cover
Contact Name
Ni Made Satvika Iswari
Contact Email
satvika@umn.ac.id
Phone
-
Journal Mail Official
ultimatics@umn.ac.id
Editorial Address
-
Location
Kota tangerang,
Banten
INDONESIA
Jurnal ULTIMATICS
ISSN : 20854552     EISSN : 2581186X     DOI : -
Jurnal ULTIMATICS merupakan Jurnal Program Studi Teknik Informatika Universitas Multimedia Nusantara yang menyajikan artikel-artikel penelitian ilmiah dalam bidang analisis dan desain sistem, programming, algoritma, rekayasa perangkat lunak, serta isu-isu teoritis dan praktis yang terkini, mencakup komputasi, kecerdasan buatan, pemrograman sistem mobile, serta topik lainnya di bidang Teknik Informatika. Jurnal ULTIMATICS terbit secara berkala dua kali dalam setahun (Juni dan Desember) dan dikelola oleh Program Studi Teknik Informatika Universitas Multimedia Nusantara bekerjasama dengan UMN Press.
Arjuna Subject : -
Articles 275 Documents
Comparing Karate Framework with Others for Automated Regression Testing: A Case Study of PT Fliptech Lentera Inspirasi Pertiwi Dayanti, Afina Putri; Tony, Tony
ULTIMATICS Vol 16 No 1 (2024): Ultimatics : Jurnal Teknik Informatika
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ti.v16i1.3397

Abstract

In the rapidly evolving digital era, applications, and software systems increasingly rely on Application Programming Interfaces (APIs) to enable interaction, integration, and functionality extension. However, manual testing of APIs is often inefficient and challenging to reuse when changes occur. To address this, automation testing has become a more effective choice, where test scripts can verify and execute tests repeatedly, easily adapting to API changes. Essentially, automation testing plays a vital role in software maintenance, particularly in regression testing, which tests modified or upgraded software versions to ensure that their core functions remain unchanged and unaffected. One approach to automation testing is employing the Software Testing Life Cycle (STLC), which follows a systematic series of stages conducted by the testing team to ensure software product quality. This paper utilizes PT Fliptech Lentera Inspirasi Pertiwi's public API to conduct testing on 25 scenarios from two modules. The objective is to utilize the Karate Framework to conduct these automated regression tests, resulting in an impressively short testing duration, averaging only 42.645 seconds, or approximately 1.706 seconds per scenario. A comparison with the Behave framework, using the same scenarios but with differences in steps, reveals that Behave achieves a duration of 18.762 seconds, or 0.750 seconds per scenario, making it 127.295% faster than Karate. However, in terms of the number of steps, Behave covers only 188, while Karate includes 543. This means that Behave requires 0.100 seconds per step, while Karate necessitates 0.079 seconds per occurrence. Karate provides more detailed results by 188.830% per step or 26.582% in terms of step duration. The primary goal is to enhance testing efficiency, expedite issue identification and resolution, provide a clearer testing process, and potentially improve overall software quality.
Educational Game Design For Carbon Emission Using Game Development Life Cycle Method Tresnawati, Dewi; Rahayu, Sri; Maulana, Randi
ULTIMATICS Vol 16 No 1 (2024): Ultimatics : Jurnal Teknik Informatika
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ti.v16i1.3406

Abstract

Carbon emissions are gases that arise from human actions, such as burning fossil fuels and industrial waste. Climate change is currently a problem that is increasingly attracting the attention of the wider community worldwide, including Indonesia. The educational game about carbon emissions applies the Game Development Life Cycle (GDLC) approach, which consists of six stages, including initiation, pre-production, production, testing, beta, and launch. The educational game on carbon emissions is expected to help raise youth awareness about the importance of reducing carbon emissions and provide information about efforts to reduce carbon emissions for the younger generation and the general public.
Sentiment Analysis on Song Lyrics for Song Popularity Prediction Using BERT Agatha, Hana; Putri, Farica Perdana; Suryadibrata, Alethea
ULTIMATICS Vol 15 No 2 (2023): Ultimatics : Jurnal Teknik Informatika
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ti.v15i2.3420

