cover
Contact Name
Raden Herdian Bayu Ash Siddiq
Contact Email
jitter@widyatama.ac.id
Phone
+62227275855
Journal Mail Official
jitter@widyatama.ac.id
Editorial Address
Jl. Cikutra no 204 A Bandung
Location
Kota bandung,
Jawa barat
INDONESIA
JITTER (Jurnal Ilmiah Teknologi Informasi Terapan)
Published by Universitas Widyatama
Jurnal Ilmiah Teknologi Informasi Terapan (JITTER) adalah jurnal ilmiah yang diterbitkan oleh Universitas Widyatama, Bandung. Jurnal ini diterbitkan sebagai wahana sosialisasi dan diseminasi hasil penelitian bagi kalangan akademisi maupun masyarakat luas, pada bidang teknologi informasi dan terapannya. Bidang kajian dicakup meliputi sistem informasi, ilmu komputer, jaringan komputer, basis data, kecerdasan buatan, juga beberapa bidang teknik lainnya seperti Teknik Sipil, Teknik Mesin, Teknik Elektro dan Teknik Industri.
Articles 335 Documents
SISTEM INFORMASI PENEMPATAN PETUGAS JAGA KEAMANAN BERBASIS WEB STUDI KASUS DI SEKOLAH ACS JAKARTA Fitria Rachmawati
Jurnal Ilmiah Teknologi Infomasi Terapan Vol. 8 No. 1 (2021)
Publisher : Universitas Widyatama

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1083.219 KB) | DOI: 10.33197/jitter.vol8.iss1.2021.713

Abstract

The insufficient information from irregular sources affirmatively brings about information invalidity, such as provided information during morning briefing and school events from manual log book of the security in the lobby also provides inadequate information. The rapid growing internet technology is able to support the application of information system regarding to work sift and record of security officer. The main objective of this study is to apply web-based information system of security shift work and school events. The writer applies literature study to accomplish this study regarding to the website work system, the design and website implementation. The conclusion obtained is that the information website is able to perform by using PHP, CSS and HTML code language combined with database of phpmyadmin. The information website takes the role as information provider that is useful for security officer to inform their work shift and school events for their workmate, parents of the students, staff and guests.
Perancangan Aplikasi "Nugas" Menggunakan Metode Design Thinking dan Agile Development Rifqi Fahrudin; Reza Ilyasa
Jurnal Ilmiah Teknologi Infomasi Terapan Vol. 8 No. 1 (2021)
Publisher : Universitas Widyatama

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1225.724 KB) | DOI: 10.33197/jitter.vol8.iss1.2021.714

Abstract

Software adalah sebuah hal yang abstrak, terlebih saat dikembangkan. Ini dikarenakan sifatnya yang memang tidak memiliki wujud fisik khusus. Imbasnya, ketika dibayangkan saat belum ada bendanya, orang bisa jadi kesulitan, sehingga miskomunikasi menjadi hal yang sering terjadi. Seringkali, ini pun berujung pada pengembangan produk yang salah. Bayangan di awal, tidak terkomunikasikan dengan jelas dan baik, sehingga estimasi pengerjaan meleset dan hasil akhirnya juga tidak seperti yang dibayangkan. Hal ini juga makin diperkuat dengan kompleksitas sebuah software saat dibuat. Hal yang di mata pengguna ataupun klien diduga mudah, ketika ditemui di fase pengembangan, ternyata bisa jadi kompleks. Dengan adanya UI/UX Design mempermudah developer dalam mengembangkan sebuah produk aplikasi. Salah satu metode yang sering digunakan dalam pengembangan UI/UX Design adalah Design Thinking. Design Thinking adalah adalah salah satu metode yang berkonsentrasi untuk menciptakan solusi yang diawali dengan proses empati terhadap suatu kebutuhan tertentu yang berpusat pada manusia (human centered) menuju suatu inovasi berkelanjutan berdasarkan kebutuhan penggunanya. Sedangkan untuk pembangunan aplikasi sendiri metode Agile Development adalah salah satu yang saat ini sedang marak sekali digunakan di berbagai macam startup di Indonesia. Agile Development merupakan metodologi pengembangan software yang didasarkan pada prinsip-prinsip yang sama atau pengembangan sistem jangka pendek yang memerlukan adaptasi cepat dari pengembang terhadap perubahan dalam bentuk apapun. Sehingga dalam penelitian ini metode yang digunakan adalah Design Thinking untuk pembuatan UI/UX Design dan Agile Development digunakan untuk pengembangan aplikasi.
MEMBANGUN DATA WAREHOUSE UNTUK MENGANALISA POLA SISWA YANG MENDAFTAR DI ITENAS. (Studi Kasus Institut Teknologi Nasional Bandung) Reysandi Alexandria Rifky; Mira Musrini B; Nur Fitrianti F
Jurnal Ilmiah Teknologi Infomasi Terapan Vol. 8 No. 1 (2021)
Publisher : Universitas Widyatama

