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Articles 186 Documents
Pengembangan Aplikasi Pengenalan Objek Wisata di Pulau Buton Berbasis Augmented Reality Hamsinar, Henny; Suryawan, Mohammad Arif; Arsi, Arsi
JURNAL INFORMATIKA Vol 14, No 2 (2025): Jurnal Informatika
Publisher : Informatics Engineering Department, Dayanu Ikhsanuddin University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55340/jiu.v14i2.2573

Abstract

Tourism is a strategic sector that significantly contributes to regional economic development, including in the Buton Island area, which offers numerous potential tourist attractions. However, tourism promotion in this region still faces challenges, particularly due to the limitations of conventional information media such as brochures, printed maps, and static websites that lack interactivity and fail to meet the expectations of modern tourists seeking accessible, engaging, and dynamic information. This condition highlights the need for innovative promotional media capable of delivering attractive content and increasing user engagement. Augmented Reality (AR) offers a promising solution, as it integrates real-world objects with interactive digital elements, thereby creating a more immersive informational experience. This study aims to design and develop an Augmented Reality–based application for introducing tourist attractions on Buton Island as an alternative information medium for visitors. The research employed a qualitative approach through interviews with officers from the Tourism Departments of Baubau City, Buton Regency, South Buton, Central Buton, North Buton, and Wakatobi, as well as direct observations of tourism managers to identify on-site needs and issues. A literature review was also conducted to examine relevant theories and best practices regarding AR application development. The results indicate that the developed AR application operated effectively on three tested smartphone devices and successfully detected markers at distances of 10–100 cm. The application was considered useful in providing tourism information, enhancing visitors’ knowledge, and presenting images and descriptions of attractions interactively.
Rancangan Game Edukasi Bahasa Arab Untuk Murid Taman Kanak Kanak Berbasis Augmented Reality Mukmin, Muhammad; Hamsinar, Henny; Fadillah Jasir, Sitti Nur
JURNAL INFORMATIKA Vol 14, No 2 (2025): Jurnal Informatika
Publisher : Informatics Engineering Department, Dayanu Ikhsanuddin University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55340/jiu.v14i2.2509

Abstract

Early childhood education aims to equip preschool learners with foundational social, emotional, cognitive, and linguistic abilities through engaging instructional activities adapted to developmental stages. However, learning practices in several institutions remain traditional, relying on textbooks, verbal instruction, and static visual aids without the support of interactive technology. This condition is also found at TK Islam Al-Amanah, particularly in introducing Arabic vocabulary, where instruction is still dominated by demonstration and question–answer methods, resulting in limited learner interaction. This study aims to design an educational game based on Augmented Reality (AR) as a learning medium for introducing Arabic vocabulary related to everyday objects among kindergarten learners. The development method employed was the Multimedia Development Life Cycle (MDLC), consisting of concept, design, material collection, assembly, testing, and distribution. The resulting application, called Arabica, provides three-dimensional object visualization through AR markers, Arabic vocabulary pronunciation through a learning menu, and a picture-guessing game to enhance learner engagement. In its implementation, teachers act as facilitators by helping children position the camera toward the marker and guiding pronunciation, while learners interact directly with virtual objects and audio outputs. The development results indicate that Arabica supports visual and interactive material delivery and assists learners in understanding and memorizing Arabic vocabulary in a more enjoyable manner.
Penerapan Teknologi Near Field Communication (NFC) dalam Aplikasi Sistem Navigasi Pariwisata di Kecamatan Sampolawa Berbasis Android Azlin, Azlin; Asmiddin, Ahmad Maulid; Sabowaka, La Ode Murizal
JURNAL INFORMATIKA Vol 14, No 2 (2025): Jurnal Informatika
Publisher : Informatics Engineering Department, Dayanu Ikhsanuddin University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55340/jiu.v14i2.2297

