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.
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ANALISIS ATENSI VISUAL CALON MAHASISWA PADA BROSUR PERGURUAN TINGGI MENGGUNAKAN METODE EYE TRACKING
Dede Febrian Saragih Sumbayak;
Muhammad Baihaqi Siregar;
Deni Adha Akbari;
Rizki Edmi Edison;
Evta Indra
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 7 No 1 (2024)
Publisher : Politeknik Bisnis Indonesia
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DOI: 10.37600/tekinkom.v7i1.1365
The purpose of the research is to analyze the figures presented in the E-Brochure of the Faculty of Science and Technology at Prima Indonesia using the eye movement patterns of prospective students, to find out if the people displayed represent each study program. The problem is in the 2022 to 2023 academic year was a decrease in the new students by 30%, especially in the Faculty of Science and Technology. Therefore, more specific research must be carried out on the use of E-Brochures to improve the quality of promotions. The visual attention patterns of 80 prospective students were recorded using eye-tracking technology to find out their objective assessment of the figures displayed. The research results indicated a variation in participant’s visual focus on different Regions of Interest (RoI) for each image. For example, in image 1, RoI 3 received the most attention with a dwell time of 2.43 seconds, while in image 2, RoI 2 was the main focus with a dwell time of 1.41 seconds. This data suggests that facial elements tend to attract more attention than properties, although there are exceptions depending on the image's composition. The benefit of this research is improving the quality of the E-Brochure of the Faculty of Science and Technology, Prima Indonesia University so that it pulls the interest of new students.
IMPLEMENTASI DATA MINING MENGGUNAKAN ALGORITMA APRIORI DALAM MENENTUKAN PERSEDIAAN OBAT
Gesta Wulandari;
Sasmita Sasmita;
Fitria Rahmadayanti
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 7 No 1 (2024)
Publisher : Politeknik Bisnis Indonesia
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DOI: 10.37600/tekinkom.v7i1.1270
This study aims to enhance the efficiency of drug inventory management at UPTD Puskesmas Rawat Inap Bandar Kota Pagar Alam by applying the Apriori algorithm to analyze patient drug purchasing patterns. The dataset consists of 470 drug transactions from January to May 2023, with a minimum support of 12% and a minimum confidence of 10%. The research follows the CRISP-DM method, which includes business understanding, data understanding, data preparation, modeling, evaluation, and deployment. Analysis using RapidMiner revealed several association patterns, such as patients who purchase ibuprofen 400 mg also tend to buy calcium lactate 500 mg with a confidence of 0.100, and patients who buy sanmol 500 mg also buy pyrantel pamoate tab scored 125 mg with a confidence of 0.122. Implementing this algorithm helps the health center manage drug inventory more effectively, reducing overstock and understock issues, and minimizing errors in drug data recording. The study concludes that the application of the Apriori algorithm is beneficial for identifying drug purchasing patterns, thereby improving the quality of healthcare services at the health center.
APLIKASI PENGENALAN PLANET PADA TATA SURYA BERBASIS AUGEMENTED REALITY
Indrawan Gustha Wisesha;
Ikrimach Ikrimach
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 7 No 1 (2024)
Publisher : Politeknik Bisnis Indonesia
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DOI: 10.37600/tekinkom.v7i1.1059
The use of Information Technology (IT) in the process of conveying information about the world of education is experiencing rapid development. Currently, the newest technology used to convey information is Augmented Reality (AR) technology. In AR technology, users can visualize objects in 3 dimensions. AR has the advantage of being interactive and real time so that AR is widely implemented in various fields, especially in the field of education. In the world of education, AR is used as a medium to introduce the planets in the solar system. The aim of this report is to review the use of AR technology in introducing elementary school students to the planets in the Solar System. Based on the results of a review of several journals relevant to AR research, information was obtained that AR technology can be used as a medium to introduce planets in the solar system to elementary school students. In making AR applications, the methods used can use Marker Based Tracking and Markless AR methods.
