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IMPLEMENTASI DEEP LEARNING TERHADAP PRESENSI MAHASISWA MENGGUNAKAN METODE MTCNN DAN FACENET : (STUDI KASUS: KAMPUS ESA UNGGUL BEKASI) Latumapayahu, Febrian Firmansyah; Herwanto, Agus; Akbar, Habibullah; Prabowo, Ary
Kohesi: Jurnal Sains dan Teknologi Vol. 7 No. 3 (2025): Kohesi: Jurnal Sains dan Teknologi
Publisher : CV SWA Anugerah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.3785/kohesi.v7i3.11681

Abstract

The development of digital technology has opened opportunities for educational institutions to improve the efficiency and accuracy of administrative systems, including student attendance recording. The current attendance system, which relies on RFID cards, often encounters issues such as damaged, lost, or unreadable cards, leading to long queues and the need for manual administration. This study aims to address these problems by developing an automatic attendance system based on facial recognition using deep learning technology. The proposed system integrates the Multi-task Cascaded Convolutional Neural Networks (MTCNN) algorithm for face detection and FaceNet for face recognition. Data collection is conducted by acquiring student facial images as the dataset for model training. The data is processed through normalization, face detection, and feature extraction using FaceNet embeddings. The system is integrated with a MySQL database to record student attendance in real time. Testing results show that the system performs well in detecting and recognizing student faces with satisfactory accuracy levels, despite variations in lighting conditions. By reducing dependency on physical cards, this system can streamline the attendance process and provide ease of use for users. This study demonstrates that the application of deep learning technology has the potential to improve the efficiency of attendance management in higher education institutions.
UTAUT Analysis of E-learning Users: A Case Study at ABC University Go, Ratna Yulika; Prabowo, Ary; Hidayah, Qori Halimatul
J-Icon : Jurnal Komputer dan Informatika Vol 13 No 1 (2025): March 2025
Publisher : Universitas Nusa Cendana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35508/jicon.v13i1.21007

Abstract

The concept of e-learning has been adapted and used in Indonesia since the 1940s, and its development has continued to progress to this day. The COVID-19 pandemic has led to more comprehensive use of elearning. Unfortunately, ABC University was not prepared for the drastic shift to fully online learning, and its e-learning system is not yet integrated with the academic information system (SIAKAD). Other challenges include system bugs and a lack of optimization in discussion forums. As a result, students and lecturers are not able to use e-learning to its full potential. To identify the root causes of these issues, this study aims to determine the influencing factors of e-learning usage at ABC University, with the findings intended to provide recommendations for the university to address the challenges it faces. The study uses a mixed-method approach, combining quantitative and qualitative methods to process and validate the data. The UTAUT (Unified Theory of Acceptance and Use of Technology) approach is applied to identify the factors that affect e-learning usage, with analysis conducted using PLS SEM (Partial Least Squares Structural Equation Modeling). The study results show that among the five factors examined—Performance Expectancy (PE), Effort Expectancy (EE), Social Influence (SI), Facilitating Conditions (FC), and Behavioral Intention (BI)—only Social Influence (SI) significantly impacts e-learning usage, while the other four factors do not have a significant effect. The recommendations from this study include the need for system integration between e-learning and SIAKAD to ensure optimal use, as well as conducting maintenance every three months, facilitating meeting accounts, and adding audio-video features in discussion forums.
Rancang Bangun Sistem Perpustakaan Web Universitas Esa Unggul dengan Metode Scrum untuk Pengelolaan Digital Azzahra, Fayza; Dzikrya, Kaysa; Prabowo, Ary
Jurnal Informatika: Jurnal Pengembangan IT Vol 10, No 2 (2025)
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/jpit.v10i2.8207

