JURNAL ILMIAH INFORMATIKA
Jurnal Teknologi Informatika dan Sistem Informasi Fakultas Teknik dan Komputer UPB, telah menerbitkan publikasi ilmiah dengan topik yang mencakup tentang Information System, Geographical Information System, Remote Sensing, Cryptography,artificial intelligence, Computer Network, Security dan Database.
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PENGUKURAN KUALITAS PERANGKAT LUNAK WEBSITE PENDATAAN EKSKUL SISWA MENGGUNAKAN FUNCTION POINT
Rizky Parlika;
Rayhan Rizal Mahendra;
Muhammad Rafli Aulia Rojani Lutfi;
Rizqy Khoirul Waritsin;
Humam Maulana Tsubasanofa Ramadhan
JURNAL ILMIAH INFORMATIKA Vol 11 No 01 (2023): Jurnal Ilmiah Informatika (JIF)
Publisher : LPPM Universitas Putera Batam
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DOI: 10.33884/jif.v11i01.5578
The development of software or software has started even since the creation of electronic computers. Software contains electronic data stored in computer devices. Measurement is the foundation of every engineering discipline and applies to software engineering as well. To evaluate the performance of a system or process, a mechanism is needed to observe and determine the level of efficiency. In software measurement there is an application to measure the value of the software. There are several methods of measuring software, one of which is the function point. Function point is one method that can measure software. This method produces the points needed to assess how much the price of a software is. The points are divided into two categories, namely Crude Function Point (CFP) and Relative Complexity Adjustment Factor RCAF. By using these points, a fixed price can be determined for a software.
PENERAPAN HFSM PADA GAME 3D “PETUALANG QUR’AN”
Juniardi Nur Fadila;
Fresy Nugroho;
Vera Artanti;
Salma Ainur Rohma;
Muhammad Khoirul Huda;
Nur Syamsu Priambudi
JURNAL ILMIAH INFORMATIKA Vol 11 No 01 (2023): Jurnal Ilmiah Informatika (JIF)
Publisher : LPPM Universitas Putera Batam
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DOI: 10.33884/jif.v11i01.6538
Game is a game that is very liked by children and adults. In making this game the author applies Islamic learning, namely Adventurers of the Qur'an. In making this game, the author uses the Hirarchical Finite State Machine (HFSM) method. This game is an adventure in a forest, countryside, road and river. When the player is on an adventure, he will find a Qur'an quiz that must be answered and solved. When the player cannot answer and cannot pass the Non Playable Character (NPC), the game will repeat to the initial start. In this game there are four Non Playable Character (NPC), namely Small Parasites, Boats, Vehicles and Pigs. The four Non Playable Character (NPC) can make decisions on what to do with players. The decision making of the four Non Playable Character (NPC) is implemented using the Hirarchical Finite State Machine (HFSM) method using the Unity game engine.
PERANCANGAN MONITORING SUHU BERBASIS INTERNET OF THINGS DENGAN NODE MCU ESP8266, DHT 11 DAN THINGSPEAK
Fahrus Salam;
Onki Alexander
JURNAL ILMIAH INFORMATIKA Vol 11 No 01 (2023): Jurnal Ilmiah Informatika (JIF)
Publisher : LPPM Universitas Putera Batam
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DOI: 10.33884/jif.v11i01.6546
Monitoring temperature is an aspect that we need to know so that we can know the standard of temperature and humidity in a place. The purpose of this study is that we monitor temperature and humidity levels in real-time, so an Internet of Things (IoT) based Temperature Monitoring Design is made for DHT11 temperature and humidity sensors whose data can be acquired using the NodeMCU ESP8266 microcontroller connected to the internet or wifi. sent to ThingSpeak as the data-receiving server. After the data is entered into Thingspeak, the measurement data that has been carried out can be viewed using a cellphone or computer. The data obtained is then displayed in the form of temperature and humidity graphs, these graphic displays can be accessed online on the Thingspek web
PERAN ETHICAL HACKING DALAM MEMERANGI CYBERTHREATS
Qorry Aina Fitroh;
Bambang Sugiantoro
JURNAL ILMIAH INFORMATIKA Vol 11 No 01 (2023): Jurnal Ilmiah Informatika (JIF)
Publisher : LPPM Universitas Putera Batam
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DOI: 10.33884/jif.v11i01.6593
The efforts to digitize and optimize various things in the modern world will certainly highlight issues related to cybersecurity such as data breaches, security breaches, and so on. Ethical hacking and its need in the future cannot be avoided. Ethical hacking technology is spreading in almost every aspect of life, especially the computer industry, which requires protection of important data and must be handled with the right technology. Ethical hacking aims to find vulnerabilities in security systems and discover potential data breaches. This contrasts with the common understanding of hacking, which is black hat hackers who damage systems with malicious intent and steal data and infect viruses. Ethical hacking is a way to combat and neutralize black hat hackers. Teaching ethical hacking is preparing professionals in the information security field with the tools and skills to combat and prevent cybersecurity threats. Teaching inexperienced people in information security with aggressive methods can be viewed as both beneficial and harmful. This is because the same methods are used by malicious hackers hence educating professionals in information security may be perceived as enhancing malicious hackers. Using the literature study method, this article discusses various issues related to ethical hacking.
