cover
Contact Name
Teguh Susyanto
Contact Email
teguh@sinus.ac.id
Phone
+62271-716500
Journal Mail Official
mhasbi@sinus.ac.id
Editorial Address
KH Samanhudi 84-86, Laweyan, Surakarta, 57142
Location
Kota surakarta,
Jawa tengah
INDONESIA
Jurnal Ilmiah Sinus
ISSN : 16931173     EISSN : 25484028     DOI : http://dx.doi.org/10.30646/sinus
Core Subject : Science,
Jurnal Ilmiah SINUS is a magazine published twice a year, wherein one issue there are seven articles. Jurnal Ilmiah SINUS as a communication medium to report the results of field research, library research, observations or opinions on problems arising related to the development of information technology.
Articles 306 Documents
Pengembangan Firewall Mikrotik dalam Blocking Akses untuk Meningkatkan Keamanan Jaringan Kantor Desa Cibalandong Subang Rahman, Taufik; Wardoyo, Rifqi Choiri
Jurnal Ilmiah SINUS Vol 23, No 1 (2025): Vol. 23 No. 1, Januari 2025
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30646/sinus.v23i1.853

Abstract

Network security is a crucial aspect in protecting data and communications from external threats, especially in a village office environment that manages important information. This study aims to develop and implement a Mikrotik firewall to improve network security at the Cibalandong Village Office, Subang, with a focus on optimizing access blocking. The research methodology includes a literature study on the basic principles of firewalls and Mikrotik, analysis of specific needs of the Cibalandong Village Office, design and implementation of firewall configurations, and evaluation of system performance. The Mikrotik firewall configuration is designed to block unauthorized access while ensuring stable and efficient network connectivity. The test results show that the Mikrotik firewall successfully blocks unwanted access according to the rules applied, without reducing network performance. In addition, functional testing such as NAT, VPN, and QoS ensure that these features function as expected, and the system shows good recovery capabilities in the face of potential disruptions. Thus, the Mikrotik firewall proves to be an effective solution to improve network security at the Cibalandong Village Office. This study emphasizes the importance of implementing a proper network security system and shows that the Mikrotik firewall can be relied on to meet the needs of protection and access management in the context of a village office network. These findings support the use of Mikrotik firewall as an optimal tool to ensure network security and performance in similar environments.
Sentiment Analysis Of Fiverr Application Reviews Using TF-IDF Feature Wahyu Utami, Yustina Retno; Farisi, Salman Al
Jurnal Ilmiah SINUS Vol 23, No 1 (2025): Vol. 23 No. 1, Januari 2025
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30646/sinus.v23i1.883

Abstract

Most people are interested in being a freelancer. This happens because of the rapid development of technology, making it easier for people to move and providing many choices in determining the type of work. One of the most popular freelance apps is the Fiverr App. The Fiverr application has received many reviews from its users, both positive, negative, and neutral. This study aims to obtain the results of sentiment classification analysis of Fiverr Application user ratings on Google Play sites using the Naïve Bayes Classifier method. Data collection on Fiverr App reviews uses web scraping techniques through the Google Collab website. The data that has been obtained is then labeled between positive, negative, or neutral. After being labeled, text preprocessing and TF-IDF weighting are carried out in each review. Furthermore, the classification uses the Naïve Bayes model with 454 data training and 454 data testing. The classification results show that Fiver App reviews a total of 454 data tests, showing a percentage of accuracy of 85,24%, precision of 97,59%, and recall of 88.20%
Penggunaan Multivariat Model Bidirectional LSTM untuk Prediksi Cuaca: Optimalisasi Waktu Tanam Padi Petani Kabupaten Garut Aswarulloh, Haris; Shiddieq, Diqy Fakhrun; Nurhayati, Dwi
Jurnal Ilmiah SINUS Vol 23, No 1 (2025): Vol. 23 No. 1, Januari 2025
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30646/sinus.v23i1.891