Abstract

Conventional library systems that are still manual-based often face various obstacles, such as delays in the transaction process, the risk of recording errors, and low efficiency in collection management. This research aims to design and build an integrated web library system at Esa Unggul University by applying the Object Oriented Programming (OOP) approach and Scrum method. The development process is carried out iteratively through the stages of Sprint Planning, Execution, Review, and Retrospective. The system was developed using Python programming language with Flask framework and MySQL database. The main features include book data management, members, loan and return transactions, automatic notifications, and time-based fine calculations. Evaluation was conducted using the Black Box Testing method on 35 scenarios, including input validation, transaction processing, and system resilience to extreme conditions. The test results showed a 100% success rate and a 60% increase in transaction efficiency compared to the manual system. End-user validation showed that the system has a responsive interface, easy to use, and supports digital library management. This research contributes to the digital transformation of libraries and opens up opportunities for development towards mobile platforms and data analytics.
Optimalisasi Manajemen Perpusatakaan: Sistem Basis Data Terdistribusi Menggunakan Metode Rapid Application Development (RAD) PRABOWO, ARY; Qori Halimatul Hidayah; Sharen Ming Sianggara; Desmond Orix Khoermala
STORAGE: Jurnal Ilmiah Teknik dan Ilmu Komputer Vol. 4 No. 2 (2025): Mei
Publisher : Yayasan Literasi Sains Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55123/storage.v4i2.5356

Abstract

Library management in secondary schools often faces challenges with centralized database systems, including inefficiency, slow data access, and risk of information loss. This research aims to design a distributed database system to improve the library management performance of SMP XYZ Pekanbaru by addressing these limitations. Using the Rapid Application Development (RAD) method, the study successfully designed a system architecture that not only enhances data access speed and minimizes the risk of data loss but also enables effective data synchronization between library locations. Based on estimates, the system design improves data access speed by up to 30% compared to centralized systems and reduces data synchronization time to an average of 2 seconds per transaction. The proposed data replication architecture is also expected to reduce the central server load by 70% by distributing data requests to relevant locations, ensuring data consistency and increasing system reliability. This research demonstrates that transitioning from a manual to a distributed database system can significantly optimize library management, improve operational efficiency, and enhance the overall user experience.
Implementasi Gamifikasi untuk Sistem “Reward-Point” Pelanggan Berbasis Laman Kalagi, Richard Kevin Maruli; Prabowo, Ary; Anwar, Nizirwan; Sekti, Binastya Anggara
JUKI : Jurnal Komputer dan Informatika Vol. 7 No. 1 (2025): JUKI : Jurnal Komputer dan Informatika, Edisi Mei 2025
Publisher : Yayasan Kita Menulis

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

Abstract

Perkembangan teknologi informasi dan komunikasi yang pesat serta meningkatnya penetrasi internet di Indonesia telah mendorong pelaku usaha untuk mengadopsi strategi digital yang lebih inovatif. Salah satu pendekatan yang potensial adalah gamifikasi, yaitu penerapan elemen permainan dalam konteks non-permainan, guna meningkatkan keterlibatan dan loyalitas pelanggan. Penelitian ini bertujuan untuk merancang dan mengimplementasikan metode gamifikasi berbasis website pada platform e-commerce CV Naraya Prima Jasa dengan menggunakan elemen point dan reward. Metode yang digunakan mencakup analisis kebutuhan, perancangan sistem, implementasi, dan evaluasi. Hasil penelitian menunjukkan bahwa penerapan gamifikasi mampu meningkatkan interaksi pengguna dan menciptakan pengalaman yang lebih menarik, sehingga berpotensi mendukung tujuan bisnis perusahaan dalam mempertahankan loyalitas pelanggan.
Classification of Indonesian Disasters with Decision Trees Based on Spatial and Text Data Ramadhan, Ridwan; Saputra, Ragil Raditya; Innova, Zacky; Prabowo, Ary
Indonesian Journal of Data Science, IoT, Machine Learning and Informatics Vol 5 No 2 (2025): August
Publisher : Research Group of Data Engineering, Faculty of Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/dinda.v5i2.2006

