Jurnal Tekinkom (Teknik Informasi dan Komputer)
Jurnal TEKINKOM merupakan jurnal yang dimaksudkan sebagai media terbitan kajian ilmiah hasil penelitian, pemikiran dan kajian analisis-kritis mengenai isu Ilmu - ilmu komputer dan sistem informasi, seperti : Pemrograman Jaringan, Jaringan Komputer, Teknik Komputer, Ilmu Komputer/Informatika, Sistem Informasi, dan Multi Disiplin Penunjang Domain Penelitian Komputasi, Sistem dan Teknologi Informasi dan Komunikasi, dan lain-lain yang terkait. Artikel ilmiah dimaksud berupa kajian teori (theoritical review) dan kajian empiris dari ilmu terkait, yang dapat dipertanggungjawabkan serta disebarluaskan secara nasional maupun internasional.
Articles
21 Documents
Search results for
, issue
"Vol 5 No 1 (2022)"
:
21 Documents
clear
IDENTIFIKASI PENGENALAN WAJAH UNTUK SISTEM PRESENSI MENGGUNAKAN METODE KNN (K-NEAREST NEIGHBOR)
Dwi Rizki Yulianti;
Iwan Iwut Triastomoro;
Sofia Sa’idah
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 5 No 1 (2022)
Publisher : Politeknik Bisnis Indonesia
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.37600/tekinkom.v5i1.477
Attendance is an activity that is so important and cannot be separated from a teaching and learning activity to calculate and see student attendance. In this Final Project, research on the automatic attendance system is carried out through facial recognition identification (face recognition) using a webcam as a system input, then the resulting image capture results from each image will be processed through feature extraction using the LBPH (Local Binary Pattern Histogram) method and classification with the KNN (K-Nearest Neighbor) method and the help of OpenCV library-based Python software. The research in this Final Project obtained an average accuracy value in facial recognition using LBPH (Local Binary Pattern Histogram) of 93.9%, with an average FAR value of 4.66% and an average FRR value of 1.33%. For the classification of KNN (K-Nearest Neighbor) using Euclidean Distance when k = 1 obtained an accuracy of 100% with a computation time of 34 ms, at the time of k = 3 an accuracy of 98% with a computation time of 37 ms was obtained and at the time of k = 5 an accuracy of 88% with a computation time of 42 ms.
ANALISIS BIG DATA PENJUALAN VIDEO GAMES MENGUNAKAN EDA
Davit Toramli Husni;
Daniel Ryan Hamonangan Sitompul;
Stiven Hamonangan Sinurat;
Ruben Ruben;
Andreas Situmorang;
Dennis Jusuf Ziegel;
Julfikar Rahmad;
Evta Indra
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 5 No 1 (2022)
Publisher : Politeknik Bisnis Indonesia
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.37600/tekinkom.v5i1.517
Advertising is a very effective way for product marketing, this method is often used to disseminate product information to be marketed. Errors in the analysis of products to be marketed resulted in significant losses to the company due to errors in the exploration of Big Data processing. Big data is described as large-scale data that can be presented, processed and analyzed using existing technologies, methods and theories. Therefore, an assessment of the big data of video game operators that is in demand by the market is carried out to determine the highest and lowest sales of video games using the Exploratory Data Analysis method so that a company can determine the games to be promoted and produced. The results obtained in this study that have the highest and lowest sales of video games in the global market by genre are action at 1745.27 and strategy at 174.5. And for sales by platform, PS2 is 1255.64 and PCFX is 0.03. With this method, video game sales can be presented graphically, making it easier for companies to determine which games to market and promote small game sales.
ANALISIS USER EXPERIENCE MAHASISWA TERHADAP SISTEM INFORMASI SIASAT MENGGUNAKAN USER EXPERIENCE QUESTIONNAIRE
Eirene Claudia Ratmoko;
Magdalena Ariance Ineke Pakereng
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 5 No 1 (2022)
Publisher : Politeknik Bisnis Indonesia
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.37600/tekinkom.v5i1.498
The current development of information systems needs to be reviewed whether the quality of the information system is able to answer the needs of its users. One of the information system technologies is the Satya Wacana Academic Information System (SIASAT), which until now there has been no research that discusses the level of user experience satisfaction when using the SIASAT. Therefore, an analysis of the student SIASAT user experience was carried out using the User Experience Questionnaire (UEQ) method. UEQ is a measurement measured from aspects of its use and aspects of experience including compressive impressions with a questionnaire scale. UEQ has 26 questions covering 6 scales, including the attractiveness, perspicuity, efficiency, dependability, stimulation, and novelty scales. The final result of the study concluded that for the attractiveness scale, the evaluation value was normal and the benchmark was Bad. The perspicuity scale gets a positive evaluation value and the benchmark is Above Average. The efficiency scale gets a normal evaluation value and a Bad benchmark. The dependability scale gets normal evaluation values and Bad benchmark. The stimulation scale gets a normal evaluation value and a Bad benchmark. The novelty scale gets a negative evaluation score and the benchmark is Bad.