Abstract

Sampolawa District is one of the regions in South Buton Regency, Southeast Sulawesi Province, which has diverse tourism potential, including natural tourism, religious tourism, cultural and artistic tourism, and agricultural tourism. However, these tourism destinations are not yet widely known by people from outside the region due to limited information and the relatively remote locations of the tourist sites. This study aims to design and examine the working mechanism of an Android-based tourism navigation system application in Sampolawa District by utilizing Near Field Communication (NFC) technology. The research methods employed include observation, interviews, and literature review. The results show that the developed application is able to facilitate tourists in accessing tourism information and navigation to tourist destinations. Tourists only need to perform a tapping process on an NFC tag at the desired tourist location, after which the system automatically displays information and navigation routes to the site. The NFC technology applied operates in read/write mode. The process of writing tourism code data into the NFC tag uses Amplitude Shift Keying (ASK) modulation, in which the smartphone transmits a modulated carrier signal at 13.56 MHz that is received by the NFC tag and converted into power to store data in the tag’s memory. Meanwhile, the data reading process employs Load Modulation techniques, enabling the tourism code to be read by the smartphone through the activation of the NFC chip and tag memory.
Sistem Monitoring Berbasis IoT untuk Deteksi Intrusi Air dan Kendali Pompa Otomatis pada Perahu Nelayan Hasiri, Ery Muchyar; Suryawan, Mohamad Arif; Musriddin, Musriddin
JURNAL INFORMATIKA Vol 14, No 2 (2025): Jurnal Informatika
Publisher : Informatics Engineering Department, Dayanu Ikhsanuddin University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55340/jiu.v14i2.2592

Abstract

The high risk of water leakage in fishing boats remains a significant safety concern, particularly when fishermen operate under high waves or heavy rainfall. Accumulated water inside the hull often goes undetected because inspection and drainage processes are still performed manually, resulting in slow response, reduced vessel safety, and a higher potential for sinking. These conditions highlight the need for an automated monitoring mechanism capable of providing real-time information remotely. This study aims to design a prototype monitoring system for fishing boats that can detect water height inside the hull and automatically activate a drainage mechanism based on the Internet of Things (IoT) using an ESP32 microcontroller. The research method includes field observation, interviews, literature studies, hardware and software design, and functional testing of the ADS1115 sensor, water pump, and data transmission via Wi-Fi communication. The system is built using ESP32, ADS1115, a water pump, relay, solar panel as power supply, and an Android-based application for remote monitoring. Experimental results show that the sensor provides stable water-level measurements, the pump activates automatically when the water exceeds the 25% threshold, and monitoring data are transmitted quickly and accurately. The system is considered effective in improving safety and operational efficiency for fishermen in managing water accumulation inside fishing boats.
Efektivitas Media Pembelajaran Berbasis Augmented Reality terhadap Pemahaman dan Minat Belajar Hardware Komputer Siswa SMK Hidayah, Nurul; Dodiman, Dodiman; Elfianita, Nevi
JURNAL INFORMATIKA Vol 14, No 2 (2025): Jurnal Informatika
Publisher : Informatics Engineering Department, Dayanu Ikhsanuddin University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55340/jiu.v14i2.2557

Abstract

The rapid development of information and communication technology requires the education sector to adopt more innovative and effective learning strategies. At the vocational high school level, learning activities related to computer hardware are still dominated by conventional methods that are less engaging and have not optimally improved students’ understanding. This study aims to design and develop an Augmented Reality (AR)–based learning medium to enhance students’ understanding and interest in computer hardware. A qualitative approach was employed through observation and literature review, supported by the MDLC development model and blacbox testing to ensure functional feasibility of the application. The effectiveness of the media was evaluated using a pretest–posttest design and statistical analysis. The results indicate a significant improvement in students’ understanding, as reflected by an N-Gain score of 89.58% (high category). These findings confirm that AR-based media is effective as an interactive learning tool to improve learning outcomes and student engagement in computer hardware materials.
Implementasi Sistem Informasi Web Integrasi Chatbot Knowledge-Based Menggunakan Metode Agile Sprint Studi Kasus “PT. Khasanah Agung Jaya” Syifa Aurellia Rahma; Donny Maulana; Edora Edora
JURNAL INFORMATIKA Vol 15, No 1 (2026): Jurnal Informatika
Publisher : Informatics Engineering Department, Dayanu Ikhsanuddin University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55340/jiu.v15i1.2697

