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Mesran
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INDONESIA
Bulletin of Computer Science Research
ISSN : -     EISSN : 27743659     DOI : -
Core Subject : Science,
Bulletin of Computer Science Research covers the whole spectrum of Computer Science, which includes, but is not limited to : • Artificial Immune Systems, Ant Colonies, and Swarm Intelligence • Bayesian Networks and Probabilistic Reasoning • Biologically Inspired Intelligence • Brain-Computer Interfacing • Business Intelligence • Chaos theory and intelligent control systems • Clustering and Data Analysis • Complex Systems and Applications • Computational Intelligence and Soft Computing • Distributed Intelligent Systems • Database Management and Information Retrieval • Evolutionary computation and DNA/cellular/molecular computing • Expert Systems • Fault detection, Fault analysis, and Diagnostics • Fusion of Neural Networks and Fuzzy Systems • Green and Renewable Energy Systems • Human Interface, Human-Computer Interaction, Human Information Processing • Hybrid and Distributed Algorithms • High-Performance Computing • Information storage, security, integrity, privacy, and trust • Image and Speech Signal Processing • Knowledge-Based Systems, Knowledge Networks • Knowledge discovery and ontology engineering • Machine Learning, Reinforcement Learning • Networked Control Systems • Neural Networks and Applications • Natural Language Processing • Optimization and Decision Making • Pattern Classification, Recognition, speech recognition, and synthesis • Robotic Intelligence • Rough sets and granular computing • Robustness Analysis • Self-Organizing Systems • Social Intelligence • Soft computing in P2P, Grid, Cloud and Internet Computing Technologies • Support Vector Machines • Ubiquitous, grid and high-performance computing • Virtual Reality in Engineering Applications • Web and mobile Intelligence, and Big Data • Cryptography • Model and Simulation • Image Processing
Articles 329 Documents
Pengembangan Sistem Informasi Layanan Masyarakat Berbasis Web Mobile Menggunakan Metode Waterfall Nawang Padjar Pancarro; Ledy Elsera Astrianty
Bulletin of Computer Science Research Vol. 6 No. 1 (2025): December 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v6i1.852

Abstract

Public services in Padukuhan V Tirtonirmolo, Kasihan, Bantul have so far been carried out manually through a WhatsApp group, resulting in ineffective processes for handling complaints, disseminating activity information, and managing inventory and domicile letters, as well as poor structure and documentation. This study aims to design and develop a web-mobile–based community service information system capable of integrating all administrative processes in the padukuhan digitally, quickly, accurately, and transparently. The research methods used include field observations, interviews with local officials, literature studies, and needs analysis to ensure that the system aligns with user context. The system development follows the Waterfall method through the stages of analysis, design, implementation, testing, and maintenance. The community application was built using Flutter, while the admin dashboard was developed using React.js, supported by a Node.js backend and a MySQL database. Testing was carried out using Black Box Testing across 14 test scenarios, all of which produced outputs that met the expected results. Additionally, non-functional testing using the System Usability Scale (SUS) with 10 respondents produced an average score of 84.5, categorized as Good to Excellent, indicating that the system is easy to use and provides a positive user experience. Based on these results, the information system effectively replaces manual processes with an integrated digital service that improves efficiency, quality, and accessibility of public services in Padukuhan V Tirtonirmolo.
Pengembangan Sistem Informasi Manajemen Stok Barang Berbasis Web Untuk Meningkatkan Akurasi Pengelolaan Inventaris Aditya Nugroho, Mohammad; Hermawan, Arief
Bulletin of Computer Science Research Vol. 6 No. 1 (2025): December 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v6i1.853

Abstract

Manual inventory management often leads to various issues such as inaccurate recordkeeping, delays in procurement processes, and difficulties in monitoring stock levels in real time [9]. This study aims to develop a web- and mobile-based inventory management information system using the Waterfall method. The web system was developed using PHP and MySQL, while the mobile application was built using Flutter to provide flexible access for users. The main features of the system include recording incoming and outgoing goods, real-time stock monitoring, and automatic notifications when stock reaches a minimum threshold. The test results indicate significant performance improvements compared to the previous manual process. Based on quantitative evaluation, the accuracy of stock recording increased from 82% to 98% after implementing the system, while the time required to complete stock recap activities was reduced from an average of 45 minutes to 12 minutes per session. In addition, the automatic notification feature accelerated the procurement process—from an average of 6 hours after stock depletion to only 1–2 hours for follow-up actions. Blackbox testing also confirmed that all system functions operated correctly under both normal and error scenarios. With this system, inventory management becomes more structured, accurate, and efficient, supporting faster and data-driven decision-making.
Sistem Informasi Pengelolaan Bantuan Sosial Berbasis Mobile Menggunakan Metode Waterfall Tri Kusuma, Muh Indra; Mardhiyyah, Rodhiyah
Bulletin of Computer Science Research Vol. 6 No. 1 (2025): December 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v6i1.858