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1495.25 KB) | DOI: 10.33197/jitter.vol8.iss1.2021.715

Abstract

Information is indispensable at this time and with advances in technology, the need for accurate information in everyday life can be obtained easily. So that data information can be categorized as an important element in current and future developments. Higher education institutions need data information to make it easier to search and read the required data, and to create a database that can be used to support the analysis process for decision-makers. The large number of student data registering and being accepted at ITENAS in recent years has required the campus to input data on a large scale until it reaches the amount of data. The use of a data warehouse can provide detailed and easier information when required student data information received at itenas based on the amount of data. The results of this study will produce a data warehouse for the Itenas campus, as well as accurate and useful reports and analysis. The results show the research that Itenas has decreased the number of enthusiasts or students received during the last 4 years, the highest was in 2015, which was 1856 and the lowest was in 2018 as many as 1468 enthusiasts or students accepted. Bandung is also the first city to register, followed by Cirebon in second place
PENDETEKSIAN PLAT NOMOR KENDARAAN MENGGUNAKAN ALGORITMA YOU ONLY LOOK ONCE V3 DAN TESSERACT Muhamad Rizky Fauzan; Ari Purno Wahyu Wibowo
Jurnal Ilmiah Teknologi Infomasi Terapan Vol. 8 No. 1 (2021)
Publisher : Universitas Widyatama

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (433.505 KB) | DOI: 10.33197/jitter.vol8.iss1.2021.718

Abstract

The development of technology is currently growing very rapidly. One technology that is currently being developed on a large scale is Artificial Intelligence. Artificial Intelligence or AI has various functions and purposes depending on the system created. One of them is to detect objects and text from images or videos. An example of the application of this technology is the detection of objects and text on vehicle number plates. In this study, a system design was carried out using the You Only Look Once V3 algorithm as an object detection algorithm and Tesseract Optical Character Recognition as a text in image detector. This design is assisted by the OpenCV library in the python programming language and uses an image dataset that is already available. This study aims to determine the level of accuracy of the You Only Look Once V3 algorithm combined with Tesseract Optical Character Recognition.
PENERAPAN METODE CERTAINTY FACTOR PADA SISTEM PAKAR DIAGNOSIS PENYAKIT DAN HAMA TANAMAN MANGGIS Farha Fitrahul Janah; Gibtha Fitri Laxmi; Freza Riana
Jurnal Ilmiah Teknologi Infomasi Terapan Vol. 8 No. 1 (2021)
Publisher : Universitas Widyatama

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (501.968 KB) | DOI: 10.33197/jitter.vol8.iss1.2021.719

Abstract

Mangosteen is one of the horticultural commodities of Indonesian original tropical fruits and has either high value or prospects for cultivation. One of the obstacles in mangosteen cultivation is the low quality of the fruit caused by pests. In general, one of the efforts to prevent and control the spread of diseases and pests in mangosteen plants is to consult with the expert, however this can be an obstacle due to the limited number of experts in an area. Referring to this problem, in this study, a website-based expert system was created to diagnose diseases and pests in mangosteen plants by applying the Certainty Factor method. There were 5 diseases and 5 pests with 42 symptoms, including 25 symptoms of diseases and 17 symptoms of pests that can be identified by this expert system. The percentage value obtained was 80% for the comparison between expert diagnoses and system diagnoses using the Certainty Factor method. This value was obtained based on the suitability of 50 test data that were randomly generated. This expert system can helps mangosteen farmers and the community in diagnosing diseases and pests in mangosteen plants.
IMPLEMENTASI VERIFIKASI TEKS MENGGUNAKAN METODE RIVEST SHAMIR ADLEMAN (RSA) Harin Noor octafiani; Ai Rosita
Jurnal Ilmiah Teknologi Infomasi Terapan Vol. 8 No. 1 (2021)
Publisher : Universitas Widyatama

