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Penerapan Ontology Web Language pada Domain Ulos Batak Toba Arnaldo Marulitua Sinaga; Rini Juliana Sipahutar; Dian Ira Putri Hutasoit
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 5 No 4: Agustus 2018
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (404.049 KB) | DOI: 10.25126/jtiik.201854903

Abstract

Indonesia adalah salah satu negara di dunia yang kaya akan keanekaragaman budaya. Keanekaragaman budaya ini diakibatkan banyaknya suku di Indonesia. Setiap suku memiliki kekhasan masing-masing termasuk kekhasan dalam kain tradisional. Salah satunya adalah ulos, kain tradisional suku Batak Toba. Ulos merupakan simbol sakral dalam adat istiadat suku Batak Toba. Ulos terdiri dari berbagai macam jenis, motif, warna, makna hingga fungsi. Namun sangat disayangkan bahwa informasi mengenai ulos belum terdokumentasi dengan baik. Informasi didapatkan secara turun temurun dari satu generasi ke generasi lain yang memungkinkan informasi tersebut hilang. Selain itu, beberapa sumber yang ada juga menyajikan informasi yang berbeda. Oleh karena itu, ontologi bisa menjadi salah satu solusi untuk membantu mengelola informasi yang sudah ada supaya lebih terorganisir. Ontologi membantu memformalkan semua vocabulary pada domain ulos. Vocabulary itu kemudian dalam ontologi disebut sebagai konsep. Konsep tersebut akan saling berkaitan satu sama lain sehingga dapat dilihat sebagai suatu bentuk kesatuan (linked data) yang membentuk pola yang terstruktur. Kondisi ini yang kemudian mendukung pencarian dengan hasil yang bernilai semantik karena pola data yang disediakan saling berkaitan satu sama lain. Ontologi tersebut dapat direprentasikan menggunakan Web Ontology Language (OWL) yang merupakan vocabulary extension dari Resource Descriptive Framework (RDF). Kemudian untuk proses retrieving data akan menggunakan SPARQL. Abstract Indonesia is a very rich country in cultural diversity. Most of the ethnic groups have their own uniqueness including the peculiarities in traditional textiles. One of them is Ulos, traditional cloth of Batak Toba. Ulos is a sacred symbol in the Batak traditions. Ulos consists of various types, motifs, colors, meanings and functions. However, it is unfortunate that information of Ulos has not been well documented. This cultural heritage is well-transferred from generation to generation. The existing sources sometime provide different information. Therefore, ontology can be one solution to help manage existing information to be more well-organized. Ontology helps formalize all vocabularies on the Ulos domain. The vocabulary in the ontology is called as a concept. The concepts are related to each other so that it can be seen as a linked data that form a structured pattern. This feature supports information searching with semantic value. The ontology of Ulos Batak Toba has been developed by using Web Ontology Language (OWL), which is a vocabulary extension of the Resource Descriptive Framework (RDF). Then for the data retrieving process we use SPARQL 
Literasi Media Digital Pada Komunitas Pariwisata di Kawasan Danau Toba Yohanssen Pratama; Arnaldo Marulitua Sinaga; Riyanthi Angrainy Sianturi; Verawaty Situmorang
JURNAL MASTER PARIWISATA Volume 08, Nomor 01, Juli 2021
Publisher : Magister Tourism Study, Faculty of Tourism, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/JUMPA.2021.v08.i01.p13

Abstract

Lake Toba region is included in one of the 10 priority tourism destination locations. To answer the challenges of changing world tourism trends that utilize digital technology, several strategies must be carried out. In digitizing the process, it is necessary to involve the local community in formulating regulations, strengthening value chain partnerships between businesses in the tourism sector, increasing motivation and enabling the community through various kinds of assistance and training. Therefore, research is conducted that has the aim to develop the tourism potential of the Lake Toba Region through digitalization with the concept of community empowerment. As the output of this research, a community will be formed in each Lake Toba District, so that based on this community various development policies and strategies can be formulated in overcoming problems and developing the tourism sector in the Lake Toba region. Keywords: Community Based Tourism, Digitalization, Lake Toba, Local community, Literacy
Comparison of Graphical User Interface Testing Tools Arnaldo Marulitua Sinaga; Yohanssen Pratama; Felix Oswaldo Siburian; Kevin J F Pardamaian S
Journal of Computer Networks, Architecture and High Performance Computing Vol. 3 No. 2 (2021): Journal of Computer Networks, Architecture and High Performance Computing, July
Publisher : Information Technology and Science (ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/cnahpc.v3i2.951

