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INDONESIA
Informasi Interaktif
Published by Universitas Janabadra
ISSN : 25275240     EISSN : -     DOI : -
Core Subject : Science,
Jurnal Informasi Interaktif mempublikasikan artikel dalam bidang teknologi informasi dan komunikasi, rekayasa perangkat lunak dan sistem informasi.
Arjuna Subject : -
Articles 170 Documents
PENERAPAN SISTEM PAKAR UNTUK IDENTIFIKASI ANAK BERKEBUTUHAN KHUSUS MENGGUNAKAN METODE RULE BASED SYSTEM Yumarlin Yumarlin MZ; Hanang Indrianta
Informasi Interaktif Vol 7, No 1 (2022): Jurnal Informasi Interaktif Vol. 7 No. 1 Januari 2022
Publisher : Universitas Janabadra

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Abstract

Every parent wants the presence of a child. The child expected by parents is a perfect child without any flaws. In fact, there is no human being without flaws. Humans are not the same as one another. Whatever the circumstances, humans are uniquely created by the Creator. Understanding of children with special needs is biological, psychological, socio-cultural. Children with special needs are children who require special treatment because of developmental disorders and abnormalities experienced by children.The purpose of this study is related to designing and developing an automated expert system application for the identification of children with special needs in detecting the characteristics seen in children, which can help parents or the general public, so that they can find out early on the child's condition. This application uses a rule based system method, namely forward chaining which is a heuristic method used for application development in this study.Based on the results of trials on 20 respondents using the system usability scale (SUS) method, it obtained an average score of 69.37. These results indicate that the expert system for identifying children with special needs in detecting the characteristics seen in children that has been designed and built is categorized as good and feasible to use.Keywords: Sistem Pakar, Anak  Berkebutuhan Khusus,Rule Based System.
PENERAPAN SISTEM PAKAR UNTUK IDENTIFIKASI ANAK BERKEBUTUHAN KHUSUS MENGGUNAKAN METODE RULE BASED SYSTEM MZ, Yumarlin; Indrianta, Hanang
Informasi Interaktif Vol 7, No 1 (2022): Jurnal Informasi Interaktif Vol. 7 No. 1 Januari 2022
Publisher : Universitas Janabadra

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Abstract

Every parent wants the presence of a child. The child expected by parents is a perfect child without any flaws. In fact, there is no human being without flaws. Humans are not the same as one another. Whatever the circumstances, humans are uniquely created by the Creator. Understanding of children with special needs is biological, psychological, socio-cultural. Children with special needs are children who require special treatment because of developmental disorders and abnormalities experienced by children.The purpose of this study is related to designing and developing an automated expert system application for the identification of children with special needs in detecting the characteristics seen in children, which can help parents or the general public, so that they can find out early on the child's condition. This application uses a rule based system method, namely forward chaining which is a heuristic method used for application development in this study.Based on the results of trials on 20 respondents using the system usability scale (SUS) method, it obtained an average score of 69.37. These results indicate that the expert system for identifying children with special needs in detecting the characteristics seen in children that has been designed and built is categorized as good and feasible to use.Keywords: Sistem Pakar, Anak  Berkebutuhan Khusus,Rule Based System.
MEDIA KOMUNIKASI KESEHATAN UNTUK TUNA RUNGU DAN TUNA WICARA BERBASIS ANDROID Ryan Ari Setyawan; Rizqi Mirza Fadilla
Informasi Interaktif Vol 7, No 1 (2022): Jurnal Informasi Interaktif Vol. 7 No. 1 Januari 2022
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Abstract

This study aims to create a health communication media application that can assist communication for deaf and speech impaired patients. Health communication media that can run on Android smartphones to make it easier for health workers to communicate with deaf and speech impaired patients when visiting health facilities. The method used is agile development software development method. This method was chosen because of the methods and methodologies that make all personnel in the team work efficiently, think more effectively and make better decisions. For software testing using usability testing. Usability testing was chosen because it is one of the categories of methods in usability evaluation that observes users of a design and then takes data and analyzes it.The results of these trials are that the application has no bugs or errors and the results of usability testing show all ratings above 74%. The usability assessment shows that the application can be well received by users, namely health workers as a means of communication for patients with special needs.Keywords : Agile Development, Android, Media Komunikasi Kesehatan, Usability Testing.
IMPLEMENTASI SMOTE UNTUK MENGATASI IMBALANCED DATA PADA SENTIMEN ANALISIS SENTIMEN HOTEL DI NUSA TENGGARA BARAT DENGAN MENGGUNAKAN ALGORITMA SVM Erry Maricha Oki Nur Haryanto; Adhien Kenya Anima Estetikha; Rahmad Arif Setiawan
Informasi Interaktif Vol 7, No 1 (2022): Jurnal Informasi Interaktif Vol. 7 No. 1 Januari 2022
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Abstract

