cover
Contact Name
Brave A. Sugiarso
Contact Email
brave@unsrat.ac.id
Phone
+6282195447295
Journal Mail Official
ejournal.informatika@gmail.com
Editorial Address
Program Studi Teknik Informatika Fakultas Teknik Unsrat, Jl. Kampus Unsrat Bahu, Kec. Malalayang, Manado 95115
Location
Kota manado,
Sulawesi utara
INDONESIA
Jurnal Teknik Informatika
ISSN : 23018364     EISSN : 26856131     DOI : https://doi.org/10.35793/jti
Rekayasa Perangkat Lunak, IoT, Big Data, Cyber Security, Cloud Computing, Multimedia, Grafika Komputer
Articles 10 Documents
Search results for , issue "Vol. 19 No. 01 (2024): Jurnal Teknik Informatika" : 10 Documents clear
Implementasi RFID Pada Pengelolaan Aset Laboratorium Biomolekuler Universitas Sam Ratulangi: Implementation of RFID in the asset management of the Biomolecular Laboratory of Sam Ratulangi University Putra Rivaldo Imanuel Rorimpandey; Alwin M. Sambul; Arie S. M. Lumenta
Jurnal Teknik Informatika Vol. 19 No. 01 (2024): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jti.v19i01.48836

Abstract

Abstract— In the world of technology, many things are currently being developed, one of which is radio frequency identification (RFID) technology, this technology is widely used by agencies to identify an object or asset. Radio frequency identification (RFID) is a technology that can store and receive data remotely using radio frequencies or electromagnetic waves. A biomolecular laboratory is a research environment containing valuable assets, such as scientific equipment and experimental materials that require careful monitoring, protection and management. This research focuses on efforts to increase the efficiency, accuracy and security of laboratory asset management through the application of RFID technology. The research methodology involves analyzing laboratory needs, designing an appropriate RFID system, developing RFID hardware and software, and implementing trials in a biomolecular laboratory. The results of this research show that the use of RFID can speed up asset record management, reduce the risk of loss, and provide better visibility of laboratory inventory. The application of RFID technology in managing biomolecular laboratory assets at Sam Ratulangi University is expected to provide significant benefits in increasing operational efficiency, minimizing human error, and optimizing the use of laboratory assets. In addition, the results of this research can also be a basis for the development of similar systems in other laboratory environments as well as an important contribution in the context of overall university asset management.. Key words — Technology; RFID; Biomolecular Laboratory; Assets. Abstrak — Dunia teknologi saat ini banyak hal yang sedang di kembangkan salah satunya yaitu teknologi radio frequency identification (RFID), teknologi ini banyak digunakan oleh instansi untuk mengidentifikasi suatu objek atau aset. Radio frequency identification (RFID) merupakan teknologi yang dapat menyimpan dan menerima data dari jarak jauh menggunakan frekuensi radio atau gelombang elektromagnetik. Laboratorium biomolekuler adalah lingkungan penelitian yang memiliki aset berharga, seperti peralatan ilmiah dan bahan eksperimental yang memerlukan pemantauan, perlindungan, dan manajemen yang cermat. Penelitian ini berfokus pada upaya meningkatkan efisiensi, akurasi, dan keamanan pengelolaan aset laboratorium melalui penerapan teknologi RFID. Metodologi penelitian melibatkan analisis kebutuhan laboratorium, perancangan sistem RFID yang sesuai, pengembangan perangkat keras dan perangkat lunak RFID, serta uji coba implementasi di laboratorium biomolekuler. Hasil dari penelitian ini menunjukkan bahwa penggunaan RFID dapat mempercepat dalam pengelolaan pencatatan aset, mengurangi risiko kehilangan, dan memberikan visibilitas yang lebih baik terhadap inventaris laboratorium. Penerapan teknologi RFID dalam pengelolaan aset laboratorium biomolekuler di Universitas Sam Ratulangi diharapkan dapat memberikan manfaat signifikan dalam meningkatkan efisiensi operasional, meminimalkan kesalahan manusia, serta mengoptimalkan penggunaan aset laboratorium. Selain itu, hasil penelitian ini juga dapat menjadi dasar untuk pengembangan sistem serupa di lingkungan laboratorium lainnya serta kontribusi penting dalam konteks manajemen aset universitas secara keseluruhan. Kata Kunci — Teknologi; RFID; Laboratorium biomolekuler; Aset.
Sistem Absensi Pengenalan Wajah Bermasker: Masked Face Recognition Attendance System Joshua Walangitan; Sherwin R. U. A. Sompie; Xaverius B. N. Najoan
Jurnal Teknik Informatika Vol. 19 No. 01 (2024): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jti.v19i01.51327

