cover
Contact Name
Hairani
Contact Email
matrik@universitasbumigora.ac.id
Phone
+6285933083240
Journal Mail Official
matrik@universitasbumigora.ac.id
Editorial Address
Jl. Ismail Marzuki-Cilinaya-Cakranegara-Mataram 83127
Location
Kota mataram,
Nusa tenggara barat
INDONESIA
MATRIK : Jurnal Manajemen, Teknik Informatika, dan Rekayasa Komputer
Published by Universitas Bumigora
ISSN : 18584144     EISSN : 24769843     DOI : 10.30812/matrik
Core Subject : Science,
MATRIK adalah salah satu Jurnal Ilmiah yang terdapat di Universitas Bumigora Mataram (eks STMIK Bumigora Mataram) yang dikelola dibawah Lembaga Penelitian dan Pengabadian kepada Masyarakat (LPPM). Jurnal ini bertujuan untuk memberikan wadah atau sarana publikasi bagi para dosen, peneliti dan praktisi baik di lingkungan internal maupun eksternal Universitas Bumigora Mataram. Jurnal MATRIK terbit 2 (dua) kali dalam 1 tahun pada periode Genap (Mei) dan Ganjil (Nopember).
Articles 418 Documents
Implementation of Single Linked on Machine Learning for Clustering Student Scientific Fields Saiful Nur Arif; Muhammad Dahria; Sarjon Defit; Dicky Novriansyah; Ali Ikhwan
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 22 No. 1 (2022)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v22i1.2337

Abstract

Machine Learning in classifying scientific fields according to the competence of students. Currently STMIK Triguna Dharma is quite difficult to map the scientific fields that will be used by students in submitting titles, so that the results of the thesis made are less than optimal. For this reason, it is necessary to map this concentration to assist students in completing theses through specialization classes. The Mechanical Learning technique used in solving this problem is to use the Single Linkage Technique. The process of testing the method begins with determining the standard data used and then looking for the proximity value using Euclidean so that later cluster results will be obtained from mapping scientific fields. From the Single Linkage Technique process that has been carried out, several cluster results will be obtained, namely clusters that map groups of STMIK Triguna Dharma students who have competence and clusters that map groups of STMIK Triguna Dharma students who lack competence. From the results of this grouping, the institution will make specialization classes according to the resulting cluster. Thus creating a specialization class that is in accordance with the competencies possessed by STMIK Triguna Dharma students
Automatic Door Access Model Based on Face Recognition using Convolutional Neural Network Tjut Awaliyah Zuraiyah; Sufiatul Maryana; Asep Kohar
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 22 No. 1 (2022)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v22i1.2350

Abstract

Automatic door access technology by utilizing biometrics such as fingerprints, retinas and facial structures is constantly evolving. The use of masks during the Covid-19 Pandemic and post-pandemic has become an obligation wherever humans are active. The study aimed to create an automated door access model using Convolutional Neural Network (CNN) algorithms and Amazon Rekognition as cloud-based software. The CNN algorithm is applied to classify faces wearing masks or not wearing masks. The CNN architecture model uses sequential, convolution2D, max polling 2D, flatten dan dense. The hardware includes the Raspberry Pi, USB Webcam, Relay, and Magnetic Doorlock. The test results were obtained from the results of the accuracy plot on the Convolutional Neural Network model with an accuracy rate of 99% at an epoch value of 8 with a learning time of 67 seconds.
Game for Sasak Script Based on Knuth Morris Pratt Algorithm and ADDIE Model Muhammad Tajuddin; Ahmat Adil; Andi Sofyan Anas
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 22 No. 1 (2022)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v22i1.2363

Abstract

Knowledge of the Sasak script is very few Sasak people are interested in learning it. The writing system of the Sasak script is in danger of becoming extinct, so the local government must carry out literacy education so that the Sasak script does not become extinct from the face of the Lombok earth and must be applied to elementary and junior high schools, not only in the learning and teaching process. Directing children can be done by introducing them to the game-based Sasak baluk olas script. The Sasak script game based on KMP (Knuth Morris Pratt) Algorithm and ADDIE (Analysis, Design, Development, Implementation, Evaluation) which integrates game thinking and game elements has proven helpful in learning new knowledge. For this reason, the purpose of this study is to discuss how to develop applications for the Sasak Baluk Olas script on smartphones based on the Android system. designed based on the famous visual novel concept that combines multimedia elements including audio, animation, graphics, and images to make it more interesting and lively. All of these elements combine with gamification elements such as quizzes, rewards, badges, and feedback to make it a gamification application. Based on all the abilities of the Sasak Baluq Olas script, it can help potential users, especially elementary and junior high school students in Mataram City to increase the level of understanding and awareness of the Sasak script so that it does not become extinct
Support vector machine with a firefly optimization algorithm for classification of apple fruit disease Wikky Fawwaz Al Maki; Amien Jafar Makrufi
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 22 No. 1 (2022)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v22i1.2365

