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jaist@mail.unnes.ac.id
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jaist@mail.unnes.ac.id
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Building D5 Level 2, Campus Sekaran, Gunungpati, Semarang, Central Java Indonesia - 50229
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INDONESIA
Journal of Advances in Information Systems and Technology
ISSN : -     EISSN : 2715999X     DOI : https://doi.org/10.15294/jaist
Core Subject : Science,
Journal of advances in Information Systems and Technology (JAIST) seeks to promote high quality research that is of interest to the international community.
Articles 83 Documents
Application of Anisotropic Diffusion Filters and Convolutional Neural Network with Mobilenet Framework On X-Ray Image to Detect Pneumonia Zhazkeiya Sheelfa Irawaty; Zaenal Abidin
Journal of Advances in Information Systems and Technology Vol 5 No 1 (2023): April
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Pneumonia is the largest infectious disease that occurs in children worldwide. WHO reported that pneumonia killed 808,694 children under five years in 2017; 15% of children under five years died. Pneumonia is the largest infectious disease that can occur in children worldwide. These cases are most common in South Asia and Africa. All the experts suggest that it an easy to diagnose by using x-rays. The x-ray results from the lungs of patients with pneumonia can give an idea of ​​how the pneumonia virus causes the infection in the lungs of patients. This study aimed to determine how the convolutional neural network method works with the framework MobileNet and anisotropic diffusion filters to detect pneumonia and determine the level of accuracy produced by the convolutional neural network method with the MobileNet framework and anisotropic diffusion filters in detecting pneumonia. In this study, the Chest X-ray Images (Pneumonia) dataset from Kaggle was used as an object to be classified using Anisotropic Diffusion Filters and Convolutional Neural Networks to determine the presence of pneumonia based on x-ray images. Classification is carried out on the Chest X-ray Images (Pneumonia) dataset for two weeks from August 14, 2021 to August 28, 2021 which will go through a classification process on x-ray images using the Convolutional Neural Network algorithm and Anisotropic Diffusion Filters. The results of testing with this method have increased compared to previous studies, with an accuracy of 96.67%.
Supply Chain Performance Analysis of Plant Seedling Distribution System Using Supply Chain Operations Reference Method Efrilianda, Devi Ajeng; Adhirajasa, Danendra Yassar
Journal of Advances in Information Systems and Technology Vol 5 No 1 (2023): April
Publisher : Department of Computer Science, Faculty of Mathematics and Natural Sciences, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jaist.v5i1.65630

Abstract

In the industrial world, distribution activities are one of the important things in the flow of a business process. The role of advances in information technology also has a considerable good impact on the process of exchanging information in business processes. The XYZ agency is responsible for organizing the distribution of plant seeds to all communities and farmer groups as an effort to improve the economy in the agro-industrial sector. However, there are obstacles in the distribution process activities carried out by the XYZ agency such as the lack of harmonization of information exchange with regional posts. This causes the distribution process to be hampered and also not even distributed. Therefore, it is necessary to describe the process flow using the Supply Chain Management (SCM) method to manage seeds distribution management appropriately. SCM elaborates each supply chain process in detail by categorizing each process with the attributes of plan, source, make, deliver, and return. In addition, performance measurement using the Supply Chain Operations Reference (SCOR) model is carried out to determine and provide recommendations for improvements needed for each related performance metric. There are 31 Key Performance Indicators (KPI) that are in accordance with the distribution process and validated in XYZ agency. The result of performance measurement based on the Key Performance Indicator reached 83.12, which indicated the performance monitoring of the actual seeds distribution process by XYZ agency at the Good level.
Analysis of Application Success in XYZ Agency as an Online Learning Media Using the Delone and Mclean Models Erika Noor Dianti; Endang Sugiharti
Journal of Advances in Information Systems and Technology Vol 5 No 1 (2023): April
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jaist.v5i1.65794

