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INDONESIA
Jurnal Teknologi Informasi dan Multimedia
ISSN : 27152529     EISSN : 26849151     DOI : https://doi.org/10.35746/jtim.v2i1
Core Subject : Science,
Cakupan dan ruang lingkup JTIM terdiri dari Databases System, Data Mining/Web Mining, Datawarehouse, Artificial Integelence, Business Integelence, Cloud & Grid Computing, Decision Support System, Human Computer & Interaction, Mobile Computing & Application, E-System, Machine Learning, Deep Learning, Information Retrievel (IR), Computer Network & Security, Multimedia System, Sistem Informasi, Sistem Informasi Geografis (GIS), Sistem Informasi Akuntansi, Database Security, Network Security, Fuzzy Logic, Expert System, Image Processing, Computer Graphic, Computer Vision, Semantic Web, Animation dan lainnya yang serumpun dengan Teknologi Informasi dan Multimedia.
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Articles 9 Documents
Search results for , issue "Vol 4 No 4 (2023): February" : 9 Documents clear
Implementasi Algoritma Term Frequency Inverse Document Frequency (TF-IDF) dalam Menganalisis Sentimen Masyarakat Terhadap Covid-19 Varian Omicron Fiqih Ainul Qhabib; Abd. Charis Fauzan; Harliana Harliana
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 4 No 4 (2023): February
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v4i4.233

Abstract

The latest variant was detected on November 24, 2021, namely the Omicron variant WHO said, Omicron was one of the Covid-19 variants that had mutated, with a very fast spread rate. The Government Republic of Indonesia has officially banned all foreigners from entering Indonesia, both those who have done so travel or come from countries exposed to the Omicron variant. This study uses data that has been processed using Netlytic online website. Netlytic analyzes text and visualizes public online conversations on social media sites. text preprocessing has several stages, namely case folding, tokenizing, stopword, stemming. Data analysis is the stage to classify words into positive, negative, or neutral sentiment classes. the last step is calculating the weights using the tf-idf method. It is proven from the DF value which reaches 628 words in one document, the D/DF value is 0.39 and the log D/DF is -0.41. The TF-IDF method can be taken in outline, namely it is easy to calculate frequency and relevance occurrence of words in a document. The TF-IDF method produces output according to user specifications, but this method takes a long time for large amounts of data.
Rancang Bangun Jaringan Hotspot Menggunakan LINUX ClearOS Dengan Konsep Security Gateway Arie Gunawan; Rosyidah Rahmah; Agus Iskandar
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 4 No 4 (2023): February
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v4i4.251

Abstract

Hotspot checks certain places (usually public places) that have Internet services with wireless LAN technology, like universities, shopping malls, squares, libraries, restaurants or airports. Internet services like these are available for a fee and free. a sensible approach is required to manage server protection, namely by protecting the prevailing network. Where there's level of security to secure access and access rights to existing hotspots. A gateway may be a tool that's wont to connect a network to at least one or more computer networks that use different communication protocols, so information from an system is provided to other computer networks that use different protocols. to form this method, the author uses Linux ClearOS for the protection concept. this method is applied to the case study of PT. XYZ, which uses the hotspot. The author describes how security systems are installed and built on network servers, and describes gateways as network infrastructure. so the present hotspot medium can maximize its working system by using Linux software, which is another hotspot.
Perancangan UI/UX pada Aplikasi Taspen Otentikasi Berbasis Mobile Dengan Menggunakan Metode Design Thinking Arif Febrian; Fahrobby Adnan; Januar Adi Putra
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 4 No 4 (2023): February
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v4i4.259

Abstract

Along with the development of today's technology, the role of information system services becomes very important in overcoming various kinds of community problems effectively and efficiently. Taspen Authentication is an example of an information system service aimed at retired civil servants (PNS). However, there are still problems with the taspen authentication application that make it difficult for some users to run it. The majority of users of this application are the elderly group aged ≥ 60 years and have limited physical function and cognitive function. Based on the results of initial observations and interviews of researchers involving Taspen and several users in the elderly category, it was found that there were problems that caused the lack of efficiency in using the taspen authentication application in terms of UI/UX. The purpose of this research is to design a UI/UX that suits the needs of users, especially the elderly, using the design thinking method. In addition to using the design thinking method, researchers also use User Experience Questionnaire (UEQ) at the testing stage to determine the feasibility of the application prototype that has been designed and get feedback from the target user. The results of the study show that the new interface design provides a very good user experience as evidenced by the results of the 6 UEQ scales which are of excellent value. So the researcher concludes that the UI/UX design on the taspen authentication application that uses the design thinking method is able to provide a description of user needs, especially for the elderly.
Aplikasi Augmented Reality (AR) untuk Pengenalan Varietas Anggur Hasil Balitbangtan Annisa Amanda Nelvi; Amata Fami; Dhila Aprilianti
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 4 No 4 (2023): February
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v4i4.267