Abstract

Graphical User Interface or better known as the user interface is the liaison of users with electronic devices such as computers. The Graphical User Interface uses icons, menus, and some other visual indicators to represent the information contained in the interface of the application being used. The Graphical User Interface I must pass the Graphical User Interface Testing stage to ensure that every element in the Graphical User Interface is not an error and by the specified one. Also, we know that Graphical User Interface Testing is a set of activities that aim to test the Graphical User Interface I of the test object to ensure that the Graphical User Interface complies with the specifications specified in the software design document. In this research, we try to compare four Graphical User Interface testing tools which ae: Robotium, Espresso, UI Automator, and Pix2Code. By exploring these 4 testing tools we find out that Pix2code can only identify objects, especially label objects. Pix2code can only meet 3 out of 7 predefined criteria. This indicates that there are still many objects of the android application that Pix2code has not been able to identify. In other words in the Graphical User Interface testing section, pix2code can play a role in identifying each object contained in the application and can be done at the design stage. The result that we get from this research is that the GUI testing tools could identify many parts and almost every object in the application except the Pix2code. For future development, Pix2code as a testing tool requires development in the form of a desktop display such as the UI Automatorviewer so that it can display every detail of the object including the attributes of the object.
Development of Tourist Village Website to Increase Tourism in Lake Toba Riyanthi Angrainy Sianturi; Yohanssen Pratama; Verawaty Situmorang; Arnaldo M Sinaga
The IJICS (International Journal of Informatics and Computer Science) Vol 6, No 1 (2022): March 2022
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/ijics.v6i1.4043

Abstract

Currently, the Lake Toba area is included in one of the 10 priority tourism destination locations, so there are challenges to make changes to world tourism trends that utilize digital technology. So that several strategies must be carried out to capture these opportunities, one of which is through digitalization. For this reason, the development of a tourist village website in the Lake Toba area needs to be carried out to be able to take advantage of digital technology as a promotional media. The method applied in developing a tourist village website is the waterfall. The reason for implementing the waterfall method in developing a tourist village website is because all the requirements obtained from the client are clear and there are no more changes in the middle of implementation. The website displays good photography works and is equipped with the concept of story-telling. In addition to obtaining information about tourism in the Lake Toba area, the community can be directly involved as actors in tourism activities. Thus, a website manager will be formed in each tourist village of the Lake Toba Region. From the results of the development, it was found that the community's introduction to tourist villages in Lake Toba is increasing
PERANCANGAN PENGUJIAN FUNGSIONAL DAN NON FUNGSIONAL APLIKASI SIAPPARA DI KABUPATEN HUMBANG HASUNDUTAN Riyanthi Angrainy Sianturi; Arnaldo Marulitua Sinaga; Yohanssen Pratama; Hotni Simatupang; Julio Panjaitan; Sandy Sihotang
J-Icon : Jurnal Komputer dan Informatika Vol 9 No 2 (2021): Oktober 2021
Publisher : Universitas Nusa Cendana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35508/jicon.v9i2.4706

Abstract

SIAPPARA is an application that used to manage market retribution by Dinas Koperasi, Perdagangan Dan Industri kabupaten Humbang Hasundutan. The SIAPPARA application consists of two platforms, namely a web application used by the admin and treasurer and a mobile application used by market officers. The application has been used by market officers in 12 people's markets in Humbang Hasundutan. To ensure that all functions in the application have been running according to the design and requirements, it is necessary to test both functional and non functional features. Testing is carried out with the aim of finding failures in applications that have been used. Before testing the application, the researcher makes a test design including the selection of methods and stages of testing. The method used in this research is literature study and experiment. Researchers used the literature study method in collecting theoretical references and information related to functional and non functional testing of applications. Researchers use the experimental method to choose the test method to be used and make a test design for the method that has been selected.The results of this study is a design of testing activities using Category Based Partition testing method, the Usability Testing test method with the Heuristic Evaluation technique, and the Performance Testing method.
PERANCANGAN APLIKASI ”SIAPPARA” UNTUK PELAPORAN SETORAN E-RETRIBUSI PASAR KABUPATEN HUMBANG HASUNDUTAN Verawaty Situmorang; Yohanssen Pratama; Riyanthi Angrainy Sianturi; Arnaldo Marulitua Sinaga
J-ICON : Jurnal Komputer dan Informatika Vol 9 No 2 (2021): Oktober 2021
Publisher : Universitas Nusa Cendana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35508/jicon.v9i2.5256