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (588.095 KB) | DOI: 10.33197/jitter.vol8.iss1.2021.720

Abstract

Perkembangan teknologi dan sistem jaringan saat ini mengalami peningkatan secara signifikan, terutama dalam aspek keamanan. Keamanan jaringan setidaknya memiliki dua syarat, yaitu authenticity dan nonrepudiation. Kriptografi dapat dimanfaatkan terkait dengan keamanan informasi berupa kerahasiaan, keutuhan data, nir penyangkalan, serta otentikasi. Untuk menjaga keamanan pesan berupa teks atau kata, biasanya digunakan teknik enkripsi agar kerahasiaan data tersebut terjamin. Salah satu algoritma enkripsi yang sering digunakan yaitu algoritma kriptografi Rivest Shamir Adleman (RSA). Pada penelitian ini, algoritma RSA digunakan sebagai pelindung data, dan menggunakan mekanisme berupa teks sebagai alat verifikasi. Penelitian ini bertujuan untuk membuat interface pengiriman pesan terautentikasi dengan menerapkan algoritma kriptografi Rivest Shamir Adleman (RSA) pada sebuah teks. RSA merupakan algoritma asimetrik yang mempunyai dua kunci yang berbeda, yaitu kunci publik dan kunci privat. Kedua pasangan kunci (key pair) tersebut digunakan untuk proses enkripsi dan dekripsi. Tingkat keamanan algoritma RSA sangat bergantung pada ukuran kunci tersebut, karena makin kecil ukuran kunci, maka makin besar juga kemungkinan kombinasi kunci yang bisa dijebol dengan metode memeriksa kombinasi satu persatu kunci atau lebih dikenal dengan istilah Brute Force Attack. Bilangan prima yang dihasilkan dalam algoritma RSA mempengaruhi ukuran kunci sandi.
PERANCANGAN STRATEGI KREATIF REBRANDING PROGRAM SARJANA SISTEM INFORMASI DENGAN MENGGUNAKAN METODE ADDIE Deli Deli; Hendy
Jurnal Ilmiah Teknologi Infomasi Terapan Vol. 8 No. 1 (2021)
Publisher : Universitas Widyatama

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (592.627 KB) | DOI: 10.33197/jitter.vol8.iss1.2021.724

Abstract

Brand identity is a unique characteristic of a brand. Brand identity can be seen in the form of symbols, visuals, and physical representations that serve to make it easier for consumers to recognize a brand. Over the time, brand identity has become much more important and noticed. Therefore there is a demand for a brand to make changes. These changes were made to defend against extreme market developments. This process is known as rebranding, which will produce a reconstructed brand identity to compete in a new market. Corporate rebranding has become a common practice to adapt to changes in the micro and macro environment. With the increasing number of successful organizations after implementing corporate rebranding, it creates interest in the academic world, especially in universities. Therefore, the author emphasizes this application study to raise the topic of "Designing a Creative Rebranding Strategy for the Information Systems Bachelor Program". In this rebranding design stage, the research uses the ADDIE development method (Analyzing, Design, Development, Implementation, Evaluation). The output of this design will be used by Batam International University Information Systems Bachelor Program on youtube and instagram. With the implementation of this design, it will provide an identity that can reflect the new characteristics of the Batam International University Information Systems Bachelor Program.
ANALISIS USER EXPERIENCE UNTUK VIRTUAL GALLERY 3D MENGGABUNGKAN PANORAMA FOTO SEBAGAI MEDIA INFORMASI CANDI HINDU BUDHA Ayung Candra
Jurnal Ilmiah Teknologi Infomasi Terapan Vol. 8 No. 1 (2021)
Publisher : Universitas Widyatama

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (609.319 KB) | DOI: 10.33197/jitter.vol8.iss1.2021.725

