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Jurnal Sisfokom (Sistem Informasi dan Komputer)
ISSN : 23017988     EISSN : 25810588     DOI : -
Jurnal Sisfokom merupakan singkatan dari Jurnal Sistem Informasi dan Komputer. Jurnal ini merupakan kolaborasi antara sivitas akademika STMIK Atma Luhur dengan perguruan tinggi maupun universitas di Indonesia. Jurnal ini berisi artikel ilmiah dari peneliti, akademisi, serta para pemerhati TI. Jurnal Sisfokom diterbitkan 2 kali dalam setahun yaitu pada bulan Maret dan September. Jurnal ini menyajikan makalah dalam bidang ilmu sistem informasi dan komputer.
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Articles 15 Documents
Search results for , issue "Vol. 12 No. 2 (2023): JULI" : 15 Documents clear
Expert System for Diagnosing Areca Plant Diseases Using the Certainty Factor Method Indrayani, Lilis; Zulkarnain, Zulkarnain; Kamesrar, Magrid Margaretha
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol. 12 No. 2 (2023): JULI
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v12i2.1493

Abstract

Areca nut is a plant that is cultivated by the people of Papua as a means of livelihood. Areca nut has many benefits, starting from the fruit, leaves, roots, and the economic value of betel nut is also quite good. The problem often encountered by areca cultivators is the damage caused by areca plant diseases, causing losses both in terms of yield and control. In this study, the expert system for diagnosing areca plant diseases uses the Certainty Factor method, the essence of this method is to measure whether it is certain or uncertain in diagnosing disease based on the type of disease and disease symptoms found in areca plants, there are 8 types of areca plant diseases, namely spotting and yellowing, red leaf rust, stem base rot, fruit rot, shoot rot, root rot, flower and leaf fall and stunted plants. With the problems that occur, researchers will create an expert system that can help areca nut cultivators in diagnosing diseases in areca palm plants, it is hoped that this system can help areca cultivators by applying the Certainty Factor method which adopts expert knowledge into a computerized system so that the system can solve problems like an expert.
Online Travel Agent Marketing Strategy Through Social Interaction During the Pandemic COVID-19 Ramadani, Mita Putri; Ambarwati, Rita; Hariasih, Misti
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol. 12 No. 2 (2023): JULI
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v12i2.1553

Abstract

The Covid-19 pandemic has had such a devastating impact on Online Travel Agents such as Traveloka that it has made it to the lowest phase it has ever experienced. There are government regulations that limit people's social interactions so that various strategies are carried out, from using promos or utilizing application features. The purpose of this research is to find out whether the difference in social interaction between Traveloka users before and during the Covid pandemic was significant enough to evaluate Traveloka's marketing strategy. Decreased application usage, ticket rescheduling requests to refund requests which are currently Traveloka's problems. This research is qualitative research that uses the Social Network Analysis (SNA) method using the Twitter application assisted by the Jupyter Anaconda application, Google collab, and Ghepi. From the visualization of this study, the results obtained from 3 research focuses had significant differences from social interactions using Traveloka during the pandemic. From promos that experienced a decrease in interaction during the pandemic, Traveloka Xperience experienced an increase in feature usage, and the ticket feature experienced a decline in social interaction. So that Traveloka is expected to improve the company's strategy to survive during the pandemic.
Analysis of Factors Influencing Interest and Behavior in Using ShopeePay Features Using the Unified Theory of Acceptance and Use of Technology (UTAUT2) Model Desvira, Nanda Suci; Aransyah, Muhammad Fikry
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol. 12 No. 2 (2023): JULI
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v12i2.1594

Abstract

This research is motivated by technological developments that continue to provide innovations aimed at facilitating human work, such as innovations in payment methods that can be done digitally and non-cash, called digital wallets. One digital wallet with the most users in Indonesia is ShopeePay. However, the existence of ShopeePay has yet to be entirely accepted by digital wallet users in Indonesia, as shown through a consumer survey in 2022 which resulted in conclusions regarding ShopeePay experiencing a decline in users. This study intends to determine the factors that influence behavioral intention and use behavior of the ShopeePay feature as measured by the variables in the UTAUT 2 model. This quantitative study uses a survey method with 100 respondents using the ShopeePay digital wallet. Samples were taken using a purposive sampling technique. The data analysis technique used is the SEM-PLS method, and the data is processed using SMART PLS 4.0 software. The results of this study indicate that the factors that significantly influence the behavioral intention of the ShopeePay feature are social influence, price value, and habit. Then, the use behavior of the ShopeePay feature is significantly influenced by facilitating conditions and habits. Meanwhile, the performance expectancy, effort expectancy, facilitating conditions, and hedonic motivation variables do not have a significant effect on the behavioral intention of the ShopeePay feature.
Automatic Categorization of Multi Marketplace FMCGs Products using TF-IDF and PCA Features Indasari, Sri Suci; Tjahyanto, Aris
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol. 12 No. 2 (2023): JULI
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v12i2.1621

