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Dodi Siregar
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+6281361223297
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INDONESIA
EXPLORER
ISSN : -     EISSN : 27744647     DOI : https://doi.org/10.47065/explorer.v2i1.148
Core Subject : Science,
EXPLORER Journal of Computer Science and Information Technology is a scientific journal published by the FKPT (Forum Kerjasama Pendidikan Tinggi). This journal contains scientific papers from Academics, Researchers, and Practitioners about research on Computer Science and Information Technology. EXPLORER Journal of Computer Science and Information Technology is published twice a year in January and July. The paper is an original script and has a research base on Computer Science and Information Technology. The scope of the paper includes several studies but is not limited to the study Artificial Intelligence, Computer Graphics and Animation, Image Processing, Cryptography, Computer Network Security, Modelling and Simulation, Multimedia, Computer Architecture Design, Computer Vision and Robotics, Parallel and Distributed Computing, Operating System, Information System, Mobile Computing, Natural Language Processing, Data Mining, Machine Learning, Expert System and Geographical Information System. Thus, we invite Academics, Researchers, and Practitioners to participate in submitting their work to this journal.
Articles 65 Documents
Analisis Segmentasi Pasien Berdasarkan Persepsi Kualitas Pelayanan dengan Algoritma Clustering Frangky, Frangky; Sinaga, Rudolf; Raihansyah, M.
Explorer Vol 5 No 1 (2025): January 2025
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/explorer.v5i1.1818

Abstract

Patient segmentation based on perceptions of service quality is a crucial step in improving patient experiences, optimizing resources, and enhancing healthcare service quality. However, understanding patients' needs and priorities in depth poses a challenge, particularly for hospitals serving populations with diverse demographic backgrounds. This study aims to cluster patients in a private hospital in Jambi City based on their perceptions of service quality using the K-Means algorithm. Data were collected from a 2022-2023 survey, covering patient demographics and perceptions of service quality. The data were processed through preprocessing steps, including missing value imputation, normalization, and encoding. The optimal number of clusters was determined using the Elbow and Silhouette Score methods. The results revealed three main clusters with distinct characteristics. The first cluster (34.29%) includes patients prioritizing service speed and procedural ease. The second cluster (46.12%) consists of patients who emphasize staff competence and cost fairness as their main priorities. The third cluster (19.59%) comprises patients with higher educational backgrounds who are more critical of facility quality and complaint handling. Evaluation using the Davies-Bouldin index demonstrated good cluster separation (score -0.645). This study concludes that patient segmentation based on perceptions of service quality can serve as a foundation for strategic decision-making to improve hospital service quality. Recommendations for future research include applying other algorithms such as DBSCAN, integrating sentiment analysis, and employing a hybrid approach to predict patient needs. These approaches are expected to provide a deeper understanding and more effective personalization of patient care.
Optimasi Fungsi Aktivasi pada Artificial Neural Network untuk Prediksi Gagal Jantung Secara Akurat Raharjo, Mokhamad Ramdhani; Indra Riyana Rahadjeng; Siregar, Muhammad Noor Hasan; Alkhairi, Putrama
Explorer Vol 5 No 1 (2025): January 2025
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/explorer.v5i1.1840

Abstract

Heart failure is one of the major health problems that can be fatal if not diagnosed properly and quickly. Therefore, early prediction using artificial intelligence models, especially Artificial Neural Network (ANN), is needed to improve the accuracy in detecting heart failure. This study aims to optimize the activation function in ANN to predict heart failure accurately. Several optimization algorithms tested, namely Adam, RMSprop, SGD, Adagrad, and Adadelta, were used to evaluate model performance in terms of accuracy, precision, recall, and F1-score. The results showed that the Adam optimization algorithm provided the best performance with an accuracy of 86.74%, precision of 75.12%, recall of 66.67%, and F1-score of 70.64%. Meanwhile, other algorithms such as RMSprop, SGD, Adagrad, and Adadelta showed lower performance, with some metrics reaching 0%. This study shows that proper activation function optimization in ANN is very important to improve the model's ability to predict heart failure with a high level of accuracy.
Metode One Time Pad sebagai Verifikasi Akun E-Wallet dalam Pencegahan Cybercrime Sarifah, Sarifah; Faisal, Ilham; Lubis, Imran
Explorer Vol 5 No 1 (2025): January 2025
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/explorer.v5i1.1817