Abstract

Indonesia is one of the countries with a very high level of natural disaster vulnerability. The types of disasters that frequently occur include earthquakes, floods, landslides, volcanic eruptions, and others. This is because Indonesia is located at a geographical position where three world tectonic plates meet and has tropical climate conditions that make it prone to disasters. Therefore, Indonesia needs a system that can classify disaster types automatically and accurately to help the decision-making process quickly and accurately. This research aims to develop a natural disaster classification model based on information such as location (regency and province), time of occurrence (date), and causes that lead to disasters. The method used for classification in this research is the Decision Tree algorithm, because this algorithm can handle both numerical and categorical data and has high interpretability. Classification processing is also performed using textual cause data using Term Frequency-Inverse Document Frequency (TF-IDF) technique to convert text format into numerical form that can be processed by machine learning algorithms. The dataset obtained from the National Disaster Management Agency (BNPB) is open source. Test results show that the trained Decision Tree model can classify disaster types with an accuracy of 87%. This model also shows good precision, recall, and f1-score values in each disaster category. It is hoped that the results of this research can help in developing historical data-based disaster detection systems and assist government and society in responding to disasters more effectively and efficiently.
Optimasi Fuzzy Logic Menggunakan Genetic Algorithm (GA) dalam Menentukan Program Diet dan Bulking Pramuditya, Benno; Prabowo, Ary
Jurnal Informatika: Jurnal Pengembangan IT Vol 10, No 4 (2025)
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/jpit.v10i4.9459

Abstract

The increasing demand for accurate and personalized diet and bulking programs highlights the need for a reliable decision support system (DSS). This study aims to develop a fuzzy logic–based DSS optimized with a Genetic Algorithm (GA) to recommend diet, bulking, or maintenance programs tailored to individual conditions. The methodology involved designing fuzzy sets, formulating IF–THEN rules, applying the Mamdani inference method, and optimizing fuzzy parameters using GA. Data were collected from 50 adult respondents, and the system was tested using 10 input scenarios validated by fitness experts. The results revealed that the fuzzy system without GA achieved only 38% agreement with expert recommendations, whereas GA optimization significantly improved accuracy to 82%. Furthermore, GA refined membership functions and eliminated irrelevant rules, producing a more streamlined yet precise system. The web-based interface facilitated user interaction and interpretation of results, ensuring practical usability. In conclusion, integrating fuzzy logic with GA enhanced the accuracy and adaptability of the system for determining diet and bulking programs, establishing it as a promising decision-making tool that can be further expanded with additional personalization variables in the future.
Implementasi Internet of Things (Iot) pada Sistem Penyiraman Otomatis Bibit Alpukat dengan Aplikasi Mobile Adigunawan, Adigunawan; Tjahjono, Budi; Irawan, Bambang; Prabowo, Ary
Jurnal Ilmiah Universitas Batanghari Jambi Vol 25, No 3 (2025): Oktober
Publisher : Universitas Batanghari Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33087/jiubj.v25i3.6332

Abstract

This research aims to develop an Internet of Things (IoT)-based automatic watering system with real-time monitoring features for soil moisture and pH levels, designed to support the cultivation of avocado seedlings. The system utilizes an ESP32 microcontroller connected to two soil moisture sensors and one pH sensor, and is controlled through a mobile application built with Flutter. Sensor data is transmitted to a backend server using the MQTT protocol, while communication between the application and the backend server is conducted via a REST API. Users can configure watering schedules and durations, as well as set moisture thresholds to trigger automatic watering. Testing results show that the system functions effectively in monitoring soil conditions and performing watering based on the configured settings.
Penggunaan Metode MDLC dalam Pengembangan Game Visual Novel Anastasia Love Story berbasis Ren'Py Pasha, Muhammad Kemal; Prabowo, Ary
JUKI : Jurnal Komputer dan Informatika Vol. 7 No. 2 (2025): JUKI : Jurnal Komputer dan Informatika, Edisi Nopember 2025
Publisher : Yayasan Kita Menulis

