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Syahroni Hidayat
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jtim.sekawan@gmail.com
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jtim.sekawan@gmail.com
Editorial Address
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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 296 Documents
Peningkatan Pengalaman Calon Wisatawan dengan Aplikasi Augmented Reality di Taman Hutan Raya Mangrove Ngurah Rai Bali dengan Metode RAD (Rapid Application Development) Kadek Surya Adi Saputra; Wayan Andrika Putera; Ni Putu Jois Tika Dewi
Jurnal Teknologi Informasi dan Multimedia Vol. 6 No. 3 (2024): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v6i3.595

Abstract

The advancement of technology today provides an opportunity to develop more effective media for information and promotion. One of the popular technologies is Augmented Reality (AR), which has the potential to offer interactive information and innovative promotion in the tourism sector. This study focuses on developing an AR application for the Ngurah Rai Mangrove Forest Park (Tahura) in Bali, which until now has been promoted conventionally with limited reach. This application is designed to enhance user experience in interacting with information related to tourism destinations through AR technology while also promoting Tahura Mangrove to a broader audience. The system was developed using the RAD (Rapid Application Development) method, which includes the following stages: 1) Requirements Planning, 2) System Design, 3) Development, and 4) Implementation. Blackbox testing was conducted to evaluate system functionality, while the System Usability Scale (SUS) test involving 30 participants assessed the user experience aspects of the application. The test results showed a SUS score of 76%, indicating a good level of acceptance and satisfaction. Additionally, there was a 74% increase in prospective tourists' understanding of the destination after using the application compared to before. With these results, the AR application for Ngurah Rai Mangrove Forest Park is expected to become an innovative medium to introduce mangrove ecotourism and increase public and tourist interest in visiting.
Media Pembelajaran Jenis Jamur Berbasis Augmented Reality Menggunakan Metode Marker Based Tracking Tedi Wardiana; Eka Wahyu Hidayat; Euis Nur Fitriani Dewi
Jurnal Teknologi Informasi dan Multimedia Vol. 7 No. 1 (2025): February
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v7i1.608

Abstract

Mushrooms are a plant-based food source with considerable potential and are often found around us. However, some types of mushrooms have similar characteristics and morphology. Based on these problems, an application is made that aims as a medium for the introduction of mushroom types through the use of Augmented Reality (AR) technology. By utilizing Augmented Reality as an interactive educational media, it is expected to facilitate users in obtaining information about the type of fungus accompanied by visualization in the form of 3D objects. The research method used consists of three stages, namely data collection, multimedia product creation, and evaluation. This mushroom type learning application is made using AR marker based on tracking technology with the MDLC (Multimedia Development Life Cycle) method according to Luther Sutopo. Based on the results of Black Box testing, angle, distance and light intensity testing, the application can function properly. Evaluation using the System Usability Scale (SUS) was conducted on the general public with an age range of 17-45 years in RW 05 Panyingkiran Village, Indihiang District, Tasikmalaya City with a population of 356 people, determining the number of respondents using the slovin formula which is 32 people. The test results show that the application obtained an average score of 74.78, which indicates that the application is in the “Acceptable” category for Acceptability Range, Grade C in Grade Scale, and “Good” in Adjective Rating.
Node-RED dan Robotik pada Sistem Penyiraman Otomatis berbasis IoT Wahyu Kurnia Dewanto; Aji seto Arifianto; Hariyono Rakhmad; Hermawan Arief Putranto; Muhammad Hafidh Firmansyah
Jurnal Teknologi Informasi dan Multimedia Vol. 6 No. 3 (2024): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v6i3.609

Abstract

The Internet of Things (IoT) technology offers great potential in the agricultural sector, especially in the automation of plant irrigation systems. Many farmers face challenges with water use efficiency and real-time land condition monitoring. Manual irrigation systems often lead to water wastage. Currently, many centralized irrigation systems use a one-by-one watering approach, requiring multiple sensors to monitor each plant's condition, making them less efficient. To address this issue, this research developed an automated irrigation system controlled by Node-RED and robotic technology. The system is designed to require only one sensor to monitor the entire agricultural area, while still efficiently distributing water to many plants. Node-RED manages data from soil moisture and environmental temperature sensors, then activates the watering robot to distribute water according to the plants' needs. The system was tested by comparing manual and automatic methods using polybags. The soil moisture sensor sends data to Node-RED, which activates the watering robot when soil moisture falls below a set threshold. Test results show that the automated system can save up to 20% of water usage compared to manual methods, while keeping soil moisture within the optimal range. This system also enables real-time monitoring and control, providing a more efficient, timely, and resource-saving solution.
Reka Cipta Brand UI/UX Program Studi Desain Komunikasi Visual menggunakan Metode Design Thinking Hasbullah Hasbullah; Andi Sofyan Anas; Deni Rahman
Jurnal Teknologi Informasi dan Multimedia Vol. 6 No. 3 (2024): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v6i3.610