Abstract

This research aims to improve security when every time a user logs in or makes a transaction, an OTP (One time pad) will be sent via email, the OTP code is generated randomly and can only be accessed by the account party that has a valid and valid OTP key at that time. certain. Using the one time pad algorithm provides a very high level of security, because the resulting OTP is unique for each transaction. However, its implementation requires strict discipline in key management and proper encryption or decryption processes so that it can function optimally. This system is designed for account user security to prevent data leaks, thereby minimizing the potential for crimes such as identity theft and fraud. The research results show that not a single OTP was repeated in the 10 transactions carried out. Each OTP code generated is unique and different from previous OTPs, both on successful and failed transactions, proving the effectiveness of the system. This website was created using Visual Studio Code to ensure a stable and efficient system implementation
Rancangan Monitoring Lalu Lintas Pedesaan menggunakan Metode Background Subtraction Sanjaya, Tedy; Siregar, Rosyidah
Explorer Vol 5 No 2 (2025): July 2025
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/explorer.v5i2.2000

Abstract

Vehicle monitoring in rural tourist areas is an essential aspect of traffic management and safety. Video-based monitoring systems can be an effective solution for detecting and counting passing vehicles. This study proposes the use of the Background Subtraction method to detect objects, particularly vehicles, in monitoring videos recorded in tourist areas. This method utilizes the difference between the background and moving objects to identify passing vehicles, enabling automated monitoring without manual intervention. A comparison between manual counting and the automated system on five test videos showed perfect consistency, with no discrepancies in the detected number of vehicles. In a 5-second video, the system detected 4 vehicles, matching the manual count. A 6-second video recorded 2 and 1 vehicles, with identical results between the system and manual calculations. Videos lasting 11 minutes and 18 seconds each recorded 2 vehicles, with no difference between the two counting methods. The use of the Background Subtraction method achieves high detection accuracy in counting vehicles entering tourist areas, even under varying lighting conditions and environmental disturbances. This confirms that the Background Subtraction method is effective for traffic monitoring in rural areas and can be successfully applied to manage traffic in such regions.
Analisis Faktor-Faktor yang Mempengaruhi Keputusan Pembelian pada Game Genshin Impact Menggunakan Klasifikasi Naive Bayes Wiranata, Hadi; Sucipto, Sucipto; Nugroho, Arie
Explorer Vol 5 No 2 (2025): July 2025
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/explorer.v5i2.2004

Abstract

The growth of the online gaming industry has led to the emergence of microtransaction-based business models, where players can purchase virtual items using real money. One of the games implementing this model is Genshin Impact, which has attracted a wide audience through its gacha system and diverse character content. This study aims to identify the factors that influence players' decisions to purchase virtual items in Genshin Impact using the Naive Bayes classification method. Data were collected through an online questionnaire involving 314 respondents. The analyzed variables include play duration, satisfaction with the gacha system, costumes, storyline, social influence, and previous purchase experience. The model was developed using the Gaussian Naive Bayes algorithm and validated through the Stratified K-Fold Cross-Validation method. The results show that the model achieved an accuracy of 80.57% in classifying purchase decisions. While the model performed well in identifying players who made purchases, its performance in classifying non-purchasing players requires improvement. This research is expected to serve as a reference for understanding player purchasing behavior and developing digital marketing strategies in the online gaming industry.
Penerapan Sistem Keamanan (Firewall) Pada Jaringan Smart Home Batubara, Algazali Raihan; Faisal, Ilham; Lubis, Imran
Explorer Vol 5 No 2 (2025): July 2025
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/explorer.v5i2.2013

Abstract

Currently, technological developments are increasingly advanced and developing, technological developments that are very rapid with the development of the times to meet human needs. One of them is the need for safe and comfortable home technology. The application of technology in the house is to use the concept of smart home by using firewall network security. Firewall on a smart home network is a concept where Internet of Things devices are safe from hacking by unknown people and cannot be controlled by other smartphone devices. Simulation is an important part of the application of the concept that will be carried out, especially to find out that research and studies are carried out using the simulation method as a way to solve problems. Cisco Packet Tracer 7.3 is an application that can help in terms of simulating Internet of Things devices. The results obtained from the firewall security concept simulation are that in the use of IoT devices such as house doors, windows, garages, lights, webcams and air conditioners are guaranteed to be secure because the devices that have permissions that can be connected.
Membangun Animasi 2D Mitigasi Bencana Banjir Daerah Pinggiran Sungai Deli Menggunakan Metode 2D Hybird Animation Septiawan, Ade Peruzi; Khairani, Sumi
Explorer Vol 5 No 2 (2025): July 2025
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/explorer.v5i2.2140

