Innovation in Research of Informatics (INNOVATICS)
Innovation in Research of Informatics (Innovatics) merupakan Jurnal Informatika yang bertujuan untuk mengembangkan penelitian di bidang: Machine Learning Computer Vision Internet of Things Information System and Technology Natural Language Processing Image Processing Network Security Geographic Information System Knowledge based Computer Graphic Cyber Security IT Governance Data Mining Game Development Digital Forensic Business Intelligence Pattern Recognization Virtual & Augmented Reality Virtualization Enterprise Application Self-Adaptive Systems Human Computer Interaction Cloud Computing Mobile Application Innovatics adalah jurnal peer-review yang ditulis dalam bahasa Indonesia yang diterbitkan dua kali dalam setahun mulai dari Vol. 1 No.1 Maret 2019 (Maret, dan September) dengan proses peninjauan menggunakan double-blind review.
Articles
94 Documents
Game Adu Muncang Berbasis Android
Eka Wahyu Hidayat;
Aldy Putra Aldya;
Putri Tania Ayu Miranti
Innovation in Research of Informatics (INNOVATICS) Vol 1, No 1 (2019): Maret 2019
Publisher : Informatika Universitas Siliwangi
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DOI: 10.37058/innovatics.v1i1.682
Permainan tradisional seperti Congklak, Gobag Sodor, Adu Muncang, Egrang kurang familiar untuk anak-anak jaman sekarang. Perkembangan teknologi telah merubah cara bermain anak-anak yang lebih mengandalkan perangkat elektronik atau gadget. Perlu suatu cara agar permainan tradisional tetap ada dan lestari tanpa mengesampingkan perkembangan teknologi yang akan terus tumbuh. Cara tersebut adalah melakukan pengembangan berbagai permainan tradisional menjadi sebuah game digital sehingga dapat dimainkan pada perangkat elektronik. Penelitian ini bertujuan untuk menjelaskan model pengembangan game tradisional ke bentuk digital, proses transisinya, dan rekayasa permainan tradisional Adu Muncang ke ranah digital. Diharapkan dapat menjadi satu dari sekian banyak cara untuk turut serta dan terlibat dalam melestarikan permainan tradisional Indonesia yang berbasis teknologi informasi. Kombinasi model ATUMICS dan MDLC sebagai usulan Model Pengembangan Game. Penelitian ini berhasil membangun model usulan dan membangun game digital Adu Muncang berbasis android. Berdasarkan hasil pengujian alpha dan beta, semua fungsionalitas game sudah berjalan dengan baik dan nilai persentase sebesar 80% dari pengguna di interpretasikan bahwa game dapat diterima oleh pengguna.
Pengukuran Usability Media Pembelajaran Online Google Classroom(Studi Kasus : Prodi Teknik Industri UDB) Surakarta
Tri Wisudawati;
Ecclisia Sulistyowati
Innovation in Research of Informatics (INNOVATICS) Vol 2, No 1 (2020): Maret 2020
Publisher : Informatika Universitas Siliwangi
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DOI: 10.37058/innovatics.v2i1.1426
Aplikasi Google Classroom merupakan aplikasi yang masih baru dan belum begitu banyak digunakan dalam aktivitas pembelajaran di dunia pendidikan termasuk kampus, khususnya di program studi Teknik Industri UDB. Penelitian ini mengukur usabilitas pada google classroom meliputiusefulness, ease of use, ease of learning, satisfaction menggunakan USE Questionnaire dengan skala likert 1 – 4 menggunakan 16 pertanyaan dalam bentuk kuesioner yang dibagikan ke 22 mahasiswa teknik industri UDB. Penelitian ini digunakan untuk mengetahui aspek kategori apa saja yang masih kurang sehingga bisa dilakukan perbaikan dengan cara tutorial terlebih dahulu dan ditingkatkan intensitas dalam penggunaanya sehingga mahasiswa menjadi terbiasa danperkuliahan mahasiswa dapat berjalan dengan baik, efektif, dan memuaskan keinginan mahasiswa untuk mendapatkan perkuliahan secara menyenangkan dan milenial.
Ekstraksi Citra menggunakan Metode GLCM dan KNN untuk Identifikasi Jenis Anggrek (Orchidaceae)
Danar Putra Pamungkas
Innovation in Research of Informatics (INNOVATICS) Vol 1, No 2 (2019): September 2019
Publisher : Informatika Universitas Siliwangi
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DOI: 10.37058/innovatics.v1i2.872
Orchidaceae is the Latin name of an orchid that has various shapes, colors and sizes of flowers with unique features. The shape and color of the lips or labellum is a unique orchid that is a differentiator from other plants. In general, the types of orchids have similar colors, textures and flower petals, this causes a person to have difficulty identifying orchid species, especially people who do not know the characteristics of some types of orchids. Therefore the process of identifying orchids needs to be done automatically with a computer system so that it is expected to make it easier to identify the types of orchids. In this study using the GLCM method for feature extraction and KNN method for the process of identifying orchids or orchidaceae. Stages of identification of orchid images are changing the initial size of the image, conversion into gray degrees, median filters, feature extraction of the GLCM method and identification with the KNN method. The success rate of identifying Orchidaceae or orchids reaches 80% with an average of 77%. K value influences the success rate of identification, the greater the K value the smaller the accuracy.