Abstract

The use of technology in line with the increasing number of internet users has caused a shift in the product sales ecosystem to the realm of electronic commerce (electronic commerce). A total of 73.23 customers made purchase transactions using e-commerce and the most purchased products were products classified as Fast Moving Consumer Goods (FMCGs). The increasingly varied FMCGs data coupled with the increasing number of marketplaces is felt to need to be broken down into specific groups. The process is carried out by analyzing e-commerce product information, especially product names, and descriptions. In this study, we propose an automatic categorization of multiple marketplaces using data from multiple marketplaces. Data text is converted into structured data with a series of preprocessing, and comprehensive experiments are carried out to see the extraction performance of variables including TF-IDF, BOW, and N-Gram.  All three methods are used to validate text data sets with K-Means grouping results used with the help of PCA to reduce data dimensions.  The results show that the performance of the TF-IDF algorithm with a dimension reduction value of 70 and the use of Python can provide optimal results for the percentage of grouping data.
Analysis of Information Technology Services Using the ITIL V.3 Framework Mahardika, Wildan Kristian; Emanuel, Andi Wahju Rahardjo
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol. 12 No. 2 (2023): JULI
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v12i2.1624

Abstract

Information technology services have been widely used in various agencies. This is done because information technology services help many business processes in an agency. Government agencies, companies, and education are examples of agencies that utilize information technology services to support their business processes. One educational institution that uses IT services to support its business processes is the UKDW library. The UKDW Library utilizes IT services for borrowing, returning, searching for books and journals, checking for plagiarism, and more. To further improve the quality of IT services, evaluating and developing them is necessary to better respond to business needs. In this study, researchers measured the maturity level of an IT service in the UKDW library. Researchers use the ITIL V3 framework in measuring maturity levels. This research focuses on the service operation domain and its five sub-domains (problem management, event management, incident management, access management, and request fulfillment). The final results of the study show that IT services in the UKDW library are at the managed level, which means that information technology services in the UKDW library have been planned and carried out routinely. There are standards for documentation, and process performance measurement has been implemented.
The Impact of 5G Network Technology Transformation to Replace 4G Using the Sem Amos Method Afriyanto, Dody; Destya, Senie
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol. 12 No. 2 (2023): JULI
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v12i2.1634

Abstract

The development of the telecommunication world has occurred very rapidly and has been brought from the first generation, namely 1G to 4G, which has developed as a future network medium in several countries, successfully implemented in transactions. This research discusses the potential of 5G technology as a substitute for the previous technology, namely 4G. How can this technology be applied in Indonesia; which areas are suitable for implementing 5G technology? Data analysis for this study has been adapted to the research model and the variables studied. The causality model is used in this study, and the AMOS program's SEM (Structural Equation Modeling) analysis method is used to assess the research assumptions. The existence of the 5G network has brought Indonesia to the threshold of development that opens the door to a world full of opportunities, 5G technology is expected to have a positive impact on the development of digital skills and entrepreneurship, which will have a better impact.
Liver Disease Classification Using the Elbow Method to Determine Optimal K in the K-Nearest Neighbor (K-NN) Algorithm Abrar, Ihya' Nashirudin; Abdullah, Asrul; Sucipto, Sucipto
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol. 12 No. 2 (2023): JULI
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v12i2.1643

Abstract

Diagnosing liver disease in the field of healthcare is not an easy task. However, by utilizing medical records as datasets and applying data mining methods such as K-Nearest Neighbor (K-NN), we can analyze and extract knowledge automatically. The K-NN method has proven to be more effective compared to other methods as it clusters new information by selecting the nearest neighbors based on the value of k. In this study, we employed the Elbow method to determine the optimal value of k by measuring the error rate. The test results revealed that the optimal value of k was found to be 4, with the lowest error rate. In the third test, we achieved a training accuracy of 80.5% and a testing accuracy of 78.9%. After fine-tuning the training data, we were able to improve the accuracy to 82.2% for training and 77.1% for testing. However, in the fourth test, we encountered overfitting issues due to data imbalance caused by inappropriate resampling, resulting in a model that was overly complex and prone to excessive noise.
Interactive Multimedia Research Trends in Higher Education: A Review of Assisted Literature NVivo 12 Pro Hasanuddin, Hasanuddin; Asgar, Hari; Jayadi, Agus
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol. 12 No. 2 (2023): JULI
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v12i2.1648