Abstract

Augmented reality is a combination of two worlds: virtual and real world, which mean objects in the virtual world can be displayed in the real world. The use of augmented reality in the introduction media, in the form of applications on android smartphones designed as the introduction of varieties of grape from Balitbangtan. Balitbangtan (Badan Penelitian dan Pengembangan Pertanian) is the highest structural office in the Ministry of Agriculture with the task of researching, developing and innovating in agriculture. The purpose of this application is to introduce the grape varieties from Balitbangtan in the ebook, “Budidaya Tanaman Anggur” in a more interactive and easy to understand way by displaying objects in 3D virtual and can make sounds containing explanations about the variety of grape from Balitbangtan. This application will show three types of grape varieties of Balitbangtan with markers according to the image of the grape variety in the ebook. Apps are built using Unity, Vuforia, and Blender. The method used in this study is the method of collection of data questionnaires (wags) which is a data collection technique performed by asking questions or written statements to respondents to answer them. The questionnaire was conducted by researchers by spreading a list of questions to students and millennial farmers who read the e-book. Results from questionnaires found that 80% of respondents agreed with the implementation of augmented reality in the introduction of Balitbangtan grape varieties with category “Totally Agree”.Method that used in this research is MDLC method (multimedia development life cycle). There are six steps in this method such as concepting, designing material collection, creating, testing, and distribution. We are testing applications and user satisfaction. Testing user satisfaction done through survey or questionnaire. survey done by researcher with spread question list to college student and millennial farmer that read ebook Budidaya Tanaman Anggur and they have installed and using application introduction to grape variety from Balitbangtan. The result of the survey found that 80% respondent agree with augmented reality applied to the introduction to grape variety from Balitbangtan.
Implementasi Agile Scrum Pembuatan Game Visual Novel Cerita Asal Usul Kota Surabaya Artiarini Kusuma Nurindiyani; Ashafidz Fauzan Dianta; Halimatus Sa’dyah; Ilham Agung Riyadi
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 4 No 4 (2023): February
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v4i4.277

Abstract

Surabaya is the second largest city in Indonesia after Jakarta. The city of Surabaya has a distinctive designation, namely "the city of heroes" because of the great support from the people of Surabaya in fighting for Indonesian independence. The lack of interest of Indonesia's younger generation in Indonesian folklore and their preference for video games and other advanced technology, does not rule out the possibility that history will be forgotten and slowly extinct because it is only passed down orally. The purpose of this research is to implement the agile-scrum method in making visual novel games as an effort to attract the interest of the younger generation to know and preserve the history of the origins of the city of Surabaya with a modern approach and according to the target audience. The visual elements used in this game are costume details, props, poses and various expressions according to modified references. In addition, the narration/storyline used has also been developed with a story style and choice of words that are relevant to the target user. The method used in this final project is agile-scrum which has 8 stages of development, starting from the stage of exploring problems that can become product ideas to the final testing stage. From the results of the final test, the creation of a visual novel game based on the story of the origins of the city of Surabaya can be used properly by users.
Analisis Pengaruh Komposisi Data Training dan Data Testing pada Penggunaan PCA dan Algoritma Decision Tree untuk Klasifikasi Penderita Penyakit Liver Baiq Nurul Azmi; Arief Hermawan; Donny Avianto
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 4 No 4 (2023): February
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v4i4.298