Abstract

Fruit diseases became one of the serious problems that the farmer faced because it could threaten their economic outcome. The main focus of this study is apples. Apple fruit is very susceptible to disease, in general diseases that usually attack the apple are blotch apple, rot apple, and scab apple. In this study, the author is classifying these three apple diseases and normal apples. Classification is a process that we can do manually by human power, which costs a lot of fortune, takes a long time, and it's also very vulnerable to false identification. This study takes advantage of computer vision technology and machine learning to overcome the classification problem. By using the SVM method and parameter FA optimization algorithm, we can get the highest result only in the first experiment and also with 94% accuracy.
A computational approach in analyzing the empathy to online donations during COVID-19 Akmal Setiawan Wijaya; Dhomas Hatta Fudholi; Ahmad R. Pratama
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 22 No. 2 (2023)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v22i2.2396

Abstract

The COVID-19 pandemic has a negative impact on many aspects of life. The global economic downturn is one of these negative consequences. Nonetheless, even though everyone feels the threat of this pandemic for themselves, some people still have the empathy to help others. An empirical analysis of this empathy attitude is expected to be a catalyst in realizing a social force for the community to work together to combat this pandemic. This study will look at how people felt about donating during the COVID-19 pandemic on Twitter. The goals of this study are to (1) compare differences in donor desire before and during the COVID-19 pandemic using the developed model, and (2) determine whether there is a significant difference in empathy for donating before and during the pandemic. This study employs computational social science (CSS) techniques to achieve this goal. The data was obtained from Twitter using the keyword "donation" in the 24 months preceding the pandemic and in the 24 months following the pandemic's arrival in Indonesia. Data analysis includes hypothesis testing using Mann-Whitney and Cohen's D statistical tests, showing a significant increase in online donation support among Indonesian Twitter users since the COVID-19 pandemic hit. From the results of data processing data obtained 159.995 data in accordance with the criteria to be analyzed. From the results of the Mann-Whitney test, all variables showed significant results between before and during the Covid-19 pandemic and in the results of the Cohen's d test, all variables got a large effect size. From the results of the two tests, it can open Twitter social media users who have increased empathy to donate during the Covid-19 pandemic in Indonesia
Customer Segmentation with RFM Model using Fuzzy C-Means and Genetic Programming Anas Syaifudin; Purwanto Purwanto; Heribertus Himawan; M. Arief Soeleman
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 22 No. 2 (2023)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v22i2.2408

Abstract

One of the strategies a company uses to retain its customers is Customer Relationship Management (CRM). CRM manages interactions and supports business strategies to build mutually beneficial relationships between companies and customers. The utilization of information technology, such as data mining used to manage the data, is critical in order to be able to find out patterns made by customers when processing transactions. Clustering techniques are possible in data mining to find out the patterns generated from customer transaction data. Fuzzy C-Means (FCM) is one of the best-known and most widely used fuzzy grouping methods. The iteration process is carried out to determine which data is in the right cluster based on the objective function. The local minimum is the condition where the resulting value is not the lowest value from the solution set. This research aims to solve the minimum local problem in the FCM algorithm using Genetic Programming (GP), which is one of the evolution-based algorithms to produce better data clusters. The result of the research is to compare the application of fuzzy c-means (FCM) and genetic programming fuzzy c-means (GP-FCM) for customer segmentation applied to the Cahaya Estetika clinic dataset. The test results of the GP-FCM yielded an objective function of 20.3091, while for the FCM algorithm, it was 32.44741. Furthermore, evaluating cluster validity using Partition Coefficient (PC), Classification Entropy (CE), and Silhouette Index proves that the results of cluster quality from gp-fcm are more optimal than fcm. The results of this study indicate that the application of genetic programming in the fuzzy c-means algorithm produces more optimal cluster quality than the fuzzy c-means algorithm.
User Interface and Exprience Gamification-Based E-Learning with Design Science Research Methodology Viva Arifin; Velia Handayani; Luh Kesuma Wardhani; Hendra Bayu Suseno; Siti Ummi Masruroh
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 22 No. 1 (2022)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v22i1.2427