Abstract

PT. Khasanah Agung Jaya menghadapi kendala dalam penyampaian informasi layanan dan pengelolaan dokumen yang masih dilakukan secara manual. Penelitian ini bertujuan mengembangkan sistem informasi berbasis web yang terintegrasi dengan chatbot knowledge-based untuk meningkatkan efisiensi layanan informasi dan administrasi dokumen. Pengembangan sistem dilakukan menggunakan metode Agile Sprint yang meliputi tahap perencanaan, perancangan, pengembangan, pengujian, dan evaluasi. Hasil pengujian menunjukkan seluruh fungsi sistem berjalan dengan baik melalui Black Box Testing dengan tingkat keberhasilan 100%. Selain itu, chatbot memperoleh akurasi sebesar 92% berdasarkan kesesuaian respons terhadap basis pengetahuan yang telah ditentukan, sedangkan ketahanan terhadap kesalahan pengetikan mencapai 74%, yang menunjukkan masih terdapat ruang peningkatan dalam pemrosesan variasi bahasa pengguna. Hasil penelitian menunjukkan bahwa integrasi chatbot knowledge-based dan manajemen dokumen digital mampu mendukung otomatisasi layanan pada sektor properti.
Aplikasi Penuntun Shalat Berbasis Augmented Reality: Evaluasi Pengalaman Pengguna pada Anak Usia Dini Mohamad Arif Suryawan; Abdul Rasyid Sabirin; Qurrata A'yuni
JURNAL INFORMATIKA Vol 15, No 1 (2026): Jurnal Informatika
Publisher : Informatics Engineering Department, Dayanu Ikhsanuddin University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55340/jiu.v15i1.2674

Abstract

Berdasarkan observasi awal, pembelajaran tata cara shalat pada anak usia dini yang mengandalkan metode konvensional belum mampu mengakomodasi kebutuhan belajar anak yang aktif dan responsif terhadap stimulus visual. Penelitian ini bertujuan mengembangkan dan mengevaluasi aplikasi penuntun shalat berbasis Augmented Reality (AR) sebagai media pembelajaran interaktif untuk anak usia dini. Pengembangan sistem menggunakan metode Multimedia Development Life Cycle (MDLC), sedangkan evaluasi usability dan pengalaman pengguna menggunakan User Experience Questionnaire (UEQ) terhadap 30 responden yang terdiri dari 5 guru PAUD, 20 orang tua, dan 5 pendamping anak. Orang tua mendominasi komposisi responden karena mereka merupakan pendamping utama anak dalam praktik ibadah sehari-hari di rumah, sehingga penilaian relevan terhadap diterimanya aplikasi. Hasil pengujian fungsional menunjukkan seluruh fitur berjalan sesuai rancangan. Evaluasi UEQ menghasilkan nilai positif pada keenam skala: Attractiveness (2,10), Perspicuity (1,95), Efficiency (1,88), Dependability (1,76), Stimulation (2,20), dan Novelty (2,05). Hasil ini menunjukkan bahwa aplikasi layak digunakan sebagai media pembelajaran shalat dari sisi pengalaman pengguna berdasarkan penilaian pendamping Penelitian ini diharapkan dapat menjadi rujukan pengembangan media pembelajaran shalat yang lebih interaktif sehingga anak usia dini dapat mengenal tata cara shalat sejak dini dengan lebih mudah dan menyenangkan.
Analisis Risiko Keamanan Informasi pada Website Perusahaan Menggunakan ISO/IEC 27001 dan ISO/IEC 27005 Muhammad Goldvin Wijayakusuma; Nurhadi Surojudin; Sanudin ‎
JURNAL INFORMATIKA Vol 15, No 1 (2026): Jurnal Informatika
Publisher : Informatics Engineering Department, Dayanu Ikhsanuddin University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55340/jiu.v15i1.2711

