Cycle consisting of initialization, pre-production, production, alpha testing, beta testing, and release. The game contains two narrative levels: the Coast of Mount Wulur Mahatus and Mount Lolombulan. Each level integrates puzzle mechanics with story progression, including sacred torch activation, stone pillar sequencing, prophecy fragment ordering, sacred seed planting, and eternal flame activation. Technical implementation includes procedural terrain generated with Perlin noise, animated GLB characters and props, an NPC dialogue and quest system, inventory management, bilingual English-Indonesian text support, and browser-based deployment without installation. Functional validation used black box testing with 68 test cases covering movement, interface controls, dialogue, puzzles, timers, game-over states, and level transitions. All test cases passed, producing a 100% functional success rate. User acceptance testing with 15 respondents aged 19 to 21 produced an overall score of 84.44%, categorized as very good. Compatibility testing on Google Chrome, Mozilla Firefox, and Microsoft Edge showed that the game remained playable across three laptops without dedicated GPUs. The results indicate that Three.js can support accessible cultural game development while preserving local folklore through meaningful interactive gameplay.
Web-based E-Commerce Application for MSME in Manado Gabriell Cristiano Agung Taroreh; Benny Pinontoan; Edwin Tenda; Christian Soewoeh; Wisard Kalengkongan; Dodisutarma Lapihu
Journal of Artificial Intelligence and Technology Information (JAITI) Vol. 4 No. 2 (2026): Volume 4 Number 2 June 2026
Publisher : PT. Tech Cart Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58602/jaiti.v4i2.263

Abstract

Digital transformation has opened new opportunities for Micro, Small, and Medium Enterprises (MSMEs) in Manado City to increase market reach and strengthen business competitiveness through online transactions. However, many local MSMEs still have limited access to independent digital platforms, while existing e-commerce systems do not always provide the flexibility needed to handle both physical products and service-based offerings in a localized context. This study aims to design and implement a web-based MSME marketplace for Manado City using the Waterfall software development method. The system was developed with a decoupled architecture consisting of Next.js as the frontend framework, Strapi Headless CMS for backend management, and PostgreSQL as the database. The main features include seller store registration, product and service catalog management, dynamic product variants, map-based location pinning, Live Commerce, Midtrans payment gateway integration, order tracking, and accessibility support. System evaluation was conducted using Black-Box Testing and User Acceptance Testing (UAT) with a five-point Likert scale involving buyer and seller respondents. The Black-Box Testing results show that all tested features functioned as expected. The UAT results produced an average acceptance rate of 89.88% from buyers and 91.38% from sellers. These results indicate that the proposed marketplace is functional, practical, and well accepted by users, making it a suitable digitalization solution for supporting MSMEs in Manado City.
Performance Analysis of ECS Architecture in 2D Mobile Game Development: Ocean Hero Raynaldi Irfansya Regar; Benny Pinontoan; Christian A. J. Soewoeh
Journal of Artificial Intelligence and Technology Information (JAITI) Vol. 4 No. 2 (2026): Volume 4 Number 2 June 2026
Publisher : PT. Tech Cart Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58602/jaiti.v4i2.267

Abstract

Mobile game development frequently encounters computational performance bottlenecks when a system must render and update the logic of many objects simultaneously in each frame. Conventional Object-Oriented Programming (OOP) architecture produces high memory overhead and elevated cache miss rates because game objects are allocated in scattered, non-contiguous memory locations. This research aims to design, implement, and analyze the performance of an Entity Component System (ECS) architecture in a 2D Android educational arcade game titled Ocean Hero. The development process followed the Game Development Life Cycle (GDLC). ECS separates identity, data, and behavior into entities, components, and systems, allowing game logic to process homogeneous component data sequentially through Unity DOTS. Evaluation was conducted on a Samsung Galaxy A15 4G by comparing ECS and OOP implementations through white-box functional verification and stress testing across six entity workloads from 500 to 3,000 entities, each observed over a 20-second tracking period. The ECS implementation maintained a stable 30 FPS and 33.3 ms frame time across all tested entity levels. In contrast, the OOP implementation degraded to 11 FPS and 90.73 ms frame time at 3,000 entities. Based on the relative performance improvement formula, ECS achieved approximately 172.7% higher runtime performance than OOP at the highest workload. These results confirm that ECS is an effective architectural solution for improving scalability and computational efficiency in real-time 2D mobile games with large entity counts.
Pengembangan Chatbot Perpustakaan Berbasis Retrieval-Augmented Generation (RAG) pada Telegram Elrica Meriana Isabel Tutu; Benny Pinontoan; Edwin Tenda; Christian A. J. Soewoeh; Mahardika I. Takaendengan; Stephano C. W. Ngangi
INTECH Vol. 7 No. 1 (2026): INTECH (Informatika Dan Teknologi)
Publisher : Informatics Study Program, Faculty of Engineering and Computers, Baturaja University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54895/intech.v7i1.3435

Abstract

The library of Sam Ratulangi University (UNSRAT) has a large collection of books and academic resources; however, users still experience difficulties in obtaining book availability information quickly and efficiently. This study aims to develop and evaluate a Telegram-based chatbot using a Retrieval-Augmented Generation (RAG) approach integrated with the GPT-4.1-mini Large Language Model (LLM). The system was developed using the Waterfall method and implemented through the n8n workflow automation platform by integrating Telegram Bot, MySQL, and Pinecone as a vector database. The chatbot applies a Text-to-SQL RAG mechanism, where user questions are converted into embeddings, matched with database context, and transformed into SQL queries limited to SELECT operations. System evaluation was conducted using Black Box Testing, User Acceptance Testing (UAT), and RAG evaluation metrics consisting of Answer Relevancy and Faithfulness. The results show that the chatbot successfully performs its main functions and achieved a UAT score of 82.3%, while Answer Relevancy and Faithfulness obtained scores of 100%. The developed system is capable of providing relevant and interactive information regarding library collections.
Pengembangan Chatbot Perpustakaan Berbasis Retrieval-Augmented Generation (RAG) pada Telegram Elrica Meriana Isabel Tutu; Benny Pinontoan; Edwin Tenda; Christian A. J. Soewoeh; Mahardika I. Takaendengan; Stephano C. W. Ngangi
INTECH Vol. 7 No. 1 (2026): INTECH (Informatika Dan Teknologi)
Publisher : Informatics Study Program, Faculty of Engineering and Computers, Baturaja University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54895/intech.v7i1.3435