Abstract

The Visual Communication Design Study Program at Universitas Bumigora currently utilizes various digital platforms such as the website, Instagram, YouTube, and Facebook. However, branding across these platforms shows inconsistencies and insufficient interactivity between users and the system. This research aims to design a cohesive UI/UX solution for the Visual Communication Design Study Program by applying a design thinking approach, which includes stages of empathy, definition, ideation, prototyping, and testing. The study is grounded in interaction aesthetics theory, used to identify user needs and develop innovative, responsive design solutions. The results indicate that the new UI/UX design significantly improves user satisfaction and visual communication effectiveness. The resulting interface concept is more intuitive, with additional interactive features that support a more integrated user experience and more accurately reflect the institution's identity. This study makes a significant contribution to user-centered design approaches in academic environments and offers a model that can be applied to branding development in other educational institutions. The novelty of this research lies in the deep integration of UI/UX design principles within a specific academic context, providing more effective and representative solutions for institutional branding needs.
Implementasi E-Commerce Bisnis Warung Klontong berbasis Android dengan menggunakan Algoritma Haversine Formula Khairil Anam; Bayu Charisma Putra; Muhammad Aldi Firmansyah; Ferdy Muhammad Firdaus
Jurnal Teknologi Informasi dan Multimedia Vol. 7 No. 1 (2025): February
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v7i1.615

Abstract

The influence and role of information technology in the Indonesian business sector is very large. With this technology, in today's era, people are required to live an efficient lifestyle, for example when making buying and selling transactions. However, this has an impact on small shops that are less competitive than online stores that can provide convenience in finding products and making shopping transactions. Grocery shops in Sidoarjo Regency are less competitive and experience a decline in consumer purchasing power due to the minimal use of E-Commerce on the development of their shop business. This study aims to determine the effect of Android-based Grocery Shop Business ECommerce using the Haversine Formula Algorithm. The targeted results of this activity are that by implementing this E-commerce application, people will be facilitated in various ways in making buying and selling transactions starting from finding the distance to the nearest shop, digital purchases, and the time spent. The test results from this study were carried out using the black box testing method. The testing process will be carried out on all functional needs that have been designed at the application design stage. The results of this research trial obtained a system accuracy of 100%, and received a rating of 74% as very good, 23% received a good rating and 3% received a sufficient rating from the results of user testing conducted on the haversine formula application.
Optimalisasi Layanan Kesehatan di Puskesmas Melalui Pengembangan Chatbot Berbasis Web Menggunakan Flowise AI Mulyawan Mulyawan; Raditya Danar Dana; Agus Bahtiar; Irfan Ali
Jurnal Teknologi Informasi dan Multimedia Vol. 6 No. 3 (2024): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v6i3.617

Abstract

The development of a web-based chatbot service for Puskesmas presents a potential solution to improve the accessibility and efficiency of healthcare services. This research uses Flowise AI, a chatbot development platform that leverages machine learning technology to support dynamic information processing and provide accurate and relevant responses to users. Flowise AI is integrated with Langchain Retriever to further enhance dynamic information processing, ensuring accurate and relevant responses to users. Using the Rapid Application Development (RAD) methodology, the chatbot development follows a fast-paced cycle, enabling early prototyping and continuous user feedback. The chatbot is tested using Black Box Testing to verify functionality and System Usability Scale (SUS) to evaluate usability. The test results show that the chatbot is able to provide accurate responses to patient queries, especially on relevant health topics, with an SUS score of 75, which falls within the "good" category. This score reflects that the chatbot is easy to use and acceptable to users. This technology allows the chatbot to provide more accurate, relevant, and contextual responses to patient inquiries, while dynamically accessing information from various sources, thereby improving the efficiency and effectiveness of healthcare services.
Implementasi Data Mining dalam Menentukan Prediksi Status Resiko Persalinan pada Ibu Hamil menggunakan Algoritma C4.5 Dwidya Poernareksa; Nina Rahmadiliyani
Jurnal Teknologi Informasi dan Multimedia Vol. 7 No. 1 (2025): February
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v7i1.619

Abstract

High-risk of pregnancy refers to a situation where pregnancy will have a negative impact on the safety of the mother and baby. Since the beginning of pregnancy, high-risk pregnancy can be predicted by various factors such as the physical and psychological condition of the pregnant woman, nutritional intake, and congenital diseases. According to WHO, Indonesia ranks 5th in premature birth rates with 675,700 babies and this figure is 15.5% of the total birth rate in Indonesia. Estimates of high-risk pregnancies can be observed from patient medical record data, in this case, pregnancy data from pregnant women. Data that is processed into knowledge can be processed through the data mining process. The main objective of this study is to determine how data mining is implemented in determining the prediction of the birth process in pregnant women using the C4.5 algorithm. This research can provide knowledge about the combination of the Two Crows model and the C.45 algorithm to predict the risk status of childbirth in pregnant women. The C.45 algorithm is one of the most popular prediction techniques because it is easy for humans to interpret. The data analysis technique in this study uses the Two Crows model which is a development of the CRISP-DM model. The flow of the Two Crows model includes Understanding Business Problem, Building Data Mining Database, Data Explore, Prepare Data For Modeling, Building Model, and Evaluate Model. The data taken is examination data on pregnant women at the Health Center. Based on the results of the study, it was found that the highest root of the application of the C4.5 algorithm is in the height variable. The evaluation was carried out using a confusion matrix. From the evaluation results, it was found that the accuracy value reached 98.44%, the precision value reached 96%, and the recall value reached 100%.
Klasifikasi Aksara Sasak Menggunakan Convolutional Neural Networks (CNN) Elga Alfariza; Dicksa Ananda Christian Tue; Andi Sofyan Anas; Muhammad Tajuddin; Ahmat Adil
Jurnal Teknologi Informasi dan Multimedia Vol. 6 No. 3 (2024): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v6i3.623

