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Virtual Tour Panorama 360° Sebagai Media Infomasi Kampus Universitas Nusa Putra Azia Nurfikri; Alun Sujjada; Simatupang, Dwi Sartika
Computer Science and Information Technology Vol 4 No 3 (2023): Jurnal Computer Science and Information Technology (CoSciTech)
Publisher : Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/coscitech.v4i3.6341

Abstract

Nusa Putra University is one of the universities in Sukabumi that is experiencing a significant increase in the admission of new students from different regions every year. With the increase in the number of students, it is important to have adequate information facilities. Virtual tour is one of the current technological innovations. This technology allows users to view and explore the environment online. It provides an immersive experience for users. This thesis aims to create a website that provides a 360-degree panoramic virtual tour of Nusa Putra University's campus area. The application development process uses the Multimedia Development Life Cycle (MDLC), which consists of six phases: concept, design, material collecting, assembly, testing, and distribution. The development of a virtual tour will display campus environment information that can be accessed through the website, which can guide users to find information in every corner of the campus area with 360-degree panoramic image media. The results of this study indicate that users respond positively to this virtual tour applications, based on the results of functionality testing using the black box method, which obtained a percentage of feasibility of 99,47%, and the results of usability testing using the System Usability Scale (SUS) method, which obtained a percentage of feasibility of 94,08%, which means that the system is very feasible to use and works well and can be easily used by users
Analisis Sentimen Terhadap Berita Hoaks Lowongan Kerja Dengan Metode Naive Bayes: Analisis Sentimen Terhadap Berita Hoaks Lowongan Kerja Dengan Metode Naive Bayes Simatupang, Dwi Sartika; Siti Nursinta
Computer Science and Information Technology Vol 5 No 2 (2024): Jurnal Computer Science and Information Technology (CoSciTech)
Publisher : Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/coscitech.v5i2.7719

Abstract

Hoax news or fake news has become a significant problem in today's digital era, the news in question is information on job vacancies on social media, one of which is Twitter, which is widely discussed by job seekers. The spread of hoax news related to job vacancies can cause harm to job seekers who rely on this information to find work. Therefore, sentiment analysis of hoax job vacancies is important to help users distinguish between valid and hoax information. This study aims to analyze sentiment towards hoax news related to job vacancies on Twitter. The method used is the Naive Bayes method, which is a classification method commonly used in sentiment analysis. Hoax news dataset collected from job vacancy information will be processed and features that are relevant to job vacancies will be identified. Furthermore, the Naive Bayes sentiment analysis model will be developed to classify hoax news sentiment as positive or negative. The results of sentiment analysis will help users identify and avoid hoax news related to job vacancies. In addition, the results of sentiment analysis also improve the quality of the content displayed and strengthen user confidence in the information provided. It is hoped that this research will contribute to overcoming the problem of hoax news on Twitter, improve the quality of available information, and assist job seekers in making better decisions in finding work.
Perbandingan Rest Api Menggunakan Node Js Dan Php Pada Aplikasi Pemilihan Umum Haryadi, Habbyan Lazuard; Sujjada, Alun; Simatupang, Dwi Sartika
Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Vol 8, No 2 (2023): Edisi Agustus
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jurasik.v8i2.631

Abstract

This study aims to analyze the comparison of the Representational State Transfer (REST) Application Programming Interface (API) between PHP and Node.js in the context of general election applications. The Prototype System Development Life Cycle (SDLC) method is used for application development. The performance of both programming languages is evaluated based on response speed, ease of development, and system capabilities. Data on Permanent Residents of Malang City with a total of 600 thousand data is used as a sample for database and server testing. The comparison results show that Node.js has a better response speed than PHP. However, PHP has an advantage in terms of ease of development. Both are able to handle applications with a large number of voters based on system capabilities. This research provides insight into the performance of PHP and Node.js in the context of REST API development for election applications
Rancang Bangun Aplikasi Absensi Siswa dengan Fitur Monitoring Orang Tua Menggunakan Metode Agile Praditiya, Randi; Simatupang , Dwi Sartika
Jurnal Impresi Indonesia Vol. 4 No. 8 (2025): Jurnal Impresi Indonesia
Publisher : Riviera Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58344/jii.v4i8.6940

Abstract

The conventional student attendance process at Rancagong 1 Elementary School still relies on manual recording in class journals, which is considered inefficient and prone to errors. The main problem is the delay in information received by parents regarding their children's attendance, making direct monitoring difficult. This research aims to design and build an Android-based student attendance application with parent monitoring features using the Agile method. The Agile methodology was chosen because it enables iterative development with planning, implementation, testing, and evaluation stages. The resulting application has four main access rights: admin, teacher, student, and parent. Black Box Testing results confirmed that all functionalities work according to the design. Evaluation using the System Usability Scale (SUS) with 30 respondents yielded an average score of 87.58, indicating excellent usability. This application proves effective in digitalizing attendance processes, improving teacher efficiency, and strengthening communication with parents through real-time monitoring features.
Gamified Competitive Math Game for Elementary Students Using Extreme Programming: A Case Study of Math Race Aprilliansyah, Lamda Pratama; Simatupang, Dwi Sartika
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 4 No. 3 (2025): Indonesian Journal of E-learning and Multimedia (October 2025)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v4i3.501

