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Raymond Sutjiadi, S.T., M.Kom
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p3m@ikado.ac.id
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+62317346375
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Pattimura No. 3 Kelurahan Sonokwijenan Kecamatan Sukomanunggal Kota Surabaya 60189
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Jawa timur
INDONESIA
Teknika
ISSN : 25498037     EISSN : 25498045     DOI : https://doi.org/10.34148/teknika
Teknika is a peer-reviewed journal dedicated to disseminate research articles in Information and Communication Technology (ICT) area. Researchers, lecturers, students, or practitioners are welcomed to submit paper which has topic below: Computer Networks Computer Security Artificial Intelligence Machine Learning Human Computer Interaction Computer Vision Virtual/Augmented Reality Digital Image Processing Data Mining Web Mining Computer Architecture Software Engineering Decision Support System Information System Audit Business Information System Datawarehouse & OLAP And any other topics relevant with Information and Communication Technology (ICT) area
Articles 20 Documents
Search results for , issue "Vol 13 No 2 (2024): Juli 2024" : 20 Documents clear
Rancang Bangun Website Mempawah Mangrove Park Menggunakan Metode Rational Unified Process (RUP) Yudi; Ilhamsyah; Renny Puspita Sari
Teknika Vol 13 No 2 (2024): Juli 2024
Publisher : Center for Research and Community Service, Institut Informatika Indonesia (IKADO) Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34148/teknika.v13i2.778

Abstract

Mempawah Mangrove Park (MMP) adalah taman hutan bakau di Desa Pasir, Kecamatan Mempawah Hilir, Kabupaten Mempawah. Namun objek wisata tersebut belum memiliki situs web. Meskipun informasi tentang tempat wisata masih dapat diakses melalui media sosial, keberadaan situs web dapat memperluas jangkauan informasi kepada calon pengunjung yang lebih luas. calon pengunjung juga akan mendapatkan kemudahan untuk mengetahui detail, jam operasional, dan fasilitas yang tersedia. Oleh sebab itu, penelitian ini membangun sebuah situs web yang mendukung Mempawah Mangrove Conservation (MMC) dalam memperkenalkan dan menyajikan informasi mengenai MMP. Situs web dibangun dengan menerapkan metode pengembangan perangkat lunak Rational Unified Process (RUP). RUP merupakan metode pengembangan perangkat lunak inkremental yang meningkatkan efisiensi dan efektivitas pengembangan. Sehingga jika perubahan kebutuhan fungsional, RUP mampu untuk beradaptasi dengan perubahan tersebut. Situs web yang dibangun diuji menggunakan metode Black-Box untuk menguji fungsionalitasnya. Penilaian aspek tampilan aplikasi dilakukan dengan menggunakan skala Likert yang melibatkan partisipasi dari 30 responden. Berdasarkan hasil pengujian, diperoleh persentase sebesar 75.21%, berdasarkan skala likert hasil ini termasuk dalam kategori “Baik”.
Pengelompokan UMKM Batik Madura Menggunakan Metode K-Means dan Sillhoutte Coefficient Yeni Kustiyahningsih; Achmad Khozaimi; Jaka Purnama
Teknika Vol 13 No 2 (2024): Juli 2024
Publisher : Center for Research and Community Service, Institut Informatika Indonesia (IKADO) Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34148/teknika.v13i2.779

Abstract

UMKM merupakan salah satu sektor pendukung perekonomian di Indonesia. UMKM Batik Madura memberikan kontribusi yang cukup tinggi terhadap penyerapan tanaga kerja dan peningkatan ekonomi masyarakat daerah. Hal ini terbukti pada penyerapan tenaga kerja UMKM di Kabupaten Bangkalan Madura sebesar 210.003 dan Sampang sebesar 264.569. Permasalahan penelitian ini berkaitan dengan banyaknya UMKM Madura, sehingga menyulitkan Dinas Koperasi dalam menjalankan kebijakan pemerintah dalam memberikan pelatihan, bantuan pengembangan UMKM dan pendampingan. Tujuan penelitian adalah mengelompokan UMKM Batik Madura menjadi beberapa kluster menggunakan metode K-Means dan Sillhoutte Coefficient. Metode K-Means dapat melakukan pengelompokan berdasarkan data yang sama atau mempunyai similarity yang tinggi. Data UMKM akan dilakukan preprosesing terlebih dahulu untuk mengatasi data yang kosong dan normalisasi. Metode Sillhoutte Coefficient (SC) digunakan untuk menentukan jumlah kluster yang paling optimal. Pengelompokan UMKM Batik ini berdasarkan perpektif balance scorecard yaitu bisnis internal, keuangan, learning and growth dan pelanggan. Hasil cluster yang paling optimal adalah K=3. Nilai SC adalah sebesar 0,275, dengan 9 fitur dan SC = 0,403 dengan 5 fitur, artinya dengan metode seleksi fitur information gain terjadi peningkatan snilai SC sebesar 0,128. Prosentase hasil pengelompokan adalah cluster 1 sebesar 15 %, cluster 2: 25 % dan cluster 3 : 60 %. Kategori pemetaan cluster 1 adalah sangat baik, cluster 2 baik dan cluster 3 sedang.
The Implementation of A* Algorithm for Developing Non-Player Characteristics of Enemy in A Video Game Adopted from Javanese Folklore "Golden Orange" Subari; Nira Radita; Bimo Prakoso
Teknika Vol 13 No 2 (2024): Juli 2024
Publisher : Center for Research and Community Service, Institut Informatika Indonesia (IKADO) Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34148/teknika.v13i2.799