Abstract

The Banyuurip Village Office in Temanggung Regency still faces challenges in managing social assistance data and inventory, which are handled manually through physical record books. This condition causes the data verification process to be slow, prone to errors, and difficult to trace. This study aims to develop a mobile and web based information system for managing social assistance and inventory to improve administrative handling at the village level. The system development adopts the Waterfall method, consisting of requirement analysis, design, development, and testing stages. The system was built using Flutter as the primary framework and Firebase as a centralized NoSQL database to support data synchronization. System testing was conducted using the Black Box Testing method to ensure that the system’s functionalities operate according to the design. The test results indicate that all core features including social assistance data management, QR Code based recipient verification, and supporting features such as inventory management have met all predefined test scenarios. The mobile system is used by field staff responsible for performing on-site data recording, while the web system is operated by administrative staff for data management tasks. Both platforms were able to replace manual processes and enhance the smoothness and accuracy of administrative management within the village office.
Implementasi Sistem Klasifikasi Batik Menggunakan MobileNet dengan Integrasi Chatbot Retrieval Augmented Generation Purnomo Pratama, Rizki; Avianto, Donny
Bulletin of Computer Science Research Vol. 6 No. 1 (2025): December 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v6i1.863

Abstract

As an Indonesian cultural heritage recognized by UNESCO, batik features various motifs laden with philosophical values, yet public knowledge about batik patterns and their significance remains limited. This study presents a mobile-based batik classification system integrating MobileNetV2 architecture with a Retrieval-Augmented Generation (RAG) chatbot to provide interactive learning experiences, enabling users to identify batik patterns through image recognition while obtaining detailed information via conversational AI.This study adopts MobileNetV2 considering its efficiency on mobile devices. This model achieves an optimal balance between accuracy and computational performance. Model was trained on a balanced dataset of 5,000 images covering five pattern classes (Parang, Truntum, Kawung, Mega mendung, and Merak), achieving training accuracy of 98.97% and testing accuracy of 96.8%. The RAG-based chatbot, orchestrated using LangChain and Qdrant, enhances user interaction by retrieving relevant information from a curated knowledge base, ensuring contextual factual responses about batik's history, philosophy, and cultural significance. React Native was adopted as the development framework to ensure cross-platform operability. This implementation contributes to cultural heritage preservation by making batik knowledge more accessible through modern technology, combining computer vision and natural language processing in a unified platform.
Implementasi Aplikasi Manajemen Wisata Pantai Berbasis Mobile dengan Model Waterfall Kaka Nisfa Kurniawan; Rr Hajar Puji Sejati
Bulletin of Computer Science Research Vol. 6 No. 1 (2025): December 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v6i1.864

Abstract

Pangandaran Beach is one of the leading tourist destinations in West Java, boasting significant tourism potential. However, the increasing number of tourist visits has created various problems, such as environmental pollution due to waste and a manual ticket booking system. This has reduced visitor comfort and reduced the effectiveness of tourism area management. This research aims to develop a web-based and mobile-based waste reporting and ticket management system as a solution to these problems. The designed system allows tourists and the public to report waste directly through the application and book tickets online with QR code validation. The research used a software engineering approach with a literature review method as the basis for system design. The results indicate that this system has the potential to improve tourism management efficiency, expedite ticketing services, and support environmental conservation at Pangandaran Beach. Therefore, the use of information technology can be an effective strategy in realizing sustainable and environmentally friendly tourism.
Aplikasi Mobile Untuk Pengelolaan Sampah dengan Pengenalan Jenis Sampah Menggunakan Teknologi Computer Vision Abhirama Garda Nagara Hakh; Rr Hajar Puji Sejati
Bulletin of Computer Science Research Vol. 6 No. 1 (2025): December 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v6i1.870

Abstract

The increasing volume of household waste that is not managed effectively in Indonesia poses a serious environmental problem, primarily due to the low public awareness in sorting waste by type. Conventional Waste Banks face operational constraints such as manual recording processes and inefficient waste collection. This research aims to develop an integrated solution in the form of a mobile application that combines digital Waste Bank management features with Computer Vision (CV) technology for waste classification. The application is designed to facilitate users in submitting recyclable waste collection requests and provides an educational feature for automatic waste type recognition via the smartphone camera. The development method includes the design of an integrated information system (user application, web admin, and database) and the implementation of a Deep Learning model (CNN) optimized using TensorFlow Lite to run in real-time on Android devices. The system functionality test results indicate that all main features (registration, transactions, balance mutation, and collection requests) operate normally according to the design specifications. This research contributes to providing a functional, transparent system prototype that can serve as an effective educational tool to encourage community participation in sorting and managing waste at the source.
Metode Agile untuk Digitalisasi Sistem Pemesanan Layanan Berbasis Mobile dengan Fitur Konsultasi dan Pembayaran Online Pandji Hatma Syahdinata; Sekti Aji, Adam
Bulletin of Computer Science Research Vol. 6 No. 1 (2025): December 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v6i1.875