Abstract

Sasak script is an important cultural heritage for the people of Lombok, but its use is decreasing along with the development of digital technology. This study aims to develop a classification system for Sasak script handwriting using Convolutional Neural Networks (CNN) to improve the accuracy of character recognition. The dataset used consists of handwritten images of 18 basic Sasak script characters collected from 50 volunteers with various writing styles. The methods applied include data preprocessing, augmentation, and training a CNN model with an architecture consisting of several convolutional and pooling layers. The results showed that the model achieved a validation accuracy of 92%, an average precision of 0.91, a recall of 0.89, and an F1-score of 0.90, indicating excellent performance in recognizing Sasak script characters. The conclusion of this study is that the developed system is not only effective in character recognition, but can also function as an interactive learning tool, supporting efforts to preserve Sasak script in the digital era. This research opens up opportunities for further development in the introduction of other traditional scripts.
Desain UI/UX e-Marketplace UMKM Pastry & Bakery (Bakehouse) dengan Metode Lean UX Radinka Frisia Mulia; Agussalim Agussalim; Rizka Hadiwiyanti
Jurnal Teknologi Informasi dan Multimedia Vol. 7 No. 1 (2025): February
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v6i4.624

Abstract

Micro, small, and medium enterprises (MSMEs) currently play a crucial role in the Indonesian economy. However, there are several challenges faced by MSME managers in Indonesia such as marketing and digitalization problems. In overcoming these challenges, MSMEs need help in managing business processes more effectively and efficiently, by using e-marketplaces. This e-marketplace application was designed using the Lean UX approach, which involves four key stages: declare assumption, create an Minimum Viable Product (MVP), run an experiment, feedback and research. The Lean UX method supports efficient digital platform development, focuses on customer needs, accelerates trend adaptation, and enhances customer experience and loyalty through feedback-driven iterations. The primary objective of this process is to facilitate the management of information about registered MSMEs in the pastry and bakery sector. Based on this study, the results showed that the design of the BakeHouse e-marketplace interface with the Lean UX approach was able to meet the declare assumption needs of users. After going through two iterations with design improvements, the evaluation results indicated a significant improvement compared to the first iteration. This is evidenced by the increase in score from 70 to 93 for the evaluation from MSMEs owners and a score of 67.5 to 89.5 for the evaluation from customers on the System Usability Scale assessment.
Penerapan User Centered Design untuk Optimisasi User Experience Aplikasi Virtusee Nabila Octavianti; Rizka Hadiwiyanti; Abdul Rezha Efrat Najaf
Jurnal Teknologi Informasi dan Multimedia Vol. 7 No. 1 (2025): February
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v7i1.627

Abstract

This study aims to redesign Virtusee, an employee performance monitoring platform, using the User-Centered Design (UCD) methodology. Virtusee features functionalities such as leave requests, monthly performance tracking, and self-service payslip access. The application, last updated in 2014, was described by users as outdated and not aligned with current trends. Based on the System Usability Scale (SUS) questionnaire, the application scored 40, categorized as poor with a grade of F, indicating the need for significant improvements. Employing the UCD approach, this study prioritized user needs and preferences in the redesign process, following these stages: (1) defining the usage context, (2) identifying user and organizational requirements, (3) design and implementation, and (4) usability evaluation. Testing the new design involved users who had used Virtusee more than once in the past month. The testing scenarios included exploring the new design, completing SUS and QUIS (Questionnaire for User Interaction Satisfaction) surveys via Google Forms, and conducting brief interviews to gather suggestions and critiques. Data were collected through observation, interviews, literature review, and questionnaire dissemination. Results showed a significant improvement, with the SUS score increasing to 80.3, indicating acceptable usability. The QUIS evaluation revealed average scores ranging from 5.9 to 6.8 across various indicators, exceeding the expected median. These findings highlight that the UCD methodology is effective in designing applications that are more user-centered, enhancing productivity and user satisfaction. This study provides valuable insights for developers aiming to create applications that are not only functional but also adaptive to evolving user needs, serving as a reference for designing solutions that align with user-centric principles.