Abstract

Liver disease is one of the diseases that is difficult to detect and becomes the largest contributor to deaths because it is considered a silent killer without symptoms. Liver disease can be detected based on abnormalities in the number of contents in the human body. The Indian Liver Patient Dataset (ILPD) dataset has many variables related to content in the body of liver patient data which are used as parameters in the classification of liver disease patients. Previous studies have shown that only two variables influence the ILPD dataset. The purpose of this study is to examine the use of the Principal Component Analysis (PCA) method to determine the optimal number of features in the context of classification of liver disease and examine the percentage distribution of data training and data testing which produces the best accuracy. The ILPD dataset was obtained from the UCI Machine Learning website with a total of 583 rows of data and 11 features. The percentage of training data and testing data used is 50%:50%, 60%:40%, 70%:30%, 73%:27%, 75%:25%, 80%:20%, 83%:17%, 85%:15% and 90%:10%. The use of different training and testing data percentages serves to find the best accuracy. The PCA result feature is used as input for the Decision Tree C4.5 classification algorithm. The experimental results show that using the training and testing data distribution percentage of 90%:10% and after the application of PCA produces the highest accuracy, namely 78.40% which is obtained for the number of PCA components n = 8.
Best Machine Learning Model For Face Recognition in Home Security Application Istiqomah; Faqih Alam; Achmad Rizal
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 4 No 4 (2023): February
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v4i4.306

Abstract

Particularly since the COVID-19 outbreak, Indonesia has seen an annual surge in criminal prosecutions. To increase home security, many technological advances have been made. Face recognition served as the main form of security for almost all of them. Face detection, face segmentation, and face recognition are the three steps in the face recognition process. To avoid misclassification and increase system dependability, accurate recognition of faces becomes crucial in security systems. The optimization tool Grid Search CV produces using a number of machine learning methods that are proposed. Each machine learning has been created using its best model and has attained accuracy levels of at least 90%. The most effective strategy is SVM, which has 100% accuracy rates. A technique for choosing the best model is an alternative. The computation time will be compared to that of more complex systems before these results are eventually communicated to the real system
Load and Stability Optimization Based Carbon Arm with Split Tank on Unmanned Aerial Vehicle for Foliar Fertilizer Faisal Lutfi Afriansyah; Fendik Eko Purnomo; Ahmad Rofi'i; Nurul Zainal Fanani
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 4 No 4 (2023): February
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v4i4.318

Abstract

This research focuses on the load and stability of unmanned aerial vehicles that are as light as possible but with optimal stability functions and increasing the capacity of liquid fertilizer lifted by unmanned aerial vehicles. The increase in lift is related to the payload and stability to be carried by the unmanned aerial vehicle. By optimizing the arm using the arm carbon method, so without reducing the strength and function of the drone, the gross weight of the components becomes much lighter, so that the weight can be focused on increasing the capacity of liquid fertilizer. With the increase in liquid fertilizer capacity, of course, the weight also increases, this raises a new problem, which is to make the balance value when the drone take-off has a large magnitude, thus affecting stability which causes the potential to fail to fly, therefore this research was carried out so that the drone has stability. maximum and can minimize the effects of shocks from increasing capacity after using arm-carbon. The measurements taken were the success rate of the system in flying over agricultural land, power testing and current measurements. After testing, it was found that by using a split tank and carbon arm system, current and power tend to be more stable, so that battery life is longer, liquid fertilizer capacity can be increased and the potential for flight failure can be minimized with a split tank system with 90% accuracy, carried out optimizing weight with carbon arms and increasing the capacity of liquid fertilizer by 30%, using a split tank system increases the stability of the drone at take-off by up to 80%.
Prediksi Status Gizi Balita Dengan Algoritma K-Nearest Neighbor (KNN) di Puskemas Cakranegara Muhammad Yunus; Ni Kadek Ari Pratiwi
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 4 No 4 (2023): February
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v4i4.328

Abstract

Nutritional status is a picture of a person's physical condition as a reflection of the balance of incoming and outgoing energy by the body. Determining the nutritional status of toddlers is useful for knowing the nutritional status of toddlers based on weight/age (weight for age). The system designed is a system for determining the nutritional status of toddlers using the K-Nearest Neighbor (KNN) method, where the KNN method is a method of classifying or grouping test data whose class is unknown to the nearest neighbors using the distance calculation formula. The variables used in this system are based on anthropometric data or measurements of the human body, namely gender, age and weight. This system is designed and built using the PHP programming language and MySQL database. The results of this system are nutritional status based on body weight for age (weight for age), namely malnutrition, undernutrition, good nutrition, over nutrition. Based on the test results, the accuracy of the success rate for determining the nutritional status of toddlers using the KNN method produced by this system reaches 88.06%.

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