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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 296 Documents
Continuance Intention Pada Aplikasi Mobile Payment Dengan Menggunakan Extended Expectation Confirmation Model M. Yahya Ubaidillah; Edwin Pramana; Francisca Haryanti Chandra
Jurnal Teknologi Informasi dan Multimedia Vol. 5 No. 2 (2023): August
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v5i2.359

Abstract

This study aims to identify the factors that influence the intention to continue using the mobile payment application during the new normal period after the COVID-19 pandemic, using the Extended Expectation Confirmation Model (EECM) approach. EECM combines aspects of the Expectation Confirmation Model (ECM) with other external factors, ECM is used to understand and explain decision-making related to the continued use of mobile payments. This research was conducted by analyzing data from respondents who have used mobile payment applications after the pandemic. The data was collected through an online survey and analyzed using Structural Equation Modeling (SEM) with the help of Analysis of Moment Structures (AMOS) software, 406 individuals were selected to serve as research participants. The results of the analysis show that factors such as satisfaction, and trust have a significant influence on the continuance intention of mobile payments. In addition, in the context of the new normal, factor such as social influence factors are known to have no significant influence on mobile payment continuance intention. As a result, this research contributes to understanding the factors that influence the intention to continue using mobile payment applications. The validity and reliability test results show that the survey instrument used has an adequate level of validity and reliability, supporting the quality and reliability of the analysis conducted.
Sistem Informasi e-Tourism Ekowisata Hutan Mangrove Sebagai Media Promosi Pariwisata Bali Berbasis Android Kadek Surya Adi Saputra; I Ketut Putu Suniantara
Jurnal Teknologi Informasi dan Multimedia Vol. 5 No. 3 (2023): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v5i3.364

Abstract

The province of Bali has many exotic and interesting tourist areas to be visited by domestic and foreign tourists. One example is Taman Raya Hutan (Mangrove) one of the ecotourism tourist destinations in the Province of Bali. Based on data from the Bali Provincial Statistics Center, tourist arrivals to Indonesia have decreased by 7.62% due to the COVID-19 pandemic. One of the impacts affected by the decrease is the object Mangrove ecotourism in Ngurah Rai Bali Tahura which is only able to attract 1,000 visits in 2020 based on the results of interviews that have been conducted. From the results of these problems, it is necessary to build an e-tourism information system as a means of providing information and as a forum for the promotion of mobile technology-based Grand Forest Park (Mangrove) tourism objects, which is an effort to develop a strategy to promote Ngurah Rai Grand Forest Park (Mangrove) ecotourism as an effort to restore the tourism industry. This information system contains text, images, audio, and video and is supported by an attractive and user-friendly display design. This system development method uses the Software Development Life Cycle which consists of the concept stage, application design, the testing stage. This system testing phase uses the whitebox testing method and a direct questionnaire survey with 10 respondents in the test, The results of testing this system get a value of 81.43% which indicates that the system is running well and is acceptable. Through the results of the test data, it is hoped that it can become an alternative promotional medium to increase the number of tourists or customers to visit the Ngurah Rai Bali mangrove forest.
Pengaruh User Experience terhadap Customer Satisfaction pada Aplikasi Seluler Streaming Vidio Hafizh Arkaan Ramadhan; Btari Mariska Purwaamijaya; Rangga Gelar Guntara
Jurnal Teknologi Informasi dan Multimedia Vol. 5 No. 2 (2023): August
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v5i2.367

Abstract

Business development through innovation in various industries is affected by rapid changes caused by various factors. The media and entertainment industry is showing an increase in revenue from year to year and is expected to continue growing until 2026. The average time spent by internet users in Indonesia watching broadcast and streaming for 2 hours 53 minutes per day has an impact on over-the-top penetration in Indonesia. The number of over-the-top platforms in entertainment media requires each company to innovate in the development of its services to be at the forefront. Vidio has the highest number of over-the-top service users in Indonesia. However, there are some negative reviews from users are related to the Vidio mobile app. Therefore, as an over-the-top media service from Indonesia, Vidio needs a great user experience to continue to increase users and customers. This study aims to determine the characteristics of Vidio mobile application customers and analyze the effect of user experience on customer satisfaction. Research data were obtained through observation and distributing questionnaires via the internet using convenience sampling technique from 136 active customers of Vidio mobile application. Data analysis uses validity test, reliability test, descriptive data analysis, classical assumption test, and hypothesis testing. The results showed that user experience has a positive and significant effect on customer satisfaction.
Media Pengenalan Peti Kemas Logistik Menggunakan Augmented Reality Berbasis Android Vio Kartiko; Puteri Noraisya Primandari
Jurnal Teknologi Informasi dan Multimedia Vol. 5 No. 2 (2023): August
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v5i2.369