Abstract

The development of information technology has driven transformation in the service and trade sectors, including the online management of product and service orders. The ordering system at PT. Cahaya Gemilang Engineering (CGE) is inefficient and often experiences a backlog of purchase orders. This has become a major problem and has had an impact on sales. The development of a web-based and mobile service ordering system aims to make it easier for customers to place technical service orders more flexibly. Research has also been conducted on the digitization of the system. This has become a major problem and has impacted sales. The development of a web-based and mobile service ordering system aims to make it easier for customers to place technical service orders and be more flexible. Research has also been conducted on system digitization by integrating various key features, such as product and service management, order management, online consultation via chat, automatic payment systems, expense management, and financial reporting. This feature can overcome shopping queue backlogs and make the payment process more organized and efficient. The system flow was designed using Unified Modeling Language (UML) such as use case diagrams, activity diagrams, and sequence diagrams. The system was developed using the Laravel framework for the web platform and Flutter for the mobile application. The method used was the Agile Development approach. The black box method was also used to test the system. The test results showed that the system was able to provide efficiency in managing company services, improve the ease of interaction between customers and administrators, and produce accurate financial reports.
Pengembangan Sistem Informasi Peminjaman, Pengembalian, dan Inventarisasi Alat Laboratorium Berbasis Web dengan Menggunakan Model Waterfall Sitompul, Yunanda Rizki; Hutasoit, Triwanti Andini; Tarigan, Claudia Agatha; Debi Yandra Niska
Bulletin of Computer Science Research Vol. 6 No. 1 (2025): December 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v6i1.876

Abstract

Procedural inefficiency is a major challenge in administering laboratory equipment loans in academic environments, where paper-based processes are prone to recording errors and inventory data discrepancies. This condition directly impacts low asset accountability and the inability to monitor equipment availability status in real-time. This research focuses on the design and implementation of a website-based Laboratory Equipment Loan Information System (SIPINLAB) to provide an efficient, centralized, and accountable digital solution. The system development methodology uses the Waterfall Model approach, which is executed sequentially through the stages of requirements analysis, design, implementation, and testing. The technical implementation of SIPINLAB utilizes the PHP Native programming language and the MySQL database management system. The main findings of this study were confirmed through validation of the system's functionality using Black Box Testing in five main scenarios. The test results showed a 100% functional success rate, confirming that the system operates fully according to design specifications. This success validates the performance of SIPINLAB's crucial features, including the integration of automatic penalty calculations based on late returns and a real-time stock control mechanism that ensures data consistency. Overall, SIPINLAB successfully met its research objectives by transforming the manual loan process into a computerized one. This system's contribution minimizes the potential for human error and significantly improves laboratory asset management accountability through centralized, accurate, and valid transaction data.
Level Up Your Learning: Pembelajaran Interaktif Berbasis Gamifikasi Pada E-Learning SMK Melalui Metode Prototype Vaneza Irvan Febriansyah; Sekti Aji, Adam
Bulletin of Computer Science Research Vol. 6 No. 1 (2025): December 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v6i1.878

Abstract

The digital transformation in education has encouraged the emergence of E-learning systems as flexible and adaptive learning media that can be accessed anytime and anywhere. However, low student motivation and participation remain major challenges in implementing online learning, particularly in Vocational High Schools (SMK), where a balance between theory and practice is essential. This study aims to develop a web- and mobile-based E-learning system that applies gamification techniques to enhance student engagement, motivation, and interactivity in the learning process. The research employs a Prototype approach, allowing iterative system development through design, evaluation, and refinement stages based on user feedback. The system is implemented using the Laravel framework for the web platform and Flutter for the mobile application to ensure optimal cross-platform integration. System testing involves black box testing, white box testing, and user acceptance testing (UAT) to verify reliability, functionality, and user satisfaction. The findings show that the integration of gamification elements such as points, badges, leaderboards, and progress bars significantly improves learning motivation, knowledge retention, and student interaction. Therefore, the developed system has the potential to serve as an innovative solution for digital learning in Muhammadiyah Muntok Vocational School and to support the advancement of technology-based education quality in the modern era.
Rancang Bangun Aplikasi Subnetting Berbasis Web dengan AI Assistant untuk Otomatisasi Perhitungan Pengalamatan Jaringan IPv4 Nelani Shafatia Zulatifa; Septiyanti, Nisa Dwi
Bulletin of Computer Science Research Vol. 6 No. 1 (2025): December 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v6i1.885

Abstract

Subnetting is a fundamental concept in computer networking that is often considered difficult due to its complex calculation process and the limited availability of interactive learning media. This study developed SubnetLab, a web-based learning application that provides user authentication features, an automatic subnetting calculator, binary representation, and a reset function to support independent exploration of the concept. The study used a Research and Development (R&D) method through the stages of needs analysis, design, implementation, and functional testing. The application was built using HTML, CSS, and JavaScript with account storage on localStorage. The results showed that SubnetLab was able to perform subnetting calculations accurately and display results in decimal and binary formats. All main features functioned well and supported usability aspects in the basic usage scheme. However, this study did not evaluate the effectiveness of learning or increase user understanding, so further studies are needed to assess the pedagogical impact of the application more comprehensively. Based on these findings, SubnetLab has the potential to be further developed as an independent learning medium or as a companion for computer networking practicums.