International Journal Software Engineering and Computer Science (IJSECS)
IJSECS is committed to bridge the theory and practice of information technology and computer science. From innovative ideas to specific algorithms and full system implementations, IJSECS publishes original, peer-reviewed, and high quality articles in the areas of information technology and computer science. IJSECS is a well-indexed scholarly journal and is indispensable reading and references for people working at the cutting edge of information technology and computer science applications..
Articles
387 Documents
Automatic Detection of Skin Diseases Using Convolutional Neural Network Algorithms
Tundo;
Fadillah Abi Prayogo;
Sugiyono
International Journal Software Engineering and Computer Science (IJSECS) Vol. 4 No. 3 (2024): DECEMBER 2024
Publisher : Lembaga Komunitas Informasi Teknologi Aceh (KITA)
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DOI: 10.35870/ijsecs.v4i3.3021
Skin diseases are a major health concern in Indone sia and they can seriously impact a patient’s quality of life. The problem is aggravated by humid tropical climate, limited access to healthcare facilities, and a lack of trained dermatology personnel. The cases in Indonesia are many, and the diagnosis and treatment of skin diseases are delayed, which makes the patient's condition worse. Based on data from the Ministry of Health (Kemenkes), the prevalence of skin disease in Indonesia is 0.62 cases per 10,000 population with the highest prevalence in Eastern Indonesia. Developing a Skin Disease Detection System Based on Convolutional Neural Network (CNN) algorithms. However, CNN algorithms are widely used in image recognition and classification, and can act as an automatic diagnostic system. This system has been developed to aid in diagnosis and improve patient access to dermatological care, especially for remote communities. Users can reach out for services at any time and any location, a practical solution for treating skin health problems. This study's results are anticipated to lower the diagnostic delays and improve the treatment outcomes while offering quick access to reliable dermatological service. This is a great effort on global level for any skin disease supporting to improve life of human lives from skin health issues.
Analysis of Scooter Spare Parts Sales at Harapan Indah Scooter Using the K-Means Algorithm
Frencis Matheos Sarimole;
Tracy Olivera Lingga
International Journal Software Engineering and Computer Science (IJSECS) Vol. 4 No. 3 (2024): DECEMBER 2024
Publisher : Lembaga Komunitas Informasi Teknologi Aceh (KITA)
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DOI: 10.35870/ijsecs.v4i3.3026
: K-means clustering algorithm has been used in this study to analyze the sales performance of scooter spare parts at Harapan Indah Scooter. By using the K-means method, researchers can classify products into 3 categories according to their sales volume. The purpose of this analysis is to identify patterns in sales data and compare the characteristics of each product group. Researchers can see the output from the previous step shows three clusters: Low, Medium, and High Sales. Associating products with these categories Empowers improved tracking of sales movements and fluctuation trends in product options. The findings of this study can be useful in the field of inventory management and to develop marketing strategies to increase product sales. Companies can find out which products fall into which categories and therefore can make better decisions on how to manage stock and promotional efforts. These findings are the first step to maintain and improve sales performance and optimize Harapan Indah Scooter business
Development of an Educational Game for Food Capture Based on Augmented Reality Using Face Mesh Detection and Computer Vision
Muhammad Arib Umar Sadid;
Dadang Iskandar Mulyana;
Dedi Gunawan
International Journal Software Engineering and Computer Science (IJSECS) Vol. 4 No. 3 (2024): DECEMBER 2024
Publisher : Lembaga Komunitas Informasi Teknologi Aceh (KITA)
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DOI: 10.35870/ijsecs.v4i3.3031
This study aims to propose an educational game for newborns around 4 months old who do not yet know how to distinguish objects that should not be put in their mouths. This seems very normal when it occurs during this stage of life, but it should be encouraged with educational tools — because eating objects that are not food can cause choking or suffocation. AR technology provides an interactive and engaging learning environment by overlaying digital information on the physical environment. The game also uses Computer Vision technology such as Face Detection and Recognition to control user interaction based on body movements. By combining computer vision, the game provides a new and dynamic way to increase user engagement, introducing new opportunities for the development of interactive educational games for young children
Vehicle License Plate Object Detection for Vehicle Registration Using Fuzzy Logic
Fiky Alannuari;
Frencis Matheos Sarimole;
Dadang Iskandar Mulyana
International Journal Software Engineering and Computer Science (IJSECS) Vol. 4 No. 3 (2024): DECEMBER 2024
Publisher : Lembaga Komunitas Informasi Teknologi Aceh (KITA)
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DOI: 10.35870/ijsecs.v4i3.3055
Object detection of vehicle license plates plays a role in the efficiency of vehicle data collection systems. There are many factors that make the accuracy and speed of detection on vehicle license plates less than optimal, causing errors in the detection process. The factors that affect the accuracy of object detection of vehicle license plates include clarity, lighting, shadows, color, font type, weather, and others. Based on the advantages of the Fuzzy Logic approach in handling various vague factors and uncertain data, it is hoped that this method can help the detection process to be more accurate and faster. This research aims to develop a method for detecting vehicle license plate objects using the Fuzzy Logic approach so that it can be applied in diverse environments to produce data with consistent accuracy. This research involves the development of software integrated with computers and cameras for vehicle license plate recognition, and also takes some data sources and code from libraries already available in the programming language used. The results of the tests conducted, detection using this Fuzzy Logic approach has an accuracy rate of up to 93.33% and the accuracy of reading the text stored in the database reaches 63.66%.