Abstract

Containers are the most important part in the world of logistics, where the container is a medium for sending cargo or goods from the sender to the recipient. A container is a square-shaped box that is specially carved with a certain size made of iron or aluminum with a door on one side, the box has an important role in the export and import of goods. The study developed the Augmented Reality app using the Markerless and Markerbased methods to visualize Android-based 3D Logistics Box objects. The method used in this application development is the Software Development Life Cycle model Waterfall. Logistic container identification materials that will be used as 3D objects on applications are: dry container, isotank container, open top container, open side container, reefer container and flatrack container. The result of the development of this app is a container recognition media that runs on the Android smartphone using Augmented Reality technology. Based on the results of functionality testing / blackbox testing, it can be concluded that the application runs according to its function and the input/output process successfully produces a valid output. The marker accuracy test obtained a total percentage level of precision of 66.6%, and the markerless accurate test obtains a total level of accuration of 100%. Usability testing by conducting a questionnaire on 30 respondents could conclude all aspects of usability, functionality, efficiency and portability obtain a percentage score of Likert’s scale of 91%.
Implementasi Sistem Monitoring Tanaman Hidroponik Menggunakan Metode Fuzzy Sugeno Tegar Palyus Fiqar; Fitriani Fitriani; Riska Kurniyanto Abdullah
Jurnal Teknologi Informasi dan Multimedia Vol. 5 No. 2 (2023): August
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v5i2.372

Abstract

Farming using hydroponic systems has emerged as an effective alternative to address the problem of limited agricultural land. However, hydroponic farming requires strict maintenance and control. In light of these challenges, the development of monitoring technology is necessary to assist in monitoring and controlling hydroponic systems. The development of a monitoring system is carried out to address the challenges of maintenance and control in hydroponic farming through the development of effective and accurate monitoring technology, thus enhancing the overall productivity and success of hydroponic plant cultivation. This study aims to develop a monitoring system using Arduino Mega 2560, Wemos D1 R2, E201 sensor, DHT22 sensor, HC-SR04 sensor, and BH1750 sensor. In this research, the fuzzy logic method was applied to generate outputs for the water pump actuator, pH up pump, and pH down pump. The HC-SR04 and E201 sensor data served as fuzzy inputs, while the Arduino Mega 2560 functioned as the fuzzy data processor, and the Wemos D1 R2 was responsible for sending data to the server via the internet. The data successfully stored in the server's database would be displayed on the monitoring dashboard. The HC-SR04 sensor testing results showed an average %error of 0% and an accuracy of 100%. The E201 sensor exhibited an average %error of 0.07% and an accuracy of 99.33%. The DHT22 sensor had an average %error of 0.05% and an accuracy of 99.49% for temperature data, while for humidity data, it had an average %error of 2.58% and an accuracy of 75.23%. The BH1750 sensor had an average %error of 0.13% and an accuracy of 99.66%. The results of this study demonstrate that the hydroponic plant monitoring system using the described devices and methods can be implemented successfully.
WebGL 3D Virtual Exhibition as a Media to Increase the Visibility of Digital Artwork I Made Suandana Astika Pande; I Gede Bintang Arya Budaya; Padma Nyoman Crisnapati
Jurnal Teknologi Informasi dan Multimedia Vol. 5 No. 3 (2023): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v5i3.376

Abstract

The ongoing digital transformation continues to shape various domains, including the realm of art, which adopts social media to digitally promote artworks. Nonetheless, physical art exhibitions maintain their allure as they provide a direct experiential interaction for visitors. Consequently, the development of exhibition platforms that amalgamate user experience with accessibility becomes imperative. One emerging solution involves leveraging information technology and multimedia for virtualization, such as utilizing WebGL for creating a 3D Virtual Exhibition (3DVE). Employing the ADDIE methodology and evaluating it through the Technology Acceptance Model (TAM), the assessments affirm the robust performance and positive responses of 30 participants towards WebGL 3DVE. This development yields practical benefits, particularly for artists seeking to enhance the visibility of their creations. Furthermore, the inherent ease of use and broad accessibility can expand the potential audience for enjoying artworks. The percentage acceptance rates according to TAM validate favorable responses across usability (88%), ease of use (74%), satisfaction (90.6%), and technological acceptance (84.6%). Thus, the deployment of WebGL 3DVE in art exhibition development showcases strong potential in delivering a deeper and more inclusive experiential journey.
Implementing Procurement Management in Nuclear Medicine Installation Using ERP Amelia Purnama Putri; Ari Yanuar Ridwan; Umar Yunan Kurnia Septo Hediyanto; Kharisma Perdani Kusumahstuti
Jurnal Teknologi Informasi dan Multimedia Vol. 5 No. 3 (2023): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v5i3.395

