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Agus Perdana Windarto
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Sekretariat Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Jln. Jendral Sudirman Blok A No. 1/2/3 Kota Pematang Siantar, Sumatera Utara 21127 Telepon: (0622) 2243 email : jurasikstbtunasbangsa@gmail.com
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INDONESIA
Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika)
ISSN : 25275771     EISSN : 25497839     DOI : 10.30645
Core Subject : Science,
JURASIK adalah jurnal yang diterbitkan oleh LPPM STIKOM Tunas Bangsa Pematangsiantar yang bertujuan untuk mewadahi penelitian di bidang Sistem Informasi dan Teknik Informatika. JURASIK (Jurnal Riset Sistem Informasi dan Teknik Informatika) adalah jurnal ilmiah dalam ilmu komputer dan informasi yang mengandung literatur ilmiah pada studi murni dan penelitian terapan dalam ilmu komputer dan informasi dan ulasan publik pengembangan teori, metode dan ilmu terapan yang berkaitan dengan subjek. Jurnal ini pertama kali mendapat ISSN dengan nomor 2527-5771 pada tahun 2016 untuk terbitan cetak dan mulai 2017 beralih ke terbitan elektronik dengan nomor ISSN 2549-7839. Pengiriman artikel tidak dipungut biaya, kemudian artikel yang diterima akan diterbitkan secara online dan dapat diakses secara gratis. JURASIK (Jurnal Riset Sistem Informasi dan Teknik Informatika) adalah sebuah jurnal peer-review secara online yang diterbitkan bertujuan sebagai sebuah forum penerbitan tingkat nasional di Indonesia bagi para peneliti, profesionaldan praktisi dari industri dalam bidang Ilmu Kecerdasan Buatan. JURASIK (Jurnal Riset Sistem Informasi dan Teknik Informatika) menerbitkan hasil karya asli dari penelitian terunggul dan termaju pada semua topik yang berkaitan dengan ilmu komputer. JURASIK (Jurnal Riset Sistem Informasi dan Teknik Informatika) terbit 1 (satu) nomor dalam setahun. Artikel yang telah dinyatakan diterima akan diterbitkan dalam nomor In-Press sebelum nomor regular terbit. JURASIK (Jurnal Riset Sistem Informasi dan Teknik Informatika) telah terindeks Google Scholar, Garuda, Crossref dan terus akan diupdate mengikuti perkembangan. Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) telah melakukan perubahan jumlah terbitan dari 1 x setahun (Juli) menjadi 2 x setahun (Februari dan Agustus) dan telah melakukan perubahan data administrasi pada laman LIPI dengan url: http://u.lipi.go.id/1480905139. Topik dari jurasik adalah sebagai berikut (namun tidak terbatas pada topik berikut) : Artificial Intelligence, Digital Signal Processing, Human-Computer Interaction, IT Governance, Networking Technology, Optical Communication Technology, New Media Technology, Information Search Engine, Multimedia, Computer Vision, Information System, Business Intelligence, Information Retrieval, Intelligent System, Distributed Computing System, Mobile Processing, Computer Network Security, Natural Language Processing, Business Process, Cognitive Systems, Software Engineering, Programming Methodology and Paradigm, Data Engineering, Information Management, Knowledge-Based Management System, Game Technology.
Articles 403 Documents
Implementasi Data Warehouse Pada Pengelolaan Sampah Digital Tingkat Kelurahan Di Jakarta Selatan Nurzaman, Adam Fahsyah; Alexander, Dennis
Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Vol 9, No 1 (2024): Edisi Februari
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jurasik.v9i1.742