Abstract

In 2020, the Islamic Elementary Teacher Working Group (KKG MI) held an E-Learning Training for Islamic Elementary School Teachers in DKI Jakarta about one of the gamification applications, Quizizz. According to observation, many teachers are still perplexed when utilizing the Quizizz program. This is due to the application’s design and different functionalities, which still appear complicated to some teachers who aren’t used to using it. The existing gamification application is also considered not to meet the learning needs at Islamic elementary schools in Jakarta. This study intends to analyze and design User Interface (UI) and User Experience (UX) designs for gamification-based e-learning applications as solutions to the problems found. Data collection begins with an observation and also a literature study, questionnaires, and interviews. For the design, Design Science Research Methodology (DSRM) is used, which consists of six stages: Problem Identification & Motivation, Define the Objective for a Solution, Design & Development, Demonstration, Evaluation and Communication. The results of the evaluation of the gamification-based e-learning design designed with the User Experience Questionnaire (UEQ) and Task Success show that the e-learning design is considered attractive and users can interact with e-learning effectively and easily.
Infrastructure as Code for Security Automation and Network Infrastructure Monitoring Wahyu Riski Aulia Putra; Agus Reza Aristiadi Nurwa; Dimas Febriyan Priambodo; Muhammad Hasbi
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 22 No. 1 (2022)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v22i1.2471

Abstract

The Corona Virus (COVID-19) pandemic that has spread throughout the world has created a new work culture, namely working remotely by utilizing existing technology. This has the effect of increasing crime and cyber attacks as more and more devices are connected to the internet for work. Therefore, the priority on security and monitoring of network infrastructure should be increased. The security and monitoring of this infrastructure requires an administrator in its management and configuration. One administrator can manage multiple infrastructures, making the task more difficult and time-consuming. This research implements infrastructure as code for security automation and network infrastructure monitoring including IDS, honeypot, and SIEM. Automation is done using ansible tools to create virtual machines to security configuration and monitoring of network infrastructure automatically. The results obtained are automation processes and blackbox testing is carried out and validation is carried out using a User Acceptance Test to the computer apparatus of the IT Poltek SSN Unit to prove the ease of the automation carried out. Based on the results of the UAT, a score of 154 was obtained in the Agree area with an acceptance rate of 81.05% for the implementation of infrastructure as code for the automation carried out
Essay auto-scoring using N-Gram and Jaro Winkler based Indonesian Typos Herlina Jayadianti; Budi Santosa; Judanti Cahyaning; Shoffan Saifullah; Rafal Drezewski
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 22 No. 2 (2023)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v22i2.2473

Abstract

Writing errors on e-essay exams reduce scores. Thus, detecting and correcting errors automatically in writing answers is necessary. The implementation of Levenshtein Distance and N-Gram can detect writing errors. However, this process needed a long time because of the distance method used. Therefore, this research aims to hybrid Jaro Winker and N-Gram methods to detect and correct writing errors automatically. This process required preprocessing and finding the best word recommendations by the Jaro Winkler method, which refers to Kamus Besar Bahasa Indonesia (KBBI). The N-Gram method refers to the corpus. The final scoring used the Vector Space Model (VSM) method based on the similarity of words between the answer keys and the respondent’s answers. Datasets used 115 answers from 23 respondents with some writing errors. The results of Jaro Winkler and N-Gram methods are good in detecting and correcting Indonesian words with the accuracy of detection averages of 83.64% (minimum of 57.14% and maximum of 100.00%). In contrast, the error correction accuracy averages 78.44% (minimum of 40.00% and maximum of 100.00%). However, Natural Language Processing (NLP) needs to improve these results for word recommendations.
Information Security Analysis of Online Education Management System using Information Technology Infrastructure Library Version 3 Michelle Cantika Pontoan; Jay Idoan SIhotang; Erienika Lompoliu
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 22 No. 2 (2023)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v22i2.2474

Abstract

The rapid development of information affects many aspects of human life. So that the field of information security becomes one aspect that must be considered. This study aims to measure the information security awareness and to improve daily operational activities of managing IT services effectively and efficiently. Salemba Adventist Academy has used the Wium Online Education Management System (WIOEM) online system, but in its implementation the security aspects of the system are not yet known. The Information Technology Infrastructure Library (ITIL) v3 framework which is globally recognized for managing information technology is broken down into five parts: Service Strategy, Service Design, Service Transition, Service Operation, Continual Service Improvement. This study focuses on Service Operations with 4 attributes, namely: Security, Privacy, Risk, and Trust. The data collection method used by the researcher was through observation in the form of a questionnaire in taking the number of samples to several students by taking population samples using the Lemeshow method. After the data were collected, the results of the ITIL indicator questionnaire are calculated based on the data security level. The results show that the Security indicator is Level 1, the Privacy indicator is level 3, the Risk indicator is level 3, and the Trust indicator is level 4 on the Data Security Level scale. This shows that the WIOEM system can be used properly according to user expectations and meets several levels of data security according to ITIL v3 framework.