Abstract

Website Document Management System (DMS) yang menyimpan dokumen sensitif seperti rekaman ISMS dan risk register kini menjadi infrastruktur inti operasional di banyak organisasi, namun eksposur risikonya terhadap aspek kerahasiaan, integritas, dan ketersediaan belum banyak diteliti secara teknis. Penelitian ini bertujuan untuk menganalisis risiko keamanan informasi pada Website DMS perusahaan menggunakan ISO/IEC 27005:2022 sebagai kerangka penilaian risiko dan ISO/IEC 27001:2022 Annex A sebagai acuan pemetaan kontrol. Penelitian berbasis standar sebelumnya umumnya mengandalkan wawancara atau kuesioner, tidak menyasar DMS dengan sensitivitas aset tinggi, dan menggunakan versi ISO pra-2022, sehingga temuan teknisnya sulit diverifikasi. Data dikumpulkan melalui wawancara terstruktur 18 pertanyaan kepada tiga peran pengelola sistem, observasi antarmuka aplikasi, dan validasi teknis non-invasif menggunakan SecurityHeaders.com serta inspeksi Response Header. Dari enam kategori aset dan sepuluh risiko berbasis CIA, lima dikategorikan tinggi (skor 12–15), empat sedang (skor 6–10), dan satu rendah. Validasi teknis mengungkap tiga temuan: inkonsistensi RBAC antara lapisan frontend dan backend sesuai OWASP A01:2021, kegagalan implementasi Security Header dengan grade F sesuai OWASP A05:2021, serta eksposur versi server nginx/1.18.0 pada Response Header. Pemetaan ke Annex A menghasilkan lima rekomendasi pengendalian mencakup kontrol 5.15, 8.5, 8.9, 8.13, serta 5.30 dan 8.14. Penelitian ini menunjukkan bahwa validasi teknis dapat diintegrasikan ke dalam alur ISO/IEC 27005:2022 untuk menghasilkan temuan yang lebih dapat diverifikasi dibandingkan pendekatan berbasis survei pada konteks DMS. Implikasi metodologisnya adalah potensi adopsi validasi teknis non-invasif sebagai bagian standar penilaian risiko pada sistem informasi sensitif serupa.
Pengembangan Edugame Berbasis Virtual Reality Untuk Menumbuhkan Kesadaran Lingkungan Pada Siswa Sekolah Dasar Sulaiman Amrozi Jailani; Yuni Yamasari
JURNAL INFORMATIKA Vol 15, No 1 (2026): Jurnal Informatika
Publisher : Informatics Engineering Department, Dayanu Ikhsanuddin University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55340/jiu.v15i1.2707