The development of a digital platform that connects all tourism stakeholders in Indonesia has been widely applied, especially for lodging services. Dozens of inns with various facilities offered. The development of the world of machine learning has many researchers regarding sentiment analysis that can be associated with the phenomenon of the increasing tourism industry. Many tourists tend to be confused about finding a hotel or inn that suits what they want. One of them is by reading from the reviews of previous visitors. However, sometimes the many reviews create confusion for tourists. Sentiment analysis is an evaluation to determine a person's sentiments, emotions, expressions, and attitudes and usually uses a dataset in machine learning. This research is an analysis of the Support Vector Machine (SVM) algorithm: Sequential Minimal Optimization (SMO) with Synthetic Minority Over-Sampling Technique (SMOTE) for data classification given Sentiment Analysis dataset from reviews of hotel visitors in West Nusa Tenggara from the traveloka site and the collection process it uses scrapy. By applying the imbalance dataset handling method, it is hoped that a classification model with the SVM algorithm will be more accurate and able to handle biases in the classification results. The results of this study using the SVM algorithm without applying the Synthetic Minority Over-Sampling Technique (SMOTE) get an accuracy of 87.62% and the results using the SVM SMOTE algorithm get an accuracy of 87.99%Keywords: bias, imbalance dataset, SVM, SMOTE.
IMPLEMENTASI USER EXPERIENCE DESIGN PADA PERANCANGAN APLIKASI PEMBELAJARAN PRAKTIKUM ONLINE BERBASIS MOBILE Eri Haryanto; Agustin Setiyorini
Informasi Interaktif Vol 7, No 1 (2022): Jurnal Informasi Interaktif Vol. 7 No. 1 Januari 2022
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Abstract

The online practicum learning media must of course be in the form of an information system that can be easily accessed by practicum teachers and practicum participants. When there are many learning platforms that can be obtained easily, but are not sufficient to accommodate practical lecture activities. So that laboratory managers need to develop practical learning applications that are easy for users. In this research, the application of User Experience Design (UX Design) will be carried out on online practicum learning applications based on the results of functional testing of the application using several trials, the application functions well and can be used. By designing the user experience design, it is easier for application users to use the applications that are built.. Keywords: user experience design, online practicum, aplikasi praktikum, UXD
IMPLEMENTASI DASHBOARD MICROSOFT POWER BI UNTUK VISUALISASI DATA COVID 19 INDONESIA Jemmy Edwin Bororing
Informasi Interaktif Vol 7, No 1 (2022): Jurnal Informasi Interaktif Vol. 7 No. 1 Januari 2022
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This research provides information about the spread of Covid-19 cases in Indonesia by visualizing daily information data that is announced every day by the Task Force for the Acceleration of Handling Covid-19 (https://covid-19.go.id) within March 16 until July 30, 2020. Visualization is carried out by mining historical data on the distribution of Covid-19 Indonesia cases then the data will be classified according to category. Data on the distribution of Covid-19 was visualized using the Microsoft Power BI application and formed into several dashboards containing Regional ArcGIS Maps, Line Charts, Combo Charts, Stacked-bar Charts, Area Charts. After that the data will be accessed visually in the form of graphs and numbers based on the desired category, so that information on the distribution of Covid-19 can be more easily seen to make the government decision-making process easier in handling the COVID-19 pandemic in Indonesia. Keywords: data visualization, dashboard, covid-19, chart, power BI.
PROTOTYPE PENGENALAN CANDI DI YOGYAKARTA BERBASIS AUGMENTED REALITY Fatsyahrina Fitriastuti; Ryan Ari Setyawan; Helio Rofino Correia
Informasi Interaktif Vol 7, No 1 (2022): Jurnal Informasi Interaktif Vol. 7 No. 1 Januari 2022
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This study aims to introduce temple tourism objects in Yogyakarta in the form of three-dimensional objects, descriptions and maps using augmented reality technology with the markerless method and can be displayed on Android mobile devices. Augmented Reality is a technology that combines the real world with the virtual world. The markerless method was chosen because it makes it easier for users to track objects that exist in the real world without having to require objects on paper or brochures. The research method used is the Waterfall method which is a software development model that is carried out sequentially (the next stage will be run after the previous stage has been completed). With this application, it is hoped that it can become a medium of information for the public to obtain information about temple attractions in Yogyakarta. This application prototype was designed using Unity 3D, Blender, Vuforia SDK and Balsamiq Mockups 3. This application has been tested using the black box method with nine scenarios and all of them have worked as expected. Keywords: augmented reality, markerless, temple
RANCANG BANGUN APLIKASI KASIR USAHA MIKRO KECIL MENENGAH MENGGUNAKAN METODE BLOCK PROGRAMMING (STUDI KASUS : PELANGI STORE) Agit Amrullah; Fata Aulia
Informasi Interaktif Vol 7, No 1 (2022): Jurnal Informasi Interaktif Vol. 7 No. 1 Januari 2022
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The existence of MSMEs is very influential for Indonesia's economic growth. MSMEs contribute to the national economy (GDP) as much as 61.1%. Many MSMEs still use conventional methods because of limited costs and knowledge that make MSME actors unable to utilize technology optimally. One of the problems faced by MSME actors is regarding recording transactions and managing goods. In dealing with the problems faced, the researchers tried to make a Point of Sales (POS) application by utilizing an android smartphone and developed by using block programming. The results of this study are in the form of an application to facilitate the Pelangi Store business actors in processing transactions and managing goods. The results obtained based on testing the Point of Sale application as a transaction were as expected, including being able to become software as service POS management for Pelangi Store, making it easier to manage goods and record sales history.Keywords: MSME, Point of Sales, Block Programming.
PENERAPAN SISTEM PAKAR UNTUK IDENTIFIKASI ANAK BERKEBUTUHAN KHUSUS MENGGUNAKAN METODE RULE BASED SYSTEM MZ, Yumarlin; Indrianta, Hanang
Informasi Interaktif Vol 7, No 1 (2022): Jurnal Informasi Interaktif Vol. 7 No. 1 Januari 2022
Publisher : Universitas Janabadra