Perancangan Framework Peningkatan Kualitas Informasi Melalui Perbaikan Proses Produksi Informasi
Fathonah Tri Hastuti;
Albarda Albarda
Innovation in Research of Informatics (INNOVATICS) Vol 2, No 1 (2020): Maret 2020
Publisher : Informatika Universitas Siliwangi
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DOI: 10.37058/innovatics.v2i1.1422
Government requires the mapping of the country in order to make the development can be precisely targeted and evenly. Government agencies that the function is to perform the data collection in this country is the Statistics of Indonesia (BPS). To answer the complexity problems faced by the government or private, BPS is expected to improve the quality of information produced. To improve the quality of information, the necessary framework that can be used as a guide in measuring and improving the quality of information is needed. The proposed framework in this research was carried out based on study literature. The quality of information was assessed during the information production process. The information production process was improved based on the maturity and attributes concept in COBIT 4.1. The main purpose of this research is to design a framework that is able to provide guidance to improve the quality of information in the form of recommendations for information production improvement.
Penerapan Metode Fuzzy Tsukamoto Pada Sistem Pakar untuk Mendiagnosa Autisme Pada Anak
Neng Ika Kurniati;
R. Reza El Akbar;
Panji Wijaksono
Innovation in Research of Informatics (INNOVATICS) Vol 1, No 1 (2019): Maret 2019
Publisher : Informatika Universitas Siliwangi
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DOI: 10.37058/innovatics.v1i1.676
Autisme merupakan gangguan perkembangan yang dapat dideteksi sejak dini. Setiap tahunnya anak yang mengidap spektrum autisme jumlahnya semakin meningkat. Menurut data dari UNESCO pada tahun 2011, terdapat 35 juta orang penyandang auitisme di seluruh dunia. Rata – rata 6 dari 1000 orang di dunia telah mengidap autisme. Di Amerika Serikat, autisme dimiliki oleh 11 dari 1000 orang. Sedangkan di Indonesia perbandingannya 8 dari setiap 1000 orang. Oleh karena itu, penting bagi orang tua untuk peka terhadap adanya kelainan yang ditunjukkan anak dalam masa perkembangannya agar dapat segera ditangani dan mengurangi resiko yang mengganggu pada perkembangan selanjutnya. Dengan dasar tersebut maka diperlukan sebuah sistem pakar yang dapat membantu orang tua untuk mendeteksi indikasi autisme pada anaknya. Adapun sistem pakar yang dibangun menggunakan metode Fuzzy Tsukamoto sebagai metode penalaran untuk menentukan hasil deteksi berdasarkan gejala yang ditunjukkan. Sistem pakar ini dibangun berbasis web agar dapat digunakan oleh orang tua maupun instansi/lembaga yang membutuhkan. Tujuan dari penelitian ini adalah untuk merancang dan membangun suatu program aplikasi sistem pakar yang mampu memberikan diagnosis autisme pada anak yang memiliki gangguan ADHD. Manfaat yang dapa dihasilkan dari hasil penelitian ini adalah Memberikan pengetahuan tentang gejala awal autisme pada anak bagi para orang tua, diharapkan mampu membantu para orang tua untuk melakukan penangan awal bagi anak autisme, dapat digunakan untuk mempermudah dokter spesialis anak, guru / psikiater yang menangani autisme untuk memeriksa pasien.
Implementasi Web Service untuk Aplikasi Pemantau Coronavirus Disease 2019 (COVID-19)
Faisal Al Isfahani;
Fuji Nugraha;
Rifki Mubarok;
Alam Rahmatulloh
Innovation in Research of Informatics (INNOVATICS) Vol 2, No 1 (2020): Maret 2020
Publisher : Informatika Universitas Siliwangi
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DOI: 10.37058/innovatics.v2i1.1696
The SARS-CoV-2 coronavirus outbreak, or commonly abbreviated as Covid-19, is currently almost paralyzing human life in various sectors. Compared to other coronaviruses such as SARS-Cov and MERS-Cov, Covid-19 spreads very quickly in multiple countries and regions. Also, the difficulty of information obtained accurately and in real-time for the community. The role of information technology is vital for the community in monitoring the coronavirus. This research utilizes web service technology to collect data and integrate services from various sources. The protocol and web service architecture used is representational state transfer (REST), with independent data exchange using the JSON format. Web service is made with node.js as well as android applications using an android studio. The results of this study have obtained a mobile-based android application that can present covid-19 data accurately and in real-time. Data recapitulation coronaviruses distribution from four service sources that have been integrated can display globally and locally in Indonesia.