Abstract

Virtual reality technology and virtual worlds are one of the technological developments that continue to be developed as a medium for conveying information and content in digital form. The need for innovative media in the era of the Industrial revolution 4.0 is a new necessity and challenge, especially seeing its cultural and historical potential which must be preserved along with the times and technology. One of the topics that is a challenge in media innovation today is the model of information media that was previously designed conventionally in displaying information, especially in the field of history, both pure science and history for learning media. Information on the history of Hindu-Buddhist temples is basically a very interesting history and must be known by everyone, both for children, teenagers, and the general public. This study focuses on designing the user experience (UX) for a 3D virtual gallery combining photo panoramas as a medium of information for Hindu-Buddhist temples in West Java based on ease, efficiency, and usability for users. The method in this research is Design and Development (DnD). The research was conducted using a questionnaire as a research instrument. The research questionnaire distributed consisted of 15 questions grouped into five usability variables. Based on data processing, it was found that of the 5 usability variables used in the questionnaire, only 1 significant variable was used to analyze the usability of the application, namely memorability. Of the 5 variables, the 3D virtual gallery application meets 4 other variables so it can be concluded that the android application does not meet the criteria for Usability, Learnability 85.6%, System Performance 76.9%, Efficiency 79.9%, Memorability 74.2%, Satisfaction 85.04%.
PENERAPAN MULTIMEDIA DEVELOPMENT LIFE CYCLE PADA GAME EDUKASI PEMBELAJARAN LAGU NASIONAL DAN LAGU DAERAH BERBASIS ANDROID Diany; Ari Purno Wahyu Wibowo
Jurnal Ilmiah Teknologi Infomasi Terapan Vol. 8 No. 1 (2021)
Publisher : Universitas Widyatama

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (819.392 KB) | DOI: 10.33197/jitter.vol8.iss1.2021.726

Abstract

Educational game could act as learning media to increase desire and motivation to learn. Nowdays, national songs and folk songs in Indonesia are rarely heard and memorized by young generation, they prefer pop songs that are currently trendy. The pianica musical instrument is are rarely played, besides that the number of anthusiasts to play the pianica intrument are relatively small. Meloquin is an educational game to increase interest in playing pianica instrument while to increase knowledge in recoqnizing and remembering the national anthem in indonesia. The development of this game applies the Multimedia Development Life Cycle (MDLC) method consisting of six stage. In this application user can guess the song by playing the pianica according to the direction of song lyric notes that have been provided in each question. The test results for feasibiltiy of using this game is included 78% in the good category. Keywords : Educational Game, National Songs, Folks Song, Pianica.
ANALISIS PRODUKTIVITAS PENGEBORAN TANAH MENGGUNAKAN ALAT RCD (REVERSE CIRCULATION DRILLING) Kusumo Sutjahjo; Tri Wulan Sari; Ghaisani Hawari
Jurnal Ilmiah Teknologi Infomasi Terapan Vol. 8 No. 1 (2021)
Publisher : Universitas Widyatama

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (458.378 KB) | DOI: 10.33197/jitter.vol8.iss1.2021.727

Abstract

Proyek Kereta Cepat Jakarta Bandung merupakan mega proyek kereta cepat pertama di Indonesia. Kondisi tanah terdapat batu cadas yang keras, alat yang sudah tua dengan pemakaian yang terus menerus menyebabkan mesin mati tiba – tiba dan jenis tanah yang menjadi lengket bila bertemu dengan air yang dapat memperlambat proses pengeboran tanah. Berbagai cara pekerjaan pengeboran tanah dilakukan oleh kontraktor, salah satunya menggunakan alat RCD pada pier P 238. Tujuan dari karya ilmiah ini menganalisis produktivitaspengeboran tanah dengan menggunakan alat RCD. Langkah pengeboran dimulai dari pembersihan lapangan dan pembuatan dua buah kolam. Untuk mempermudah pengeboran tiang bor digunakanlah casing. Tinggi casing yang digunakan 4 m dan 6 m. Setelah itu melakukan pengeboran dengan tekanan air 0,2 Kg/cm2 atau dengan kecepatan aliran 7,5 cm/detik sehingga air akan keluar bersama dengan material lumpur melalui pipa di tengah alat bor . Hasil endapan lumpur (padatan) akan dibuang menggunakan truck sedangkan cairan akan dimasukan kembali kedalam lubang bor. Pruduktivitas alat bergantung pada empat faktor yaitu volume pekerjaan, waktu siklus, efisiensi alat dan kapasitas peoduksi. Pada pier 238 memiliki 8 borepile dengan diameter 1,25 meter dan kedalaman 90 meter dengan rata – rata produktivitas sebesar 2,851 m/jam.