Abstract

Background: Mathematical literacy remains a challenge for Indonesian elementary students, with low engagement linked to traditional teaching methods. Gamification and competition have shown potential to increase motivation and learning performance, while Extreme Programming (XP) offers an agile framework for educational game development.Aims: This study aims to design, develop, and evaluate Math Race: Speed Challenge, a gamified competitive math game for elementary students, integrating XP methodology to improve arithmetic skills.Methods: The research employed an applied software engineering approach using XP stages Planning, Design, Coding, and Testing. Features were defined through user needs analysis, implemented in Unity with C# and Firebase, and tested using black-box techniques. Effectiveness was measured via pretest and post-test assessments and a Likert-scale satisfaction survey.Results: All nine tested features passed functionality tests. A pretest and posttest analysis with 48 participants showed a 28.20% increase in correct answers, a 44.40% decrease in incorrect answers, and a 12.13% reduction in average answer time. A survey of 52 respondents indicated high satisfaction, especially in visual appeal and perceived learning benefits.Conclusion: The integration of gamification, competition, and XP methodology effectively enhanced students’ arithmetic performance and engagement, demonstrating the potential of agile-based game design in primary education.
Implementation of Deep Neural Network in the Design of Ethereum Blockchain Scam Token Detection Applications Pamungkas, Dimas Arya; Kharisma, Ivana Lucia; Simatupang, Dwi Sartika; Kamdan, Kamdan
Sistemasi: Jurnal Sistem Informasi Vol 12, No 3 (2023): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v12i3.3162

Abstract

The popularity of blockchain continues to increase as technology develops, especially in the context of Ethereum as one of the leading blockchain platforms. However, this increase was also followed by many cases of fraud, especially in the form of tokens. In blockchain technology, tokens often refer to cryptocurrencies or digital currencies used as a means of exchange related to a particular project or platform. This research designs and builds an application system that can detect scam crypto tokens on the Ethereum blockchain, specifically for the ERC-20 (Ethereum Request for Comments 20) token type, which was proposed by Fabian Vogelsteller in November 2015, is a token standard that implements APIs for tokens. in Smart Contracts. Making a scam detection application implements the deep learning method with the Deep Neural Network (DNN) algorithm and evaluates performance using two test scenarios by dividing the dataset into three ratios of training data and test data. The output of the application is JSON-RPC which is integrated with the website. In testing the DNN model, using 80% training data and 20% test data, the DNN algorithm provides an accuracy of 0.997558%. Furthermore, system testing was carried out involving various scenarios to verify its functionality, including input validation, data extraction, DNN prediction, and display of prediction results, which gave good results from the system created. The application has succeeded in identifying scam tokens with high accuracy. , increasing user security in crypto transactions.
Pengelolaan Sampah Plastik Menjadi Ekobrik Untuk Mencegah Pencemaran Sampah Mikroplastik di Desa MekarAsih Simatupang, Dwi Sartika; Febriansyah; Yuni Yulistianti
Jurnal Inovasi Pengabdian Masyarakat Vol 2 No 1 (2025): JIPMAS : Journal Inovasi Pengabdian Masyarakat
Publisher : PT. Karya Inovatif Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65255/jipmas.v2i1.169

Abstract

Plastic waste is a serious problem because it is very difficult to decompose naturally. Various studiesshow that there are a number of plastic concentrations in the bodies of aquatic organisms, such as plankton, shellfish, crustaceans, and fish. The concentration of plastic in the human body can trigger growth that threatens human health and survival. Many people's products use plastic wrap, so a lot of plastic waste is wasted every day. Therefore, to prevent the accumulation of plastic waste, we must try to reduce its bad impact. This service activity carries out proper waste management using the concept of partnership with the community. The research method in this journal is descriptive qualitative which is supported by the SWOT analysis method to formulate strategies according to research objectives based on the analysis method used shows that the comparison between strengths and weaknesses, where weaknesses are greater than strengths. With the results of this analysis, waste management strategies are implemented in the Mekarasih Village community by establishing cooperation with schools and the community. The purpose of this activity is to reduce and prevent plastic waste pollution in Mekarasih Village.
Adaptasi Teknologi dengan Pembuatan Game Sederhana di SD Negeri Lapang Cikembar Simatupang, Dwi Sartika
Jurnal IPMAS Vol. 4 No. 2 (2024): Agustus 2024
Publisher : Pustaka Digital Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54065/ipmas.4.2.2024.481