Abstract

The library of Sam Ratulangi University (UNSRAT) has a large collection of books and academic resources; however, users still experience difficulties in obtaining book availability information quickly and efficiently. This study aims to develop and evaluate a Telegram-based chatbot using a Retrieval-Augmented Generation (RAG) approach integrated with the GPT-4.1-mini Large Language Model (LLM). The system was developed using the Waterfall method and implemented through the n8n workflow automation platform by integrating Telegram Bot, MySQL, and Pinecone as a vector database. The chatbot applies a Text-to-SQL RAG mechanism, where user questions are converted into embeddings, matched with database context, and transformed into SQL queries limited to SELECT operations. System evaluation was conducted using Black Box Testing, User Acceptance Testing (UAT), and RAG evaluation metrics consisting of Answer Relevancy and Faithfulness. The results show that the chatbot successfully performs its main functions and achieved a UAT score of 82.3%, while Answer Relevancy and Faithfulness obtained scores of 100%. The developed system is capable of providing relevant and interactive information regarding library collections.
Tonsea Recycle Center Web-App Development using PXP Method Aldy Oscar Pancasila Loing; Benny Pinontoan; Mahardika Inra Takaendengan; Christian Alderi Jeffta Soewoeh; Yohanes Andreas Robert Langi; Dodisutarma Lapihu
Jurnal Informatika dan Rekayasa Perangkat Lunak Vol. 7 No. 2 (2026): Volume 7 Number 2 June 2026
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jatika.v7i2.311

Abstract

The management of waste banks often encounters issues such as manual transaction processing, limited transparency, and low public participation in waste sorting and recycling. This study presents the development of a web-based application for the Tonsea Recycle Center (TRC) aimed at improving operational efficiency, data transparency, and user engagement through a point-based reward mechanism. The development process adopted the Personal Extreme Programming (PXP) methodology, encompassing stages of requirement analysis, system design, implementation, testing, deployment, and maintenance. The application was developed using HTML, CSS, Python, Django, and SQLite, and includes features such as user authentication, transaction management, a reward point system, and an administrative dashboard[1]. Functional testing, user acceptance testing (UAT), and security testing were conducted to evaluate the system. The results demonstrate that the application effectively overcomes the limitations of the manual system by automating transaction records, enabling real-time data access, and enhancing transparency. Positive user feedback from UAT confirmed the system’s usability and functionality. This research concludes that the TRC web application significantly contributes to improving waste bank operations and community involvement. Future enhancements are suggested, including integration with digital payment systems, AI-based waste classification, and mobile application development to increase system accessibility and utility.
Design and Development of A Web-Based Thesis Administration System to Improve the Efficiency of Academic Services Yoel Cleaver Kalumata; Benny Pinontoan; Mahardika Inra Takaendengan; Wisard Widsli Kalengkongan; Stephano Caesar Wenston Ngangi; Dod Lapihu
Jurnal Informatika dan Rekayasa Perangkat Lunak Vol. 6 No. 3 (2025): Volume 6 Number 3 September 2025
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jatika.v6i3.352

Abstract

This research focuses on developing a web-based thesis administration system using the Rapid Application Development (RAD) method to enhance the efficiency of academic services in the Information Systems Study Program. The system is intended to replace manual procedures that are often slow and error-prone, aiming to streamline administrative tasks and improve service quality.The development follows the RAD stages: needs planning, system design, development, and implementation. Data collection methods include literature studies, observations, and questionnaires to ensure the system meets user needs. Research findings show that the system successfully meets the requirements of users within the study program. Testing results demonstrate a notable improvement in administrative efficiency compared to previous manual processes. In conclusion, the RAD-based web system effectively improves academic service delivery by minimizing delays and simplifying administrative processes.
Developing Web-Based Archiving System with XP: Study Case on UPT Kearsipan Universitas Sam Ratulangi Egidius C. Runtu; Eric Alfonsius; Benny Pinontoan
Jurnal Informatika dan Rekayasa Perangkat Lunak Vol. 6 No. 3 (2025): Volume 6 Number 3 September 2025
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jatika.v6i3.612

Abstract

UPT Kearsipan Universitas Sam Ratulangi, a technical implementation unit responsible for archive management, faces challenges with traditional manual correspondence processes, leading to potential data loss, recording errors, and slow information distribution. This research aimed to develop a web-based Archiving Correspondence Information System (ARCIS) to address these issues. The system was developed using the Extreme Programming (XP) method, emphasizing frequent iterations, active user involvement, and continuous testing. Built with PHP and MySQL technologies, ARCIS includes features such as incoming and outgoing letter management, disposition tracking, classification, institution and user data management, and notification alerts. The XP method, with its rapid adaptation to changing user needs, was chosen to create a responsive and high-quality solution. Black box testing confirmed that all system functionalities perform effectively and meet user needs, achieving a 100% success rate in Iteration 1 and 83.33% in Iteration 2. This system provides a more effective, efficient, and organized solution for managing letters and archives.