Abstract

Market retribution are local retribution that payed for the use of market facilities provided by the district government to individuals or entities. The process of collecting, recording, and reporting market retribution currently in Humbang Hasundutan Regency is still not effective and efficient, so it requires information technology support to enable it to improve the quality of services that are transparent and accountable in the traditional markets of Humbang Hasundutan Regency. The applications that will be developed are mobile and web-based applications that allow the collection and recording process to be more effective and efficient as well as more transparent reporting. Through the “SIAPPARA” Application, it is hoped that the process of collecting retribution in several markets in Humbang Hasundutan Regency will be easier and more transparent.
Evaluasi Usability Website di Tenun Arlinta Barus; Arnaldo Marulitua Sinaga; Riyanthi Angrainy Sianturi; Ruth Rilis Tambunan; Yohannes Nababan; Andre Sitorus
Syntax Literate Jurnal Ilmiah Indonesia
Publisher : Syntax Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (716.284 KB) | DOI: 10.36418/syntax-literate.v7i3.6619

Abstract

Suatu aplikasi harus memiliki sisi usability yang baik agar dapat dengan nyaman digunakan oleh pengguna. Website DiTenun adalah salah satu aplikasi berbasis web yang dapat membuat motif tenun baru dan sebagai media komersial untuk membeli dan menjual produk tenun. Website DiTenun belum pernah dilakukan evaluasi usability sebelumnya. Oleh karena itu, pada penelitian ini dilakukan evaluasi dan pengidentifikasian masalah usability dengan metode Heuristic Evaluation (HE) dan Usability Testing terhadap website Di Tenun untuk meningkatkan aspek usabilitynya. Hasil penerapan metode tersebut akan dibuat ke dalam bentuk prototipe interaktif website DiTenun sesuai perbaikan masalah usability yang ditemukan. Heuristic Evaluation merupakan evaluasi usability dengan melakukan tinjauan atau inspeksi suatu produk dari sisi ahli atau evaluator. HE pada penelitian ini mengacu kepada sepuluh prinsip evaluasi heuristik yang dikemukakan oleh Jakob Nielsen. Sedangkan usability testing merupakan evaluasi usability dengan aktivitas pengujian yang berfokus kepada pengguna. Sehingga evaluasi usability yang dilakukan terhadap website DiTenun akan dilihat dari dua sisi yaitu sis ahli/evaluator dan sisi pengguna. Untuk menyingkirkan masalah yang mungkin mengganggu pengguna sebelum usability testing, maka pertama sekali dilakukan heuristic evaluation. Setelah itu dilakukan pembuatan prototipe awal sesuai hasil dan rekomendasi HE untuk kemudian dilakukan usability testing terhadap partisipan sebagai penggua. Temuan permasalahan usability melalui hasil usability testing selanjutnya dianalisis dan diterapkan perbaikannya pada prototipe akhir. Hasil jumlah temuan permasalahan usability pada heuristic evaluation menunjukkan lebih banyak temuan dari hasil permasalahan usability pada usability testing, di mana pada hasil HE terdapat total 52 temuan sedangkan pada hasil usability testing terdapat total 37 temuan. Dari hasil tersebut menunjukkan bahwa implementasi HE di awal dapat mengurangi permasalah usability yang muncul bagi pengalaman pengguna pada saat usability testing. Kedua metode tersebut juga saling melengkapi untuk mengidentifikasi permasalahan usability dari sisi ahli dan sisi pengguna dalam menerapkan perbaikan permasalahan usability pada prototipe akhir website Di Tenun.
Penerapan Model Based Testing pada Pengujian Aplikasi Kawn Subscriptions Manager Sinaga, Arnaldo Marulitua; Hutapea, Mikhael
J-Icon : Jurnal Komputer dan Informatika Vol 11 No 2 (2023): Oktober 2023
Publisher : Universitas Nusa Cendana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35508/jicon.v11i2.12443

