cover
Contact Name
Erwin Dwika Putra
Contact Email
erwindwikap@umb.ac.id
Phone
-
Journal Mail Official
jsai.if@umb.ac.id
Editorial Address
-
Location
Kota bengkulu,
Bengkulu
INDONESIA
JSAI (Journal Scientific and Applied Informatics)
ISSN : 26143062     EISSN : 26143054     DOI : -
Core Subject : Science,
Jurnal terbitan dibawah fakultas teknik universitas muhammadiyah bengkulu. Pada jurnal ini akan membahas tema tentag Mobile, Animasi, Computer Vision, dan Networking yang merupakan jurnal berbasis science pada informatika, beserta penelitian yang berkaitan dengan implementasi metode dan atau algoritma.
Arjuna Subject : -
Articles 471 Documents
Single Exponential Smootihing (SES) Untuk Prediksi Penjualan Alat Kesehatan Pada Toko Alat Kesehatan JK Medika Prabumulih septiya_putri_salasih Septiyaputrisalasih; zaid amin
JSAI (Journal Scientific and Applied Informatics) Vol 6 No 3 (2023): November
Publisher : Fakultas Teknik Universitas Muhammadiyah Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36085/jsai.v6i3.5664

Abstract

In most companies in various cities, shops selling medical devices, one of which is the city of Prabumulih. Prabumulih City has a J medika medical device sales store, where the sales of the store sometimes decrease or increase sales, causing frequent shortages of stock due to the absence of predictions of the need for goods. So predictions or forecasts are needed for the sale of health equipment. This is to predict the availability of goods in the future. Forecasting is an important element in the decision-making process, the role of forecasting in various fields, such as finance, marketing, production, economics, operational research, population and so on. Forecasting activities have prediction results in the future to become one of the company's efforts in making business continuity strategy decisions. Single Exponential Smoothing method, where the Single Exponential Smoothing method explains that the data experiences instability around a stable average value. The results of predictions in the future to be one of the efforts to prepare the number of medical device items. The results of this study show the number of goods needed in 2023. Based on the results of the study, Single Exponential Smoothing resulted in a prediction of the future inventory of goods amounting to 306 medical devices.
Penerapan Data Minning Untuk Klasifikasi Kelayakan Nasabah Dalam Pengajuan Kredit Menggunakan Metode Naives Bayes dan Random Forest muhammad zakaria; Andri
JSAI (Journal Scientific and Applied Informatics) Vol 6 No 3 (2023): November
Publisher : Fakultas Teknik Universitas Muhammadiyah Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36085/jsai.v6i3.5693

Abstract

The role of data mining is very important in business management that is currently increasingly competitive. Data Mining can use important assets in the company as business data that has a large amount, so that the data can be processed into information. Data mining has several techniques that can be used, one of which is classification. The classification itself has several algorithms, including the Naives Baye algorithm and Random Forest. The advantage of using the Naives Bayes algorithm and random forest is that it uses small training data to determine the estimates on the paremeter needed for a classification process. This research uses the resulting loan parameters, and these parameters can be made an assessment of the loan status at Bank Palembang. So that it can determine the classification of prospective customers who are eligible or not to receive loans. To find out the feasibility of the loan, an accurate forecast with good accuracy is needed. To find out the value of accuracy, you can use technology in the field of Data Mining. The results showed an accuracy value of 78.4% on customer data used in the naives bayes algorithm.
Perancangan UI/UX Aplikasi Mobile Penjualan Pada Toko Up Store Menggunakan Figma Ardi Mandani; 2Ahmad Mutatkin Bakti
JSAI (Journal Scientific and Applied Informatics) Vol 6 No 3 (2023): November
Publisher : Fakultas Teknik Universitas Muhammadiyah Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36085/jsai.v6i3.5717

Abstract

In today's digital environment, mobile apps are essential to improve user experience and sales reach. The study will use Figma software design to create user interfaces (UI) and user experience (UX) for mobile app sales on the Up Store. Figma, an online prototyping platform, can be used to create web or mobile applications. Programmers can contribute to the figma project by writing their own code. The process used to create these designs is called Design Thinking. Design Thinking focuses on user understanding, idea development, and solution testing through an iterative cycle. This strategy will help in defining user needs, understanding the context of use, and creating acceptable and efficient designs. This research resulted in a mobile app UI/UX design that conforms to sound design principles and uses current sales trends in Up Store. If the user interface is designed well, users will interact with the app more positively, increasing user retention and sales. Figma also allows UI/UX designers and application developers to communicate more successfully during the design phase As well as based on the results of the EUCS dimensional engineering assessment, the results of the research that has been carried out are obtained Users are satisfied with the user interface design of the sciencom android application. This is shown based on a percentage of 92.5% of users strongly agree with the current user interface design.
A USER INTERFACE AND USER EXPERIENCE E-COMMERCE BERBASIS MOBILE Rani Tarisa; Fatoni Kurniawan; Siti Sauda
JSAI (Journal Scientific and Applied Informatics) Vol 6 No 3 (2023): November
Publisher : Fakultas Teknik Universitas Muhammadiyah Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36085/jsai.v6i3.5788