Abstract

Video games are a means of entertainment for everyone, from children to adults. The genre of games now is also very diverse, ranging from adventure, puzzles to storytelling, and even many folk stories have been made into video games by several developers in Indonesia. Starting from folk tales with horror themes such as kuntilanak, legends such as cucumber mas, to folk tales that rarely sound like golden oranges. The folklore video game of buah jeruk emas is a video game that tells of a king who gets a whisper from the gods to get golden oranges. The king then held a competition to get the golden orange fruit. The player must be able to take the golden orange fruit from the enemy in the form of a Non Playable Character (NPC) who will chase the player. In making NPCs, algorithms are used to help play video games. Therefore, the author wants to apply the A * algorithm in the game of golden oranges so that npc can catch up to players according to the planned system. The main method used is A * and then the addition of the FSM method for other methods. The golden orange fruit is a video game using the A * algorithm and the FSM method after testing it can be concluded that it is enough to make the game run. With the results according to the planned system.
Optimisasi Monitoring Tugas Akhir Mahasiswa Dengan Integrasi Formasi Metode Agile Framework Scrum dan Notifikasi WhatsApp di Institut Teknologi Garut Ridwan Setiawan; Deni Heryanto; Faizal Rifaldy
Teknika Vol 13 No 2 (2024): Juli 2024
Publisher : Center for Research and Community Service, Institut Informatika Indonesia (IKADO) Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34148/teknika.v13i2.803

Abstract

Lama waktu penyelesaian tugas akhir atau skripsi menjadi salah satu hal yang penting dalam proses penyelesaian studi mahasiswa, di mana beberapa penyebab keterlambatan penyelesaian skripsi dipengaruhi beberapa hal yang di antaranya proses pengerjaan oleh mahasiswa diakhirkan, kurangnya intensitas bimbingan, kurangnya motivasi penyelesaian, dan aktivitas monitoring. Tujuan penelitian ini adalah mengembangkan sistem monitoring tugas akhir dengan menerapkan API WhastApp sebagai notifikasi kepada mahasiswa untuk memberikan peringatan kepada mahasiswa yang memiliki progres lambat. Metode yang digunakan dalam perancangan perangkat lunak menggunakan Agile dengan framework Scrum dengan pemodelan sistem menggunakan Use Case Diagram dan skenario Use Case dengan bahasa pemrograman menggunakan PHP dan MySQL sebagai DBMS. Hasil penelitian menunjukkan mahasiswa, dosen, dan koordinator skripsi dapat melihat progres melalui dashboard dan notifikasi melalui WhatsApp. Penelitian ini dilaksanakan pada Institut Teknologi Garut dengan studi kasus yang diambil pada salah satu jurusan yaitu Ilmu Komputer. Sistem yang dibangun dapat memantau progres tugas akhir mahasiswa, memberikan notifikasi kepada mahasiswa yang tidak melakukan bimbingan dalam waktu tertentu, memberikan peringatan, dan motivasi kepada mahasiswa sehingga mendorong komunikasi dan keterlibatan yang lebih baik di antara mahasiswa dan pembimbing dalam penyelesaian tugas akhir, sedangkan penerapan Framework Scrum pada pembangunan sistem terjadi keterlambatan penyelesaian dari estimasi meski masih dalam status wajar.
Perbandingan Algoritma Naïve Bayes dan TextBlob Untuk Mendapatkan Analisis Sentimen Masyarakat Pada Sosial Media Giesta Rahguna Putri; Muhammad Akbar Maulana; Samsul Bahri
Teknika Vol 13 No 2 (2024): Juli 2024
Publisher : Center for Research and Community Service, Institut Informatika Indonesia (IKADO) Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34148/teknika.v13i2.815

