cover
Contact Name
Dian Anggraini
Contact Email
dian.anggraini@upi.edu
Phone
+6285316735767
Journal Mail Official
seict@upi.edu
Editorial Address
Jl. Raya Cibiru KM 15, Cibiru Wetan, Bandung, Jawa Barat 40625
Location
Kota bandung,
Jawa barat
INDONESIA
Journal of Software Engineering, Information and Communication Technology
ISSN : 27741656     EISSN : 27741699     DOI : https://doi.org/10.17509/seict
The Journal of Software Engineering, Information and Communication Technology promotes research in the broad field of science and technology (including such disciplines as Agriculture, Environmental Science, etc.) with particular respect to Indonesia, but not limited to authorship or topical coverage within the region. Contributions are expected from senior researchers, project managers, research administrators and PhD students at advanced stages of their research, representing both public organizations and private industry. Equally, the journal if intended for scholars and students, reseachers working at research organizations and government agencies, and also for enterprises undertaking applied R&D to lead innovations. The editorial contents and elements that comprise the journal include: Theoretical articles Empirical studies Practice-oriented papers Case studies Review of papers, books, and resources. As far as the criteria for evaluating and accepting submissions is concerned, a rigorous review process will be used. Submitted papers will, prior to the formal review, be screened so as to ensure their suitability and adequacy to the journal. In addition, an initial quality control will be performed, so as to ensure matters such as language, style of references and others, comply with the journals style. Focus And Scope Software engineering Information technology Data Science AI/ML Cloud Computing, Big Data and Social Computing Image Processing Applied Informatics Database Technologies and Applications Digital Information Computation and Retrieval Information Security Human Computer Interaction Multimedia and Game Data Mining Ubiquitous Computing Business Intelligence and Knowledge Management Iot Software Engineering Education
Articles 60 Documents
Topmix Permeable : An eco-friendly Innovation to tackle Flooding in Urban Areas Fairus Salimi
Journal of Software Engineering, Information and Communication Technology (SEICT) Vol 4, No 1: June 2023
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/seict.v4i1.47106

Abstract

Flooding is a natural disaster that has occurred most often in indonesia since long ago, especially in the rainy season. the consequences of this flood can be a disaster that causes risks that adversely affect the community. Therefore as one of the solutions to water absorption on a small amount of land and high rainfall resulting in flooding, an innovation in manufacturing in the field of environmentally friendly construction was developed, namely Topmix Permeable asphalt. topmix permeable asphalt is called porous asphalt. This porous asphalt has larger pores than normal asphalt. with a porous surface, it allows water to flow and dissipate naturally into the soil. this research method is obtained from literature studies, data analysis so that the conclusion is obtained from the innovation of environmentally friendly permeable topmix asphalt to prevent flooding. porous asphalt innovations that are effective and efficient in workmanship and cost, make environmentally friendly asphalt that can store water in the ground and reduce the risk of flooding, especially in urban areas.
Sentiment Analysis of Flagship Smartphones on Social Media Using Python TextBlob And Naive Bayes Algorithm Alif Ilman Naifan; Muhammad Farhan Fauzaan; Riyandi Firman Pratama
Journal of Software Engineering, Information and Communication Technology (SEICT) Vol 4, No 1: June 2023
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/seict.v4i1.59633

Abstract

Social media plays a crucial role in the advancement of organizations, industries, and businesses nowadays. Almost everyone is connected to social media. Each individual can interact and exchange knowledge due to the fusion of technology and social relationships. Sentiment analysis is a technique that allows extracting information from users expressing emotions, perspectives, and opinions on the internet. One strategic sector for implementing sentiment analysis is the technology sector, especially the smartphone industry. The wide range of smartphone variants available today poses a problem for individuals in finding the best smartphone product. The sentiment analysis of flagship smartphones conducted in this article aims to find the best solution between two flagship smartphones from renowned manufacturers, namely the Samsung S22 Ultra and the Xiaomi 12 Pro. The data is collected from various social media platforms such as Twitter, YouTube, and GSMArena. The collected data is then analyzed using Python TextBlob, and the analysis results in negative, positive, and neutral sentiments displayed through various visualizations. The final outcome is the assessment of Net Brand Reputation, which evaluates the reputation of a brand across multiple social media platforms.
Development of Augmented Reality Based Learning Media on The Topic of Spatial Geometry for Elementary School Students Lina Anggita Ahsani; Nepsta Ellynlouis Berthania; Anggraita Putri Kumala Dewi; Ulfatun Nisa Asy Syifa
Journal of Software Engineering, Information and Communication Technology (SEICT) Vol 3, No 2: December 2022
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/seict.v3i2.59654

