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Sistem Pendukung Keputusan dalam Penentuan Beasiswa dengan Logika Fuzzy Tsukamoto di STMIK Sumedang Dody Herdiana; Dwi Yuniarto; Esa Firmansyah
Journal of Information Technology Vol 1 No 1 (2019): JoinT (Journal of Information Technology)
Publisher : LPPM STMIK AMIK BANDUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47292/joint.v1i1.6

Abstract

STMIK Sumedang is one of the high schools that has a scholarship system for Academic Achievement Improvement (PPA). Where PPA or Academic Achievement Improvement Scholarships are scholarships that are given to increase equity and learning opportunities like students who have academic achievements. Based on data collected, the number of scholarship applications is quite large, with various criteria students appear to have difficulties in determining the winners of student scholarships with almost the same number of indicators and criteria. On the basis of these findings, it is necessary to have a system that is able to help determine scholarship recipients that fit the criteria specified. The results achieved in the form of Decision Support Systems in Determining Scholarships are expected to help STMIK Sumedang in making scholarship decisions.
Technology Acceptance in Augmented Reality Dwi Yuniarto; Muhammad Agreindra Helmiawan; Esa Firmansyah
JOIN (Jurnal Online Informatika) Vol 3 No 1 (2018)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v3i1.158

Abstract

Augmented Reality is now used in many fields, including in terms of helping the learning process. The purpose of this research is to know the effect of interrelated based on Technology Acceptance model, namely Perceived Usefulness, Perceived Easy to Use, Behavioral Intention Use, and Actual System Use on the use of Augmented Reality based card game. This research resulted that hypothesis in this research accepted after going through data analysis process from questionnaire result. A huge interest in the use of Augmented Reality-based games as actual technology as a factor in whether or not the game is accepted. Users, viewed in terms of ease of use and the benefits posed by the game is also very influential on the acceptance of games based on Augmented Reality.
Assessment of Readiness and Usability of Information Systems Use Dwi Yuniarto; A’ang Subiyakto; Aedah Binti Abd. Rohman; Reny Rian Marliana
JOIN (Jurnal Online Informatika) Vol 4 No 1 (2019)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v4i1.256

Abstract

The assessment of the use of information systems has been carried out by many researchers. This research was conducted in Private Universities in Indonesia, which currently involve many information systems in many ways, especially those related to the management of Higher Education, by measuring the readiness and usability of the use of information systems with models that I build from the integration of two models. The results of the measurement of this study were obtained from the distribution of questionnaires, there were 47% of respondents who filled 61-80% of the level of IS usage and 68% of respondents stated their readiness in the level of readiness to use IS. The stage consists of evaluating reflective measurement models and structural model assessments. Evaluating reflective measurement in evaluating internal consistency reliability using Composite Reliability, Reliability Indicator, Convergent Validity, and Discriminant Validity, finally concluded that the use of the Readiness and Usability integration model can be forwarded to a more complex research stage and can use the questionnaire.
IMPLEMENTATION OF A MANAGEMENT INFORMATION SYSTEM BASED ON BLOCKCHAIN TECHNOLOGY Dwi Yuniarto
Jurnal Ekonomi Vol. 12 No. 04 (2023): Jurnal Ekonomi, 2023
Publisher : SEAN Institute

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

Abstract

This research aims to investigate the application of management information systems based on blockchain technology in the context of modern organizations. By observing the global paradigm shift in data and information management, blockchain technology has emerged as a potential solution to address issues of security, transparency and data integrity. This research uses a qualitative approach to analyze the effect of implementing a blockchain-based management information system on operational efficiency, risk management and information security in an organization. This research method involves surveys, interviews, and documentation analysis to understand the impact of blockchain technology implementation on organizational management processes. The research results show that the application of blockchain technology in Management Information Systems (MIS) has great potential in improving operational efficiency and security in various sectors. Key benefits identified include increased data transparency, more decentralized financial management, and fairer copyright protection in the entertainment and media industries. Nonetheless, challenges such as high initial costs and differences in regulations across countries remain obstacles that need to be overcome to ensure broader and coordinated adoption of blockchain technology. Collaboration between government, industry and relevant stakeholders will be key in developing a framework that supports and overcomes these barriers, thereby enabling broader and more effective use of blockchain technology in the management of Management Information Systems in the future.
Implementing Cloud Computing in Companies to Increase Business Efficiency Dwi Yuniarto
Jurnal Info Sains : Informatika dan Sains Vol. 13 No. 02 (2023): Jurnal Info Sains : Informatika dan Sains , Edition September  2023
Publisher : SEAN Institute