Abstract

Internet users in Indonesia have shown a rapid increase. This indicates that the development of information and communication technology is growing, bringing many life changes, thus demanding the education industry to strive to improve the quality of education continuously. However, at the beginning of 2019, COVID-19 pandemic emerged, which required that all students not be allowed to do face-to-face learning. Because of this problem, companies are starting to create online learning technologies that have a positive impact. In 2022, XYZ application is a learning application ranked 9th among the most popular applications. Nevertheless, in its use, there are still obstacles. Based on this description, this study will analyze application's success using Delone and Mclean models to determine whether application has been considered successful. The research data was obtained by distributing questionnaires online with a total of 240 respondents who were users who had used e-learning in XYZ agency with an age range of 15 to 45 years. This study used quantitative methods and data processing using Smart PLS version 4 software to test inner and outer models. The results showed that success rate of e-learning in XYZ agency was very high, and out of twelve hypotheses, eight were accepted, and four were rejected. The factors that support success of e-learning in XYZ agency are seen from accepted hypotheses. At the same time, factors that hinder application's success are information quality, system quality, service quality, instructor quality, and user satisfaction. From these inhibiting factors, appropriate recommendations are then given. The results of this research are expected to be considered by e-learning in XYZ agency developers and providers
Consumer Acceptance Analysis of Purchase Interest Using Live Features on The Marketplace with Technology Acceptance Model (TAM) Method Case Study : Shopee Jhonatan, Edward; Prasetiyo, Budi
Journal of Advances in Information Systems and Technology Vol 5 No 2 (2023): October
Publisher : Department of Computer Science, Faculty of Mathematics and Natural Sciences, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jaist.v5i2.61455

Abstract

The development of technology has become one of the instant lifestyles of the community because it has high mobility in carrying out daily activities. The use of the internet for commercial transactions is known as electronic commerce (e-Commerce). In 2021 Shopee launched a new feature before other competitors had the Shopee live feature. This research is more focused on analyzing buyers using the Shopee live feature on the Shopee marketplace using the Technology Acceptance Model (TAM). The purpose of this study is to analyze how the influence of consumers in buying interest using the Shopee live feature and to determine the effect of each variable used. This type of research is quantitative research. The research sample was 255 UNNES student respondents from 2015-2019. The data analysis method used is descriptive analysis using SEM with SmartPLS 3.0 software. The data that has been obtained is done data cleaning. It was found that the valid data were 203 people. The results of the research based on what has been done on the outer model, there are three indicators that are deleted, namely PEOU 2, PEOU 4, and PU 5, because the results obtained are still below the set value <0.7. In the inner model research, there is one hypothesis that is rejected, namely the t-statistics test, namely PEOU > BI because this hypothesis has a value less than the standard value of the t-test so it is rejected. However, there are six accepted hypotheses, namely PE > PU, PE > PEOU, PE > BI, PT > PU, PT > BI, and PU > BI. Based on the results of this analysis, the six variables have factors that influence the purchase intention using the Shopee live feature.
Analysis of Gamification Implementation on the Marketplace: Testing the Effect of User Feedback on the Marketplace Using Self Determination Theory and Technology Acceptance Models Fitriana, Risa Naili; Abidin, Zaenal
Journal of Advances in Information Systems and Technology Vol 5 No 2 (2023): October
Publisher : Department of Computer Science, Faculty of Mathematics and Natural Sciences, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jaist.v5i2.61457

Abstract

The development of the marketplace produces a variety of features to attract users to engage with content. Gamification is one of the marketing tools that is currently trending and many are already using it, one of which is the marketplace. The purpose of this study is to examine the impact of the application of gamification in the marketplace on the effect of marketplace user feedback. The marketplaces used in this research are Shopee and Tokopedia. This study uses a quantitative method using the Self Determination Theory model combined with the Technology Acceptance Model. The results of the questionnaire data collection from 252 data contained 208 valid data. The results of data processing using SmartPLS produced four indicators with values ​​below 0.7 including A1, A5, PEU4, and C5, so modifications were made to the research model. Based on the results of data processing, all of the hypotheses of this study were significant or accepted as many as 9 hypotheses. The results show that user attitudes greatly determine the sustainability of users towards the use of the marketplace and the pleasure of users when playing games on the marketplace is one of the main factors in determining user attitudes towards the marketplace. This study provides recommendations that related parties in making game features on the marketplace focus more on user enjoyment when playing games, because user pleasure is one of the main factors in determining user attitudes and user attitudes towards game features on the marketplace encourage users' intentions to use the marketplace.
The Effect of Augmented Reality Acceptance on E-Commerce on Cosmetic Purchase Decisions Using Combination TPB and TAM Khoirunnisa, Oktaria Gina; Sugiharti, Endang
Journal of Advances in Information Systems and Technology Vol 5 No 2 (2023): October
Publisher : Department of Computer Science, Faculty of Mathematics and Natural Sciences, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jaist.v5i2.63743