Abstract

The unpredictability of climate conditions poses significant challenges for agricultural activities, particularly in Garut Regency, where traditional knowledge often guides planting schedules. This study aims to optimize rice planting schedules by employing a Bidirectional Long Short-Term Memory (BiLSTM) model for multivariate time series forecasting of weather parameters. The research utilized meteorological data from BMKG, including average temperature, relative humidity, rainfall, and sunshine duration, which were preprocessed to ensure data quality and normalized for modeling. The BiLSTM model demonstrated superior performance in predicting key variables such as temperature and humidity, achieving low Mean Absolute Error (MAE) and Root Mean Squared Error (RMSE). However, higher errors were observed for rainfall and sunshine duration due to the complex nature of these variables. The study successfully identified optimal planting periods by aligning weather predictions with criteria for rice cultivation, providing a comprehensive calendar to assist farmers. These findings emphasize the potential of advanced machine learning models in mitigating climate-related agricultural risks and improving productivity. Future studies may focus on integrating additional meteorological factors to enhance prediction accuracy.
Mengukur Kinerja AI : Perbandingan Kepuasan Pengguna ChatGPT dan Google Gemini dalam Era Digital Buana, Pratama Angga; Abriansah, Fausta Rizky; Kurniawan, Nanda Dwi; Ferdian, Praditya Rendi; Ma’arif, Daffa Nurin Nabil; Firdaus, Azmi Maulana
Jurnal Ilmiah SINUS Vol 23, No 2 (2025): Vol. 23 No. 2, Juli 2025
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30646/sinus.v23i2.900

Abstract

This study aims to analyze user satisfaction with the artificial intelligence applications ChatGPT and Google Gemini using the End-User Computing Satisfaction (EUCS) method. This method evaluates five key dimensions: content, accuracy, format, ease of use, and timeliness. Data were collected from 78 respondents with diverse backgrounds using a Likert-based questionnaire. The results show that both applications fall into the "Satisfied" category, with average scores across all variables exceeding 3.70. ChatGPT scored highest on ease of use (3.93), while Google Gemini excelled in format (3.89). However, the accuracy variable received the lowest scores for both applications, at 3.57 for ChatGPT and 3.73 for Google Gemini. These findings highlight the need for improvements in information accuracy. This study is essential for providing practical insights for developers to enhance the quality of AI applications, making them more responsive to user needs.
Analisis Penerimaan Pengguna Kartu Top-Up di Summarecon Mall Bekasi Menggunakan Technology Acceptance Model (TAM) Rahman, Taufik; Chairudin, Muhammad Rio; Sumarna, Sumarna
Jurnal Ilmiah SINUS Vol 23, No 2 (2025): Vol. 23 No. 2, Juli 2025
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30646/sinus.v23i2.917

Abstract

In the digital era, electronic payment systems are increasingly developing, including the use of top-up cards in shopping centers. However, the level of acceptance and effectiveness of top-up cards in increasing transaction efficiency is still a question. This study aims to analyze the factors that influence the acceptance of the top-up card payment system at Summarecon Mall Bekasi using the Technology Acceptance Model (TAM). The research method used is quantitative by distributing questionnaires to 80 respondents who are top-up card users. Data analysis was carried out through validity and reliability tests, multiple linear regression, and hypothesis testing to test the effect of Perceived Usefulness, Perceived Ease of Use, Attitude Toward Using, and Behavioral Intention on the acceptance of top-up cards. The results showed that Perceived Usefulness had the most significant effect on the acceptance of top-up cards, followed by Behavioral Intention, while Perceived Ease of Use and Attitude Toward Using also contributed but with a smaller effect. The regression model showed that 78% of the variation in top-up card acceptance could be explained by the variables in the TAM. The conclusion of this study confirms that increasing the use of top-up cards can be done by increasing the benefits felt by users, simplifying the top-up system, and increasing socialization and education to users. The results of this study provide insights for mall managers and payment service providers in increasing transaction efficiency and encouraging the adoption of digital payment systems in modern retail environments.
Pengalaman Pengguna Pada Platform Magang : Pengembangan Dan Evaluasi Melalui Pengujian Berbasis UEQ Massaty, Muhammad Hassan; Andrian, Dimas Pamilih Epin; Fahrurozi, Slamet Kurniawan
Jurnal Ilmiah SINUS Vol 23, No 2 (2025): Vol. 23 No. 2, Juli 2025
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30646/sinus.v23i2.928