Abstract

Sistem absensi yang sering di temukan di berbagai tempat masih menggunakan sistem absensi yang konvensional. Sistem ini memiliki banyak kekurangan. Contohnya waktu absensi yang tidak menentu dikarenakan seseorang bisa saja memanipulasi sistem absensi konvensional untuk kepentingan pribadi, menyulitkan pada saat rekapitulasi, dan cara ini dianggap sulit untuk diintegrasikan dengan hal lain. Pada masa sekarang juga dunia sedang dalam perlawanan terhadap virus corona, seluruh dunia sedang berpatisipasi untuk melawan virus ini dengan cara menggunakan masker, mencuci tangan secara rutin, dan tidak berkumpul di tempat yang ramai. Dengan tujuan dari penelitian ini dibuatlah sistem “Sistem Absensi Pengenanalan Wajah Bermasker”. Sistem ini dapat membantu dalam melakukan pengisian absen tanpa adanya sentuhan fisik ataupun membuka masker. Aplikasi ini berbasis sistem operasi windows, dan dibangun menggunakan metode Waterfall. Hasil dari penelitian ini adalah Sistem Absensi tidak lagi perlu sentuhan fisik yang bisa menyebarkan virus corona, melainkan sistem absen yang menggunakan wajah dan juga tanpa seseorang harus melepaskan masker mereka.
Analisis UI/UX Pada Website Program Studi Teknik Informatika Menggunakan Metode System Usability Scale: UI/UX Analysis on Informatics Study Program Website Using the System Usability Scale Method Naomi Ajamsaru; Sary D. E Paturusi; Virginia Tulenan
Jurnal Teknik Informatika Vol. 19 No. 01 (2024): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jti.v19i01.51375

Abstract

Usability juga bermanfaat sebagai salah satu faktor yang boleh dapat mempengaruhi pada pencapaian suatu Website. Pemakai Website akan membutuhkan kenyamanan maupun kepuasan untuk memperoleh suatu pengalaman yang baik saat Kerjasama tertentu dengan sistem atau produk. Tentunya sangat berguna penting jika memiliki User Interface /User Experience (UI/UX) yang bagus. Karena pada dasarnya User Experience (UI/UX) merupakan suatu bagian komponen yang penting, pengguna juga berinteraksi dengan bagian sistem terus merasakan kemudahan dengan efektif. Penelitian ini pun dapat dimaksudkan untuk menganalisa pengalaman pada pengguna website fatek informatika dengan mengunakan cara/metode kuesioner SUS. SUS ini sangat cocok dipakai supaya lebih efektif dan efisien juga bisa mampu memberikan soal kepuasan segi suatu sistem sangat subjektif maka proses tahapan evaluasi dan analisis memiliki juga singkat. Dari hasil penelitian pun menunjuk akan Analisa User Experience (UX) di Wesite Program Studi Informatika Universitas Sam Ratulangi dapat dibuat dalam mengevaluasi Usability , itu pun berdasarkan dengan pengalaman pengguna sesuai dengan perhitungan, juga pengujian kuesioner dari hasil perhitungan dan pengujian tersebu. Website Fatek Informatika juga termasuk dan dikategorikan dalam Acceptable.
Aplikasi Pembelajaran Hand Signals Scuba Diving Berbasis Augmented Reality: Augmented Reality-Based Scuba Diving Hand Signals Learning Application Henry Valentino Florensius Kainde; Heilbert A. Mapaly; Yuri V. Akay; Lidia S. Nelwan; Michelle W. G. Wowor; Charles W. Kojansow
Jurnal Teknik Informatika Vol. 19 No. 01 (2024): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jti.v19i01.51656

