cover
Contact Name
Yosep Septiana
Contact Email
yseptiana@itg.ac.id
Phone
+6282124588750
Journal Mail Official
algoritma@itg.ac.id
Editorial Address
Jl. Mayor Syamsu No.1, Jayaraga, Kec. Tarogong Kidul, Kabupaten Garut, Jawa Barat 44151
Location
Kab. garut,
Jawa barat
INDONESIA
Jurnal Algoritma
ISSN : 14123622     EISSN : 23027339     DOI : https://doi.org/10.33364/algoritma
Core Subject : Science,
Jurnal Algoritma merupakan jurnal yang digunakan untuk mempublikasikan hasil penelitian dalam bidang Teknologi Informasi (TI), Sistem Informasi (SI), dan Rekayasa Perangkat Lunak (RPL), Multimedia (MM), dan Ilmu Komputer (Computer Science).
Articles 1,150 Documents
Pengembangan Desain UI/UX Fitur Baru Pada Aplikasi StuntShield Menggunakan metode User-Cantered Design M Miskun Arrihussalam; Ridwan Setiawan
Jurnal Algoritma Vol 23 No 1 (2026): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.23-1.2557

Abstract

This study aims to redesign the StuntShield application interface using a User-Centered Design (UCD) approach. This application aims to support stunting prevention by providing nutritional information and interactive features for parents, integrated health service posts, and community health centers. The development process was carried out in four UCD stages, namely identifying the context of use, formulating user needs, creating design solutions, and evaluating prototypes. Data collection was conducted through interviews with developers and the distribution of questionnaires to potential users. The design was created using Figma and focused on three user roles. The evaluation was conducted using the System Usability Scale (SUS) involving 21 respondents. The test results showed an average score of 73.63, which falls into the “Good” category, indicating that the interface design was well received by users. This study contributes to the development of UI/UX based on the real needs of users for digital health service applications.
Media Pembelajaran Interaktif Pengenalan Batik Garutan Berbasis Android Menggunakan Augmented Reality Sri Rahayu; Moch. Akmal Al Muyasar
Jurnal Algoritma Vol 23 No 1 (2026): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.23-1.2563

Abstract

The decline in interest among the younger generation in local culture, especially Garutan Batik, is a problem that needs to be addressed immediately. Interactive and technology-based educational media are considered capable of addressing this challenge. This study aims to develop interactive learning media based on Augmented Reality (AR) to introduce Garutan Batik motifs to children and teenagers. The development was carried out using the Multimedia Development Life Cycle (MDLC) method, which includes the stages of concept, design, material collecting, assembly, testing, and distribution. The application was designed using Unity and Vuforia SDK, and presents three main features: batik pattern recognition, AR-based 3D visualization, and gamification-based interactive quizzes. Alpha testing results showed that all features worked well without any obstacles. Meanwhile, beta testing on 21 respondents showed a user satisfaction rate of 86.19%. This application is considered easy to use, interesting, and able to increase children's interest in Garutan Batik. The integration of 3D visualization, voice narration, child-friendly interface design, and a gamification approach makes this application an effective and enjoyable educational medium. Thus, the use of AR technology in learning media has been proven to increase understanding and preservation of local culture in an innovative way.
Pemanfaatan Arsitektur Mobilenetv3 Untuk Klasifikasi Hama Tanaman Padi Leni Fitriani; Garnis Kirani
Jurnal Algoritma Vol 23 No 1 (2026): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.23-1.2761

Abstract

Rice is a key commodity in national food security, yet its productivity often declines due to pest attacks. Manual pest identification is considered inefficient, necessitating an accurate automated system. This study proposes an image classification model for rice crop pests using a Convolutional Neural Network with the MobileNetV3-Small architecture through a transfer learning approach. The model development process follows the SEMMA methodology (Sample, Explore, Modify, Model, Assess). The dataset consists of 5,395 images across seven major pest classes—brown planthopper, green planthopper, rice stem borer, larvae, thrips, false white pest, and rice water weevil—sourced from Kaggle, along with additional test data obtained through web scraping to simulate real-world conditions.Image quality analysis revealed variations in blur levels and lighting across classes, which were addressed using augmentation and class weighting. The model was trained with fine-tuning on upper layers, using the Adam optimizer and early stopping over 30 epochs. The results show a training accuracy of 94.18%, validation accuracy of 97.58%, and test accuracy of 98%, with average precision, recall, and F1-score values of 0.98. A 5-fold cross-validation yielded an average accuracy of 97.13% with a deviation of ±0.81, indicating stable performance. Compared with MobileNetV2, the MobileNetV3-Small model performed significantly better in both accuracy and computational efficiency (p-value = 0.0269). These findings demonstrate that lightweight architectures such as MobileNetV3-Small are effective for rice pest classification and hold potential for implementation in automated detection systems for smart agriculture applications.
Penerapan Virtual Reality Tour Sebagai Media Promosi Perumahan Griya Pesona Cempaka Garut Asep Deddy Supriatna; Siti Sarah Annashriyah
Jurnal Algoritma Vol 23 No 1 (2026): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.23-1.2776