Abstract

The serious issue of waste management in Indonesia, particularly in Jakarta, with an average of 7500 tons of waste received daily by the Bantargebang Integrated Waste Processing Facility, has prompted efforts to reduce pollution through the concept of waste banks employing the 3R (Reduce, Reuse, Recycle) approach. However, observations at waste banks in South Jakarta have revealed challenges in transaction recording, which are often difficult to address by waste bank administrators, ranging from input errors to reports that do not meet stakeholders' expectations. In this context, this research proposes the implementation of a data warehouse for more flexible and accessible information presentation to waste bank administrators and stakeholders. The outcomes encompass data warehouse's ability to provide better insights into the daily, weekly, monthly, and yearly developments and financial impacts of waste banks, along with data visualization in the form of graphs and dashboards, potentially offering significant support for more efficient and sustainable waste management efforts in South Jakarta.
Layanan Pelanggan Berbasis Natural Language Processing Melalui Chatbot Pada UKM NQ Water Menggunakan Naïve Bayes Algorithm Said, Muhammad Arju; Sibyan, Hidayatus; Hasanah, Nur
Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Vol 9, No 1 (2024): Edisi Februari
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jurasik.v9i1.710

Abstract

Proper, quick and easy customer service is what every business player should care about. Includes how to virtually communicate with customers  through messaging apps. Thanks to the sophistication of information technology, they can be used to create new  opportunities for economic actors. One of them is natural language processing or NLP technology that allows machines to interact with natural human  language. This study aims to provide courier services to customers in an efficient and effective manner. The implementation is done  using chatbots on  messaging applications. Chatbot is designed to be able to respond to customer messages automatically and in real time by implementing  NLP methods. Based on the observations made, it is known that the 3 types of questions most  frequently asked by customers are location, price list and shuttle service. Research results  show that chatbots created in natural language can be easily understood and used by customers. It is also made easier for business stakeholders as they no longer need to respond to each customer message, making  customer service  more responsive and optimized.
Penerapan Chatbot Pada Kerusakan Sepeda Motor Injeksi Dengan Basis Dialogflow dengan Telegram Nugroho, Dwi Adi Mulyo; Wibowo, Jati Sasongko
Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Vol 9, No 2 (2024): Edisi Agustus
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jurasik.v9i2.817

Abstract

Damage to injection motorbikes can include various problems, from the fuel system, sensors, to electronic components, which can result in decreased engine performance and disruption to vehicle operation. The aim of this research is to find out and implement a Chatbot-based solution to overcome damage to injection motorbikes, based on Dialogflow and integrated with the Telegram instant messaging application. The main problem is the limited availability of data and the time needed to repair damage to injection motorbikes. The research methodology includes requirements analysis, system design, chat implementation on the Dialogflow platform, integration with Telegram, and evaluation of chat responsiveness through user testing. The black box test got a score of 100%, while the System Usability Scale (SUS) got a score of 85. The research results show that this chat implementation was successful in providing appropriate and responsive solutions to user questions. The conclusion of this research emphasizes that the use of Chatbots for injection motorbike damage using Dialogflow and Telegram can be an effective and efficient solution for providing technical assistance to users, thereby increasing the availability of information and reducing problem resolution time.
Penerapan Metode Rough Set Dalam Memprediksi Penjualan Pada PT. Jaya Framex Bengkulu Lubis, Fitri Amelia Sari; Lubis, Siti Sahara; Agustin, Riris; Karmanita, Deti; Defit, Sarjon
Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Vol 9, No 1 (2024): Edisi Februari
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jurasik.v9i1.758

Abstract

So far, in predicting sales at PT. Jaya Framex Bengkulu, only relies on manual calculations. There are no calculations that use a system to help predict sales at PT. Jaya Framex Bengkulu in the future. As more and more entrepreneurs emerge, it requires entrepreneurs to plan sales strategies. So that what is produced does not decrease further, and is not less competitive with other entrepreneurs, to avoid this, it is necessary to have sales predictions to predict sales so that you can plan future sales strategies. Based on the research conducted, the author can draw the conclusion that predicting the number of food products using Data Mining is very helpful in processing data that has been classified such as product supply, product type and capabilities so that it produces rules that support a decision which can later be used as support for sales prediction decisions. to be more optimal. From 13 sample data of the Data Mining sales process using the rough set method, 5 Reducts were produced which were extracted into knowledge of 11 Generate Rules, thereby producing a decision that was conveyed from the resulting rules. The results of this research can be used by developers to predict future sales. It is hoped that adding new variables can produce more varied decisions and more useful knowledge as decision support
Sistem Perencanaan Instalasi Listrik Rumah Tinggal Dengan Metode RAD Saputro, Andi; Permatasari, Hanifah; Atina, Vihi
Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Vol 9, No 2 (2024): Edisi Agustus
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jurasik.v9i2.840

