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Perancangan Aplikasi Website Pengelolaan Surat Masuk dan Keluar Dengan Menggunakan Metode Design Thinking Studi Kasus: Rektorat UKDW Priagung Satriyotomo; Mahastama, Aditya Wikan; Santosa, R. Gunawan
Jurnal Terapan Teknologi Informasi Vol 8 No 2 (2024): Jurnal Terapan Teknologi Informasi
Publisher : Fakultas Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21460/jutei.2024.82.366

Abstract

Letters are one of the most common forms of communication in people's daily lives. Activities related to letters are commonly referred to as correspondence. Duta Wacana Christian University Yogyakarta is one of the institutions where correspondence activities are still carried out for internal organizational purposes Initially, correspondence activities at UKDW were still done manually by using physical letters, which were sent to the intended address by asking people to deliver them directly. However, the correspondence process is becoming less efficient. The process that must be passed is quite long, so it takes a lot of time and energy. This incoming and outcoming lettters management website was designed to help and facilitate UKDW employees in carrying out correspondence activities, which were formerly performed manually, through the use of a website. This research uses design thinking as the design method. The Design Thinking method consists of several steps: Empathize, Define, Ideate, Prototype, and Testing. For the testing phase, the author uses the Usability Testing as a method to evaluate the effectiveness, efficiency, and user satisfaction of the website.
Pipa vs Landa: Game-Based Learning Based on Gamification in Elementary School Mathematics Learning Nendya, Matahari Bhakti; Kristianto, Tiar Dwi; Mahastama, Aditya Wikan
JOINCS (Journal of Informatics, Network, and Computer Science) Vol. 8 No. 1 (2025): April
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/joincs.v8i1.1639

Abstract

Learning is an essential component of human existence. One of the learning opportunities in the educational context is available at school, where instruction is typically delivered orally and accompanied by visuals. Using activities to learn is an option that can increase student interest in certain subjects. Game-based learning is a form of education in which students play a game to aid in their education. This study attempts to employ the Pipa vs. Landa learning game's gift and combo system so that elementary school students are more motivated to learn mathematics. The average GEQ Core Module test results are 4,6 for positive affect, 3,9 for competence, 4,59 for sensory and imaginative immersion, 2,46 for flow, 1,25 for tension, 2,36 for challenge, and 1,39 for negative effect. The average scores on the GEQ Post-Game Module test were 4.36 for positive experience, 1.64 for fatigue, 1.2 for negative experience, and 2.20 for the return to reality. This game provides a superior experience for elementary school students.
Estimasi Gender Berbasis Sidik Jari dengan Wavelet dan Support Vector Machine Suwarno, Sri; Mahastama, Aditya Wikan
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 11 No 5: Oktober 2024
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.2024117972