Abstract

The increasingly competitiveness in music industry is giving some musicians disadvantages. Musicians need to pay more attention to the factors that influence the popularity of a song, so their song can be popular and they can gain a lot of profit. One of the various factors that can affect a song popularity is the lyrics. The influence of the lyrics can be explored through sentiment analysis. Sentiment analysis is a computing study that identify sentiments or emotions in a text. By conducting sentiment analysis on the lyrics, song popularity can be predicted. Based on the prediction result, songwriters can evaluate their lyrics, so their song can be popular. Bidirectional Encoder Representations from Transformers (BERT) is an excellent algorithm in terms of sentiment analysis. In this study, a BERT model was developed to predict the song popularity, based on the sentiment analysis of the song lyrics. The popularity class of a song will be predicted, based on the results of lyrics sentiment analysis. The developed model is a model that has been trained with English songs. Based on the experiment, the model that used oversampling method achieved accuracy by 87%, precision by 88%, recall by 87%, and f1-score by 87%.
Implementation of Scrum Method for Designing Website-Based E-commerce Application (Case Study: Putra Prabu Workshop) Wijaya, William; Tobing, Fenina Adline Twince
ULTIMATICS Vol 15 No 2 (2023): Ultimatics : Jurnal Teknik Informatika
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ti.v15i2.3487

Abstract

The internet is a technology that has now become a major necessity in the world. There are many applications designed using the internet to meet daily needs, such as educational, commercial and other applications. according to DataIndonesia.id the number of motorized vehicles in Indonesia, which according to vehicles in Indonesia reached 141.99 million units in 2021. Bengkel Putra Prabu is a workshop that operates in the city of Prabumulih, Putra Prabu has several problems, such as lack of intensive advertising. Scrum is a software engineering method using agile principles that relies on team collaboration, incremental products and an iteration process to realize the final result. The results show user acceptance of the system system was 76.06% for the Perceived Ease Of Use category, 73.51% for the Perceived Usefulness category, 71.53% for the Atitude Toward Using category, and 71.89% for the Behavioral Intentional category. The conclusion of this research the system that has been created is well received by users.
Efficient Order Management: Design and Implementation of a System using Scheduling Algorithms and Expert Validation Surbakti, Eunike Endariahna; Rizky, Nazim; Pane, Ivransa Zudhi; Khouwira, Filbert
ULTIMATICS Vol 15 No 2 (2023): Ultimatics : Jurnal Teknik Informatika
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ti.v15i2.3489

Abstract

This research focuses on the crucial role of system interfaces in enhancing user experience, particularly in the context of an online canteen ordering system. A well-designed interface not only improves user satisfaction but also streamlines the ordering process, addressing issues like queuing in canteens. The study employs Expert Validation to gather valuable insights from experts, ensuring a robust foundation for system development and evaluation. The online canteen ordering system facilitates food orders through an application, eliminating the need for users to physically visit the canteen. This approach not only benefits users but also aids canteen management in efficient order handling.The scheduling algorithms, FCFS (First Come First Served) and SJF (Shortest Job First), are utilized to manage incoming orders. FCFS, chosen for its intuitive handling of queuing problems, complements the SJF algorithm, which excels in efficiently managing numerous orders. The system dynamically switches between these algorithms based on the order load, resulting in an effective queuing structure. Usability testing is conducted to evaluate the system's user-friendliness, with an impressive average score of 86.6%. This indicates that the system is wellreceived and navigable by users. The website implementation receives an ”good” categorization through UEQ (User Experience Questionnaire) testing, with attractive design and high scores in aspects like Perspicuity, Efficiency, Dependability, Stimulation, and Novelty. These findings collectively affirm the success of the designed interface in delivering a positive user experience for the online canteen ordering system.
Implementation of SAW Method for Design and Development Apartment Recommendation System in Tangerang Using Mobile-Based Nugraha, Achmad Ilyasa; Kusnadi, Adhi; Tobing, Fenina Adline Twince
ULTIMATICS Vol 15 No 2 (2023): Ultimatics : Jurnal Teknik Informatika
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ti.v15i2.3492