Abstract

This study investigates the development and evaluation of the User Experience (UX) of a web-based internship platform aimed at enhancing communication and collaboration between students and campus staff. The platform was developed using a User-Centered Design (UCD) approach, incorporating user feedback at each stage of the design process. Prior to system development, interviews were conducted with both students and campus staff to identify existing challenges. The findings revealed that 80% of students encountered difficulties in accessing up-to-date internship information, 70% struggled to track the progress of their applications, and 60% reported insufficient feedback from industry partners or campus coordinators. Additionally, 60% of campus staff faced challenges in managing communication and providing timely updates on internship applications. Based on these insights, the platform was designed to address these issues. UX evaluation was performed using the User Experience Questionnaire (UEQ), assessing dimensions of attractiveness, usability, efficiency, and emotional satisfaction. The results demonstrated that the platform successfully met user expectations in terms of accuracy and novelty; however, the stimulation dimension requires further refinement. This study underscores the significance of adopting a UCD approach in the development of educational platforms and offers valuable insights for future research on web-based platforms in educational contexts.
Implementasi Metode Linear Congruential Generator (LCG) Dalam Game Puzzle Fosil Berbasis Hand Tracking (Studi Kasus: Museum Purba Unit Bukuran) Hidayat, Fahrul; Setiyowati, Setiyowati; Budiadi, Hasman; Kusumaningrum, Andriani
Jurnal Ilmiah SINUS Vol 23, No 2 (2025): Vol. 23 No. 2, Juli 2025
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30646/sinus.v23i2.954

Abstract

In the digital era, the use of interactive technology is increasingly widespread, including in the fields of education and entertainment. This study aims to develop a fossil Puzzle Game based on Hand Tracking at the Museum Purba Unit Bukuran using the Linear Congruential Generator (LCG) method to generate varied and random challenges. The implementation of LCG in this Game is expected to enhance the variation and randomization of Puzzle pieces, providing a more engaging and immersive learning experience for visitors. The Hand Tracking method is chosen to offer a more natural and intuitive interaction, allowing users to interact with the Game using hand gestures without the need for additional devices such as a mouse or keyboard. This technology not only increases user comfort but also adds an interactive element that brings the virtual experience closer to reality. The results of the study show that the use of LCG successfully randomizes Puzzle pieces with great variation, thus increasing the Game's replayability. Additionally, the integration of Hand Tracking in the Game enhances user engagement and satisfaction. Trials conducted on a group of museum visitors showed positive responses, with the majority of participants finding the Game enjoyable and interactive.
Analisa Tata Kelola Teknologi Informasi Pada Rumah Sakit Prima Inti Medika Menggunakan COBIT 2019 Dengan Skala Guttman Pratama, Angga; rifqa, Rifqa; Ikhwani, Muhammad
Jurnal Ilmiah SINUS Vol 23, No 2 (2025): Vol. 23 No. 2, Juli 2025
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30646/sinus.v23i2.879