Abstract

Currently, the world is experiencing very rapid development, so that various kinds of technology have emerged that can facilitate the learning process. One of them is augmented reality technology which can allow users to see additional information or virtual images in the real world. The aim of this research is to create a learning application that can help novice divers learn and remember hand signals by utilizing augmented reality technology. Application development uses the Scrum type Agile method which consists of several stages, namely: product blog, sprint planning, sprint, daily scrum, sprint review, and sprint retrospective. In this research, a number of stages have been carried out, namely literature study, data collection, system design and data models, system creation and data processing, testing and evaluation, reporting and publication. The end result of this research is in the form of journals and applications that are made.
Aplikasi Virtual Reality Sebagai Media Promosi Rumah Adat Minahasa : Virtual Reality as Promotional Media for Minahasa Traditional Houses Yuri V. Akay; Kenneth Palilingan; Salvius P. Lengkong
Jurnal Teknik Informatika Vol. 19 No. 01 (2024): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jti.v19i01.51693

Abstract

Minahasa traditional houses are one of the interesting tourist attractions for tourists who are interested in the culture and history of the North Sulawesi region. Virtual reality (VR) is the latest technology that provides a different experience in interacting with the digital environment. In the promotional field, VR is an attractive alternative for presenting more realistic and interactive visual content. The aim of this research is to develop a mobile Virtual Reality software for Minahasa traditional houses. This application is designed to make it easier for users to experience direct interactive experiences from Minahasa traditional houses using VR technology. In this research, a number of stages will be carried out, namely literature study, data collection, system design, system creation, testing and evaluation.
Sistem infrormasi bisnis digital souvenir kayu kelapa: Digital Business Information System For Coconut Wood Souvenirs Ginaputri Mansa
Jurnal Teknik Informatika Vol. 19 No. 01 (2024): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jti.v19i01.51773

Abstract

Abstract — Over time, the rapid development of technology has significantly progressed. Online sales have become a crucial component in the modern business world. GM'Art is a vocational training institution that focuses on human resource development in the creative industry sector and produces coconut wood crafts. However, the current sales system is still manual, limiting coconut wood souvenir business owners in promoting and selling their products. Therefore, the researcher is developing an online sales application as a necessity in this digital era. The objective of this research is to create an Android-based application that facilitates both GM'Art business operators and customers in accessing the coconut wood souvenir sales application. The envisioned application is expected to be user-friendly, attract more customers, and effectively assist small and medium-sized enterprises (SMEs) in the coconut wood souvenir business sector. Keywords — Application; Coconut wood; online shop; souvenirs.   Abstrak — Seiring berjalannya waktu perkembangan teknologi saat ini sangat berkembang pesat. Penjualan online telah menjadi salah satu komponen penting dalam dunia bisnis modern. GM’Art adalah sebuah lembaga pelatihan kerja yang melakukan pembinaan sumber daya manusia pada sektor industri kreatif dan memproduksi kerajinan kayu kelapa. Namun sistem penjualan yang  dilakukan  masih  dengan cara manual, membuat Pelaku usaha suvenir kayu kelapa masih terbatas dalam mempromosikan produk dan menjual produk. Oleh karena itu peneliti mengembangkan aplikasi penjualan secara online menjadi suatu kebutuhan di era digital ini. Tujuan dari penelitian ini yaitu membuat suatu aplikasi berbasis android yang bisa memudakan pelaku usaha GM’Art dan pelanggan untuk mengakses aplikasi penjualan suvenir kayu kelapa yang diharapkan aplikasi tersebut bisa dengan mudah digunakan dan bisa lebih banyak menarik pelanggan dan efektif dalam membantu pelaku usaha UMKM khususnya Souvenir kayu kelapa. Kata Kunci — Aplikasi; kayu kelapa; toko online; suvenir.
Virtual Reality Wisata Pesisir Pantai Timur Kabupaten Minahasa: Virtual Reality Coastal Tourism on the East Coast of Minahasa Regency Clayf Rantung; Nancy Tuturoong; Jimmy Robot
Jurnal Teknik Informatika Vol. 19 No. 01 (2024): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jti.v19i01.51955