Abstract

The house is no longer the sole type of residence available while looking for a place to live. Apartments are a solution for those who need a place to live in locations with limited land, such as Tangerang, in today's period. However, criteria are needed to choose an apartment based on a person's needs, thus in this project, we will develop and create an apartment recommendation system in Tangerang using the SAW approach to make it easy for people to choose the best apartment. The user's choice will be determined by the recommendation system based on their interests, activity, and other data. To put the recommendation system into action, the FMADM method must be employed. A Simple Additive Weighing (SAW) approach is required to complete this FMADM, which is a mechanism for computing the number of performance appraisals for each alternative based on all criteria. This recommendation system is called APARTKU, and it was created with HTML5, CSS, and AngularJS, as well as the Ionic Framework and the Firebase Database. The system was then put to the test by administering questionnaires to 32 respondents using the DeLone and McLean methodologies, and the results were tallied using the Likert Scale method, yielding a score of 90.64 percent, based on the interval on the Likert Scale technique, these results imply that the application has been constructed and designed very well.
Cloud-Based ERP System Backend Design, study case: PT Cranium Royal Aditama Manoppo, Arnoldus Yitzhak Petra; Istiono, Wirawan
ULTIMATICS Vol 15 No 2 (2023): Ultimatics : Jurnal Teknik Informatika
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ti.v15i2.3504

Abstract

An ERP system is a comprehensive software solution that facilitates the integration of all resources inside a firm. PT Cranium Royal Aditama is a company specializing in the development of Enterprise Resource Planning (ERP) solutions for other businesses. The ERP system of Cranium was constructed on the .Net architecture. Nevertheless, the situation remains unchanged. The Net framework is constrained by its compatibility exclusively with the Windows operating system. Cranium developed a cloud-based ERP system using Java programming language to ensure flexibility and compatibility with all operating systems. The backend of the ERP system is constructed utilizing a monolithic modular architecture, employing Java Springboot as a framework and PostgreSQL as the database. The purchasing, inventory control, and production planning modules are responsible for the design and development process. The design and development of the ERP system backend is now underway, however it is still in the development stage and is currently confined to a basic CRUD technique
Development of a Mouse Pad Selection Recommendation System Using the Simple Additive Weighting (SAW) Approach Kandoko, Charoline; Waworuntu, Alexander
ULTIMATICS Vol 15 No 2 (2023): Ultimatics : Jurnal Teknik Informatika
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ti.v15i2.3505

Abstract

In the current era of technological advancement and growth, especially in the realm of virtual entertainment, specialized equipment like mouse pads has become increasingly essential. Often, the vast array of mouse pad types and brands available can be overwhelming, making it challenging for consumers to choose one that meets their specific needs. This research aims to design and develop a mouse pad recommendation system to assist individuals in selecting the most suitable mouse pad. The study employs the Simple Additive Weighting method, a weighted sum approach for problem-solving, enabling users to receive tailored recommendations based on criteria such as size, thickness, stitching, material, and price across various brands. User satisfaction was measured using the End User Computing Satisfaction (EUCS) method, achieving a satisfaction percentage of 88.67%. This indicates that the system is effective as a mouse pad recommendation tool. The mouse pad recommendation system has been successfully constructed using the Simple Additive Weighting method, following a comprehensive process of design, development, and system testing.
Designing a QR Code Attendance System Using BYOD (Bring Your Own Device) Djamarullah, Ahmad Raihan; Nuryasin, Ilyas; Wibowo, Hardianto
ULTIMATICS Vol 16 No 1 (2024): Ultimatics : Jurnal Teknik Informatika
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ti.v16i1.3522

Abstract

Attendance is an activity of collecting attendance data from each individual who attends events, work, and learning. The current application of attendance in certain companies, schools, or universities is still done manually using paper so it is considered less efficient and effective. Digitizing attendance activities can provide many benefits, such as making managing large amounts of attendance data easier. This is usually used in companies or schools. To reduce additional costs, this can be done by using a personal device as a medium for taking attendance, this can be called BYOD or Bring Your Own Device. The attendance that will be designed will use the user's smartphone or mobile device as a medium for taking attendance by scanning the QR code. The results of tests carried out using black box testing on mobile and web applications, shows that all the features contained in both applications are running according to their function. The use of QR Codes and also the implementation of BYOD can make it easier for users to take attendance. Apart from this, it is also easier for admins to manage user attendance data.
Application Fuzzy AHP-TOPSİS Hybrid Method in Facility Location Selection for Software Systems Aliyeva, Kamala Rafig
ULTIMATICS Vol 16 No 2 (2024): Ultimatics : Jurnal Teknik Informatika
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ti.v16i2.3545