Abstract

Media sosial Twitter adalah platform yang populer di Indonesia untuk berkomunikasi dan mendapatkan informasi dengan cepat. Hal ini memungkinkan masyarakat dengan mudah mengungkapkan opini dan sentimen mereka. Penelitian ini berfokus pada perbandingan algoritma TextBlob dan Naïve Bayes dalam menganalisis sentimen masyarakat. Temuan menunjukkan bahwa TextBlob mengklasifikasikan sebagian besar tweet sebagai positif, sementara Naïve Bayes menunjukkan kecenderungan yang serupa dengan akurasi sebesar 78,18%. Dari analisis TextBlob, sekitar 50,98% komentar menunjukkan sentimen positif, 16,01% negatif, dan 33,33% netral. Dengan menggunakan kedua algoritma ini, penelitian berhasil mengidentifikasi sentimen masyarakat dengan akurasi yang baik, menunjukkan distribusi yang jelas antara sentimen positif, netral, dan negatif.
The Smart Door Lock Using Face Recognition Access Based on Internet Of Things (IoT) Farrel Laogi Murjitama; Hafidz Nur Raihan; Rangga Prasetya Adiwijaya; Desi Fitriani Ramadan; Bagas Imanuel Pasaribu; Bintang A. Silalahi; Nada Nadiefah Tasman; Syafira Audri Dwijayanti; Ummu Putri Salsabila Panjaitan; Yudhi S. Purwanto
Teknika Vol 13 No 2 (2024): Juli 2024
Publisher : Center for Research and Community Service, Institut Informatika Indonesia (IKADO) Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34148/teknika.v13i2.816

Abstract

Security is one of the basic things that humans need. In relation to a house or room, the focus of security is on the door lock. Various types of door locks have been created, ranging from conventional ones with physical keys, to modern types. This modern type of door lock is also made with various ways to open it. Some use a series of codes (keypad), some use card sensors, fingerprint sensors, to the use of face recognition technology. Several door lock technologies with face recognition have also been created, but they are still expensive. The other problem is that those devices are not equipped with some fail-safe mechanisms, in case there are troubles with the device. This smart door lock is made using face recognition technology based on the Internet of Things. This lock is equipped with an ESP32cam camera integrated in the ESP8266MOD module that can recognize faces that have been registered in the database on the website. In addition, the door is also equipped with a push button to open the door from the inside, and a button as a backup if there is a malfunction of the face recognition feature. The device test indicates no apparent issues and operates smoothly. The accuracy test for the camera yields positive outcomes, reaching up to 100% in normal lighting conditions, and dropping to around 60-80% in blur condition. Accuracy is further compromised, potentially dropping in dim light that the images are only reached 40-60% for clear images and 20% in blurry images.
Adopsi Gamifikasi Pada Mobile Learning Menggunakan Extended Technology Acceptance Model (TAM) Febriane Devi Rahmawati; Edwin Pramana; Hartarto Junaedi
Teknika Vol 13 No 2 (2024): Juli 2024
Publisher : Center for Research and Community Service, Institut Informatika Indonesia (IKADO) Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34148/teknika.v13i2.826

Abstract

Pembelajaran konvensional saat ini mulai bergeser dengan pembelajaran digital atau mobile learning karena dianggap lebih efektif dan interaktif. Gamification memiliki potensi yang besar dalam pembelajaran sebagai pembelajaran yang mengadaptasi permainan (game based learning). Tujuan penelitian ini adalah untuk mengidentifikasi dan mengetahui faktor-faktor yang mempengaruhi seseorang untuk mengadopsi gamifikasi pada mobile learning. Selain itu analisis pada faktor moderasi juga diteliti. Penelitian ini dilakukan pada mahasiswa di perguruan tinggi yang pernah menggunakan gamification pada mobile learning dengan rentang usia 17-25 tahun dengan jumlah responden pada penelitian ini adalah 402 responden. Pada tahap awal penelitian dilakukan pengembangan model teoritis dan penyusunan kuisioner, kemudian prosedur selanjutnya melakukan pemrosesan data dimulai dengan faktor analisis, uji validitas, dan uji reliabilitas. Selanjutnya dilakukan penggambaran model penelitian dengan AMOS dan dilakukan analisis SEM dari model TAM yang diberikan sehingga mendapatkan nilai standardize dan nilai magnitude of effect. Hasil dari penelitian ini terdapat 9 hipotesis yang diterima dan 1 hipotesis yang ditolak. Hipotesis yang ditolak adalah Social Influence terhadap Perceived Usefulness. Dalam pengujian efek moderasi, hasil nilai Pairwise Parameter Comparisons menunjukkan bahwa usia memberikan efek moderasi Perceived Ease of Use, Social Influence dan Perceived Usefulness terhadap hubungannya dengan Intention to Use.
Implementation of Classification Algorithm for Sentiment Analysis: Measuring App User Satisfaction Rizki Aulia Putra; Rice Novita; Tengku Khairil Ahsyar; Zarnelly
Teknika Vol 13 No 2 (2024): Juli 2024
Publisher : Center for Research and Community Service, Institut Informatika Indonesia (IKADO) Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34148/teknika.v13i2.827