Abstract

The rapid use of technology in lecture activities, especially the use of interactive multimedia since the pandemic conditions and until now, has attracted researchers to comprehensively analyze patterns of interactive multimedia utilization. This study aims to provide information on the pattern of interactive multimedia utilization and its development to date. The research method adopted a qualitative design, through a review of various studies from 2020 to 2023, and a literature search using the free Publish or Perish program. Further reduction and screening processes were carried out using the PRISMA method. The final results of the articles that have been selected are then mapped and codified with NVivo Pro 12 program, including the development and use of interactive multimedia in universities. In the development of interactive multimedia in the university, literature is grouped into forms of interactive multimedia and tools in designing interactive multimedia. The use of interactive multimedia in institutions is grouped into two, including the types of interactive multimedia used and how the impact of the use of interactive multimedia on lecture activities. Results obtained 1) Multimedia forms developed in  universities include E-modules, Software, Websites, Android applications, Autoplay, Classpoint, E-learning, and tutorial models; 2) equipment in designing interactive multimedia including Kwisoft Flopbook Maker, live streaming, Macromedia Flash, Microsoft Way, Moodle, Adobe Flash Professional CS6.5, App Inventor 2, Autocad, Power Point, and Courselab 2.4; 3) types of interactive multimedia used in learning activities in universities include Android applications, Macromedia Flash, Lectora Inspire software, Adobe Flash, Adobe Premiere, and E-learning; 4) The effect of interactive multimedia on lecture activities can increase interest or motivation, also have an impact on student achievement.
Sentiment Analysis of Social Media Platform Reviews Using the Naïve Bayes Classifier Algorithm Saepudin, Sudin; Widiastuti, Selviani; Irawan, Carti
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol. 12 No. 2 (2023): JULI
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v12i2.1650

Abstract

The Covid-19 pandemic has caused significant changes in people's lifestyles which are further strengthened by the rapid development of technology. This has resulted in increased use of the internet and accelerated dissemination of information through social media platforms. Not only for self-expression, social media can also be a means of communication, information, education, and even used as a marketing tool. Several social media platforms have recently been popular and widely used, the number of users is increasing from year to year, and each user can provide a rating review of the application. To find out public opinion on social media platforms, sentiment analysis will be carried out on several social media platform applications on the Google Play Store, namely Twitter, Instagram and Tiktok which will later be used as material for evaluating these applications. In this study, the dataset was taken based on ratings from user reviews on the Google Play Store using the NBC (Naïve Bayes Classifier) method with the Python programming language. Based on testing of 1000 comment review data from each application, it was found that the majority gave positive sentiment (Twitter 57.2%, Instagram 74.1%, Tiktok 83.9%), and negative sentiment (Twitter 42.8%, Instagram 25.9%, Tiktok 16.1%) with an accuracy rate of 85.6% for the Twitter application, 83.6% for the Instagram application, and 84.8% for the Tiktok application.
Exploring User Experience and User Interface of Indonesian e-Health PeduliLindungi Mobile-Apps with MeCUE 2.0 Framework Darmawan, Aang Kisnu; Arifin, Imam; Anwari, Anwari
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol. 12 No. 2 (2023): JULI
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v12i2.1657

Abstract

PeduliLindungi Mobile-Apps (PLMA) is a mobile-based e-Health application that was released by the Ministry of Communication and Information (KOMINFO) of the Republic of Indonesia in April 2020. Its goal is to help the government keep track of the Covid-19 Pandemic in Indonesia and stop it from spreading. PLMA is used to find Covid-19, keep track of it, warn people about it, and stop it from spreading. Reports say that more than 10,000,000 people have downloaded PLMA, and KOMINFO has told all citizens that they must use this app. But PLMA was criticized by people who used its apps because of problems like application errors, data leaks, and mistakes in user data. Also, as of September 29, 2021, 470,521 people had reviewed it on the Google Play Store, giving it an average score of 3.8. The score from the PLMA review shows that the application needs to be improved. PLMA also gets complaints about how hard it is to navigate, how features aren't clear, how there are problems with connection and performance, how personal data isn't safe, and how hard it is to get to. The purpose of the research is to investigate and evaluate PLMA which focuses on the user experience (UX) or user interface (UI) of application users. UI/UX in PLMA has been measured or evaluated in a few studies, but the numbers are still very small and limited. Minge (2020) came up with the meCUE 2.0 framework as a way to evaluate an application user experience service. It is a fairly new and comprehensive framework. The MeCUE 2.0 Framework has a questionnaire with 34 statement items. It is made up of 4 modules: Modules I and II (Perception of quality of instrumental and non-instrumental products), Module III (Emotions), Module IV (Consequences), and Module V (Overall Evaluation). In the first step of this study, the meCUE 2.0 questionnaire was translated and then given to 50 people. The results showed that the UI/UX ratings for PLMA were 3.17 for usefulness, 4 for usability, 3.33 for visual aesthetics, 3 for status, 3.67 for commitment, 3.67 for positive emotions, 2.67 for negative emotions, 3.67 for intention to use, 2.67 for product loyalty, and 3.67 for overall evaluation.(107.00). This research makes a contribution both in terms of ideas and in terms of how it can be used. For example, it tells UX designers and policymakers that they should pay attention to important factors while developing PLMAs.

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