Abstract

This research aims to analyze, design, and develop a web-based information system to calculate the cost of electrical installation for simple residential homes using the Rapid Application Development (RAD) method. The research background is the need for a system that can facilitate users in planning and estimating electrical installation costs based on technical specifications and power requirements. The system is designed to provide accurate cost estimates, including the cost of installing electrical points, sockets, lights, and other electrical components, enabling users to make more informed decisions. The RAD method is employed to accelerate the development process and ensure the system meets user needs through rapid iterations and prototyping. The results indicate that the system can deliver precise and user-friendly cost calculations, making it an effective tool for planning electrical installations in simple residential homes.
Implementasi Video Animasi 3D Sebagai Media Branding Produk Usaha Mikro, Kecil, dan Menengah Pada Qusnadi Proyektor 889 Lahagu, Edita Emilia; Marbun, Nasib
Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Vol 9, No 2 (2024): Edisi Agustus
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jurasik.v9i2.808

Abstract

The development of increasingly advanced technology makes micro, small and medium business owners increasingly challenged to develop branding that can differentiate from other businesses. Qusnadi Proyekto 889 is one of the micro, small, and medium enterprises that focuses on projector sales. So far, Qusnadi Proyektor 889 uses a sales link as a branding and promotional media, so it has many limitations such as potential consumers cannot access the link which makes consumers do not know clear information about the products being sold. For this reason, by creating an animated video as a media branding and promotion of projectors at Qusnadi Proyektor 889, it is hoped that it will have an impact on increasing sales and can strengthen brand image. 3D animation is made using the Blender application and the resulting output is a 3D animation video as a media branding and promotion of the Cheerlux C9 TV Tuner projector at Qusnadi Projector 889 which displays the kenggulan of the projector. In this study the authors created a 3D animation using the concept of the Multimedia Development Life Cycle (MDLC) method which consists of six stages, namely concept, design, material collecting, assembly, testing, distribution, and distribution. The result of this research is a 3D animation video that helps promote the Cheerlux C9 TV Tuner Projector. It is hoped that this video can help micro, small and medium enterprises Qusnadi Proyektor 889 to grow and succeed in the projector industry
Perancangan Sistem Informasi Desa Pagergunung Berbasis Web dengan Framework Laravel Krisdiantoro, Ahmad; Saian, Pratyaksa Ocsa Nugraha
Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Vol 9, No 1 (2024): Edisi Februari
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jurasik.v9i1.733

Abstract

The village administrative center, or Village Government, is located in rural areas.Data management must be handled carefully and accurately to be beneficial in implementing government policies or programs. Information dissemination in the village is still not effective. The purpose of this research is to provide assistance to the village government in carrying out its duties and providing useful information to the community. The benefits that can be obtained through this research are that with the creation of this information system, the village government can get an overview of the benefits if the information system is made with its full functionality. The research method used is the Waterfall method, system design using Unified Modeling Language (UML), and user interface creation using Figma. The system application is built using the Laravel framework, Php, MySql database, and Visual Studio Code application.The population in this study is the Pagergunung Village Community with a sample of 30 people. The results of this study indicate that after conducting functional testing using the Black Box method, all functions run perfectly, achieving a success rate of 100%. User experience testing with three parameters shows that 87.66% of respondents agree that the application shows good performance, 85.99% of respondents agree that the application is easy to use, and 84.88% of respondents are satisfied with the application that has been built. It can be concluded that the creation of an information system using the Laravel framework can help and facilitate the tasks of village officials and provide useful information to the community.
Pendekatan Swara Dalam Mengukur Popularitas Platform Streaming Musik Melaui Social Network Analysis Berbasis Percakapan Twitter Arjuanda, Resa; Wibisono, Setyawan
Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Vol 9, No 2 (2024): Edisi Agustus
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jurasik.v9i2.798