Abstract

Tujuan dari pelatihan ini adalah untuk memperkenalkan siswa di SD Negri Lapang Cikembar kepada teknologi berupan pembuatan game sederhana dengan menggunakan aplikasi scratch. Saat ini siswa masih belum begitu terbiasa dalam teknologi dimana dalam pembelajaran masih menggunakan manual dan teori. Dengan adanya pelatihan ini siswa dapat mempraktikkan langsung dalam pembuatan game dan mengenalkan cara penggunaan komputer dan aplikasi yang digunakan. Setelah memberikan presentasi dan praktik langsung ternyata siswa sangat bersemangat dan bahkan cepat dalam mempelajari dalam pembuatan game sederhana tersebut. Pelatihan ini sangat membuktikan bahwa daya tangkap dan pengenalan akan teknologi merupakan hal yang sangat penting diterapkan pada sekolah untuk memperkenalkan mereka dengan masa depan yang akan dihadapi.
ANALISIS SENTIMEN BERBASIS ASPEK PADA ULASAN HOTEL XYZ DI KOTA TANGERANG DENGAN ALGORITMA SVM Sudirman, Yamka; Dwi Sartika Simatupang
STORAGE: Jurnal Ilmiah Teknik dan Ilmu Komputer Vol. 4 No. 4 (2025): November
Publisher : Yayasan Literasi Sains Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55123/storage.v4i4.6611

Abstract

Di era digital, reputasi online penting bagi industri perhotelan, dengan ulasan pelanggan yangsangat memengaruhi keputusan tamu. Ulasan positif dapat meningkatkan reservasi dan loyalitas, sedangkanulasannegatif berpotensi menurunkan pendapatan. Fenomena ini relevan bagi hotel XYZ Kota Tangerangyangmenghadapi persaingan ketat. Oleh karena itu, analisis sentimen berbasis aspek menjadi penting, memungkinkanidentifikasi opini positif atau negatif pada aspek spesifik seperti fasilitas, kamar, kebersihan, dan pelayananuntuk memahami opini pelanggan. Penelitian ini bertujuan untuk mengklasifikasikan sentimen ulasan pelangganterhadap Hotel XYZ di Kota Tangerang berdasarkan empat aspek utama, yaitu fasilitas, kamar, kebersihan, danpelayanan. Metode yang digunakan adalah algoritma Support Vector Machine (SVM) dengan pendekatananalisis sentimen berbasis aspek. Data dikumpulkan melalui web scraping dan dilabeli menggunakanmetodelexicon-based. Proses preprocessing dan transformasi data dilakukan menggunakan metode TF-IDFuntukmenghasilkan representasi numerik yang relevan. Penanganan ketidakseimbangan data dilakukan menggunakanteknik SMOTE. Pengujian dilakukan terhadap parameter C pada rentang 1 hingga 5. Hasil menunjukkanbahwaaspek fasilitas memiliki performa paling stabil dengan nilai F1-Score yaitu 90%, sedangkan aspek pelayananmenunjukkan performa terendah. Nilai parameter C = 3 memberikan hasil paling optimal pada sebagianbesaraspek, terutama untuk data dengan distribusi sentimen yang tidak seimbang.
PENGELOLAAN INVENTARIS TERINTEGRASI SISTEM INFORMASI MANAJEMEN INVENTARIS BERBASIS WEB MENGGUNAKAN ARSITEKTUR MERN STACK Fauziah Zen, Maghfirah Fufi; Simatupang, Dwi Sartika
IKRA-ITH Informatika : Jurnal Komputer dan Informatika Vol. 9 No. 3 (2025): IKRAITH-INFORMATIKA Vol 9 No 3 November 2025
Publisher : Fakultas Teknik Universitas Persada Indonesia YAI

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

Abstract

Pengelolaan inventaris merupakan aspek penting dalam mendukung efektivitas operasional dan akuntabilitas organisasi. Namun, masih banyak instansi yang mengelola inventaris secara manual atau semi-terkomputerisasi, sehingga menimbulkan permasalahan seperti ketidaktepatan data stok, keterlambatan pelaporan, lemahnya pengendalian internal, serta keterbatasan akses informasi secara real-time. Penelitian ini bertujuan untuk merancang dan mengimplementasikan Sistem Informasi Manajemen Inventaris berbasis web menggunakan arsitektur MERN Stack (MongoDB, Express.js, React, dan Node.js) sebagai solusi pengelolaan inventaris yang terintegrasi dan andal. Metode penelitian yang digunakan adalah pendekatan rekayasa perangkat lunak dengan tahapan System Development Life Cycle (SDLC), yang meliputi analisis kebutuhan, perancangan sistem, implementasi, dan pengujian. Sistem yang dikembangkan mencakup modul autentikasi dan otorisasi berbasis peran (Role-Based Access Control), pengelolaan data master barang, transaksi barang masuk dan keluar, pemantauan stok, pelaporan inventaris, serta audit trail untuk pencatatan aktivitas pengguna. Pengujian sistem dilakukan menggunakan metode Black Box Testing untuk memverifikasi kesesuaian fungsi sistem terhadap kebutuhan yang telah ditetapkan. Hasil pengujian menunjukkan bahwa seluruh modul utama sistem berjalan sesuai dengan spesifikasi fungsional, mampu memproses input valid maupun tidak valid secara tepat, serta menjaga konsistensi dan keandalan data inventaris. Dengan demikian, sistem informasi yang dikembangkan dinilai layak digunakan sebagai solusi digital untuk meningkatkan efisiensi operasional, akurasi data, serta transparansi dan akuntabilitas pengelolaan inventaris dalam organisasi