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 1,026 Documents
Rancang Bangun Aplikasi Pakar Untuk Mendiagnosa Kerusakan Pada Mobil Jenis MPV Menggunakan Metode Forward Chaining dan Certainty Factor Alamsyah, Hadi; Nuraeni, Fitri
Jurnal Algoritma Vol 22 No 1 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-1.1924

Abstract

One of the most widely used vehicles today is the car. Over time the car will experience damage, which to find out the damage that occurs requires an expert. This research aims to develop a web-based expert application that is able to diagnose damage to MPV type cars using the forward chaining method and certainty factor. The forward chaining method is used to perform rule-based inference from symptoms to conclusions, while the certainty factor is used to calculate the certainty level of diagnosis. The system was developed using the expert system development life cycle methodology which includes assessment, knowledge acquisition, design, test, documentation, and maintenance stages. The results show that this expert application can diagnose 16 types of damage with an accuracy rate of 90%. The main contribution of this research is the development of an expert system application that can be accessed by the wider community to assist in diagnosing vehicle damage independently, so as to save time and repair costs.
Penerapan Virtual Tour 360 Derajat Sebagai Media Informasi Yayasan Al-Musaddadiyah Garut Latifah, Ayu; Antika, Dini
Jurnal Algoritma Vol 22 No 1 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-1.1925

Abstract

The advancement of technology in the modern era has driven new innovations, including the use of Virtual Reality (VR) in various fields, one of which is education. Yayasan Al Musaddadiyah Garut, as an educational institution, requires an interactive information medium to introduce its facilities and buildings to the wider community and prospective students. This study aims to develop and evaluate the implementation of a 360° Virtual Tour based on Virtual Reality Photography (VRP) as an informational medium for Yayasan Al Musaddadiyah Garut. Using the Multimedia Development Life Cycle (MDLC) methodology, this research goes through six main stages: concept, design, material collection, assembly, testing, and distribution. The development process was carried out using the Insta360 X3 camera for 360° image capture and 3DVista software for virtual tour creation. The results show that this 360° Virtual Tour can provide comprehensive and interactive information about the foundation’s facilities. Testing was conducted using the black box testing method and a satisfaction survey involving 20 respondents from a population of over 2000 within the Foundation, resulting in an average satisfaction score of 4.57 out of 5. The main contribution of this research is the provision of an innovative VR-based information medium that can enhance the transparency and appeal of Yayasan Al Musaddadiyah Garut for prospective students and the general public. The research also provides recommendations for improving visual features and interactivity for further development.
Prediksi Kapabilitas Calon Debitur Menggunakan Analisis Data Machine Learning Dengan Metode Random Forest Ananda Surya, Archie; Rizki Darmawan, Dika; Solichin, Achmad
Jurnal Algoritma Vol 22 No 1 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-1.1929

Abstract

This study was conducted at a financing company engaged in investment, working capital, and multipurpose financing, particularly in the consumer financing sector for four-wheeled vehicles, two-wheeled vehicles, and multipurpose products. The high level of non-performing loans (NPLs) has led to a decline in the company's asset quality. Although credit scoring has been implemented as the initial filter to evaluate prospective borrowers, certain aspects are still being overlooked. Credit scoring becomes less relevant when a prospective borrower has little or no credit history at all—a situation commonly encountered in motorcycle or two-wheeled vehicle financing. Therefore, this research aims not only to provide insights into borrower classification but also to reduce the percentage of non-performing loans, especially in two-wheeled vehicle financing in the future. The classification method used is Random Forest with SMOTE, utilizing 28 parameters including credit scoring, salary, number of active loans, borrower age, application region, marital status, length of employment, gender, and number of dependents. The data used for training the model in this study consists of records available in the system up to the year 2023, totaling 254,609 entries. The research findings indicate that the Random Forest model achieved an accuracy rate of 69%, which is slightly higher than the LightGBM (LGBM) method at 59% and XGBoost, which had an accuracy rate of 39%.
Penerapan Teknologi Opencv Dalam Pembuatan Gim Quiz Berbasis Web Dengan Fitur Hand Gesture Rahayu, Yari Ardiansyah; Mulyani, Asri
Jurnal Algoritma Vol 22 No 1 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-1.1936

Abstract

In modern education, enhancing interactivity and learning effectiveness is a crucial aspect. This study aims to develop and evaluate a web-based quiz system that integrates hand gesture recognition technology using OpenCV to increase student engagement and participation. To ensure that the system is developed adaptively and responsively to user needs, this research implements the Extreme Programming (XP) methodology, known for its fast and iterative development cycle. A quantitative approach is used in this study by conducting trials with students from class A ITG, where pre-tests and post-tests are conducted to evaluate interactivity levels, responsiveness to hand gestures, and overall user satisfaction. Usability measurement is performed using the System Usability Scale (SUS), with evaluation results showing an increase in SUS scores from pre-test to post-test. These results indicate that the developed system is capable of significantly improving the student learning experience. However, this study has several limitations, such as the need for optimization of gesture recognition algorithms to improve the system's accuracy and responsiveness. Additionally, the study was only conducted on one group of students, limiting the generalizability of the results. Therefore, future research is expected to include a broader population and explore the integration of additional technologies to enhance system effectiveness in various learning contexts. This study demonstrates that the use of hand gesture recognition technology in a web-based quiz system can create a more dynamic and interactive learning environment. These findings open opportunities for the development of more innovative, adaptive, and responsive educational applications to meet the needs of today’s digital generation.
Pengembangan Alat Penyiraman Otomatis Smart Plant Berbasis Internet of Things Sukirno; Suhendar, Heri; Nur’aini, Shifa
Jurnal Algoritma Vol 22 No 1 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-1.1949

