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Contact Name
Syahroni Hidayat
Contact Email
jtim.sekawan@gmail.com
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Journal Mail Official
jtim.sekawan@gmail.com
Editorial Address
Jl. Bandeng No.25, Bintaro, Kec. Ampenan, Kota Mataram, Nusa Tenggara Bar. 83511
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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.
Arjuna Subject : -
Articles 6 Documents
Search results for , issue "Vol. 6 No. 1 (2024): May" : 6 Documents clear
Optimalisasi Model Ensemble Learning dengan Augmentasi dan SMOTE pada Sistem Pendeteksi Kualitas Buah Syahroni Hidayat; Taofan Ali Achmadi; Hanif Ardhiansyah; Hanif Hidayat; Rian Febriyanto; Abdulloh Abdulloh; Intan Ermawati
Jurnal Teknologi Informasi dan Multimedia Vol. 6 No. 1 (2024): May
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v6i1.406

Abstract

Fruit quality is an important factor in selecting fruit for consumption because it affects consumer health and satisfaction. Identification of fruit quality has become the focus of research, and one of the approaches used is a non-destructive approach through measuring the gases produced by the fruit. Machine learning can be used to process this gas data and build system models that can classify fruit quality. This research discusses the application of the DCS-OLA and Stacking dynamic ensemble learning algorithms to build a fruit quality detection system model. The basic methods used to build models are Logistic Regression, Decision Tree, Gaussian Naïve Bayes, and Mul-ti-Layer Perceptron. The fruit used is mango with a shelf life of 7 days and Srikaya (sugar apple) with a shelf life of 4 days. The condition of the initial dataset is unbalanced. The research results show that trimming the mango dataset to only 4 days according to the shelf life of sugar apple helps reduce the difference in shelf life between the two. Then jittering and balancing techniques are used to increase and balance the number of datasets between the two types of fruit. High accuracy is achieved by the DCS-OLA ensemble and stacking ensemble by combining the basic methods of Logistic Regression and Decision Tree, especially in balanced dataset conditions. In conclusion, the use of ensemble learning in detecting fruit quality has great potential for real-world applications. However, further validation is needed with larger datasets and a wider variety of conditions.
Aplikasi Augmented Reality sebagai Media Edukasi Monumen Bersejarah di Indonesia Dheni Septian Nurachman; Eka Wahyu Hidayat; Euis Nur Fitriani Dewi
Jurnal Teknologi Informasi dan Multimedia Vol. 6 No. 1 (2024): May
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v6i1.486

Abstract

Indonesia has many monuments spread from Sabang to Merauke, because of the many historical events. So, to be able to explore the historical monuments spread across Indonesia, can only be done by visiting the region, so not all levels of people can easily visit all regions of Indonesia. Based on these problems, an application was created which aims to be an educational medium for introducing historical monuments in Indonesia using Augmented Reality technology. By utilizing Augmented Reality as an interactive educational medium, it is hoped that it can increase interest in learning from many groups by using smartphones to introduce historical monuments in Indonesia and obtain information and visualization with 3D objects. The research method that will be used in this research has four stages including data collection, application design and application creation, evaluation and conclusions. Application design uses Augmented Reality technology with the MDLC (Multi-media Development Life Cycle) approach method. Based on the results of Black Box testing, all functional systems in the application can function properly. The final results of the evaluation using the System Usability Scale (SUS) testing method with 30 respondents received a score of 77.166. So, it can be concluded from this assessment that the Augmented Reality application as an educational medium for historical monuments in Indonesia in the adjective rating category is GOOD with a grade scale of C, which means usability based on the data obtained has received an acceptable level of acceptance. So this application can be said to be suitable for use.
Sistem Monitoring Capaian Pembelajaran di SMKN 1 Kota Bima Berbasis Web dan Android Whitnu Nastain; Ikrimach Ikrimach
Jurnal Teknologi Informasi dan Multimedia Vol. 6 No. 1 (2024): May
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v6i1.487

Abstract

In the process of teaching and learning, there is always a specific goal to be achieved, aiming to fulfill and produce a set of achievements targeted by a subject teacher. Each subject has different learning outcomes. Supervision of learning outcomes is necessary to ensure that both students and teachers can achieve the agreed-upon or school-established learning outcomes. Throughout this process, schools face difficulties in carrying out supervision to ensure that learning outcomes are met. This challenge underscores the need for an application that can assist in the supervision of learning outcomes, aiding schools in ensuring that both teachers and students can successfully achieve the set learning outcomes. The application development process utilizes the waterfall method, with data collection using documentation techniques. The programming languages used are Dart and PHP. The developed application includes the ability to monitor quiz scores, assignment grades, student attendance levels, as well as creating an interactive and engaging discussion forum. After implementation and testing, the application proves to be highly effective in fulfilling its function of supervising learning outcomes. In summary, during the teaching and learning process, the primary objective is to achieve the set learning outcomes. The challenges faced by schools in supervising these outcomes emphasize the necessity for an application that can facilitate this process, ensuring the successful attainment of learning goals by both teachers and students. The development process, using the waterfall method, along with Dart and PHP programming languages, results in an application with features such as quiz and assignment monitoring, attendance tracking, and an interactive discussion forum. The successful implementation and testing demonstrate the application's effectiveness in supervising learning outcomes, providing a practical and efficient solution for schools to monitor and enhance the quality of education.
Implementasi Metode Prototype pada Pembuatan Web Portal TEFA House of Health Promotion Veronika Vestine; Bakhtiyar Hadi Prakoso; Gandu Eko Julianto Suyoso
Jurnal Teknologi Informasi dan Multimedia Vol. 6 No. 1 (2024): May
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v6i1.498