Abstract

The development of technology and information is a crucial factor for companies to support the sustainability and success of business processes. In addition to utilizing information technology, companies must be able to manage and control the performance of the technology adopted through information technology governance (IT Governance). This is important to ensure that the technology implemented has a capability level that supports the achievement of business goals and organizational strategies. Prima Inti Medika Hospital has implemented Information Technology to provide the best service for patients and support business processes to achieve its goals. However, there has never been a comprehensive assessment of the capability level of information technology governance. This study measures the capability level of information technology governance at Prima Inti Medika Hospital using the COBIT 2019 standard. The research focuses on process objectives selected through design factor analysis, namely EDM03, BAI01, BAI02, BAI03, BAI04, BAI05, and BAI11. The results showed that only BAI11 reached the target capability level, namely level 4. While EDM03, BAI02, and BAI03 are at capability level 2, BAI01, BAI04, and BAI05 are at capability level 3. The gap analysis shows that the capability level of processes EDM03, BAI01, BAI02, BAI03, BAI04, and BAI05 states that activities are running but not fully implemented properly. Therefore, improvements are needed so that all activities are carried out properly to achieve the expected capability level.
Aplikasi Pembelajaran Matematika “MatAsik” Untuk SD/MI Berbasis Android Menggunakan Kodular Ningsih, Nuning Melia; Harjono, Harjono; Purbasari, Dita Anggi; Ulya Dhina, Karina Octamardia
Jurnal Ilmiah SINUS Vol 23, No 2 (2025): Vol. 23 No. 2, Juli 2025
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30646/sinus.v23i2.933

Abstract

The development of technology, especially computers, can be used as a tool to create learning media, while mobile phones, especially Android-based ones, can be used as a means to deliver learning media. Based on interviews and observations in class, the researcher concluded that teachers have not been optimal in using learning media so that students are interested in learning, especially mathematics. Therefore, the creation of Android-based Mathematics learning media can make learning easier, more fun and more practical. This learning application is designed to be simple, efficient and easy to operate by users, especially elementary school students. This study aims to create an Android-based mathematics learning application using the class V code for elementary schools/Islamic elementary schools as an independent learning medium and to help increase students' interest in learning. The research method used is the extreme programming method which includes the stages of planning, design, coding, and testing which are calculated based on the Likert scale.  The results of the study showed that the average respondent strongly agreed that the application is suitable for use as an alternative android-based mathematics learning media using Kodular with the hope that students are happy and motivated to learn mathematics.
Queue Optimization Using Heuristic-Based Decision Algorithms A Comparative Evaluation of Array-Based and Rule-Based Approache Apriliyanto, Erwin; Sandi A, Arif Setia; Rahayu, Yayu Sri
Jurnal Ilmiah SINUS Vol 23, No 2 (2025): Vol. 23 No. 2, Juli 2025
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30646/sinus.v23i2.965

Abstract

Penelitian ini menyajikan evaluasi kinerja komparatif antara dua pendekatan pemrosesan keputusan ringan untuk klasifikasi antrean, yaitu model indeks berbasis array dan logika berbasis aturan tradisional (if-else). Tujuan utama penelitian ini adalah mengidentifikasi strategi algoritmik yang efisien dan dapat diterapkan pada sistem layanan cerdas waktu nyata. Metode berbasis array dalam penelitian ini mengadopsi pendekatan berbasis heuristik ringan yang dirancang untuk mencapai efisiensi tinggi dalam pemrosesan keputusan tanpa kompleksitas komputasi tinggi, sehingga cocok diterapkan pada sistem cerdas yang memerlukan respons cepat dan akurat. Metode kedua diuji menggunakan data kondisi antrean nyata dengan variasi jumlah data uji (50, 100, dan 200 entri). Fokusnya terfokus pada akurasi klasifikasi dan kecepatan eksekusi. Hasil pengujian menunjukkan bahwa model berbasis array mencapai akurasi klasifikasi sebesar 94,6%, lebih tinggi dibandingkan metode berbasis aturan yang hanya mencapai 88,2%. Dari sisi kecepatan, pendekatan array menunjukkan efisiensi yang signifikan dengan waktu pemrosesan rata-rata 0,49 hingga 0,67 detik per entri, atau 13 hingga 16 kali lebih cepat dibandingkan metode if-else yang memerlukan waktu 7,86 hingga 8,95 detik per entri. Temuan ini menunjukkan bahwa logika berbasis array lebih efisien, skalabel, dan cocok berinteraksi ke dalam sistem manajemen antrean cerdas yang membutuhkan respons tinggi dan akurasi

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