Abstract

Spatial structures are three-dimensional buildings that contain space or volume within them and are bounded by sides. The rapid advancement of technology in the world of information technology and computers has also influenced the field of education, offering various conveniences and innovations. Augmented Reality (AR) is a technology that can combine two-dimensional or three-dimensional virtual objects into a real environment and then project these virtual objects in real-time. With AR technology, it is expected to provide innovation in the creation of learning media and new learning experiences in understanding and studying spatial structures, thereby attracting the interest of elementary school students to learn this subject matter.
Development of Learning Media "Geoscan" Related to Geographical Characteristics of Indonesia as an Archipelago and Its Influence on Aspects of Life in Grade V Theme 1 Alfiana Silvi Damayanti; Amalia Nur Alam; Anin Syafatia Rahma; Islam Dewana Bintang; Umi Amiroh Dwi Herawati
Journal of Software Engineering, Information and Communication Technology (SEICT) Vol 4, No 1: June 2023
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/seict.v4i1.59647

Abstract

The use of the application aims to make the essence of learning effectively received by students, one of which we will discuss is the material "Geographical Characteristics of Indonesia as an Archipelago and its Effect on Life". Geographical conditions reflect an integration of regions, namely how the regions are arranged by physical and social symptoms. Therefore, this research discusses the Multimedia Development Life Cycle (MDLC) method. From the research that has been done, it can be concluded that making an application called GEOSCAN by utilising barcode scans in learning grade V Theme 1 SD about "Geographical Characteristics of Indonesia as an Archipelago and its Influence on Life." and in grade 5 social studies subjects about "Geographical characteristics of Indonesia as an archipelago / maritime and agrarian country and its influence on economic, social, cultural, communication and transportation life". This research is intended to help facilitate delivery and achieve learning objectives. This application is made through Unity, in its use students can open the application, scan maps, and access material on the geographical conditions of the five major islands in Indonesia.
Design of Augmented Reality-Based Food Chain Learning Media for Grade V Elementary School Students Alfia Dwi Handayani; Cita Dewi Pebriyana; Daniel Ahmad Gymanstiar; Indriani Nur Amanah; Rohma Milya Utami
Journal of Software Engineering, Information and Communication Technology (SEICT) Vol 4, No 1: June 2023
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/seict.v4i1.59635

Abstract

This study aims to produce a design of science learning media for grade 5 elementary school students regarding the food chain using an application made and based on Augmented Reality (AR). Multimedia Development Life Cycle (MDLC) is the method used in this study which consists of six stages, namely concept, design, material collecting, assembly, testing, and distribution. The subjects of this study were 5th grade elementary school students. Data collection techniques based on literature and literature. The software we use is Unity to create 2D or 3D objects by entering marker images into the vuforia engine database. After the application is built and tested on an android device, blackbox testing is carried out to assess software requirements and specifications. This design produces interactive learning media that is equipped with materials and supported by AR technology. The results of this study indicate that AR technology in grade 5 elementary school science learning media can be designed with more attractive and interactive visuals.
My Alphabet Application: Alphabet Introduction Learning Media for 1st-grade Elementary School using Augmented Reality Technology Dwi Rahayu; Fitri Utami; Ismail Nur; Nada Laili; Respati Yuniati Rina Anddari; Sabrina Mulia
Journal of Software Engineering, Information and Communication Technology (SEICT) Vol 2, No 2: December 2021
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/seict.v2i2.59650

Abstract

Reading skills can be initiated by familiarizing children with letter recognition first. Students who cannot recognize and differentiate letters will have difficulty reading. Implementing interactive learning media in the learning process can enhance students' motivation, leading to a higher interest in participating in learning activities. Augmented Reality (AR)-based learning media is one approach to creating an interactive learning environment. The research methodology used in this study is the Multimedia Development Life Cycle (MDLC), which consists of six stages: concept, design, material collecting, assembly, testing, and distribution. This research aims to create a better learning atmosphere for alphabet recognition by incorporating interactivity. This is intended to engage students throughout the learning process. Evaluation is conducted using the black box method to validate the application. The evaluation results demonstrate that the application functions according to the developer's plan, making it suitable for elementary school alphabet recognition learning activities.
Determination of Mango Fruit Maturity on the Tree Based on Digital Image Processing and Artificial Neural Networks Aditia Sanjaya; Ichwanul Muslim Karo Karo
Journal of Software Engineering, Information and Communication Technology (SEICT) Vol 4, No 1: June 2023
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/seict.v4i1.52916