PENGEMBANGAN TEKNOLOGI OPTICAL CHARACTER RECOGNITION DI FLUTTER BERUPA DETEKSI TEKS PADA GAMBAR
Shierly Mayco Angela;
Ade Eviyanti;
Metatia Intan Mauliana
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 7 No 1 (2024)
Publisher : Politeknik Bisnis Indonesia
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DOI: 10.37600/tekinkom.v7i1.1167
This research aims to develop Optical Character Recognition (OCR) technology integrated with the Flutter platform to detect text in images in mobile applications. OCR technology allows extracting text from images automatically, eliminating the need for manual intervention, and is implemented using the Tesseract OCR library which is known to have a high level of accuracy. By combining Flutter, a multi-platform application development framework developed by Google, this research produces an application that is able to detect text from images taken via the kamera or cell phone gallery with fast response and high accuracy. The Rapid Application Development (RAD) approach was used in developing this system. Research stages include requirements planning, system design, system development, and implementation. System testing is carried out using the Black box testing method to ensure all features work according to specifications, as well as User Acceptance Testing (UAT) to assess user satisfaction. The test results show that the application runs well and is accepted by users with a strongly agree level of approval (88%). This research contributes to creating an efficient and intelligent mobile application for detecting text in images, which can be used for various purposes, such as searching for digital comic references, detecting text on food menus, and identifying vehicle number plates.
SMART ROBOT OBJECT DETECTION MENGGUNAKAN ESP-32 CAM
Deni Nurdiansyah;
Satrianansyah Satrianansyah;
Ahmad Sobri
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 7 No 1 (2024)
Publisher : Politeknik Bisnis Indonesia
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DOI: 10.37600/tekinkom.v7i1.1296
Object detection is a method to recognize the class and location of objects in an image. The main challenge is integrating complex algorithms into lightweight and portable hardware, especially with expensive sensor and camera technologies. This research aims to develop an object detection system using the ESP-32 Cam for robotics monitoring and security. The focus is on utilizing the Yolov5 model transformed into TensorFlow Lite for integration with ESP32 AI CAMERA, expected to detect objects in real-time at a low cost. The methodology includes collecting 1710 datasets from 27 images, dividing the data into 70% training, 20% validation, and 10% testing, and labeling the dataset in Roboflow. The object detection model uses Yolov5, transformed into TensorFlow Lite, and implemented in ESP32 AI CAMERA with ESP-32 Cam as the microcontroller. Model evaluation shows high performance with mAP 95%, precision 97%, and recall 100%, indicating high accuracy. The research successfully develops an efficient and affordable object detection system with ESP-32 Cam and TensorFlow Lite from Yolov5. This integration enables the development of wheeled robots capable of real-time object detection, providing an effective solution for portable robotics monitoring and security.
KOMPARASI METODE ALGORITMA KLASIFIKASI PADA ANALISIS SENTIMEN KOMENTAR CYBERBULLYING DI INSTAGRAM
Deny Setiawan Wijaya;
Destriana Widyaningrum
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 7 No 1 (2024)
Publisher : Politeknik Bisnis Indonesia
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DOI: 10.37600/tekinkom.v7i1.1392
Cyberbullying is aggressive behavior through electronic media that has a serious psychological impact on victims, especially artists who are often the target of negative comments that can influence the behavior of other users on social media. This action is not only psychologically and mentally damaging, but is also a cyber crime that needs to be followed up. This research aims to identify and predict negative comments that lead to cyberbullying through text mining with classification and sentiment analysis methods. This study compares two classification methods: Naive Bayes and Decision Tree, to determine which method is more accurate. Data was taken from 1680 comments on Indonesian artists' Instagram accounts, from September 2023 to May 2024, and divided into 80% for training and 20% for testing, so that the results obtained were Naive Bayes showing 80.95% accuracy, 80.95% precision, recall 87.46%, and F1 score 84.02%, while Decision Tree shows accuracy 82.44%, precision 81.68%, recall 82.44%, and F1 score 81.86%. The findings show that Decision Tree has higher accuracy in classifying cyberbullying comments than Naive Bayes.
