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INDONESIA
JOURNAL OF INFORMATION SYSTEM RESEARCH (JOSH)
ISSN : -     EISSN : 2686228X     DOI : -
Core Subject : Science,
Artikel yang dimuat melalui proses Blind Review oleh Jurnal JOSH, dengan mempertimbangkan antara lain: terpenuhinya persyaratan baku publikasi jurnal, metodologi riset yang digunakan, dan signifikansi kontribusi hasil riset terhadap pengembangan keilmuan bidang teknologi dan informasi. Fokus Journal of Information System Research (JOSH)
Articles 754 Documents
Klasifikasi Citra Daging Sapi dan Babi Menggunakan CNN Alexnet dan Augmentasi Data Ikhwanul Akhmad DLY; Jasril Jasril; Suwanto Sanjaya; Lestari Handayani; Febi Yanto
Journal of Information System Research (JOSH) Vol 4 No 4 (2023): Juli 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i4.3702

Abstract

Konsumsi daging di Indonesia didominasi oleh sapi, kerbau, dan ayam. Namun, beberapa pedagang nakal mencampur daging sapi dengan daging babi sehingga sulit dibedakan oleh masyarakat awam. Beberapa penelitian telah menggunakan metode Convolutional Neural Network (CNN) untuk mengklasifikasikan citra, namun kekurangan data menjadi tantangan. Oleh karena itu, penelitian ini menerapkan teknik augmentasi data pada model CNN Alexnet untuk mengklasifikasikan daging sapi, babi, dan daging oplosan. Penelitian ini menggunakan dua rasio pembagian data yang berbeda, yaitu 90:10 dan 80:20, dengan total 600 data non-augmentasi dan 3000 data augmentasi yang dibagi menjadi tiga kelas. Beberapa hyperparameter diuji untuk mengoptimalkan kinerja model seperti optimizer Adaptive Moment Estimation (Adam), Stochastic Gradient Descent (SGD) dan Propagasi Root Mean Square (RMSprop) serta learning rate 0.1, 0.01, 0.001 dan 0.0001. Hasil menunjukkan bahwa penggunaan data citra augmentasi dengan optimizer Adam dan learning rate 0,001 memberikan accuracy tertinggi sebesar 85,00%. Sementara itu, penggunaan data citra non-augmentasi dengan skenario optimizer RMSprop dan learning rate 0, 0001 menghasilkan performa yang sedikit lebih rendah, yaitu mendapatkan accuracy 80.00%. Keduanya menggunakan perbandingan data 80:20. Teknik augmentasi data berhasil meningkatkan kinerja model deep learning dengan menciptakan data baru dari data yang ada.
Enhancing Website Usability by Utilizing Heuristic Evaluation and User Feedback for Better User Experience Sulthan Habib; Tengku Khairil Ahsyar; M. Afdal; Febi Nur Salisah; Syaifullah Syaifullah
Journal of Information System Research (JOSH) Vol 4 No 4 (2023): Juli 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i4.3706

Abstract

This research focuses on improving the usability of the Portal KUKERTA website used by Lembaga Penelitian dan Pengabdian pada Masyarakat Universitas Riau (LPPM UNRI) for the Kuliah Kerja Nyata (KKN) program. Based on direct observations of the Portal KUKERTA website, several usability issues related to the system were identified. Combining heuristic evaluation and user feedback, the study aims to enhance the user experience and ensure a user-friendly interface. Analysis of feedback from 98 users revealed the highest severity ratings in Flexibility and Efficiency of Use, Error Prevention, and User Control and Freedom. Recommendations were developed to address these issues and improve the user experience. The integration of heuristic evaluation and user feedback provides valuable insights for enhancing the usability of the Portal KUKERTA website, serving the needs of students and lecturers. Additionally, the research results showed scores for various usability principles, including visibility of system status (1.838), match between system and real world (2.264), user control and freedom (3.786), consistency and standards (2.325), error prevention (4.062), recognition rather than recall (2.250), flexibility and efficiency of use (4.075), aesthetic and minimalist design (2.713), and help users recognize, diagnose, and recover from errors (2.843). These findings further guide the improvement of specific areas to enhance the overall usability of the Portal KUKERTA website.
Penerapan Internet of Thing (IoT) Dalam Pengendalian Suhu, Kelembaban dan PH Air Kolam pada Mini EduFarm Efri Suhartono; Jaspar Hasudungan; Jangkung Raharjo; Ardio Pratama Putra; Firman Ag. Roni; Annisa Puji Lestari; Ahmad Zaky Rafif Muthafa; Dega Pradipta Ramadhan; Muh Zidni Makarim; Eka Sugiarto
Journal of Information System Research (JOSH) Vol 4 No 4 (2023): Juli 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i4.3723