Abstract

Until now, humans have determined the ripeness of mangoes on the tree by hand. Losses are caused by the insecurity of the human state and a misunderstanding of the maturity level of mangoes. In the future, a system that can detect the ripeness of mangoes on the tree will be required. This research provides a preliminary examination of the technology's implementation. The study created a computerized image processing method for determining the ripeness of mangoes on the tree. The neural network backpropagation algorithm was employed in this investigation. The feature extraction model employed in the image is a hybrid of the RBG and HSV models. The best accuracy level is 72%, with an 80:20 ratio of test data to training data. 
Report on the Creation of the "Sense of Vision" Application Using Android-Based Augmented Reality Technology Siska Dyah Setiyawati; Muhammad Falah; Tesyalonika Dhevina Pramudhita; Rizdha Buwana Hadi; Yulaikha Yulaikha
Journal of Software Engineering, Information and Communication Technology (SEICT) Vol 2, No 1: June 2021
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/seict.v2i1.59778

Abstract

Making the "Sense of Sight" application using Android-based augmented reality technology is  an innovation that was created as a means to help elementary school children understand  natural sciences class IV (four) theme 5 material on the sense of sight more effectively and  interactively. When viewed in terms of the theoretical benefits of research, this research was  created in order to provide a new concept in the world of education and can be used as  reference material for further similar research. Then, the practical benefit of this research is  that researchers gain knowledge to apply a technology in learning in the form of an  application and can be used by students so that learning will be more effective and enjoyable.  The results of this study are in the form of visual sensory application products using Android based Augmented Reality technology, which teachers can use as one of the learning media on  theme 5, namely the sense of sight
Fastest Route for Public Health Center in Bandung with Dijkstra Algorithm and FP-Growth Recommendation in C++ Programming Language Kurnia, Andika Eka; Sunaryo, Gregorius Christian; Zamzami, Muhammad Rafi; Melany, Naila; Nugraha, Rafi Nazhmi; Ariyanti, Rahma Dina
Journal of Software Engineering, Information and Communication Technology (SEICT) Vol 5, No 1: June 2024
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/seict.v5i1.71212

Abstract

This research addresses the need for efficient public health center access in Bandung. In this case study, the solution to that specific problem is implemented using the C++ programming language. Consequently, extreme programming is chosen as the research methodology. We implemented Dijkstra's algorithm to find the shortest routes and the FP-Growth algorithm to recommend frequently visited health centers based on previous history. By leveraging C++ for its performance advantages, the system maps urban villages and calculates optimal paths. Additional features manage village data, create routes, and display health center information. The combined use of these algorithms enhances navigation and healthcare access in urban settings, though future work should consider real-time traffic conditions.
Searching for the Fastest Route to Tourist Attractions with the Kruskal Algorithm in the C++ Programming Language Roseandree, Billdan Satriana; Mulyana, Amanda Jayanti; Fuji, Raymico; Pratama, Aldini Hegle; Purnama, Purnama
Journal of Software Engineering, Information and Communication Technology (SEICT) Vol 4, No 2: Desember 2023
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/seict.v4i2.59506

Abstract

In the tourism industry, it is important to find the fastest way to various attractions. In this research, the use of efficient and accurate algorithms facilitates the travel planning process. One algorithm that has proven effective in solving this problem is Kruskal's algorithm. The purpose of this research is to implement Kruskal's algorithm in C++ programming language to find the fastest route between tourist destinations. In this research, the C++ programming language is used to implement the Kruskal algorithm. Information about tourist attractions and distances between tourist destinations are presented in a graph. Kruskal's algorithm is used to find the shortest path using the concept of MST (minimum spanning tree). The result of this research is a C++ program that can use Kruskal's algorithm to find the fastest route between tourist destinations based on the shortest distance. The program leads to a number of tourist destinations that must be visited to get the fastest route. Using Kruskal's algorithm, the program successfully finds the fastest route between tourist destinations, considering the shortest distance. Thus, this research provides an efficient and accurate solution to the problem of determining the fastest route in the tourism industry. The resulting program can be a useful guide for tourists when planning their trips and optimizing time and effort to visit various tourist attractions.