PERANCANGAN GAME PARKOUR 3D BESERTA DAMPAK POSITIFNYA PADA KETERAMPILAN KOGNITIF PEMAIN
Hafizh As Shoqri;
Cindy Taurusta;
Sumarno Sumarno
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 7 No 1 (2024)
Publisher : Politeknik Bisnis Indonesia
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DOI: 10.37600/tekinkom.v7i1.1208
Parkour 3D games have gained popularity and attracted the interest of players and game developers. These games not only serve as entertainment but also have the potential to enhance cognitive skills such as speed, agility in thinking, and decision-making. However, there is a lack of focus on the relationship between 3D parkour games and the enhancement of speed, agility in thinking, and decision-making. This study aims to explore the impact of playing parkour 3D games on speed, agility in thinking, and decision-making, providing insights into the role of games in developing cognitive and motor skills and the contribution of technology in improving quality of life. The research findings from questionnaires and game analysis indicate that playing parkour 3D games has significantly improved players' speed of thinking, agility, decision-making skills, focus, and concentration, leading to the conclusion that the design of 3D parkour games has been successful in enhancing cognitive skills.
PENERAPAN METODE TREND MOMENT UNTUK MEMPREDIKSI JUMLAH PENJUALAN DAN STOK KOPI PADA OMILEN COFFEE
Oktafiani Br Ginting;
Anita Anita;
Elvi Yolanda Tumanggor
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 7 No 1 (2024)
Publisher : Politeknik Bisnis Indonesia
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DOI: 10.37600/tekinkom.v7i1.1332
This research aims to enhance the efficiency of stock and sales management at Omilen Coffee by applying the Trend Moment Method. Omilen Coffee frequently faces issues with mismatches between coffee stock and customer demand, leading to customer dissatisfaction and increased storage costs. The Trend Moment Method is used to analyze historical sales data and identify trends and seasonal patterns, resulting in more accurate predictions of future stock needs. The research involves the collection of primary and secondary data, data analysis using the Trend Moment Method, prediction validation, and the development of a web-based system to facilitate the prediction and stock management process. The results show that this method is effective in predicting coffee sales and stock, with high prediction accuracy and a MAPE value of 6.28%. The implementation of the web-based system simplifies real-time stock management, enabling Omilen Coffee to plan stock more efficiently, reduce the risk of stock shortages or surpluses, and improve customer satisfaction.
AUDIT DAN TATA KELOLA SISTEM INFORMASI MENGGUNAKAN FRAMEWORK COBIT 2019 PADA KSP SRI SATYAM SEDANA
Sang Putu Bayu Krisnanda Wiguna;
I Gusti Agung Pramesti Dwi Putri;
Ni Made Estiyanti
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 7 No 1 (2024)
Publisher : Politeknik Bisnis Indonesia
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DOI: 10.37600/tekinkom.v7i1.1190
In this study, the author aims to assess the accounting information system that has been used by the Sri Satyam Sedana cooperative and to make an assessment of the company‘s performance during the period of using the system. The research method used is the experiment/ method, which is to test the hypothesis about the cause and effect of a thing. This type of research method requires a comparison or comparison between before and after experimental research. COBIT is a complete and comprehensive standard as an IT audit framework because it is continuous/y developed by ISACA, a professional auditor institution spread across almost all countries. IT governance is something that every company needs to pay attention to. This is because IT Governance can be used by organizations at the executive level where it is to control risks that can occur and ensure that all forms of company resources can be used appropriately. With good corporate governance, it can affect the level of trust and investment protection in the future that is more secure.
CLUSTERING HASIL PANEN UBI KAYU MENGGUNAKAN ALGORITMA K-MEANS
Ratih Yulia Hayuningtyas;
Ida Darwati
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 7 No 1 (2024)
Publisher : Politeknik Bisnis Indonesia
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DOI: 10.37600/tekinkom.v7i1.1327
Cassava is one commodity that has the potential to grow the country's economy. Cassava is a primary food requirement besides rice and corn. This research discusses the grouping of cassava products in the Trenggalek area, the data collected will later be formed into a group or cluster. There are 3 clusters created, namely high cluster, medium cluster and low cluster, to determine which data will enter the 3 clusters. Clustering is an analysis method of data mining. This research uses an algorithm, namely K-Means, to process cassava production results into a cluster. The results of the research produced a high cluster of 3 items, a medium cluster of 1 item and a low cluster of 10 items. Judging from these results, there are still many areas in Trenggalek that produce low quantities of cassava. This research can provide strategies or information to increase cassava production in the future.