Abstract

Flooding is a natural disaster that frequently occurs in Medan City, particularly in residential areas located along the banks of the Deli River. To minimize the negative impacts of this disaster, educational media is needed to enhance public understanding of flood mitigation efforts. This study aims to develop an educational animation using the 2D Hybrid Animation method as a means of delivering information on flood disaster mitigation, specifically in Sei Mati Subdistrict, Medan Maimun District. This method combines traditional hand-drawn techniques with digital processing using Adobe Animate software, resulting in engaging and informative 2D animations. Based on trial results involving 25 respondents regarding flood disaster mitigation, the average pre-test score was 42, while the post-test score reached 94. This indicates an improvement of 41.6%. These results show that the animation media is effective in increasing respondents’ understanding of flood mitigation.
Pengamanan Data Inventaris Menggunakan Algoritma Kriptografi Tripple DES dan RC4 Hutauruk, Simon Ricardo Valentino; Khairani, Mufida
Explorer Vol 5 No 2 (2025): July 2025
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/explorer.v5i2.2178

Abstract

Data security is an essential aspect of information management, particularly inventory data, which includes assets, supplies, and logistics. If this data is misused, it can lead to financial and operational losses. This research develops an inventory data security system that utilizes the Triple Data Encryption Standard (Triple DES) and Rivest Cipher 4 (RC4) cryptographic algorithms. The system is capable of protecting the item name and price columns in the inventory, as well as providing a decryption feature for encrypted data. Additionally, the security of the application is strengthened through user authentication. Combining these two cryptographic algorithms offers an optimal security solution, considering system performance and speed without disrupting daily operations.
Game Edukasi Interaktif Pembelajaran Tafsir Al-Qur’an Berbasis Mobile Menggunakan Metode MDLC Hardiansyah, Nanda; Sarudin, Sarudin
Explorer Vol 6 No 1 (2026): January 2026
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/explorer.v6i1.2224

Abstract

The objective of this research is to develop an interactive mobile-based educational game that presents Qur’anic exegesis (tafsir) with an attractive and user-friendly interface. The game is designed to cover three surahs: Al-Ikhlash, Al-Falaq, and An-Nas. The content includes Arabic text, Latin transliteration, translation, and a concise tafsir summarized from Tafsir Ibn Kathir Volume I. The development method employed is MDLC (Multimedia Development Life Cycle), which offers clear and systematic stages, ranging from concept, design, material collection, production, testing, to distribution. This structured process facilitates project management, progress monitoring, interim evaluation, and effective integration of user or stakeholder feedback. A trial conducted with 30 elementary school students yielded positive results: the UI/UX aspect received 89.6% (YES) responses, while the game content aspect reached 89.7% (YES). These findings indicate that the design, usability, as well as tafsir and quiz content were perceived as engaging, easy to understand, and beneficial. The results demonstrate that the developed application can enhance students’ interest, understanding, and motivation in learning Qur’anic exegesis in an enjoyable, interactive way, while being relevant to current technological developments. Thus, this research provides a tangible contribution to the innovation of digital learning media beneficial for Islamic education.
Rekomendasi Game Edukasi dengan Mengunakan Metode ItemBased Collaborative Filtering Harahap, Andrian Rajab; Dafitri, Haida; Chiuloto, Kalvin
Explorer Vol 6 No 1 (2026): January 2026
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/explorer.v6i1.2227

Abstract

In the digital era, choosing the right educational game is a challenge for parents, so a recommendation system is needed that is able to provide relevant suggestions according to children's needs. This research aims to build an educational game recommendation system using the Item-Based Collaborative Filtering method. This method works by analyzing user rating patterns for games, then calculating the level of similarity between games using the Adjusted Cosine Similarity and Weighted Sum algorithms to produce personalized recommendations. Data is obtained explicitly through user interaction in the form of likes and comments on available games. System testing was carried out involving 22 respondents. To the question "Do the recommended educational games help increase your child's knowledge or skills?", 54.5% of respondents answered "Strongly Agree" and 45.5% "Agree", with no negative responses. This shows that all respondents considered the recommended educational games to be positively beneficial for children's development. Meanwhile, to the question "Do the game recommendations suit your child's wishes?", 50% of respondents answered "Strongly Agree", 40.9% "Agree", and 9.1% "Neutral". These results indicate that the majority of respondents considered the system to be quite appropriate in adapting recommendations to children's interests.