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

Abstract

Cloud computing has emerged as an attractive solution for companies looking to increase operational flexibility, reduce infrastructure costs, and improve business performance. Through comprehensive analysis of primary and secondary data, this research aims to evaluate the impact of implementing cloud computing in various corporate sectors. This research aims to investigate the application of cloud computing technology in a corporate environment as a strategy to increase business efficiency. This research uses a qualitative approach with descriptive methods. The research results show that the use of cloud computing services has had a significant positive impact on various business entities and organizations. The use of cloud computing helps optimize operational cost efficiency by reducing the need for expensive physical infrastructure, while providing high scalability and strong data security. Additionally, integration between cloud computing and the Internet of Things (IoT) has enabled efficient data collection and analysis remotely, facilitated effective cross-divisional collaboration, and enabled the development of complex projects. Overall, the results of this research emphasize the importance of adopting cloud computing as a crucial technological foundation for innovation and business growth in today's digital era.
Technology Acceptance in Augmented Reality Dwi Yuniarto; Muhammad Agreindra Helmiawan; Esa Firmansyah
JOIN (Jurnal Online Informatika) Vol 3 No 1 (2018)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v3i1.158

Abstract

Augmented Reality is now used in many fields, including in terms of helping the learning process. The purpose of this research is to know the effect of interrelated based on Technology Acceptance model, namely Perceived Usefulness, Perceived Easy to Use, Behavioral Intention Use, and Actual System Use on the use of Augmented Reality based card game. This research resulted that hypothesis in this research accepted after going through data analysis process from questionnaire result. A huge interest in the use of Augmented Reality-based games as actual technology as a factor in whether or not the game is accepted. Users, viewed in terms of ease of use and the benefits posed by the game is also very influential on the acceptance of games based on Augmented Reality.
Assessment of Readiness and Usability of Information Systems Use Dwi Yuniarto; Aang Subiyakto; Aedah Binti Abd. Rohman; Reny Rian Marliana
JOIN (Jurnal Online Informatika) Vol 4 No 1 (2019)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v4i1.256

Abstract

The assessment of the use of information systems has been carried out by many researchers. This research was conducted in Private Universities in Indonesia, which currently involve many information systems in many ways, especially those related to the management of Higher Education, by measuring the readiness and usability of the use of information systems with models that I build from the integration of two models. The results of the measurement of this study were obtained from the distribution of questionnaires, there were 47% of respondents who filled 61-80% of the level of IS usage and 68% of respondents stated their readiness in the level of readiness to use IS. The stage consists of evaluating reflective measurement models and structural model assessments. Evaluating reflective measurement in evaluating internal consistency reliability using Composite Reliability, Reliability Indicator, Convergent Validity, and Discriminant Validity, finally concluded that the use of the Readiness and Usability integration model can be forwarded to a more complex research stage and can use the questionnaire.
Penerapan Deep Learning untuk Klasifikasi Buah Berdasarkan Citra dengan Metode Convolutional Neural Networks Dede Wulan Rahayu; David Setiadi; Dwi Yuniarto
Indonesian Journal of Education And Computer Science Vol. 2 No. 3 (2024): INDOTECH - December 2024
Publisher : PT. INOVASI TEKNOLOGI KOMPUTER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.60076/indotech.v2i3.978