Abstract

Facility location is an integral part of the strategic planning process of almost every organization. Selecting the right location for software systems facilities involves considering various factors to ensure optimal performance, reliability, and cost-effectiveness. For business success, and competitive advantage there are some critical factors that very highly affect facility location. They are proximity to customers, infrastructure, labor quality, total cost, suppliers, etc. The criteria for selecting a facility location may be vaguely defined or open to interpretation. External factors such as economic conditions, political stability, and environmental risks may introduce vagueness and unpredictability into facility location decisions. These factors are often beyond the control of decision-makers but can have significant implications for the success of software systems. In this paper we apply fuzzy AHP-TOPSIS hybrid method for facility location in software systems. This offered model combines the fuzzy AHP and the fuzzy TOPSIS methods. Fuzzy AHP (Analytic Hierarchy Process) and fuzzy TOPSIS (Technique for Order of Preference by Similarity to Ideal Solution) are both decision-making methods commonly used in facility location selection. AHP helps in structuring a decision problem into a hierarchy of criteria and alternatives, while TOPSIS ranks alternatives based on their distance to the ideal solution. In the first part of the facility location selection process, we use fuzzy AHP method for determining weights of criteria that are important in selection process. Then by using fuzzy TOPSIS we rank alternatives and select appropriate location for facility.

Filter by Year

2011 2025


Filter By Issues
All Issue Vol 17 No 1 (2025): Ultimatics : Jurnal Teknik Informatika Vol 16 No 2 (2024): Ultimatics : Jurnal Teknik Informatika Vol 16 No 1 (2024): Ultimatics : Jurnal Teknik Informatika Vol 15 No 2 (2023): Ultimatics : Jurnal Teknik Informatika Vol 15 No 1 (2023): Ultimatics : Jurnal Teknik Informatika Vol 14 No 2 (2022): Ultimatics : Jurnal Teknik Informatika Vol 14 No 1 (2022): Ultimatics : Jurnal Teknik Informatika Vol 13 No 2 (2021): Ultimatics : Jurnal Teknik Informatika Vol 13 No 1 (2021): Ultimatics : Jurnal Teknik Informatika Vol 12 No 2 (2020): Ultimatics : Jurnal Teknik Informatika Vol 12 No 1 (2020): Ultimatics : Jurnal Teknik Informatika Vol 11 No 2 (2019): Ultimatics : Jurnal Teknik Informatika Vol 11 No 1 (2019): Ultimatics : Jurnal Teknik Informatika Vol 10 No 2 (2018): Ultimatics : Jurnal Teknik Informatika Vol 10 No 1 (2018): Ultimatics : Jurnal Teknik Informatika Vol 9 No 2 (2017): Ultimatics : Jurnal Teknik Informatika Vol 9 No 1 (2017): Ultimatics: Jurnal Ilmu Teknik Informatika Vol 8 No 2 (2016): Ultimatics: Jurnal Ilmu Teknik Informatika Vol 8 No 1 (2016): Ultimatics: Jurnal Ilmu Teknik Informatika Vol 7 No 2 (2015): Ultimatics: Jurnal Ilmu Teknik Informatika Vol 7 No 1 (2015): Ultimatics: Jurnal Ilmu Teknik Informatika Vol 6 No 2 (2014): Ultimatics: Jurnal Ilmu Teknik Informatika Vol 6 No 1 (2014): Ultimatics: Jurnal Ilmu Teknik Informatika Vol 5 No 2 (2013): Ultimatics: Jurnal Ilmu Teknik Informatika Vol 5 No 1 (2013): Ultimatics: Jurnal Ilmu Teknik Informatika Vol 4 No 2 (2012): Ultimatics: Jurnal Ilmu Teknik Informatika Vol 4 No 1 (2012): Ultimatics: Jurnal Ilmu Teknik Informatika Vol 3 No 2 (2011): Ultimatics: Jurnal Ilmu Teknik Informatika More Issue