Abstract

In cultivating fish using ponds, there are quite a number of parameters that must be considered in order to get the desired results and minimize failure in the cultivation of the fish itself. The problems that occur in fish farming according to the references obtained are the temperature and pH of the water that are not in accordance with the needs of the fish itself. Optimal water temperature conditions for intensive catfish maintenance are 25 – 30°C. Meanwhile, from time to time the temperature of the water can change due to certain factors. Based on the above problems, IoT technology is used which can identify and detect the data above, so that it can analyze the required data and automatic feeding with consistent time. Testing will be carried out by adjusting the data taken by the sensor used as well as the output from the tool itself by utilizing existing manual measuring instruments so that the data taken by the sensor itself is not in doubt the data taken by the sensor itself. Automatic temperature control devices and pool monitoring will be a solution to problems beyond human control. The tool will detect the pool temperature, if it feels like the pool water temperature needs to be warmed up, then the water will be channeled by a water pump to the heatsink attached to the cold side of the TEC, then the colder water will be put back into the pool, and vice versa when the pool water temperature feels cold. The monitoring system can make it easier for catfish breeders to monitor pond water conditions via mobile phones only with the web.
Analisa Perfoma Jaringan Wifi Berbasis Smartphone Sebagai Tethering dan Smartphone Sebagai Modem dengan Metode Perbandingan Humaid Husain As’ad; Purwono Hendradi; Mukhtar Hanafi
Journal of Information System Research (JOSH) Vol 4 No 4 (2023): Juli 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i4.3729

Abstract

At this time smartphones sound familiar to the public. Smartphones are included in the auxiliary tools in the continuity of human life equipped with various features that have the same capabilities as computers, so it is no stranger to the ears of the community with it because it provides convenience for users. One of the features given to smartphones is the tathering feature, Tethering makes it easy for users to share internet connections in a way that is easy to use in every age group of society in general. This research uses an experimental method by analyzing two objects. Based on the test results, the test was carried out using the speed test application 10 times within 1 day and obtained an average on both objects that showed a comparison of the results obtained and showed the superiority of using a smartphone as a modem compared to a tethering smartphone. In this test, get the average value of the router download: 15.66 and upload: 18.207 then the average value of tethering download: 10,815 and upload: 16,271 from the beginning of the average network used download: 20.782 and upload: 20,51. With the average comparison above, it can be concluded that the use of a smartphone as a modem has a superior network sharing average using MBps as a measure.
Digitalisasi Warisan Benda Bersejarah Pada Kawasan Pura Pucak Penulisan Menggunakan Metode Waterfall Putu Wirayudi Aditama; Ni Komang Dani Juniantari; I Made Subrata Sandhiyasa; Ida Bagus Gede Sarasvananda; I Gede Iwan Sudipa
Journal of Information System Research (JOSH) Vol 4 No 4 (2023): Juli 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i4.3733