Sentiment Analysis of Kredivo App Users Using the K-Nearest Neighbor Algorithm
Saepudin;
Sutisna
International Journal Software Engineering and Computer Science (IJSECS) Vol. 4 No. 3 (2024): DECEMBER 2024
Publisher : Lembaga Komunitas Informasi Teknologi Aceh (KITA)
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DOI: 10.35870/ijsecs.v4i3.3056
In today's technological era, the internet has played an important role in all aspects of human life. This is also what drives various mobile applications to develop very rapidly. Kredivo is an instant credit solution that provides convenience to buy now pay later in a 1-month tenor or 3-month installment tenor with 0% interest. In addition, Kredivo is not only used for shopping purposes, but borrowers can also make withdrawals in the form of cash. However, not all users are satisfied with the service of the application. and the many comments submitted through the Kredivo application review feature on the Google Play Store. Therefore, in this study, researchers tried to conduct a sentiment analysis of Kredivo application users using the K-Nearest Neighbor algorithm. The purpose of this study was to determine the accuracy value produced by the K-Nearest Neighbor algorithm. From testing 1880 data using the cross-validation model, it was found that reviews containing positive sentiment were 62.55% and containing negative sentiment were 37.45%. Evaluation of the classification results using the Confusion Matrix test obtained an accuracy value of 79.36%, with a recall value of 83.08%, precision of 72.15%, and recall (Specificity) of 73.15%, so it can be concluded that the K-Nearest Neighbor algorithm can classify sentiments well using review data on Kredivo application users
Web-Based Employee Recruitment Application at PT Parastar Group Utilizing the Rapid Application Development (RAD) Method
Teddy Septria Wiguna;
Winton Ginting;
NM Faizah
International Journal Software Engineering and Computer Science (IJSECS) Vol. 4 No. 3 (2024): DECEMBER 2024
Publisher : Lembaga Komunitas Informasi Teknologi Aceh (KITA)
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DOI: 10.35870/ijsecs.v4i3.3069
The research designs a web-based employee recruitment information system developed for PT. Parastar Group, by utilizing PHP and MySQL. This system offers a solution for companies to manage applicant data archiving by HRD staff more efficiently and effectively. Applicant data is stored in a MySQL database server, reducing dependence on physical filing cabinets. In addition, applicants can complete application forms and access company information and job descriptions more efficiently. This research focuses on designing an employee recruitment information system for PT. Parastar Group, using the waterfall model as a development methodology. This system is built using the PHP programming language. The result of this research is a functional web-based employee recruitment information system. This system is expected to assist the HRD division in processing data for employee archiving and orientation.
2D Platformer Game Prototype on Indonesian History Using Scratch
Yuma Akbar;
Mohammad Farroos Al Ammaar
International Journal Software Engineering and Computer Science (IJSECS) Vol. 4 No. 3 (2024): DECEMBER 2024
Publisher : Lembaga Komunitas Informasi Teknologi Aceh (KITA)
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DOI: 10.35870/ijsecs.v4i3.3070
In this study, we would like to share a prototype of a 2D platformer game in Scratch centered on the development of Indonesian history that can increase students' interest and motivation in learning history. In search of a more entertaining and successful alternative to the bad lecture situation, the demand for interactive learning media. Visual programming is chosen with Scratch because it is easier to create educational games in this language. Its creation involves the implementation of visual components such as characters, background environments, UI, etc. Data Evaluation provides a positive level of acceptance to students with an average student evaluation score of 4.1/5 Positive responses were obtained for game elements, story content, and ease of operation First, the results of the evaluation of the Validation of 2D Platformer Games in Indonesian History as a Learning Tool. Through student activeness, a more active way of responding to historical material is being implemented by use. Game development has the ability to become a new educational media if it is well structured and organized.