PERANCANGAN SISTEM INFORMASI BUKU TABUNGAN MENGGUNAKAN ORACLE APPLICATION DEVELOPMENT FRAMEWORK PT. ASURANSI SINARMAS
Getsemani Salisa Margaretha;
Magdalena Ariance Ineke Pakereng
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 5 No 1 (2022)
Publisher : Politeknik Bisnis Indonesia
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.37600/tekinkom.v5i1.513
A bank book is something that is needed by a customer, both a company and an individual. This is because the function of the bank book itself is as a system that records details of the entry and exit of money in the passbook, checking balances, monthly reports for incoming deposits, and so on. so that it is not uncommon for many well-known companies in Indonesia and abroad to create systems that design a company's financial records, such as P. Asuransi Sinarmas who also designs a bank book system with the tools used are Oracle Java Application Development Framework (oracle). ADF) and Oracle MySQL as data storage. Oracle is widely used by companies because it has several advantages in the amount of data it handles is very large, processes data quickly and accurately has a good ability to perform server clusters and database system management, can restore databases, and is multi-platform, can be used on other operating systems such as Mac and Linux.
ANALISIS DAN PERANCANGAN SISTEM INVENTARISASI ASET PADA PT. BANGUNINDO TEKNUSA JAYA
Agnes Meilosa Callysta;
Magdalena Ariance Ineke Pakereng
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 5 No 1 (2022)
Publisher : Politeknik Bisnis Indonesia
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.37600/tekinkom.v5i1.499
Asset inventory is an effort to collect data, record, report the results of asset data collection and then document it. PT. Bangunindo Teknusa Jaya is a technology company. Previously PT. Bangunindo Teknusa Jaya already has a website, but the website does not yet have a company asset inventory system. With the creation of an asset inventory system, it is hoped that this system can assist in recording asset loans and collecting company asset data. In making an asset inventory system, the method used is the Waterfall Method. The Waterfall Method has 5 steps: (1) Requirements, (2) Design, (3) Implementation, (4) Verification, and (5) Maintenance. Asset Inventory Information System PT. Bangunindo Teknusa Jaya is designed using Unified Modeling Language (UML) diagrams, namely Use Case Diagrams, Class Diagrams, and Activity Diagrams. The UML diagram of the asset inventory system uses StarUML tools, while the design of the asset inventory system uses MarvelApp. From the research that has been done, it produces a system that can help admins in saving time in data collection and transactions for borrowing company assets so that the admin's work becomes more effective and efficient.
SISTEM INFORMASI ABSENSI KARYAWAN PADA CV. MANHA DIGITAL BERBASIS ANDROID
Tabrani Muhamad;
Suhardi Suhardi;
Hananda Priyandaru
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 5 No 1 (2022)
Publisher : Politeknik Bisnis Indonesia
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.37600/tekinkom.v5i1.378
Technology is currently developing very rapidly, especially in the field of information system development, forcing companies or agencies to adapt, and must take advantage of existing opportunities to facilitate the performance of all employees. During the COVID-19 pandemic, all companies were forced to employ all employees from home. CV Manha Digital updated the employee attendance policy which was previously done manually by taking daily attendance at the company. During the pandemic, in support of government policies that require working from home to avoid physical contact between employees and reduce the spread of the corona virus, an Android-based attendance information system is needed that allows employees to take attendance using cellphones from home. The software development method uses the waterfall method starting from needs analysis, design, and implementation. testing the application using a black box shows the results are 100% running as expected. The results of the questionnaire test using the System Usability Scale method on a presence information system that is easy to use, user friendly and effective is stated by employees by 92%. It can be concluded that the application of an android-based information system during the COVID-19 pandemic is the most appropriate solution in solving problems in CV. Manha Digital
PERBANDINGAN AKURASI ALGORITMA NAÏVE BAYES, K-NN DAN SVM DALAM MEMPREDIKSI PENERIMAAN PEGAWAI
Novendra Adisaputra Sinaga;
B Herawan Hayadi;
Zakarias Situmorang
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 5 No 1 (2022)
Publisher : Politeknik Bisnis Indonesia
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.37600/tekinkom.v5i1.446
To supporting academic and non-academic activities, the Polytechnic Business Indonesian (PBI) must be supported by employees with reliable Human Resources (HRD) who have good behavior, good abilities and can complete work professionally and responsibly. Conventional techniques for analyzing existing large amounts of data cannot be handled which is the background for the emergence of a new branch of science to overcome the problem of extracting important information from data sets, which is called Data Mining. Utilizing methods to classify data by utilizing methods including: Naïve Bayes method, K-Nearest Neighbor (K-NN) and Supervise Vector Machine (SVM). From this research, in Predicting Applicants Graduation at PBI, the SVM method is better than Naïve Bayes and K-NN. With 33 test data used, SVM has 84.9% accuracy, 85.1% precision while K-NN has 81.8% accuracy, 84.1% precision and Naïve Bayes has 78.8% accuracy and 80.1% precision.