Abstract

Google Play Store is the official app store for Android devices from Google that offers rating and review features. This feature on the platform is a source of data for sentiment analysis in research on app user satisfaction. The purpose of this study is to provide an overview of app user satisfaction and evaluate the accuracy of the algorithms used. The algorithms compared include Support Vector Machine (SVM), namely linear, rbf, sigmoid, and polynomial kernels with Naïve Bayes Classifier (NBC). The key variables analyzed include perceived usefulness, perceived ease of use, relia-bility, responsiveness, and website design. The results showed that the SVM algorithm with a linear kernel achieved the highest accuracy of 95.23% compared to the NBC algorithm of 91.43%. For other accuracy results, rbf kernel 94.35%, sigmoid kernel 95.19% and polynomial kernel 93.31%. In addition, the results of sentiment analysis on application user satis-faction revealed that 75% of users were dissatisfied, with the service indicator having the highest number of negative sen-timents. These findings suggest that sentiment analysis can be an effective tool for companies to measure and improve user satisfaction. In addition, these results can also be a useful reference for new users in assessing apps before using them.
Facial Expression Recognition to Detect Student Engagement in Online Lectures Joko Siswantoro; Januar Rahmadiarto; Mohammad Farid Naufal
Teknika Vol 13 No 2 (2024): Juli 2024
Publisher : Center for Research and Community Service, Institut Informatika Indonesia (IKADO) Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34148/teknika.v13i2.853

Abstract

In synchronous online lectures, the lecturers often provide the lecture material directly through video conference technology. On the other hand, there are many students who do not pay attention to the lecturers when they are participating in online lectures. As a consequence, in this research, an application was developed to assist lecturers in gathering data regarding the degree to which students who participate in online lectures pay attention to the presented information. The application employed a convolutional neural network (CNN) model to recognize each student's facial expressions and place them into one of two classes: either engaged or disengaged. The captured student facial image was preprocessed to facilitate the classification process. The preprocessing stage consisted of image conversion to gray scale, face detection using the Haar-Cascade Classifier model, and a median filter to reduce noise. In the process of designing a CNN model, three different hyperparameter tuning scenarios were implemented. These tuning scenarios aimed to obtain the best possible CNN model by determining which CNN model hyperparameters were the most optimal. The results of the experiments indicate that the CNN model from the second scenario has the highest level of accuracy in terms of recognizing facial expressions, coming in at 86%. The results of this research have been tested to measure the level of student participation in online lectures. The trial results show that the proposed application can help lecturers evaluate student engagement during online lectures.
Redesigning User Interface of Datascripmall Mobile Apps Using User Centered Design Method Nicholas Hiu; Yana Erlyana
Teknika Vol 13 No 2 (2024): Juli 2024
Publisher : Center for Research and Community Service, Institut Informatika Indonesia (IKADO) Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34148/teknika.v13i2.854

Abstract

The rapid growth of the e-commerce industry, driven by technological advancements and increased internet access, has intensified competition for attracting and retaining customers. In Indonesia, the shift from desktop computers to smartphones has made mobile commerce (m-commerce) increasingly dominant. PT Datascrip, a leading Indonesian company, launched Datascripmall, a B2C and B2B e-commerce marketplace, in August 2020. Despite initial success, a decline in mobile app users indicated a need for an improved user interface (UI) and user experience (UX). This research underscores the urgent need to redesign the Datascripmall mobile app's UI using the User-Centered Design (UCD) methodology, focusing on user needs and preferences. The study employed questionnaires to identify the need for clearer explanations and a more consistent interface. Adding smart features and shortcuts for experienced users was found to boost efficiency and satisfaction. Interviews with the Datascripmall manager confirmed the necessity of a UI/UX redesign to enhance mobile app user numbers. The UCD process involved understanding the context of use, specifying user requirements, designing solutions, and evaluating them against these requirements. The study highlights the benefits of a redesigned UI/UX, enhancing the user experience with greater intuitiveness and engagement. Both qualitative and quantitative data support recommendations for creating a user-friendly interface and increasing overall user engagement. The result of this redesign is a prototype framework developed using Figma, which encompasses page structure, features, and content, providing a comprehensive view of the Datascripmall application UI design. This redesign aims to enhance user satisfaction and increase user numbers, leading to a more comfortable and engaging shopping experience.

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