Abstract

Estimasi gender berbasis sidik jari sering diperlukan untuk identifikasi jenazah tanpa identitas, sebelum dipastikan dengan tes DNA.  Untuk kepentingan tersebut sidik jari jenazah diambil secara digital dan selanjutnya diidentifikasi. Kesulitan yang dihadapi dalam memproses sidik jari secara digital adalah menentukan fitur yang handal dan tidak dipengaruhi oleh kwalitas citra dan masalah translasi dan rotasi.  Selain itu untuk mendapatkan akurasi yang tinggi diperlukan sejumlah preprocessing pada dataset. Penelitian ini bertujuan untuk mengestimasi gender berbasis sidik jari dengan fitur yang dibangkitkan dari transformasi wavelet. Fitur diambil dari nilai Energy yang dihasilkan melalui transformasi Haar wavelet sebanyak enam level. Selanjutnya fitur tersebut dipakai sebagai data latih bagi Support Vector Machines (SVM) untuk diestimasi. Penelitian ini menggunakan dataset dari NIST (National Institute of Standart and Technology) sebanyak 1000 sampel terdiri dari 500 sidik jari pria dan 500 sidik jari wanita.  Berdasarkan hasil percobaan yang dilakukan, metode ini menghasilkan akurasi sampai 70.3% dengan tingkat TPR (True Positive Rate) sebesar 80.6% untuk sidik jari wanita dan 60.0% untuk sidik jari pria. Metode ini menunjukkan waktu komputasi yang cepat karena tidak memerlukan preprocessing, komputasinya sederhana dan dengan jumlah sampel data yang tidak banyak.   Abstract   Gender estimation based on fingerprints is often required to identify unidentified corpses before being confirmed by DNA testing. For this purpose, fingerprints of the body are taken digitally and subsequently identified. The difficulty in digital fingerprint examination is determining reliable features unaffected by translation or rotation. In addition, some preprocessing is required on the dataset to obtain high accuracy. This study aims to estimate gender based on fingerprints using wavelet transform and Support Vector Machines (SVM). The features are the  Energy values generated by the Haar wavelet transform of six-level. The features are then used as training data for the SVM to be classified. This study used datasets from NIST (National Institute of Standards and Technology), as many as 1000 samples consisting of 500 male fingerprints and 500 female fingerprints. Based on the experiments' results, this method produces an accuracy of up to 70.3% with a TPR (True Positive Rate) of 80.6% for female fingerprints and 60.0% for male fingerprints. This method shows a fast computational time because it does not require preprocessing; the computation is simple and with a small amount of sample data.
Redesain Website Rumah Tradisional Jawa pada Alun-Alun Project: Rumah Tradisional Jawa Pagalla, Majestic Tampak; Virginia, Gloria; Mahastama, Aditya Wikan
Jurnal Terapan Teknologi Informasi Vol 10 No 1 (2026): Jurnal Terapan Teknologi Informasi
Publisher : Fakultas Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21460/jutei.2026.101.465

Abstract

The Alun-Alun Project website serves a strategic role as a primary documentation and reference source for university students studying the architectural richness of traditional Javanese houses; however, its effectiveness is currently hindered by suboptimal User Interface (UI) and User Experience (UX) issues. Initial observations indicate that the current visual presentation fails to adequately represent modern aesthetics and features a confusing navigation structure, which impedes the effective delivery of philosophical information and undermines the website’s credibility as an accessible academic resource. Consequently, this study aims to execute a redesign by implementing the User Centered Design (UCD) method to ensure the design process prioritizes the specific needs of students. Through comprehensive data collection and direct user interaction, this research improves the information architecture and navigation flow to align with users' academic behavioral patterns. The result of this study is the realization of a new interface design developed from requirements analysis to final design solutions, where the UCD implementation proved effective in not only updating visual appeal but also rectifying system usability structures. It is concluded that this redesign successfully addresses previous navigational and aesthetic issues, significantly enhancing user satisfaction in accessing cultural information interactively.
Analisis Implementasi Sistem Penilaian Otomatis Jawaban Singkat Berbahasa Indonesia Pramudya, Natanael Tegar; Krisnawati, Lucia Dwi; Mahastama, Aditya Wikan
Jurnal Teknik Informatika dan Sistem Informasi Vol 12 No 1 (2026): JuTISI
Publisher : Maranatha University Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/jutisi.v12i1.12453

Abstract

In the education field, many types of questions have been developed to measure the students understanding for the material that has been given, such as multiple choice, short answer, essay, and others. Assessment for essay-type questions often takes up a lot of assessors’ time. A solution to overcome this problem is the development of an automatic essay assessment system. This system is developed in various literature on Automatic Essay Scoring and Automatic Short Answer Grading. This study uses a Multiclass Support Vector Machine (SVM) model in building an automatic assessment system. There are several findings from the results of this research. For the dataset used in this research, a combination of unigram and bigram cosine similarity, type-token ratio, and word count ratio features implemented together with RBF kernel with γ = 100 produces the highest precision value at the validation stage. At the evaluation stage, with a precision metric value of 0.49 and RMSE of 2.77, this model is considered less accurate. This is because the KNN and Logistic Regression models have higher evaluation metric values. The Logistic Regression model is more recommended for this automatic short answer grading system, because this model can provide more balanced and accurate predictions based on the lowest RMSE value and the precision, recall, and f1-score values that tend to be stable.