Abstract

CV. Global Sakti Mandiri is a place that sells various kinds of electronic devices and also a place that provides electronic services. This study uses the User Centered Design (UCD) method as an approach which is a concept of design through an approach by system users, where the system design process focuses on user needs. The purpose of using this method is to help determine the suitability of the interface of mobile-based e-commerce applications based on attractiveness by users. This prototype is in order to adjust to the wishes and needs of users. Steps of the User Centered Design method. This research will start from the stage of Specify the context of use, then to the second stage of Specify User and organization requirements, then the third stage Produce design solution, and finally Evaluate design. The results of this assessment using the system usability scale (SUS) method showed a score of 73.6 good categories, indicating that the e-commerce system has a good level of user convenience. Users feel that the interface and functionality are easy to use and understand.
Penerapan Augmented Reality Sebagai Media Pengenalan Ikon Kota Di Provinsi Yogyakarta Berbasis Objek Landmark Zukhrian Shafarazaq; Muhammad Zakariyah
JSAI (Journal Scientific and Applied Informatics) Vol 6 No 3 (2023): November
Publisher : Fakultas Teknik Universitas Muhammadiyah Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36085/jsai.v6i3.5789

Abstract

Yogyakarta Special Region is a popular and unique tourist destination for both domestic and international travelers. However, many people, including locals and visitors, have yet to fully understand the potential and history of Yogyakarta due to a lack of accessible information and unappealing presentation through mainstream media. To address this, an innovative mobile application utilizing Augmented Reality technology and integrated with website APIs has been developed to introduce the Yogyakarta region. The research aimed to create an interactive and informative Augmented Reality mobile app and conducted testing to ensure accurate recognition of landmarks, stability, and overall functionality. The results showed high accuracy and stable performance in marker recognition, with a requirement for users to be within 70 cm of the marker and some limitations on viewing angles beyond 40 degrees. The SEQ testing yielded a total score of 6.44, surpassing the minimum requirement. Overall, the research successfully utilized an interactive and informative AR app to introduce Yogyakarta through landmark objects, providing a good user experience.
Penerapan Ui/Ux Dengan User Centered Design Pada Aplikasi Android Penjualan Pada Toko Nataz Collection Muhammad Ikhwan Fakhmi; Nurul Huda; Firamon Syakti
JSAI (Journal Scientific and Applied Informatics) Vol 6 No 3 (2023): November
Publisher : Fakultas Teknik Universitas Muhammadiyah Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36085/jsai.v6i3.5792

Abstract

The development of technology today has grown rapidly, especially in the development of applications. Application development cannot be separated from the role of User Interface (UI) and User Experience (UX) because in the development of applications must be neat and organized. Some sales applications that are available today can display catalogs of several products that are sold. One of them is the Nataz Collection Store which has begun to shift to digital-based purchases. The purpose of this study is also to find out how well the UI / UX implementation is used, the method used to create UI / UX design in this study is the User Centered Design method. User Centered Design focuses on design and evaluation built from the initial steps to continuous implementation. This research resulted in a mobile application UI/UX design that conforms to sound design principles and uses current sales trends in Nataz Collection Stores. If the user interface is designed well, users will interact with the app more positively, increasing user retention and sales. The results of the study were measured using the System Usability Scale (SUS) where the assessment results given to 15 respondents resulted in a score of 83.00. This shows that the design of the Android-based Nataz Collection Store sales application can be accepted by users and get good value in usability.
Model Hot Fit (Human, Organization, Technology Fit) Untuk Evaluasi Penerapan Aplikasi SATUSEHAT Dewi Lusiana; Agung Nilogiri
JSAI (Journal Scientific and Applied Informatics) Vol 6 No 3 (2023): November
Publisher : Fakultas Teknik Universitas Muhammadiyah Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36085/jsai.v6i3.5795