Abstract

Plants will grow better and produce benefits forother living things with regular watering. An Internet of Things (IoT)-based plant watering device is a modern solution that utilizes technology to automate and improve plant watering efficiency. The urgency of this research is to help optimize water usage and facilitate plant empowerment with integrated technology based on IoT. The purpose of this research is to develop an IoT-based smart plant automatic watering tool. The novelty is in the system design method and the object under study in the form of light efficiency and speed of the plant nutrition control system. Analysis in data processing with artificial intelligence. The use of WIMOS ESP8266 DI microcontroller and monitoring using Blynk integration. The method used in this research is the experimental method. Designing an IoT-based smart plant automatic watering device. The system design will produce information about soil moisture from the DHT22 sensor then displayed on the Blynk LCD. The integration of IoT, Blynk and data analysis using artificial intelligence provides a new contribution, with monitoring and management of dara in real time so that information is faster and more accurate.
Penerapan Virtual Reality Tour Untuk Inovasi Informasi Pariwisata Berbasis MDLC: Studi Kasus: Dinoland Garut Latifah, Ayu; Amelia, Nadya
Jurnal Algoritma Vol 22 No 1 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-1.1969

Abstract

Tourism is an important sector that supports the economy, creates jobs, and contributes to the country's foreign exchange. However, one of the challenges faced by local attractions, such as Dinoland Garut, is the lack of adequate information and interactive tourism experiences for visitors. This research aims to design a Virtual Reality Tour as an interactive information and promotion media, with a focus on Dinoland Garut. This application is expected to overcome the limitations in the delivery of information and improve the virtual tourism experience. The method used in this research is the Multimedia Development Life Cycle (MDLC), which consists of six stages: concept, design, material collecting, assembly, testing, and distribution. Making Virtual Reality Tour applications is done using 3D Vista software. The results of the test show that this application shows that all application features have run according to their functions and are rated very well by users. Dinoland Garut Virtual Reality Tour application is equipped with informative features, such as details about attractions, ticket prices, and location maps. Thus, this application acts as a digital innovation that is expected to increase the attractiveness of Dinoland Garut and expand the reach of tourism promotion nationally and internationally.
Implementasi Forward Chaining Dalam Sistem Pakar Diagnosa Kecanduan Pada Game Online Nuraeni, Fitiri; Baswardono, Wiyoga; Rahadian, Reza
Jurnal Algoritma Vol 22 No 1 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-1.1979

Abstract

The rapid advancement of technology has led to the emergence of various types of technology that can be found around us. One of the technological advancements that can be experienced is the presence of entertainment media in the form of online games. Online games are a type of game connected through the internet and can be played on devices such as computers (PCs), laptops, smartphones, and other platforms.Online games have had a significant impact on Indonesian society, especially among teenagers. The number of online game players in Indonesia has reached 64.5%, making it one of the countries with the highest number of players worldwide. Games such as Mobile Legends, Arena of Valor, Clash of Clans, and Player Unknown’s Battleground dominate recreational activities across different social groups, regardless of culture, age, or gender.Besides providing an engaging gaming experience, online games also offer positive impacts, such as training discipline, communication, and teamwork through their collaborative features. However, increasing interest in online games can lead to addiction problems, particularly among teenagers. This phenomenon may result in changes in social behavior and psychological well-being.This study proposes a solution by designing and developing an Expert System application for diagnosing online game addiction. The method used in this research is forward chaining. The methodology applied in this study follows ESDLC, as it serves as a fundamental concept for the design and development of expert systems.
Implementasi Payment Gateway pada Aplikasi Penjualan Beras Berbasis Website Menggunakan Pendekatan Extreme Programming Rahayu, Sri; Natsir, Dimas Muhamad Fauzy
Jurnal Algoritma Vol 22 No 1 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-1.1983

Abstract

The agricultural sector, including rice production, plays an important role in the Indonesian economy. PD. PJ, a rice trading company in Garut Regency, West Java, faces challenges in providing product information access and cash transaction security in large-scale sales. This research aims to implement payment gateway technology in a web-based rice sales application, using the Extreme Programming approach, because conventional payment methods such as manual transfers and cash payments often cause delays in confirmation, risk of errors, and difficulties in the transaction verification process. The stages used include planning, design, coding, and testing. The results showed that this application is able to optimize sales services, based on Blackbox testing on 24 test classes and Beta System Usability Scale testing which reached a score of 80.29, indicating that the application is in the acceptable category.
Rancang Bangun Aplikasi Virtual Tour Sebagai Media Informasi dan Promosi Latifah, Ayu; Rahayu, Raden Erwin Gunadhi; Endang, Dwi Isyandi
Jurnal Algoritma Vol 22 No 1 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-1.2028

