cover
Contact Name
Marlindia Ike Sari, S.T., M.T.
Contact Email
ike@tass.telkomuniversity.ac.id
Phone
+6285280983983
Journal Mail Official
ijait@tass.telkomuniversity.ac.id
Editorial Address
International Journal of Applied Information Technology (IJAIT) Fakultas Ilmu Terapan Universitas Telkom; Gd. Selaru Lt. 3 - Jl. Telekomunikasi No. 1 Bandung
Location
Kota bandung,
Jawa barat
INDONESIA
IJAIT (International Journal of Applied Information Technology)
Published by Universitas Telkom
ISSN : -     EISSN : 25811223     DOI : https://doi.org/10.25124/ijait
Core Subject : Science,
International Journal of Applied Information Technology covers a broad range of research topics in information technology. The topics include, but are not limited to avionics, bio medical instrumentation, biometric, computer network design, cryptography, data compression, digital signal processing, embedded system, enterprise information system, green energy & computing, interactive programming, internet of things, IT management and governance, IT-business strategic alignment, mobile and ubiquitous computing, monitoring system and techniques, multimedia processing, network security, power electronics, remote monitoring and sensing device, robotics and avionics, signal processing circuits, smart cities and smart grids, telecommunication devices & methods, telecommunication fundamentals.
Articles 6 Documents
Search results for , issue "Vol 06 No 02 (November 2022)" : 6 Documents clear
Introduction to Characteristics of Authenticity in Rupiah Based on Augmented Reality Euis Nur Fitriani Dewi; Andi Nur Rachman; Arif Muhamad Nurdin
IJAIT (International Journal of Applied Information Technology) Vol 06 No 02 (November 2022)
Publisher : School of Applied Science, Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/ijait.v6i02.4789

Abstract

This research is developing an application introduction to the characteristics of the authenticity of the rupiah by applying a system of Augmented Reality (AR) on android mobile devices. The Act of forgery of currency has a broad impact and is very detrimental to society. Congressional education applications introduction to the characteristics of the authenticity of the rupiah using augmented reality technology by applying techniques of marker-based tracking. This research made RUPIAR with the Multimedia Development Life Cycle (MDLC) method. Based on the testing that has been done, the results of the alpha testing are already functionally fit. From beta testing, test results from User Acceptance of functionality Test (UAT) obtained the value of 89.68%, declared eligible for use with the interpretation "Good", which means the application is worthy of being used and can be developed.
Augmented Reality with Speech Recognition for Animal Recognition Applications Aldia Deponsa Judistira; Agus Pratondo; Anang Sularsa
IJAIT (International Journal of Applied Information Technology) Vol 06 No 02 (November 2022)
Publisher : School of Applied Science, Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/ijait.v6i02.4351

Abstract

The advance of educational technology is significantly changing and is very effective in supporting education nowadays. However, technology to support education in Indonesia is not maximal; one of the cases occurred in the PGRI Sumedang Kindergarten. Teachers at PGRI Sumedang Kindergarten have difficulties providing material that can build students’ interest, especially general knowledge about animals. This study aims to design Augmented Reality (AR) technology features with Speech Recognition for an Android-based interactive multimedia application of animal knowledge to assist learning activities in PGRI Sumedang Kindergarten. AR is a computer technology that combines virtual objects with the real world. This AR feature uses a card-shaped marker with an image and speech recognition as a medium for interaction with animals. Speech recognition is a computer technology to process human speech into digital letters or words. The resulting interaction is that if the user pronounces the animal’s name displayed in AR, the animal animation will move. This AR feature can help to learn activities at Kindergarten PGRI Sumedang.
Performance Indicator of Diskominfo XYZ City Based on IT Balanced Scorecard Iqbal Santosa; Rahmat Mulyana; Nabila Nur Najmi Laila
IJAIT (International Journal of Applied Information Technology) Vol 06 No 02 (November 2022)
Publisher : School of Applied Science, Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/ijait.v6i02.5501