Abstract

SATUSEHAT is an application that integrates patient medical records data in healthcare facilities that are part of Indonesia Health Services (IHS). Evaluating the success of the SATUSEHAT application is essential. The Hot Fit model (Human, Organization, Technology Fit) is used to assess the success of implementing the SATUSEHAT application. The research objective is to determine the level of success of the SATUSEHAT application using the Evaluation Framework (HOT - FIT) Model. The data analysis method uses the Structural Equation Model (SEM) to test hypotheses, instrument validity, and reliability. The sample consists of 100 SATUSEHAT users. The research findings indicate that Service Quality (SQ) significantly impacts User Satisfaction (US). It means that the better the service, the quicker and more responsive it is, the higher the user satisfaction. User Satisfaction (US) significantly influences Net Benefit (NB). In other words, as the application's benefits improve, so does user satisfaction. Organizational Structure also significantly affects Net Benefit (NB). It implies that the application's benefits are enhanced by effective corporate management. The research results demonstrate that the use of the SATUSEHAT application is successful, and the application's features meet user needs.
Aplikasi Kearifan Lokal Wisata Under Water menggunakan User Centered Design berbasis Android citra Yustitya gobel; Misrawati Aprilyana Puspa
JSAI (Journal Scientific and Applied Informatics) Vol 6 No 3 (2023): November
Publisher : Fakultas Teknik Universitas Muhammadiyah Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36085/jsai.v6i3.5798

Abstract

The southern Bolaang Mongondow district has local wisdom in the field of tourism, especially underwater marine tourism, is. The results of data collection and observation show that the number of diving spots is 54 points with attractive underwater beauty, but based on the identification of the problem, access to information on underwater tourism destinations and activities is still limited, and difficult to access directly because there is no special application for underwater tourism information and information related to diving procedures so that the aim of this research is to design an application for preserving local wisdom for underwater tourism as Android-based digital information to facilitate access to information for underwater tourism enthusiasts who visit diving locations with regular information updates. Research results To achieve the research objectives, namely applying the User Centered Design method with the research results described in the stages of Plan  Human Centered Desaign Proses, Understand and Specify the Use Context, Specify of User Requirements, Produce Design of Solutions, dan Evaluate Designs User Requirements which tested using the white box method produces V(G) = E – N + 2 = (5 – 6) + 2 = 1. V(G) = (Predicate Node (P) + 1) = 1 + 0 = 1 and Ciclometic results Complexity (CC) = R1 = 1 and the results of the SUS calculation obtained an average value of 80 which is on the good and excellent scale so that the test results show that the application is designed according to the needs of system users
Aplikasi Augmented Reality Tentang Pengenalan Tanaman Obat Rumahan Berbasis API Nasrullah Khomaeni; Muhammad Zakariyah
JSAI (Journal Scientific and Applied Informatics) Vol 6 No 3 (2023): November
Publisher : Fakultas Teknik Universitas Muhammadiyah Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36085/jsai.v6i3.5820

Abstract

Augmented Reality is a combination of real and virtual object technologies simultaneously. Augmented Reality refers to research with computers that have the aim of realizing a knowledge system that facilitates human work. The problem faced is the lack of public knowledge about medicinal plants and difficulties in studying them. This research aims to develop Augmented Reality applications that can help people recognize and understand the types of home medicinal plants and their benefits using more modern technology. This application uses the Marker Based Tracking method in designing it, with data retrieval through API and testing using Black Box Testing, distance testing, and light intensity testing. Test results with BlackBox Testing is an application that is able to display sound, text, and 3D objects, and can be run on Android smartphones. For distance testing, 3D objects can be read if the distance is between 5-30 cm with an angle of 900. For the results of the Light Intensity Test, if the brightness of the room ranges from 10% - 100%, the marker can be read clearly. This application is expected to provide easy, efficient, and interesting assistance for the community in learning and utilizing home medicinal plants.
Mengukur Kesiapan Pemerintah Kota Bengkulu Menuju Smart City Menggunakan E-Readiness Model Ferzha Putra Utama; Kiki Akiong Manishe; Desi Andreswari
JSAI (Journal Scientific and Applied Informatics) Vol 6 No 3 (2023): November
Publisher : Fakultas Teknik Universitas Muhammadiyah Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36085/jsai.v6i3.5826

Abstract

Developmental cities like Bengkulu City are encouraged to plan for smart cities by the Ministry of Communication and Information's programme in the Movement Towards Smart City in 2023. The Communication, Information, and Encryption Office of the Bengkulu City Government has begun planning a smart city in Bengkulu City. This study aims to assess the e-readiness of Bengkulu City's internal government and its impact on the implementation of smart cities. The e-readiness technique, which was created from the Molla-Licker model and uses six indicators. The results of measuring various indicators suggest that the Bengkulu City government is well-equipped to become a smart city. The indicators evaluated were awareness, governance, commitment, business resources, human resources, technological resources, and adoption, and they yielded values of 4.44, 4.28, 4.14, 4.25, 4.52, and 4.48, respectively. Based on feedback from 31 respondents, the average value of 4.28 indicates that the government's internal readiness is at a "ready" level for a smart city. The test results on the impact of readiness factors have revealed that only the commitment indicator has a positive effect on the implementation of a smart city. In contrast, five other variables have shown no significant effect. These findings could be crucial in determining the success of future smart city implementations.

Filter by Year

2018 2025