Abstract

Sukawana Village has many temples and has a very interesting historical heritage so that it is used as one of the tourism sites, this village has a temple called Pura Pucak Penulisan which is located in Sukawana Village, this temple has many historical objects that have not been known by the surrounding community. The solution to overcome these problems is the digitization of historical objects in Pura Pucak Penulisan, Sukawana Village. The system development method uses the Waterfall method because it can provide a structured solution approach in producing a website as a medium for digitizing historical objects in the Pucak Penulisan temple area, Sukanawa Village. The implications of research with digitization can help the surrounding community and other people find information about historical objects in Pura Pucak Penulisan without having to see it directly to the place. Based on the results of research 103 respondents from the community regarding the digitization of historical objects in Pura Pucak Penulisan showed 98.1% with the digitization of historical objects in Pura Pucak Penulisan which provided clear information about the historical objects in Pura Pucak Penulisan, this was also supported by 21 respondents from the Sukawana Village Office showing 85% considered it important to digitize historical objects in Pura Pucak Penulisan, to maintain its cultural assets. And in the black-box testing results get the expected results with the appropriate test.
Sentimen Analisis Pembatalan Indonesia Menjadi Tuan Rumah Piala Dunia U-20 Menggunakan Metode Naïve Bayes Rozaq Sulastiyono; Agus Setiawan; Setiya Nugroho
Journal of Information System Research (JOSH) Vol 4 No 4 (2023): Juli 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i4.3737

Abstract

Football is the most popular sport in the world, including Indonesia. Several football tournaments have been postponed due to Covid-19, including the U-20 World Cup which will be held this year in Indonesia. However, the tournament was rejected by several parties who did not want one of the participating countries to take part in the tournament. As a result, the FIFA federation canceled Indonesia as the host for the 2023 U-20 World Cup. The polemic that has occurred in the last few weeks has generated many opinions and opinions from social media users, one of which is Twitter. This study focuses on classifying opinions from tweets on Twitter regarding the cancellation of Indonesia from hosting the U-20 World Cup. This sentiment classification uses the Lexicon Based method to determine positive, negative and neutral sentiments, classification uses the Multinomial Naïve Bayes method for calculating accuracy with the Confusion Matrix. Based on the system built, an accuracy of 85% is obtained with a precision of 85%, a recall of 85%, and an f1-score value of 83%.
Kombinasi Algoritma Sequential Search dan Fitur Autocomplete Pada Aplikasi Arsip (E-Arsip) Perpustakaan Berbasis Web Muhammad Furqon Sjofjan; Fauziah Fauziah; Rima Tamara Aldisa
Journal of Information System Research (JOSH) Vol 4 No 4 (2023): Juli 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i4.3748

Abstract

Files have the capability of being a source of data, therefore the existence of archives in an agency plays an important role in broad activities, given the importance of archives, consideration is needed in data management to ensure agency archives are stored properly and are easy to find. Searching for data through the site has been greatly developed along with the support of improved equipment, data search can be done using the search information stored in the program, search algorithms are a collection of software programs created to make it easier for clients to find and track data. Currently in search enter the word or phrase byuser to find data that is still difficult to find. Therefore we need features that can help users in searching. So this research was made and the application used two algorithms that can help in typing words or phrases namelyAutocomplete in order to assist clients in searching for data, and algorithms Sequential Search to make it easier to find client data. The average run time of the Sequential Search algorithm from 250 user data is 0.00496 seconds, and the word input search process with Autocomplete yields results for 100 percent of the 250 corresponding database data.
Pengenalan Bendera Negara Dengan Fisher Yates- Shuffle Pada Game Edukasi Android Menggunakan Metode GDLC Desty Rahma Fadilla; Fauziah Fauziah; Rima Tamara Aldisa
Journal of Information System Research (JOSH) Vol 4 No 4 (2023): Juli 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i4.3754