Abstract

In managing the government, XYZ City is assisted by the Department of Communication and Information (Diskominfo) whose function is to formulate technical policies in the fields of communication, informatics, and public relations. XYZ city performance results are reported annually in the Government Agency Performance Accountability Report (LAKIP). In the 2020 LAKIP, it was still found that the formulation of performance indicators was not relevant to the goals/targets to be achieved, and it was also found that performance indicators were not clear how to be measured. In addition, there is a discrepancy between the formulation of the document performance indicators and the performance indicators in the e-SAKIP application. Because it is related to the application, this is the domain of the Diskominfo XYZ City. This study aims to produce a design of performance indicators both at the Diskominfo XYZ City and each field in the Diskominfo XYZ City using the IT Balanced Scorecard approach that has been adopted by COBIT with the term COBIT Goals Cascade. This research produces Enterprise goals, IT-Related Goals, and KPIs for each strategic target in each IT field at the Diskominfo XYZ City.
3D Tactical Floor Game Application for Visualization of Battle Operation Plan by Utilizing Three Act-Structure Rickman Roedavan; Bambang Pudjoatmodjo; Sazilah Salam; Khaniza Nurussyifa
IJAIT (International Journal of Applied Information Technology) Vol 06 No 02 (November 2022)
Publisher : School of Applied Science, Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/ijait.v6i02.4828

Abstract

Tactical Floor Game (TFG) is an activity to simulate tactics and test the concept of battle operation plans. The main focus in TFG activity is aligning planning logic with field execution estimates using storytelling, mainly through role-playing in a replica of the combat situation. TFG activity is usually done manually by laying out a paper map on the floor and pairing miniatures representing units in operation. In the digital version, TFG activity is typically presented in the form of short film segments representing a stage of combat preparation or by utilizing simple PowerPoint-based animations. The use of such multimedia is considered less representative and may not provide a realistic visualization in the context of battle simulations. This research aims to address the issue of creating realistic visualization and dynamic simulation in combat planning by developing an interactive multimedia application. The contribution to the field of knowledge in this research is focused on the application of the Three-Act Structure, a storytelling framework commonly used in films, into the process of developing multimedia applications. The test results indicate that an interactive multimedia application developed specifically for TFG activities can serve as a comprehensive visualization tool for testing the concept of battle operation plans.
Information Technology Strategy for Micro, Small, and Medium Enterprises in the Era of Industry 4.0 Leni Fitriani; Heru Nugroho
IJAIT (International Journal of Applied Information Technology) Vol 06 No 02 (November 2022)
Publisher : School of Applied Science, Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/ijait.v6i02.5975

Abstract

During the industrial revolution 4.0, business and industry competitiveness expanded. Because of circumstances like these, competition between firms or micro, small, and medium enterprises (MSMEs) is also increasing. To create and maintain a competitive advantage, a business must be able to dominate the market by enhancing its strategy. The ability of companies to expand market segments by introducing distribution channels and innovations by employing technical advancements is one of the company's development tactics. To identify potential and difficulties for further study, this article aims to evaluate information technology solutions for empowering Micro, Small, and Medium Enterprises. The Biblioshiny tool was used to conduct the literature review for this article. Results Scientific publications investigate opportunities and obstacles to determine the function that strategic information technology supports in the case study of Micro, Small, and Medium Enterprises.
Dynamic Horizontal Voting Ensemble Deep Learning Approach to Combined Classification for Human Age, Gender and Ethnicity Soft Biometric Using Fingerprint Pattern Olorunsola Stephen Olufunso; Abraham E. Evwiekpaefe; Martins E. Irhebhude
IJAIT (International Journal of Applied Information Technology) Vol 06 No 02 (November 2022)
Publisher : School of Applied Science, Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/ijait.v6i02.5472

Abstract

There is paucity of information regarding the probability that fingerprints may reveal combined soft biometric trait of human age, gender, and ethnicity. This challenge is due to lack of data. This has however, prompted academics to conduct their demographic classification-related work using the limited fingerprint dataset that is now available. However, complete fingerprint datasets collected under conventional and real-world conditions are not easily available for research reasons. This research aims to design a multi-task Deep Learning model for classifying the combined traits of ethnicity, gender, and age group estimation using fingerprint pattern. The fingerprint database was collected using a live scan method in real-world conditions, with subjects from three most numerous racial groups of Nigeria which are Yoruba, Igbo and Hausa, with consideration of the subject gender and age groups. The proposed method for the fingerprint image classification and training is the novel Dynamic Horizontal Voting Ensemble (DHVE) with Hybrid of Convolutional Neural Network (CNN) and Long Short-Term Memory (LSTM) being utilized as the base (weak) learner. The dynamic selection method was utilized to determine classifiers in the normal horizontal voting ensemble, hence enhancing the ensemble technique's average accuracy. Standard performance classification metric inclusive of Accuracy, hold in thoughts, Precision, and F1 rating had been implemented to evaluate the model's performance. The result shows 76% accuracy in predicting person’s combined age group, ethnicity and gender. We also compared its performance against other approaches. It outperforms other cutting-edge algorithm like the CNN model in terms of performance metrics.

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