Abstract

Health Promotion is a series of activities that strive for individuals to increase their knowledge related to health so that ultimately they can improve the quality of health. In order for the objectives of health promotion activities to be achieved, media is needed to support these activities. TeFa House of Health Promotion Polije is one of the TeFa (Teaching Factories) managed by the Health Promotion study program, Department of Health. TeFa was created as a forum for communication, information and health education, TeFa is also a means for lecturers to contribute to society by providing consultation services related to the development of public health promotion programs. To support this, a multifunctional platform is needed in the form of a webportal which is used to help TeFa. This research focuses on creating a web portal using one of the SDLC methods, namely prototype. The process of creating a web portal begins with extracting information through interviews with potential users. The results of this excavation process are information related to the features of the web portal, including articles, video, audio, pooling and chat. The process of creating a Web Portal is made using the PHP programming language and Laravel Framework. The testing process is carried out using the black box method to determine the functionality of each feature. The test results showed that the web portal was in accordance with the user's required features and each feature was functioning according to its function.
Media Pembelajaran Hewan Penghasil Listrik dengan Pemanfaatan Teknologi Augmented Reality untuk Siswa SMP Miftahul Madani; Hendri Hamzanwadi; Melati Rosanensi; Danang Tejo Kumoro
Jurnal Teknologi Informasi dan Multimedia Vol. 6 No. 1 (2024): May
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v6i1.510

Abstract

Augmented reality technology is a virtual object that can provide information to help users carry out work related to this technology. The learning process applied to students at SMPN 1 Praya Tengah with the theme of introducing electricity-producing animals with a learning method using printed books and verbal explanations using a whiteboard as a learning medium so that students cannot see pictures of electricity-producing animals. This research is aimed at producing more interactive learning media in introducing electricity-producing animals by using augmented re-ality technology at SMPN 1 Praya Tengah to increase interest in learning. The methodology used is the MDLC method which uses 6 stages, namely the concept, design, material collection, manu-facturing, testing and distribution stages which are implemented in learning media. The results obtained are interactive learning media on how to recognize electricity-producing animals using augmented reality which can be run on desktop-based computers. The conclusion obtained from this research is that the application of a learning media application to introduce electrici-ty-producing animals using augmented reality technology for students at SMPN 1 Praya Tengah can help students learn about electricity-producing animals in real time or in the form of 3-dimensional objects and animations. The test results used a test scale, namely a Likert scale with a value of 45.25 which can be categorized as Strongly Agree.
Penerapan Langchain Retriever dengan Model Chat Openai dalam Pengembangan Sistem Chatbot Hadis Berbasis Telegram Niken Aisyah Maharani Herwanza; Nazruddin Safaat Harahap; Febi Yanto; Fitri Insani
Jurnal Teknologi Informasi dan Multimedia Vol. 6 No. 1 (2024): May
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v6i1.514

Abstract

In Islamic studies, the Hadiths of Prophet Muhammad (SAW) hold significant value as guides for behavior and faith. However, access to understanding Hadiths often presents challenges, espe-cially for those who are not Hadith experts. The digitalization of Hadiths is still limited, making it time-consuming to find answers by sifting through the vast amount of available information. This research aims to create an efficient chatbot that provides answers related to Hadiths, including the original sources, quickly. The proposed solution is a technology-based approach through the development of a Hadith chatbot on Telegram, integrated with the LangChain Retriever and the GPT-4-1106-preview chat model from OpenAI. Using LangChain Retriever helps the chatbot find accurate answers by matching user questions with relevant Hadith databases, enhancing the ac-curacy of the chatbot's responses. The GPT-4-1106-preview chat model enables the chatbot to generate natural and context-appropriate responses, improving user interaction. The Rapid Ap-plication Development (RAD) method is applied in system development, through stages of Re-quirement Planning, User Design, Construction, and Cut-Over, including data analysis of Hadiths from the Nine Imam Hadith Books, totaling 62,169 Hadiths. The chatbot's performance evaluation uses the Scoring Evaluator framework with an average evaluation score of 0.97 and quality answer evaluation testing by five Hadith experts with an accuracy percentage of 90%. The Scoring Eval-uator test results indicate that the responses are highly accurate and aligned with Hadith refer-ences, and the quality answer evaluation test on a Likert scale shows respondents strongly agree with the system's answers. This research contributes to laypersons wanting to learn Hadiths by utilizing the chatbot as an interactive and innovative learning medium. Further research can expand the focus to complex interpretations of Musykil al-Hadith and asbab al-wurud to address deeper questions about Hadith interpretation.

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