Abstract

Abstract — The tourism sector has been skyrocketing thanks to the information technology that keeps innovating. With blazing speed and widely available internet connection, a tourist nowadays can easily decide where they will spend their time on holiday. The Minahasa East Coast has been very popular with the people of North Sulawesi because of the white sand beaches. Unfortunately, the North Sulawesi has not been actively promoting the tourism section. This research aims to design and build a tourism application to highlight the tourism potentials that span across the Minahasa East Coast. The virtual reality application “Explore: Tondano Pante” has been successfully developed with the Multimedia Development Life Cycle (MDLC) method that consists of Concept, Design, Material Collecting, Assembly, Testing and Distribution. Key words— Tourism; Virtual Reality; Virtual Tour; Pano2VR; Photogrammetry Abstrak — Sektor pariwisata akhir-akhir ini berkembang dengan pesat berkat kemajuan teknologi informasi yang terus memberikan inovasi tanpa henti. Dengan akses internet yang tersedia secara luas saat ini para wisatawan akan sangat mudah untuk memutuskan dimana mereka akan menghabiskan waktu untuk berlibur. Pantai timur Minahasa sendiri sudah cukup dikenal oleh masyarakat Sulawesi Utara karena keindahan pasir putihnya, namun sayangnya upaya dari pemerintah untuk mempromosikan pariwisata di bagian pantai timur Minahasa masih sangat minim. Tujuan dari penelitian ini yaitu untuk merancang dan membangun sebuah aplikasi wisata yang bertujuan untuk meng-highlight potensi-potensi pariwisata yang ada di pesisir pantai timur Minahasa. Aplikasi Virtual Reality Wisata Pesisir Pantai Timur Kabupaten Minahasa “Explore: Tondano Pante” kemudian telah berhasil dikembangkan menggunakan metode Multimedia Development Life Cycle (MDLC) yang terdiri dari 6 tahapan, yaitu Concept, Design, Material Collecting, Assembly, Testing dan Distribution. Kata kunci — Pariwisata; Virtual Reality; Virtual Tour; Pano2VR; Photogrammetry
Klasifikasi Ikan Cakalang dan Tongkol Menggunakan Convolutional Neural Network : Fish Classification of Skipjack and Mackerel Tuna Using Convolutional Neural Network Wellifan Arrank Tonapa; Pinrolinvic D.K. Manembu; Feisy D. Kambey
Jurnal Teknik Informatika Vol. 19 No. 01 (2024): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jti.v19i01.52013