PERANCANGAN MEDIA BELAJAR INSTRUCTIONAL GAMES UNTUK PENINGKATAN MINAT BELAJAR SISWA SMA
Fauzi Faisal Nugraha;
Eryan Ahmad Firdaus
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 5 No 1 (2022)
Publisher : Politeknik Bisnis Indonesia
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.37600/tekinkom.v5i1.431
than studying. Submission of teaching materials in a conventional way will be boring to be followed by students in class. It is necessary to improve teaching methods that are able to attract students' interest in learning to be motivated in participating in teaching and learning activities. The design of interactive learning media with the instructional games model aims to increase the interest of students so that they can receive teaching materials in a good and fun way. The method used in this research is Research and Development (R&D). To analyze students' learning motivation, a field survey questionnaire was used which was given to 33 students of Class XI SMA Negeri 1 Plered. There has been an increase of 8.22%, where the initial motivation of students is at the percentage of 62.88% increasing to a percentage of 71.10%, which can also be interpreted that the use of interactive instructional games learning media is able to increase student learning motivation.
IMPLEMENTASI METODE LONG SHORT TERM MEMORY UNTUK MEMPREDIKSI PERGERAKAN NILAI HARGA EMAS
Michael Owen;
Vincent Vincent;
Riama Br Ambarita;
Evta Indra
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 5 No 1 (2022)
Publisher : Politeknik Bisnis Indonesia
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.37600/tekinkom.v5i1.507
Investment is an activity that is invested or financed with the hope of profit or return in the future. One form of investment is to use gold. Many people are interested in investing in gold. Apart from being quite affordable, investing in gold is also very easy to do and flexible. Gold is included in the low risk investment class because its price movements tend to follow the rate of inflation. This study uses the Long Short Term Memory (LSTM) method to predict the movement of gold prices which will visualize the data in the form of a Line Chart. This study aims to provide decision support material regarding the movement of buying and selling prices of gold through the presentation of data aimed at people who invest in gold. However, real gold price movements cannot be separated from external factors such as the exchange rate of the rupiah against foreign currencies, import export policies and other government policies. There are many influencing factors such as opening price, closing price, adjust close, volume, highs, lows recorded over a certain period of time. Another factor is the Daily Return which can be positive (Grown In Value) and negative (Lost In Value).
RANCANG BANGUN PLATFORM PENGGALANGAN DANA MASJID BERBASIS WEBSITE DENGAN METODE CROWDFUNDING
Suci Mutiara;
Muhammad Miftah Murod
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 5 No 1 (2022)
Publisher : Politeknik Bisnis Indonesia
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.37600/tekinkom.v5i1.461
Every social service institution definitely needs funds to carry out various service programs, one of which is raising funds for the construction of mosques or mosque renovations. Thus, there are still many mosques that raise funds by taking to the streets and asking road users, so that it can hinder the smooth flow of traffic, as well as many mosque charity boxes in every shopping center and in one shopping center there can be two to three mosque charity boxes. which exists. In this study, use the website as a research base that aims to mobility towards its use. The system that will be built will use the CodeIgniter Framework as a framework in the development of the Crowdfunding system. In this study using the prototype with the consideration that the prototype is easier to implement and has a smaller risk of failure. This application is designed using Java Programming Language, HTML5 Bootstrap, codeigniter and MYSQL database. Software testing results have been tested using the Black-Box Testing method. the result is that the menu button on the website can work properly and the website can be run on all smart phones. The results of this study are in the form of a Website-Based Mosque Fundraising Platform with the Crowdfunding Method which can accommodate donors to give alms and mosque administrators can make mosque charity fundraising either for renovation or construction.