Abstract

In the digital era, the popularity of music streaming platforms is important in everyday life. To understand the popularity of music streaming platforms, Twitter social network analysis was used with the SWARA approach. The SWARA method provides values for important criteria in decision making. This approach helps understand user perceptions of the platform and strengthen marketing strategies. The WASPAS method is used to solve decision making problems by combining the Weighted Sum Model and the Weighted Product Model. The main music streaming platforms analyzed are Spotify, YouTube Music, Joox, Apple Music, Langit Music, and Music Bagus. Data is collected from Twitter conversations to identify conversation trends and user sentiment. Social network analysis was carried out to map relationships between individuals in the Twitter community. Centrality metrics are used to identify key actors in the network. Thus, this research provides insight into the dynamics of the popularity of music streaming platforms and their influence on Twitter users and provides a basis for more effective marketing strategies in the music industry.
Penerapan Sistem Inferensi Fuzzy Metode Mamdani Untuk Penentuan Konsentrasi Mahasiswa Teknik Informatika S, Richasanty Septima; Syahputra, Hendri; Zulfa, Ira; Gemasih, Husna; Nurdin, N
Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Vol 9, No 1 (2024): Edisi Februari
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jurasik.v9i1.724

Abstract

The Informatics Engineering study at Gajah Putih University it self has two concentrations, namely intelligent computing and computer networking. Confusion problems arise or most of the students’s mistakes regarding specializationa are in accordance with abilities because the many elective courses offered are in line with the interests offered and also the inability of students to calculate the value of previous basic courses. So based on this proble, decision-making aids or recommendations are needed to students about which major concentration is most appropriate according to their abilities. The author proposes system that is able to solve the problems above, namely by creating a system based on a fuzzy inference system with the mamdani method. Mamdani’s Fuzzy Inference System (FIS) or often also known as the max-min method is used because it can tolerate uncertainty values and is based on reasoning that uses an uncertainty approach that combines numerical variables, linguistic variables and rules. In addition, the Mamdani Fuzzy Inference System (FIS) is also used because it has a smaller error value comared to the logic method. This research produced a system for determining the concentration of majors in the informatics engineering study program to help determine the appropriate recommendations with a range of defuzzilication values, namely the lowest value of 4.14 and highest 4.41.
Rancang Bangun Media Pembelajaran Pengantar TI Metode Game Development Life Cycle Putri, Ni Nyoman Juliani; Paramitha, A.A. Istri Ita; Anggara, I Nyoman Yudi
Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Vol 9, No 2 (2024): Edisi Agustus
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jurasik.v9i2.831

Abstract

At the Faculty of Information Technology and Design, especially the Information Systems and Accounting Information Systems study program at Primakara University, there is a need to present learning media as an example of applying multimedia in the Introduction to Information Technology course. To meet these needs, this research aims to develop a game as an example of the application of interactive multimedia. In the development process, researchers utilized the Game Development Life Cycle method. This development has stages of initiation, pre-production, production, testing, beta and release. Testing of game development results is carried out using the ISO 9126-1 model, with limited aspects of functionality, usability and portability testing as well as media expert testing. The testing will involve students from the class of 2023 who have taken introductory information technology courses. Apart from that, learning media assessments were also carried out by media experts. From testing the interactive multimedia learning media "Bitz Odyssey" was successfully created and tested well so that it is suitable for use in learning activities.