Abstract

Kemajuan pesat dalam teknologi komunikasi dan informasi telah membawa dampak signifikan di bidang pendidikan, mengubah cara orang mendapatkan data dan informasi secara cepat, tepat, dan akurat. Sekolah SMPN Satu Atap 1 Pamulihan ini berada di wilayah dengan akses yang terbatas, sehingga penyampaian informasi kepada publik, khususnya mengenai fasilitas sekolah, masih mengalami banyak kendala. Saat ini, sarana informasi yang dimiliki sekolah masih minim, sehingga jangkauan penyebaran informasi menjadi terbatas dan tidak efisien. Di tengah perkembangan teknologi digital, sekolah perlu solusi inovatif untuk memperkenalkan fasilitas dan keunggulannya secara lebih luas. Salah satu solusinya adalah Virtual Tour, yang memungkinkan penyajian informasi fasilitas prasarana sekolah secara virtual. Penelitian ini bertujuan untuk merancang sebuah aplikasi berbasis web yang dapat mempermudah penyebaran informasi mengenai prasarana sekolah kepada siswa baru, calon siswa, dan masyarakat, sekaligus berfungsi sebagai media promosi untuk SMPN Satu Atap 1 Pamulihan. Aplikasi ini dikembangkan menggunakan metode Multimedia Development Life Cycle (MDLC) yang meliputi tahap concept, design, material collecting, assembly, testing, dan distribution. Hasil dari penelitian ini adalah aplikasi virtual tour dengan konsep fungsionalitas multi platform dan berfungsi sebagai media informasi serta promosi. Aplikasi Virtual Tour ini menggunakan pengujian aplha serta menyajikan informasi prasarana secara virtual diantaranya, gerbang sekolah, jalan sekolah, gudang sekolah,  lorong sekolah, tugu pembentukan sekolah, lapangan upacara, lorong guru, lorong lab komputer, ruangan lab komputer, toilet, lorong kelas dan ruangan kelas 7A, 7B, 8, dan kelas 9. Dengan adanya aplikasi ini, sekolah dapat memperluas jangkauan informasi dan promosi kepada khalayak yang lebih luas.
Rancang Bangun Virtual Tour Berbasis Web Sebagai Media Promosi: Studi Kasus: Madrasah Tsanawiyah Negeri 2 Garut Heryanto, Deni; Nurdiansyah, Farhan
Jurnal Algoritma Vol 22 No 1 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-1.2040

Abstract

Pada era digital saat ini, visualisasi informasi menjadi salah satu aspek penting dalam meningkatkan efektivitas penyampaian pesan. Penelitian ini bertujuan untuk merancang dan membangun aplikasi Virtual Tour berbasis web yang digunakan sebagai media promosi dan pengenalan lingkungan sekolah, studi kasus di Madrasah Tsanawiyah Negeri 2 Garut. Masalah yang dihadapi oleh sekolah adalah kesulitan dalam memperkenalkan fasilitas kepada siswa baru selama Masa Pengenalan Lingkungan Sekolah (MPLS) karena jadwal MPLS yang padat. Sekolah ini juga kekurangan dalam Sarana promosi Visual Interaktif yang dimana pada saat ini Web profil MTsN 2 Garut yang Hanya menyediakan informasi deskriptif dalam bentuk tulisan dan galeri foto tentang sekolah serta terbatasnya sumber informasi daring tentang MTsN 2 Garut, yang masih berupa brosur digital, video, dan foto yang diunggah melalui Sosial media seperti Whatsapp, Facebook, Instagram. Metode promosi ini kurang efektif meskipun ada gambar, akan tetapi Visualisasi yang ditampilkan tetap terbatas, Karena Objek dua dimensi (2D) yang digunakan dalam promosi memiliki  keterbatasan dalam sudut pandangnya karena hanya melihat satu sudut pandang Maka dari itu Teknologi Virtual Tour hadir untuk memberikan pengalaman visual yang lebih imersif dengan menggunakan gambar 360°, teks informasi, dan audio informasi. Metode yang digunakan dalam penelitian ini adalah Multimedia Development Life Cycle (MDLC), yang terdiri dari enam tahapan: Concept, Design, Material Collecting, Assembly, Testing, dan Distribution. Hasil dari penelitian ini adalah sebuah aplikasi Virtual Tour berbasis web Madrasah Tsanawiyah Negeri 2 Garut. Virtual tour menampilkan gambar 360, Teks informasi, Audio informasi yang memudahkan guru dalam mengenalkan lingkungan sekolah secara efektif kepada siswa baru, serta meningkatkan citra sekolah melalui promosi yang lebih imersif. Hasil dari pengujian dengan menggunakan metode usability testing, diperoleh skor rata-rata dari kelima aspek usability testing mencapai skor 4.31 dalam skala 1 sampai 5 di dalam skala likert yang artinya masuk ke dalam kategori “Sangat Baik/Setuju”, menyatakan bahwa Virtual Tour Berbasis Web layak untuk digunakan.

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