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Abstract

Every parent wants the presence of a child. The child expected by parents is a perfect child without any flaws. In fact, there is no human being without flaws. Humans are not the same as one another. Whatever the circumstances, humans are uniquely created by the Creator. Understanding of children with special needs is biological, psychological, socio-cultural. Children with special needs are children who require special treatment because of developmental disorders and abnormalities experienced by children.The purpose of this study is related to designing and developing an automated expert system application for the identification of children with special needs in detecting the characteristics seen in children, which can help parents or the general public, so that they can find out early on the child's condition. This application uses a rule based system method, namely forward chaining which is a heuristic method used for application development in this study.Based on the results of trials on 20 respondents using the system usability scale (SUS) method, it obtained an average score of 69.37. These results indicate that the expert system for identifying children with special needs in detecting the characteristics seen in children that has been designed and built is categorized as good and feasible to use.Keywords: Sistem Pakar, Anak  Berkebutuhan Khusus,Rule Based System.
PERANCANGAN APLIKASI PENGENALAN LITERASI COVID-19 MENGGUNAKAN ACTIONSCRIPT 3.0 PADA MACROMEDIA FLASH Jeffry Andhika Putra; Erry Maricha Oki Nur Haryanto
Informasi Interaktif Vol 7, No 1 (2022): Jurnal Informasi Interaktif Vol. 7 No. 1 Januari 2022
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Abstract

 The Covid-19 pandemic that has hit the world is a phenomenon that has never been predicted before in modern civilization. The increasingly widespread Covid-19 pandemic requires everyone to disciplinedly apply health protocols (use masks, maintain physical distance, wash hands with soap, and stay away from crowds). In addition to maintaining cleanliness, social distancing is the most effective step to avoid contracting Covid-19. A public policy will be effective If the public supports it, Large-Scale Social Restrictions (PSBB) are one of the efforts that the Government can take to deal with the spread of the Covid-19 pandemic.The current era of information flows quickly spreads to all corners of the world. information through the media in different forms in the form of images, sound, as well as video, as well as in applications. These computer applications are generally in the form of term data processing programs, work sheet data, and media data. Personal computer software is designed to make it easier for users to do things using a personal computer. The global pandemic requires many parties, including educational institutions, to make discoveries on learning media. This study designed a learning application for knowledge literacy about Covid-19, so that it can convey knowledge literacy for the protection and prevention of the spread of the Covid-19 virus. The system will be designed using the Macromedia Flash framework or SDK (Application Development Kit) using the ActionScript 3.0 method so that it can run on computer platforms and operating systems.Keywords: Learning Application, Actionscript 3.0, Multi-Platform Application, Literacy, Covid-19.