Abstract

Pendidikan pengelolaan sampah di sekolah dasar memerlukan media yang tidak hanya menyampaikan konsep, tetapi juga melatih tindakan pemilahan sampah secara langsung. Penelitian ini bertujuan mengembangkan dan mengevaluasi ECO-SCHOOL VR, edugame berbasis virtual reality untuk mendukung pengetahuan, kebiasaan, dan perilaku pengelolaan sampah siswa sekolah dasar. Penelitian menggunakan metode Research and Development dengan model ADDIE. Aplikasi dikembangkan menggunakan Unreal Engine 5 dan diimplementasikan pada Oculus Meta Quest 2. Evaluasi melibatkan 75 siswa kelas IV–VI SDN Mulyoagung, Bojonegoro, melalui pengujian black-box, validasi ahli media, pre-test, post-test, kuesioner kebiasaan, observasi lingkungan sekolah, wawancara, uji reliabilitas, analisis N-Gain, Wilcoxon Signed-Rank Test, effect size, dan Technology Acceptance Model. Hasil black-box menunjukkan seluruh fitur inti berjalan sesuai spesifikasi. Validasi ahli media memperoleh rata-rata 89,5 dengan kategori sangat layak. Seluruh instrumen reliabel dengan Cronbach’s Alpha 0,82–0,91. Pengetahuan sampah meningkat dari 44% menjadi 84%, kebiasaan pengelolaan sampah dari 69,3% menjadi 87%, dan kebiasaan membuang sampah dari 9,3% menjadi 95%, dengan N-Gain 0,71; 0,58; dan 0,94. Uji Wilcoxon menunjukkan p-value 0,000 dengan effect size 0,48–0,61. PEOU sebesar 91% dan PU sebesar 95% menunjukkan penerimaan pengguna sangat baik. Namun, karena desain penelitian menggunakan one-group pretest-posttest tanpa kelompok kontrol, hasil ini ditafsirkan sebagai bukti awal peningkatan, bukan bukti kausal mutlak.
Implementasi Tanda Tangan Digital Berbasis Kombinasi Algoritma Digital Signature Algorithm Dan Rivest Shamir Adleman Candra Rizki Nanjung Kharisma; Suprapto Suprapto; Alhadi Saputra
JURNAL INFORMATIKA Vol 15, No 1 (2026): Jurnal Informatika
Publisher : Informatics Engineering Department, Dayanu Ikhsanuddin University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55340/jiu.v15i1.2684

Abstract

Dokumen digital membutuhkan mekanisme autentikasi dan integritas yang andal untuk memastikan keaslian penandatangan dan ketidakubahan isi setelah distribusi. Penelitian terdahulu umumnya hanya mengandalkan satu algoritma tanda tangan utama (DSA atau RSA secara terpisah) tanpa lapisan verifikasi tambahan pada RSA-PSS, sehingga terdapat gap pada model implementasi yang menggabungkan keduanya untuk mendeteksi pemalsuan isi, penggantian QR Code, dan penggunaan secret code tidak sah dalam satu alur terintegrasi. Selain itu, profil waktu eksekusi komponen kriptografi dan non-kriptografi pada implementasi PDF berbasis desktop belum diukur secara komprehensif. Penelitian ini bertujuan untuk: (1) mengimplementasikan skema tanda tangan digital DSA-RSA-PSS berbasis SHA-256 pada dokumen PDF menggunakan Python; (2) mengukur waktu eksekusi tiap komponen kriptografi (hashing, signing DSA, signing RSA-PSS) dan non-kriptografi (render PDF, deteksi QR Code) pada variasi dokumen 5 hingga 20 halaman; dan (3) mengevaluasi ketahanan sistem terhadap empat skenario keamanan. Dalam alur yang diusulkan, SHA-256 menghasilkan hash dokumen, DSA membentuk tanda tangan utama, dan RSA-PSS menambahkan lapisan verifikasi kedua yang disisipkan ke dalam QR Code. Hasil menunjukkan dokumen asli berhasil diverifikasi, sementara dokumen dengan secret code salah, perubahan isi, atau QR Code yang dimodifikasi berhasil ditolak. Rata-rata waktu hashing 0,0018 detik, signing DSA 0,0014 detik, signing RSA-PSS 0,0028 detik, dan render PDF menjadi beban terbesar sebesar 0,863 detik (±43,27% dari total proses). Kontribusi utama adalah prototipe verifikasi PDF offline yang mengintegrasikan deteksi pemalsuan isi, penggantian QR Code, dan validasi secret code dalam satu alur kerja. Penerapan produksi masih memerlukan integrasi Certificate Authority dan pengelolaan kunci berbasis Public Key Infrastructure.