Abstract

This research aims to address the negative impact of less educational games by creating an interactive educational game for Android that combines learning about national flags and memorizing flag images, thus enhancing logical thinking skills in children. It is developed using the Flutter framework as the development platform and follows the GDLC method, with alpha testing conducted using the blackbox method. The Fisher-Yates Shuffle algorithm is implemented for shuffling the flag images and the order of elements in the card list. The testing method involves using the Debug Console in Visual Studio Code to verify the success of the shuffling process. The conducted testing, performed six times, demonstrates the algorithm's success in shuffling the card order for each level. In the easy level, the randomized order is 6, 10, 8, 5, 3, 4, 11, 2, 7, 1, 12, 9. In the normal level, the randomized order is 6, 11, 20, 16, 1, 13, 19, 17, 9, 2, 15, 4, 10, 12, 14, 8, 5, 7, 2, 18. In the hard level, the randomized order is 2, 14, 1, 21, 7, 18, 24, 22, 10, 23, 6, 11, 15, 9, 17, 4, 8, 3, 5, 13, 16, 12, 19, 20. The Fisher-Yates Shuffle algorithm successfully generates diverse shuffling of flag images and avoids repeating the random order of cards each time the game starts. Thus, this game can provide stimulation to the brain and encourage children to effectively enhance their object memory skills.
Desain Sistem Pendeteksi Plat Kendaraan Untuk Pengisian BBM Menggunakan Metode K-Nearest Neighbor (KNN) Mazlan Mazlan; Ewi Ismaredah; Haris Simaremare; Oktaf Brillian Kharisma
Journal of Information System Research (JOSH) Vol 4 No 4 (2023): Juli 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i4.3768

Abstract

This study aims to design and develop a vehicle plate detection system for refueling. Applications built using the K-Nearest Neighbor (KNN) method, this method is used to classify vehicle plates. This research will use the OpenCV module in the python programming language to recognize vehicle plates and carry out the pre-processing, segmentation, feature extraction, and classification stages of vehicle Image data. This system will utilize the K-Nearest Neighbor (KNN) method such as edge detection, perspective transformation, and pattern recognition to achieve optimal results. The test results show that the system is able to recognize with high accuracy various types of vehicle license plates under different lighting conditions and viewing angles, thus a system can be created and determined for each license plate to only be refueled once a day. When the vehicle has never been filled on that day, the system will display a green light which means refueling can be done. Whereas for vehicles that have filled in on that day, the system will display a red light which means the vehicle cannot fill up so it must wait the next day after the system is reset. This system will be able to accurately and real-time detect and identify the vehicle plates used in the refueling process. Therefore, the design of this system is expected to be the basis for increasing efficiency in the refueling industry as well as providing a basis for the development of further research in this field.
Analisis Rancangan Sistem Monitoring Posisi Hewan Menggunakan Lora Muhammad Afdhaluddin; Ilsa Palingga
Journal of Information System Research (JOSH) Vol 4 No 4 (2023): Juli 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i4.3771

Abstract

For some people, having a pet can relieve stress or fatigue. There are also people who raise animals to supplement their income. Animals such as cats, cows and goats are animals that are often found in settlements and areas. Usually these animals are released in apartments. Of course, once released, the owner will no longer be able to control his pet. That's why we need a device to control these pets. Based on the above information, it is necessary to have technology that is focused on surveillance systems. This technology uses surveillance devices based on the Internet of Things (IoT). The task of the monitoring device is to retrieve and collect data from the environment being measured. There are main components such as Arduino Nano 328P, NodeMCU ESP8266, LoRa, Ublox NEO-6M Gps and Android. This system has two tools, a transmitter and a receiver. First, the transmitter sets up a TET connection. When the connection is stable, the base station's GPS recovers local information in the form of longitude and latitude. After the data is successfully retrieved, the data is stored and the location is sent to the recipient (LoRa). After receiving the data (LoRa), the receiver will set up the connection first, when the connection is stable, the data received from the transmitter will be sent to the server and displayed on the App. The tool works well at a maximum distance of ±35 meters and if the tool works at a distance of 25-35 meters the coordinate point is still legible but not accurate. If the tool works more than 40 meters then the coordinates will not be read at all. The distance and position of the transmitter can affect the results on the display in the Blynk application and the coordinate points on the Arduino.