Abstract

This research focuses on the Kawn Subscriptions Manager app, which was developed to help Food and Beverage (F&B) businesses manage customer subscriptions. Currently, the Kawn Subscriptions Manager application does not have a standardized test suite that has been validated. Therefore, in this research, Model-Based Testing (MBT) is applied in testing the Kawn Subscriptions Manager application as a testing method to produce a specific and technical test suite. MBT is a testing method based on the behavioral model of the system being tested. Then, to measure the adequacy of test cases generated by MBT, mutation testing is used. The model is created using the GraphWalker tool and testing is done automatically using Selenium and testNG in the Eclipse IDE text editor. From the results of the study, it is known that MBT testing generates test cases from the behavior model of the function being tested. Testing with MBT shows that no failures were found in the tested functions. Then the average mutation score is 72.18% which indicates that the test cases generated by MBT are adequate or in the medium category. However, it is important to note that while MBT was successful in generating test cases that examined the application's behavior, it was found that the method was unable to detect failures caused by mutants that did not significantly affect the application's behavior. This finding suggests that while MBT can be an effective tool for testing key functions, additional methods are needed to identify failures that may result from minor or insignificant changes to the application code.
DESAIN ARSITEKTUR VIRTUALISASI PENGEMBANGAN SISTEM INFORMASI MANAJEMEN PENGELOLAAN SAMPAH RUMAH TANGGA PADA BANK SAMPAH BERBASIS CONTAINER DOCKER Sinaga, Ardiles; Sinaga, Arnaldo Marulitua; Sianturi, Riyanthi Angrainy
Sebatik Vol. 27 No. 2 (2023): Desember 2023
Publisher : STMIK Widya Cipta Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46984/sebatik.v27i2.2405

Abstract

Sampah telah menjadi salah satu masalah di negara kita Indonesia, khususnya di daerah tempat kita tinggal hari ini. Berdasarkan data Direktorat Jenderal Pengelolaan Sampah Kementerian Lingkungan Hidup dan Kehutanan tahun 2022 jumlah timbulan sampah mencapai 19,25 juta ton/tahun, jumlah pengurangan sampah hanya 26,39% atau sekitar 5,08 juta ton/tahun, jumlah sampah yang ditangani sekitar 51,47% atau sekitar 9,91 juta ton per tahun, sampah yang dapat dikelola sekitar 77.86% atau sekitar 14,99 juta ton/tahun, sedangkan jumlah sampah yang tidak terkelola sekitar 22,14% atau sekitar 4,26 juta ton/tahun. Untuk mengatasi permasalahan pengelolaan sampah ini salah satunya adalah dengan mengembangkan program bank sampah. Bank Sampah Bersinar merupakan bank sampah yang dikelola oleh PT. Solusi Rahayu Indonesia yang sudah memiliki jejaring bank sampah yang sudah tersebar di 6 kota/kabupaten di seluruh Indonesia. Bank Sampah Bersinar membutuhkan sebuah Sistem Informasi Manajemen untuk mengelola dan mengintegrasikan semua stakeholder yang terlibat serta data-data yang mendukung proses pengelolaan sampah rumah tangga sehingga fungsi manajemen dari Bank Sampah Bersinar dapat berjalan dengan baik. Tujuan dari penelitian ini adalah membuat desain arsitektur virtualisasi untuk pengembangan sistem informasi manajamen pengolahan sampah rumah tangga berbasis docker container sehingga diharapkan aplikasi web yang dibangun dapat bekerja lebih fleksible, efisien, dan memiliki ketersediaan yang tinggi (high availability) jika diperlukan. Hasil penelitian ini adalah berupa desain yang dapat digunakan sebagai dasar untuk mengimplementasikan arsitektur virtualisasi sistem informasi manajemen pengelolaan sampah rumah tangga berbasis docker, dimana desain ini bukanlah desain akhir sebelum diimplementasikan. Tetapi desain ini masih membutuhkan pengujian lebih lanjut untuk mematangkan design ini sebelum diimplementasikan.