Abstract

To support health services at nuclear medicine installations certainly requires various types of goods, ranging from medical devices, radioactive materials, medicines, and various other needs. The right procurement process is key in ensuring the smooth running of quality nuclear medicine installation health services. The process of procurement of goods at nuclear medicine installations in public hospitals is still carried out conventionally and separately between divisions or sections, this can cause communication problems, lack of data integration, and difficulties in monitoring stock and fulfilling requests quickly. Therefore, a system that can manage the procurement of goods is needed. ERP system development using open-source Odoo to support the integrated procurement process using the Quickstart method. The ERP system can facilitate the procurement of goods for nuclear medicine installations in designing systems starting from the bidding process to vendors, purchasing goods, receiving goods to enter the warehouse, to the payment process to vendors. The ERP system will combine business processes and data from various divisions or parts in one centralized database. This integration allows the use of consistent and real time information in decision making, transparency, and data accuracy. The results of this research are in the form of a system design using the ERP purchase module to support the procurement of nuclear medicine installation goods.
Implementasi Algoritma Apriori untuk Menentukan Pola Transaksi Penjualan Berbasis Web Muhammad Ali Ridla; Fajriyanto; Misbahul Marzuqi
Jurnal Teknologi Informasi dan Multimedia Vol. 5 No. 3 (2023): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v5i3.399

Abstract

The Apriori algorithm is an algorithm that is well known for searching frequent itemsets using the association rule technique. The calculation of the Apriori algorithm uses minimal support and minimal confidence to determine the limit for calculating goods. The a priori algorithm functions to determine the pattern of sales of goods that are often purchased together by customers. The history of sales transactions owned by a store can be calculated for its frequent itemset pattern by using an a priori algorithm so that customers can find patterns of items that are often purchased simultaneously by customers. Therefore, the a priori algorithm is very important to be used by shop owners because it can determine sales strategies and the placement of goods that are often purchased simultaneously by customers. In this study, the authors succeeded in calculating a sales transaction by determining a minimum support limit of 10% and a minimum confidence of 10%. With the minimum support and minimum confidence that has been set by the author to see the results of the a priori algorithm for sales, then the results of 2 combinations of itemsets that meet the calculation requirements are obtained.
Penggunaan COBIT 2019 GMO dalam Menyusun Pengelolaan Layanan TI Prioritas pada Transformasi Digital BankCo Bq. Dinda Tarbiyatuzzahrah; Rahmat Mulyana; Ari Fajar Santoso
Jurnal Teknologi Informasi dan Multimedia Vol. 5 No. 3 (2023): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v5i3.400

Abstract

The rapid advancement of digital technology causes fierce competition from digital-born companies to the incumbent ones, so they need to accelerate their digital transformation (DT). Prior research has found the influence of IT governance (ITG) mechanisms on organizational performance. (OP), mediated by DT. However, there is a need to identify the prioritized IT services management initiatives to support their DT. This case study is performed in BankCo using Design Science Research (DSR) and the latest ISACA’s framework of COBIT 2019 Governance & Management Objectives (GMO). The solution and implementation roadmap results are analyzed and designed based on interviews data and documents triangulation. There are three important initiatives BankCo namely DSS05 Managed Security Service, BAI06 Managed IT Changes, and BAI04 Managed Availability and Capacity. The estimated solution implementation increased BankCo’s maturity to 3.XY. This research contributes to the knowledge base regarding IT service management prioritization and provides practical implications for BankCo to enhance their DT, and the banking industry in general.
Analisis dan Implementasi Honeypot Honeyd Sebagai Low Interaction Terhadap Serangan Distributed Denial Of Service (DDOS) dan Malware Ubaidillah Ubaidillah; Taswanda Taryo; Achmad Hindasyah
Jurnal Teknologi Informasi dan Multimedia Vol. 5 No. 3 (2023): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v5i3.405

Abstract

Every computer device connected to a wide computer network is vulnerable to security risks. These threats encompass vulnerabilities to data, information, resources, and services within the system. These threats include intrusion, eavesdropping, theft of vital data, as well as damage to the network system. These actions are carried out by parties who are not accountable, commonly referred to as intruders or attackers. One method to prevent or anticipate these malicious actions is by utilizing the honeyd Honeypot technique. The honeyd Honeypot adopts a low-interaction approach, which involves indirect interaction with attackers. This Honeypot serves as a decoy or simulated server intentionally presented as a target for attacks. The purpose of this Honeypot is to detect and analyze ongoing attacks. In this research, the honeyd Honeypot is implemented as a simulated server resembling an authentic server. This server provides various services and opens several ports deliberately prepared as attack targets, such as Port 139, and Port 21.The results of this research unveil the existence of attacks. Signs of these attacks include a surge in network traffic, reaching up to 100 Megabits above the normal level. Another indicator is a sudden spike in CPU usage, reaching 100%. The activities of these attacks can be analyzed through the installed Wireshark application on the Honeypot server. Information obtained from this analysis encompasses details about the attacker's activities, enabling more effective preventive, anticipatory, and corrective measures. These steps encompass securing the server, network system, and existing services.