Abstract

Technological advancements have driven the emergence of innovations in property marketing strategies. Conventional methods, such as brochures and static images, are considered less capable of providing a comprehensive representation to prospective buyers. This study aims to design a Virtual Reality Tour based on Virtual Reality Photography (VRP) for Griya Pesona Cempaka Housing in Garut as an interactive promotional medium accessible via mobile devices and computers. The development was carried out using the Multimedia Development Life Cycle (MDLC) methodology, which consists of six main stages, from concept to distribution. Image capture was performed using an Insta360° X3 camera, while the virtual tour creation process utilized 3DVista software. Testing results using the black box testing method indicate that all functions operate as designed. The resulting Virtual Reality Tour is able to present detailed visual information and assist prospective buyers in gaining a clearer understanding of the environmental conditions and housing units. This study recommends periodic content updates to ensure the media remains engaging and relevant.
Penerapan Virtual Reality Tour sebagai Media Informasi pada Yayasan Pendidikan Yoga Handoko Agustin; Siti Nurendah
Jurnal Algoritma Vol 23 No 1 (2026): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.23-1.2796

Abstract

The development of information technology has driven innovation in information delivery, one of which is through Virtual Reality Tours (VR Tours). This study aims to implement a VR Tour as an information medium at the Assalafiyah II Educational Foundation in Cibiuk, Garut, so that the public, prospective students, and parents can explore the foundation’s environment interactively without having to visit the location directly. The method used is the Multimedia Development Life Cycle (MDLC), which consists of the stages of concept, design, material collecting, assembly, testing, and distribution. The data were obtained through 360° panoramic photographs, text, and supporting multimedia, which were then integrated using 3DVista software. The results show that panoramic navigation, information on educational units, galleries, location maps, and social media links function properly. The resulting application is web-based and can be accessed via computers and smartphones. With the implementation of this VR Tour application, the Assalafiyah II Foundation can expand its information reach while enhancing its appeal to prospective students and the general public.
Implementasi Gemini API Pada Aplikasi AI Course Generator Untuk Pembelajaran Personal Muhammad Fahmi Assidiq; Ridwan Setiawan
Jurnal Algoritma Vol 23 No 1 (2026): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.23-1.2803

Abstract

The trend of self-directed learning continues to rise, yet students still face challenges such as limited time, difficulty structuring learning materials, and a lack of systematic learning pathways. This study aims to design and develop a web-based AI Course Generator application by integrating the Gemini API to generate automated learning materials, the YouTube API to recommend educational videos, and an interactive chatbot to provide personalized learning assistance.The development method uses the Rational Unified Process (RUP), consisting of four phases: inception, elaboration, construction, and transition, supported by Unified Modeling Language (UML) modeling. The implementation results show that the application can automatically generate course outlines and learning materials, recommend learning videos, and assist users through the chatbot.Testing was performed using black box testing and usability testing with the USE Questionnaire, yielding a user satisfaction score of 82.09% (strongly agree category). This study demonstrates the effectiveness of integrating the Gemini API and YouTube API in building an adaptive and efficient self-learning application that supports the Merdeka Belajar concept.
Penerapan Arsitektur VGG-16 dalam Pengenalan Wajah Bermasker untuk Sistem Presensi Leni Fitriani; Rinda Cahyana; Fauzan Abdurrahman
Jurnal Algoritma Vol 23 No 1 (2026): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.23-1.2845

Abstract

Covid-19 membatasi interaksi fisik dan mendorong penggunaan masker, sementara sejumlah sistem pengenalan wajah konvensional mengharuskan masker dilepas sehingga risiko paparan meningkat oleh karena itu penting adanya sistem pengenalan wajah bermasker dalam pencegahan penularan Covid-19. Tujuan dari penelitian ini membuat model Convolutional Neural Network (CNN) untuk pengenalan wajah bermasker yang dapat diterapkan pada sistem presensi. Metode yang digunakan Machine Learning Life Cycle dan model dibuat menggunakan arsitektur VGG-16. Hasil penelitian ini berupa model yang diterapkan pada prototype sistem presensi yang dapat mengindentifikasi pengguna bermasker. Model dilatih 40 epoch dengan hasil nilai training accuracy 0.9900 serta nilai training loss 0.2694 sedangkan nilai validation accuracy 0.9500 serta nilai validation loss 0.4065. Evaluasi model oleh confusion matrix dengan hasil rata-rata akurasi sebesar 0.95 atau 95%. Pada tahap akhir pengujian, model digunakan pada prototype sistem presensi dengan hasil deteksi tercepat yaitu 6 detik dan terlama 42 detik yang mana hal tersebut menjadi kontribusi utama penelitian ini dengan sistem realtime dan pipeline augmentasi yang relevan untuk skenario wajah bermasker. Keterbatasan terletak pada skala data dan lingkungan uji yang terbatas. Penelitian selanjutnya diharapkan mencakup evaluasi menggunakan Real World Masked Face Recognition Dataset (RMFRD) atau Simulated Masked Face Recognition Dataset (SMFRD), eksplorasi arsitektur yang lebih bervariasi, serta percepatan inferensi.
Visualisasi 3D Rambu Lalu Lintas Berbasis Augmented Reality untuk Edukasi Undang-Undang Jalan Raya Sri Rahayu; Moch ab Rizky Darmawan
Jurnal Algoritma Vol 23 No 1 (2026): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.23-1.2876