Penerapan Metode Rapid Application Development (RAD) Dalam Perancangan Media Pembelajaran Multimedia
Ellbert Hutabri
Innovation in Research of Informatics (INNOVATICS) Vol 1, No 2 (2019): September 2019
Publisher : Informatika Universitas Siliwangi
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DOI: 10.37058/innovatics.v1i2.932
Multimedia learning media is one of the learning media used in the teaching-learning process. Based on the results of observations made on simulation subjects and digital communication shows several obstacles in the learning process such as the level of student understanding of subject matter is still low, the level of student activity and the media used are still less varied because the learning process is still fixated with books and not available media multimedia learning in simulation subjects and digital communication. The method used is the RAD (Rapid Application Development) method with object oriented approach and uses UML as a tool for media development. Based on the results of the trial, the media designed can attract the attention of students when studying, and in hrapakan can increase student grades in simdig subjects.
Rancang Bangun Purwarupa Pendeteksi Berat Muatan Bus Transjakarta Menggunakan Metode Incremental Berbasis Mikrokontroler Arduino Uno
Yudi Irawan Chandra;
Kosdiana Kosdiana
Innovation in Research of Informatics (INNOVATICS) Vol 2, No 1 (2020): Maret 2020
Publisher : Informatika Universitas Siliwangi
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DOI: 10.37058/innovatics.v2i1.1477
At present transportation is a common thing for the citizens of the City of Jakarta. Handling by the Jakarta City government continues to be pursued. One way to do this is to build a busway lane. The construction of this route is expected to overcome the problem of congestion in the city of Jakarta. However, all of that can make many people use Transjakarta transportation during working hours, so that there will be overload and threaten the feasibility of Transjakarta transportation.An incremental model is a system development model in software engineering based on software requirements that are broken down into functions or parts so that the development model is phased in. on the other hand there is interpreting the incremental model as an improvement of the waterfall model and as a standard topdown approach. Using this model is expected to produce software that functions quickly and earlier during the software life cycle, is more flexible and cheaper to change the scope and requirements, thereby reducing initial shipping costs. Furthermore this model is easier to do testing and debug during smaller iterations.The development of life and technology at this time is felt more quickly and demands change in various sectors. Very rapid technological advances allow for various businesses to provide convenience and comfort for humans. One effort to provide convenience and comfort is through the development of load weight detection system design on Transjakarta buses. Adding Arduino as a "brain" and detecting the weight of this load is more practical but very useful for humans and the feasibility of Transjakarta. If the detector is overloaded, a buzzer will sound that has detected excessive overload.
Sistem Informasi Koperasi Simpan Pinjam Pada PT Meiwa Indonesia Berbasis Java
Nurrohman Nurrohman;
Rudi Apriyadi Raharjo;
Anggun Citra Dini Dwi Puspitasari
Innovation in Research of Informatics (INNOVATICS) Vol 2, No 2 (2020): September 2020
Publisher : Informatika Universitas Siliwangi
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DOI: 10.37058/innovatics.v2i2.1417
The purpose of this research is to make a Java-based savings and loan cooperative information system design to accelerate and facilitate performance in managing the search and storage of loan data at cooperatives as well as to produce a Java-based savings and credit cooperative information system. The research method used by researchers is the grounded research method, which is a research method based on facts and uses comparative analysis with the aim of conducting empirical generation, establishing concepts, proving theories, developing theories, collecting data and analyzing data in the same time. The results obtained are designing a savings and loan cooperative information system to assist in processing employee data. The construction of this information system is expected to simplify and provide maximum service for employees as well as to facilitate cooperative staff in collecting loan transaction data for reporting, data and information management processes become more effective, produce faster outputs and there is no misappropriation of loan data input or the occurrence of data duplication.
Implementasi Quick Response (QR) Code Pada Transaksi Pembayaran Dengan Enkripsi Message-Digest Algortihm 5
Nugraha, Hary
INNOVATICS: International Journal on Innovation in Research of Informatics Vol 3, No 1 (2021): Maret 2021
Publisher : Department of Informatics, Siliwangi University, Indonesia
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DOI: 10.37058/innovatics.v3i1.2847
The rapid development of the times has made the community busy with various activities that collide with the limited time they have. This causes people to always look for ways to be able to carry out all the demands of these activities effectively and efficiently. Technological innovations such as electronic payment systems and virtual queues are one of the answers that can be used to help people carry out activities. The existence of this electronic payment system makes it easier for people to make payment transactions with this virtual queue which is a solution to solving queuing problems which usually take a long time, so that this virtual queue can help people to cut the time that is usually used to queue and allocate it for activities other.