ANALISIS SENTIMEN ULASAN APLIKASI POSPAY DENGAN ALGORITMA SUPPORT VECTOR MACHINE
Dea Safryda Putri;
Taufik Ridwan
JURNAL ILMIAH INFORMATIKA Vol 11 No 01 (2023): Jurnal Ilmiah Informatika (JIF)
Publisher : LPPM Universitas Putera Batam
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DOI: 10.33884/jif.v11i01.6611
Pospay application is a form of financial technology belonging to Pos Indonesia. Pospay application on the Google Play Store has more than 25 thousand user reviews. The more user reviews, the more difficult and longer it will take for prospective users and application managers to conclude information on user sentiment trends that are useful in making decisions about application use and evaluation. Sentiment analysis is the solution to this problem because sentiment analysis is able to classify unstructured data to generate sentiment information efficiently by applying data mining algorithms. This research uses the Knowledge Discovery in Database (KDD) method, where at the data mining stage, the Support Vector Machine algorithm is applied in making the model. Grid search was applied to test 3 scenarios so that the proportion of data distribution with the best accuracy was obtained, namely, 90:10, using RBF kernel with parameters: c = 1, ℽ = 1. The results of this research were a model with 95% accuracy, 91% precision, 100% recall, and 95% f1-score. Information was also obtained that the sentiment of Pospay application users on the Google Play Store tends to be positive (54.1%) but not much far from the percentage of negative sentiments (45.9%).
SISTEM INFORMASI UNIT KEGIATAN MAHASISWA DAN HIMPUNAN MAHASISWA JURUSAN POLITEKNIK NEGERI FAKFAK
Ardhyansyah Mualo;
Hasan Basri;
La Ode Syaiful Djamani
JURNAL ILMIAH INFORMATIKA Vol 11 No 01 (2023): Jurnal Ilmiah Informatika (JIF)
Publisher : LPPM Universitas Putera Batam
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DOI: 10.33884/jif.v11i01.6715
Today's information systems are inseparable because they demand a company to create an integrated system that allows others to access the information they need from the company. The Student Activity Unit or UKM organization and the Departmental Student Association (HMJ) are two that are affected, making it simpler for students to obtain information, which is one of the most crucial requirements that must be met. Numerous student organizations are supervised by the Fakfak State Polytechnic and are grouped under the Student Activity Unit (UKM). Student activity units and major student associations at the Fakfak State Polytechnic currently do not have an integrated information system that explains management profiles, vision and mission, and work programs. This has an impact on the lack of information obtained by students and the public regarding UKM and HMJ at the Fakfak State Polytechnic. Therefore, efforts are needed to build and improve an information exchange system in the form of a website-based application for student activity units and departmental student associations that can manage information from each organization in an integrated manner to be able to overcome these problems. The information system that will be built and developed is a web-based application that makes it easier for users to access information and also acts as a promotional medium.
RANCANG BANGUN SISTEM KONTROL MOTOR LISTRIK BERBASIS RASPBERRY PI
Ali Abrar;
Syaeful Akbar;
Tukino Tukino
JURNAL ILMIAH INFORMATIKA Vol 11 No 01 (2023): Jurnal Ilmiah Informatika (JIF)
Publisher : LPPM Universitas Putera Batam
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DOI: 10.33884/jif.v11i01.6989
This study will develop and execute control of DC motors and servo motors on a 4WD robot controlled by a keypad and equipped with grippers and a USB webcam to broadcast video so that the gripper robot vehicle can view items in front of it. Control actions were implemented using Python-based user defined programming on a Raspberry Pi 4 with motor driver controller. The challenge described in this article is how to optimize a tool design utilizing a driver loaded directly on an SBC. The goal of this study is to create technical ideas in the area of electric motor control and mechatronics in the form of applications. The design, production, and testing stages are followed utilizing the Raspberry Pi, RPi Motor Driver Board, and Python as the major components. The study's findings include a prototype wheeled robot with a camera for image capture and an actuator in the form of a servo motor with a gripper/clamp as an attachment. The study's conclusion is that the design outcomes of electric motor control utilizing Raspberry Pi-based can perform more efficiently.