Abstract

Abstract — Indonesia has a rich diversity of fish species, especially marine fish species. However, the abundance of fish species also poses challenges for the community in classifying each species. This challenge becomes even more significant when dealing with species that share similar physical characteristics, such as the pelagic fish group, which includes skipjack tuna (Katsuwonus pelamis) and mackerel tuna (Euthynnus affinis). Therefore, it is essential to have a profound understanding of fisheries science to accurately classify each fish species. With advancements in current technology, species classification can be automated using image-based classification methods. This research employs the Convolutional Neural Network (CNN) method to classify skipjack tuna and mackerel tuna species. The research results in a CNN classification model constructed using a transfer learning approach by leveraging the pre-trained ResNet50 model available in Keras Applications. The CNN Classification Model generated achieves a performance with a 95% accuracy rate, an average macro precision of 95%, an average macro recall of 95%, and an average macro F1 score of 95%. Key words— Classification; Convolutional Neural Network; fish species; Transfer Learning; Image. Abstrak — Indonesia memiliki banyak keanekaragaman spesies ikan, terutama spesies ikan laut. Namun, keberagaman spesies ikan yang banyak juga menimbulkan kesulitan bagi masyarakat dalam melakukan klasifikasi pada setiap spesies ikan yang ada. Apalagi, pada beberapa spesies ikan yang memiliki fisik yang hampir sama, seperti kelompok ikan pelagis, yaitu cakalang (Katsuwonus pelamis) dan tongkol (Euthynnus affinis). Oleh karena itu, penting untuk memiliki pemahaman mendalam tentang ilmu perikanan agar dapat melakukan klasifikasi yang benar terhadap setiap spesies ikan. Dengan kemajuan teknologi saat ini, pengklasifikasian spesies ikan dapat dilakukan secara otomatis menggunakan metode klasifikasi berdasarkan citra. Penelitian ini menggunakan metode Convolutional Neural Network (CNN) untuk mengklasifikasikan spesies ikan cakalang dan tongkol. Penelitian ini menghasilkan model klasifikasi CNN yang dibangun menggunakan pendekatan transfer learning dengan memanfaatkan model pre-trained ResNet50 yang tersedia di Keras Applications. Model Klasifikasi CNN yang dihasilkan mendapatkan nilai performa akurasi 95%, rata-rata makro precision 95%, rata-rata makro recall 95%, rata-rata makro f1 score 95%. Kata kunci — Citra; Convolutional Neural Network; Klasifikasi; Spesies Ikan; Transfer Learning.
Teknologi Ground Plane Augmented Reality Pengenalan Daur Ulang Limbah : Augmented Reality Ground Plane Technology Introduction to Waste Recycling Erick Merpati; Virginia Tulenan; Henry Valentino F. Kainde
Jurnal Teknik Informatika Vol. 19 No. 01 (2024): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jti.v19i01.52037

Abstract

Waste is leftover material in an activity and/or production process. Excessive and unmanaged waste will cause environmental pollution. We can also feel environmental pollution in the environment around us. The government of course has tried to minimize the problem of waste which is the cause of environmental pollution. However, public awareness plays an important role in protecting the environment. Of the various ways that can be done to overcome the problem of accumulated waste, one of the things we can do is recycling. This research was made to introduce recycling. With the help of augmented reality technology, people can learn about waste recycling in a more efficient and interesting way. This Waste Recycling Introduction Application will be made using Unity and the Vuforia SDK, where one of Vuforia's features, namely the Ground Plane, allows users to place digital content on a horizontal surface in the surrounding environment, such as a floor or table. The development method that I use is the Multimedia Development Life Cycle. This research will produce an Augmented Reality application that introduces waste recycling which is expected to increase public awareness of recycling which can be done to reduce the impact of environmental pollution.
Sistem Informasi Penjualan Berbasis Website (Studi Kasus : King’s Distro Kota Sorong): Website Based Sales Information System (Case Study: King’s Distro, Sorong City) Matheus Supriyanto Rumetna; Tirsa Ninia Lina; Jalminj Tindage; Wiesje Ferdinandus
Jurnal Teknik Informatika Vol. 19 No. 01 (2024): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jti.v19i01.53610

Abstract

King's Distro is a business that operates in the field of selling outfits. In order to continue to develop its business, and maintain its position, especially from business competitors. Innovations to support sales activities must continue to be improved in an effort to increase sales value. One innovation that can be carried out in sales is the existence of a website-based sales information system. The conventional system that was previously running had several obstacles, such as sales which were still centered on certain locations, making it difficult to expand the market reach for sales. The aim of the research is to design and build a website-based sales information system, because this system expands market reach which indirectly increases the number of customers and improves performance. Adobe Dreamweaver CS6, XAMPP and the Mozilla Firefox browser are the tools used in this research. For system development using the Waterfall method. The result is that using a website can make it easier for customers to order or purchase goods because it is more efficient in terms of time and distance. Management of goods sales becomes more accurate and precise because of the computerized system that uses a database as a data storage medium.

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