Abstract

Peningkatan efisiensi dalam pemilihan dan klasifikasi buah menjadi tantangan utama dalam industri pangan. Proses manual yang digunakan selama ini memakan waktu dan rentan terhadap kesalahan manusia. Penelitian ini mengembangkan sistem otomatis untuk klasifikasi buah menggunakan Convolutional Neural Networks (CNN) yang mampu mengenali berbagai jenis buah melalui citra digital. CNN dipilih karena kemampuannya dalam mengekstraksi fitur secara otomatis dan mengidentifikasi pola visual bahkan dalam kondisi pencahayaan dan variasi bentuk yang berbeda. Model yang dikembangkan menunjukkan hasil yang sangat baik, dengan akurasi lebih dari 96% pada data pelatihan dan validasi. Selain itu, model ini juga mencapai nilai precision, recall, dan F1-score yang hampir sempurna, mendekati 1.0, untuk setiap kelas buah yang diuji. Temuan ini menunjukkan bahwa CNN merupakan pendekatan yang sangat efektif untuk meningkatkan kecepatan dan akurasi dalam klasifikasi buah yang dapat diimplementasikan untuk meningkatkan efisiensi dalam industri pangan. Penelitian ini tidak hanya memberikan solusi untuk mengatasi kendala dalam proses pemilihan buah secara manual, tetapi juga membuka peluang untuk penerapan teknologi serupa dalam sektor pertanian dan distribusi pangan lainnya, sehingga dapat meningkatkan produktivitas dan kualitas hasil pertanian secara keseluruhan. Dengan demikian, sistem klasifikasi otomatis ini berpotensi menjadi alat yang berharga dalam mendukung keberlanjutan dan efisiensi industri pangan di masa depan
Tinjauan Penerapan Machine Learning pada Sistem Rekomendasi Menggunakan Model Klasifikasi Gefy Fitry Wijaya; Dwi Yuniarto
Populer: Jurnal Penelitian Mahasiswa Vol. 3 No. 4 (2024): Desember: Jurnal Penelitian Mahasiswa
Publisher : Universitas Maritim AMNI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58192/populer.v3i4.2798

Abstract

Technological advancements have brought significant transformations across various fields, including the application of machine learning in recommendation and classification systems. Machine learning leverages data processing, utilizes algorithms, and efficiently identifies patterns to produce accurate recommendations and predictions. This study aims to review machine learning-based recommendation system approaches, analyze model performance, and compare the algorithms used. A literature review was conducted by examining journals published in the past five years, focusing on algorithm implementation. The findings indicate that the Naïve Bayes algorithm delivers the best performance, achieving an accuracy of up to 97%. This algorithm is particularly well-suited for processing small to medium-sized datasets with high efficiency. The research provides comprehensive insights into the performance and limitations of various algorithms, serving as a valuable guide for future developments in the field.
Evaluasi Keamanan Website dengan Menggunakan Metode NIST SP 800-115 Finka Mambo; Dwi Yuniarto; David Setiadi
Populer: Jurnal Penelitian Mahasiswa Vol. 3 No. 4 (2024): Desember: Jurnal Penelitian Mahasiswa
Publisher : Universitas Maritim AMNI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58192/populer.v3i4.2805

Abstract

Perkembangan teknologi yang semakin meningkat seiring dengan berjalanya waktu dimana semua pengguna harus mempelajari teknologi yang semakin berkembang. Dengan perkembangan yang semakin meningkat maka ancaman dalam pengguna internet akan semakin meningkat akan serangan siber dengan mencuri data atau informasi peribadi melalui website. Maka perlu dilakukan pengujian kerentanan keamanan pada website untuk mengurangi ancaman dari serangan siber dengan memberikan solusi yang dapat digunakan sebagai alat pengukuran akan tingkatan bahaya untuk memperbaiki keamanan yang ada pada website. Tujuan penelitian mencari apa saja kerentanan yang ada pada website Fakultas Teknologi Informasi pada Universitas Sebelas April dan menganalisis dampak yang terjadi jika ancaman tersebut ada pada website dan memberikan solusi dengan metode yang digunakan NIST SP 800-115 yang terdiri dari 4 tahapan yaitu planning, discovery, attack, reporting. Berdasarkan hasil scanning yang dilakukan mendapatkan 11 kerentanan serta dari hasil pengujian belum ditemukan kerentanan sehingga masih dibilang aman karena belum mendapatkan kerentanan pada website tersebut. Penelitian ini memberi saran untuk melakukan pengujian ulang serta eksplorasi metode lain untuk menemukan kerentanan.