Implementation of RFM Analysis to Enhance Sales Patterns of Food and Beverages at Bonjour Café and Resto Using the Apriori Algorithm
Julvan Marzuki Putra Sibarani;
Yuma Akbar;
Sutisna;
Kiki Setiawan
International Journal Software Engineering and Computer Science (IJSECS) Vol. 4 No. 3 (2024): DECEMBER 2024
Publisher : Lembaga Komunitas Informasi Teknologi Aceh (KITA)
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DOI: 10.35870/ijsecs.v4i3.3073
The rapid growth of the culinary business has made business competition in this field increasingly tight, so a strategy is needed to increase food and beverage sales patterns. Bonjur Cafe Resto serves many food and beverage menus, but business actors need to try to produce product innovations in order to provide satisfactory service to customers. In this condition, a data processing technique is needed to determine customer segmentation and menu recommendations at Bonjur Cafe Resto. The analysis method used is RFM Analysis by analyzing customer behavior, analyzing purchase transaction data consisting of Recency Frequency Monetary (RFM) attributes and data mining techniques with the Apriori algorithm, where this algorithm is used to determine the most frequently appearing data set (frequent itemset). The results of this study are grouped into five categories of customers based on their purchasing behavior and association rules are formed with predetermined parameters, support 28% and confidence 70%. This can later be a recommendation for a menu combination from the data that has been collected and applied using the apriori algorithm so that it is expected to be used for service evaluation and be able to increase customer satisfaction so that Bonjur Cafe Resto can develop better
Sentiment Analysis of the Tapera Law on Platform X Using Naive Bayes Algorithm
Dava Sevtiandra Bimantoro;
Rasiban
International Journal Software Engineering and Computer Science (IJSECS) Vol. 4 No. 3 (2024): DECEMBER 2024
Publisher : Lembaga Komunitas Informasi Teknologi Aceh (KITA)
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DOI: 10.35870/ijsecs.v4i3.3077
The implementation of the 2016 Public Housing Savings Law (UU Tapera) aims to help legal and informal workers have decent houses through the management of housing savings funds by BP Tapera. However, when implemented, this program experienced obstacles amidst various problems including the transparency of the fund collection and management system, the unevenness of benefit provision, and variations in public perception. Sentiment analysis was conducted on Twitter data for sentiment regarding the Tapera Law to obtain public perception with Naïve Bayes. This approach classifies sentiment into positive, negative, and neutral. The accuracy of the Analysis Results was 62.47% (343 negative sentiments, 23 neutral, and finally 32 positive sentiments). The public mostly has negative sentiment towards the Tapera Law, because many of them are afraid of losing justice and effectiveness with this policy. These results underline the need to intensify transparency and communication of the benefits of the Tapera Law and its mechanisms to increase public acceptance and trust.
Camping Equipment Recommendation System Using Content-Based Filtering Method: A Case Study of Berkah Outdoor45
Robby Gusti Nugroho;
Sri Sumarlinda;
Agustina Srirahayu
International Journal Software Engineering and Computer Science (IJSECS) Vol. 4 No. 3 (2024): DECEMBER 2024
Publisher : Lembaga Komunitas Informasi Teknologi Aceh (KITA)
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DOI: 10.35870/ijsecs.v4i3.3078
Camping is a favorite activity for various age groups carried out in the open air to enjoy the beauty of nature and get away from the noise of the city. The high cost of camping equipment encourages many people to prefer renting rather than buying, making Berkah Outdoor45 the main choice for nature lovers to rent camping equipment. This study aims to develop a recommendation system for selecting camping equipment using a content-based filtering mechanism with a TF-IDF approach to help users choose equipment that suits their needs. This study uses a waterfall system development model which includes the stages of analysis, design, implementation, and testing. Testing is carried out using the Blackbox method to evaluate the effectiveness of the system. The results showed that from 18 datasets, the system can provide four recommendations with the highest similarity values, namely D11 (0.377), D18 (0.354), D2 (0.320), D5 (0.311), and D1 (0.287) based on a predetermined formula. The recommendation system developed successfully provided accurate recommendations that were in accordance with user preferences, while reducing ordering errors and increasing efficiency in selecting camping equipment.