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

Abstract

Abstrak Penelitian ini dilaksanakan dengan tujuan untuk mengembangkan game visual novel berjudul Anastasia Love Story sebagai media interaktif yang mampu meningkatkan keterlibatan emosional dan minat baca pengguna. Game ini ditujukan untuk remaja hingga dewasa muda yang menyukai cerita romansa dan narasi bercabang. Pengembangan dilaksanakan dengan mempergunakan metode Multimedia Development Life Cycle (MDLC) yang terbagi menjadi 6 (enam) proses atau tahapan: concept, design, material collecting, assembly, testing, dan distribution. Aplikasi Ren’Py digunakan sebagai platform pengembangan, dengan penambahan fitur interaktif seperti branching storyline, keputusan berbatas waktu, serta mini game untuk memperkaya pengalaman bermain. Hasil yang diperoleh dalam tahapan pengujian memperlihatkan bahwa game mampu berjalan dengan baik, menampilkan cerita yang menarik, visual yang mendukung suasana, serta audio yang memperkuat keterlibatan pemain. Fitur-fitur utama yang dikembangkan dapat digunakan dengan baik oleh pengguna dan mendukung alur cerita sesuai dengan harapan. Game ini juga dinilai relevan sebagai sarana hiburan naratif yang edukatif dan emosional. Anastasia Love Story efektif menjadi media visual novel interaktif yang sesuai dengan karakteristik pengguna sasaran. Kata Kunci: Game, Interaktif, MDLC, Novel Visual, Ren’Py Abstract This research aims to establish a visual novel game titled Anastasia Love Story as an interactive medium that can enhance users' emotional engagement and reading interest. The game targets teenagers to young adults who enjoy romance stories and branching narratives. The development process follows the Multimedia Development Life Cycle (MDLC) method, consisting of 6 (six) steps as follows: concept, design, material collecting, assembly, testing, and distribution. The Ren’Py engine is used as the development platform, with interactive features such as branching storylines, time-limited decision-making, and mini-games to enrich the playing experience. The test results show that the game runs well, presents an engaging story, supportive visuals, and audio that enhances player immersion. The main features developed are accessible to users and support the story flow as intended. This game is also considered relevant as an educational and emotional narrative entertainment medium. Anastasia Love Story proves effective as an interactive visual novel media suited to the target users' characteristics. Keywords: Game, Interactive, MDLC, Visual Novel, Ren’Py
Algoritma Untuk Tingkatkan Pengalaman Proses Pemesanan Makanan Berbasis Web: (Studi Kasus: Dapur Imut) Suryana, Septiara Pratama; Prabowo, Ary
Syntax Literate Jurnal Ilmiah Indonesia
Publisher : Syntax Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36418/syntax-literate.v10i4.57681

Abstract

Aplikasi penjualan online merupakan bagian penting dari sistem aplikasi yang sangat dibutuhkan oleh pelaku bisnis saat ini, terutama dalam menghadapi perkembangan teknologi. Teknologi informasi, khususnya internet, memberikan kemudahan dalam melakukan pembelian dan transaksi dari mana saja dan kapan saja. Namun, Toko Dapur Imut hingga kini belum memiliki aplikasi yang dapat memfasilitasi transaksi pembelian secara daring. Oleh karena itu, penelitian ini bertujuan untuk mengembangkan aplikasi penjualan berbasis web yang mampu meningkatkan pengalaman pemesanan makanan dan transaksi secara fleksibel. Metode yang digunakan dalam pengembangan sistem ini adalah metode Waterfall, yang terdiri dari tahapan analisis, perancangan, implementasi, pengujian, dan pemeliharaan. Setiap tahapan dilakukan secara sistematis guna memastikan sistem berjalan dengan baik dan sesuai kebutuhan pengguna. Hasil dari penelitian ini adalah terciptanya sistem aplikasi penjualan online berbasis web untuk Toko Dapur Imut, yang dilengkapi dengan fitur pencarian menu, pemesanan, serta pembelian produk secara langsung melalui aplikasi. Dengan adanya sistem ini, diharapkan dapat mempermudah pelanggan dalam melakukan transaksi sekaligus meningkatkan efisiensi dan jangkauan pemasaran toko.