PERBANDINGAN ALGORITMA NAÏVE BAYES CLASSIFIER DAN K-NEAREST NEIGHBORS UNTUK ANALISIS SENTIMEN COVID-19 DI TWITTER
Habibi Aulia Nur Syifa Habibi;
Arie Nugroho;
Rina Firliana
JURNAL ILMIAH INFORMATIKA Vol 11 No 01 (2023): Jurnal Ilmiah Informatika (JIF)
Publisher : LPPM Universitas Putera Batam
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DOI: 10.33884/jif.v11i01.7069
COVID-19 emerged in China in 2019. In Indonesia in 2020 there were more than 3000 positive cases of COVID-19 with a mortality rate of 9.1%. The government's incomplete efforts to break the chain of the spread of COVID-19 have made people uneasy about this pandemic. Many people want to express their aspirations on social media which is considered suitable as a place that represents the aspirations of the COVID-19 pandemic. One of them is twitter. There are so many text messages sent, some positive and some negative, that it is difficult to retrieve harmonized information due to the diversity of text messages sent. One way to overcome this is with sentiment analysis. This research has processes including text preprocessing, word weighting, classification with K-Nearest Neighbors (KNN) and Naïve Bayes Classifiers (NBC) algorithms. The results obtained by KNN got an accuracy of 72.37% while NBC amounted to 67.84%. KNN is the best classification algorithm for negative sentiment classification, the negative label predicted correctly in KNN is greater, namely 393 compared to NBC which is 339. while NBC is the best algorithm for positive sentiment classification, the positive label predicted correctly NBC is 275 greater than KNN as much as 262.
IMPLEMENTASI AUGMENTED REALITY BERBASIS FILTER INSTAGRAM PADA PENERAPAN MEDIA PEMBELAJARAN TENTANG PENGENALAN TATA SURYA
Dhimas Adi Satria;
Rokhmatullah B. Firmansyah;
Aditya Akbarsyah Basuki
JURNAL ILMIAH INFORMATIKA Vol 11 No 01 (2023): Jurnal Ilmiah Informatika (JIF)
Publisher : LPPM Universitas Putera Batam
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The need for interactive media in learning is starting to be in demand by the wider community and along with the increasing use of Smartphones in times like this Augmented Reality (AR) is a new medium in the learning process of children's Natural Sciences in recognizing the planets in the Solar System and can handle problems from traditional learning media that exist today which are felt to be less informative and interactive for children, from the function of using educational media that can visualize various objects and information that can arouse curiosity in students so that children can start to be more active in learning. With Augmented Reality (AR) technology, it aims to make children able to directly visualize their child's imagination about the planets. This interactive 3D multimedia learning media using Instagram-based Augmented Reality technology was created with Blender 3D Software 2.93, Spark AR Studio 141 The results of this study are the application of Augmented Reality learning media for solar system based on Instagram filters
ANALISIS USABILITY PADA APLIKASI ALINGKA MENGGUNAKAN METODE COGNITIVE WALKTHROUGH
Ajeng Fadila Aprilina;
Muhamad Azrino Gustalika
JURNAL ILMIAH INFORMATIKA Vol 11 No 01 (2023): Jurnal Ilmiah Informatika (JIF)
Publisher : LPPM Universitas Putera Batam
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DOI: 10.33884/jif.v11i01.7158
Current developments the mission to achieve innovation through the use of technology. This technology makes interactions between government and citizens more accessible. Technological life forced Baubau City to create ALINGKA software that can help people in emergency situations. The success of your software can be determined by usability testing. Though, this application has not been tested. Usability testing is to find out how far the ALINGKA application can run properly. The goal is to find the results of applying ALINGKA with the cognitive walkthrough method, and provide recommendations for improvement. Respondent data was collected by questionnaire. Respondents in this study were the people of Wolio District, Baubau City who were obtained according to the Taro Yamane formula, then filtered using purposive sampling according to predetermined criteria so that 15 specific respondents were obtained. Obtained by calculating the success rate of 84% which is the average success rate of the respondent's work situation. Respondents spent time working on task scenarios which were calculated using the time to complete the task at a rate of 0.118 goals/second. Calculations from this study show that from a usability point of view the ALINGKA application there are still many application menus that need to be updated.