Abstract

Kesadaran siswa terhadap pentingnya memahami peraturan lalu lintas masih rendah, sehingga dibutuhkan media pembelajaran yang interaktif dan mudah dipahami. Penelitian ini bertujuan mengembangkan aplikasi edukasi berbasis Augmented Reality (AR) untuk pengenalan rambu dan undang-undang lalu lintas menggunakan metode Multimedia Development Life Cycle (MDLC). Tahapan penelitian meliputi konsep, desain, pengumpulan materi, pembuatan, pengujian, dan distribusi. Aplikasi yang dihasilkan mampu menampilkan objek 3D rambu lalu lintas disertai audio, teks penjelasan, serta kuis interaktif sebagai evaluasi pemahaman. Hasil pengujian menunjukkan bahwa aplikasi berjalan sesuai spesifikasi melalui blackbox testing, dengan seluruh fungsi utama (pemindaian marker, navigasi menu, penyajian materi, dan kuis) dapat dijalankan dengan baik. Evaluasi usability menggunakan System Usability Scale (SUS) melibatkan 10 siswa sebagai responden dan menghasilkan nilai rata-rata 91,75, yang termasuk kategori Excellent Usability. Nilai ini menegaskan bahwa aplikasi tidak hanya berfungsi secara teknis, tetapi juga nyaman, mudah digunakan, dan efektif sebagai media pembelajaran. Keterbatasan penelitian ini terletak pada cakupan materi yang masih terbatas pada beberapa rambu lalu lintas serta uji coba yang hanya dilakukan pada sampel kecil siswa. Oleh karena itu, penelitian selanjutnya disarankan memperluas cakupan konten dan jumlah responden, serta mengintegrasikan teknologi Artificial Intelligence (AI) untuk mendukung pembelajaran adaptif. Dengan demikian, penelitian ini berhasil menjawab rumusan masalah dan memberikan kontribusi bagi bidang Software Engineering dalam penerapan metode MDLC untuk pengembangan perangkat lunak edukatif berbasis AR.
Aplikasi Virtual Tour Berbasis Web untuk Informasi Tata Letak Gedung Sekolah Menggunakan MDLC Ayu Latifah; Bintang Nur Alfiyah
Jurnal Algoritma Vol 23 No 1 (2026): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.23-1.2963

Abstract

Virtual tour is an interactive multimedia technology that allows users to explore a location digitally through 360° panoramic visualization. Currently, SMK Negeri 9 Garut still relies on conventional media such as brochures and banners to convey building layout information, which limits its ability to provide an optimal interactive experience. This study aims to design and develop a web-based virtual tour that can be accessed broadly and efficiently. The method used is the Multimedia Development Life Cycle (MDLC), consisting of the concept, design, material collecting, assembly, testing, and distribution stages. Research data were obtained through observation, interviews, and documentation, then processed using 3DVista software to produce 360° panoramas, hotspots, text information, and audio. Black-box testing results indicate that all application features function as intended. From a software engineering perspective, this study underscores the implementation of the Multimedia Development Life Cycle (MDLC) as a systematic approach for developing interactive multimedia systems within educational environments. This implementation not only results in an optimally functioning application but also demonstrates the effectiveness of MDLC in designing web-based solutions that support the interactive and informative delivery of educational content.
Sistem Rekomendasi Ular Peliharaan Berbasis Web dengan Algoritma Content-Based Filtering Abiyyu Dhonan Pratomo; Ucta Pradema Sanjaya
Jurnal Algoritma Vol 23 No 1 (2026): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.23-1.3006

Abstract

This study developed a web-based pet snake recommendation system using a Content-Based Filtering (CBF) algorithm with a risk-aware approach to help prospective owners choose snake species that suit their profiles, while reducing negative bias against snakes. This system maps user attributes and snake species through ANY-match, exact-match, and multi-level fallback mechanisms that integrate risk-based hard filters, including venom level, aggressiveness, and body size. This study adds scientific contributions in the application of risk-sensitive CBF, where recommendations are prioritized based on user safety. Weight sensitivity tests, comparisons with baseline rule-based systems, and validation with snake keeper experts confirm the system's reliability. User Acceptance Testing (UAT) results show that the system has an average user satisfaction rating of 4.84 out of 5, with 97.47% of respondents giving positive ratings. Although this system has been proven effective in providing relevant and safe recommendations, the limitations of this study lie in the limited number of species and respondents, as well as the scale of testing, which still needs to be expanded. This study is expected to serve as the basis for the development of risk-based recommendation systems for other exotic animals.