Abstract

The fact that the sales of cosmetic products in Indonesia are increasing causes competition between brands to be unavoidable. One of the strategies the company prepared is to expand its marketing reach with e-commerce. But when selling cosmetic products by online new problem arises, scilicet the absence of a tester causes a lack of information about the product and how the technology is accepted. A lack of understanding about the product will affect consumer buying interest. Shopee answers this problem by providing a markerless augmented reality-based beauty cam feature. Based on this description, this study will analyze the effect of acceptance of the use of augmented reality on product purchase decisions using a combination of the Technology Acceptance Model and Theory of Planned Behavior. Data in his study was collected by distributing online questionnaires to Shopee users who have used this feature. The results of this study indicate that behavioral control variables do not affect a person's behavioral intention to use the beauty cam feature or the intention to buy cosmetic products. In addition to these correlations, all proposed correlations have a significant effect. The results of this study can stimulate future research and become a consideration for feature developers and business owners in other fields.
Factors Influencing Student Intentions in Using the Mobile Legends Bang-Bang Game Using the UTAUT 2 and DeLone McLean Models Nelly, Fredy Kusuma; Prasetiyo, Budi
Journal of Advances in Information Systems and Technology Vol 5 No 2 (2023): October
Publisher : Department of Computer Science, Faculty of Mathematics and Natural Sciences, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jaist.v5i2.67179

Abstract

Online game users have increased every year following technological developments. This makes game developers develop their products even better so that they can play games on smartphones or commonly called mobile games. The increasing number of mobile game users is the backdrop for intense competition between game genres. However, one of the most frequently accessed games is Mobile Legends Bang-Bang. Then make the Mobile Legends game popular with various groups of students. Seeing this phenomenon, researchers are interested in researching Semarang State University students who play the online game Mobile Legend Bang-Bang because on campus there are many students who play together and form teams so that many E-Sport competitions are held. The UTAUT 2 and Delone & Mclean methods determine the factors that influence students' intentions to play the Mobile Legends Bang-Bang game. The data source in this study was taken from the results of online questionnaires so as to produce 316 respondent data after the screening process was carried out. Data processing uses SmartPLS V3 to test the outer and inner models. The results of this study indicate that of the ten hypotheses proposed, four hypotheses are not accepted. Namely, social influences on behavioral intentions, habits on behavioral intentions, system quality on behavioral intentions, and service quality on behavioral intentions. This means that social influence, habits, system quality, and service quality have no significant effect on behavioral intentions. The results of the analysis show that user intentions influence user behavioral in using the Mobile Legends Bang-Bang game.
Unrevealing the Role of Social Media on Online Sex Trafficking: A Case Study and Conceptual Model of Cyber Prostitution in Indonesia Usman, Sahda Armandiva; Budiman, Kholiq
Journal of Advances in Information Systems and Technology Vol 5 No 2 (2023): October
Publisher : Department of Computer Science, Faculty of Mathematics and Natural Sciences, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jaist.v5i2.67465

Abstract

Online prostitution is an example of cybercrime which is increasingly happening in today's digital era. Even though online prostitution cases have been well documented, in Indonesia itself there is no criminal law regulation that specifically addresses prostitution cases that occur on social media. Likewise, there is a lack of research that discusses the process of how online prostitution cases can occur from start to finish and social media interventions in these cases. The average previous research only focused on law violations that occurred at the final stage or at the exploitation stage. This indirectly ignores the role of social media in the process of building trust between perpetrators and victims (trust building), the process of trading or advertising (advertising), and the process of transactions between perpetrators and potential buyers (transactions). Therefore, in this study the author will discuss the role of technology in online prostitution cases and their relationship with criminals, victims and members of the police. The research design used by the author is Research & Development Level 1. The data in this study were obtained using in-depth interviews with informants and analysed by a deductive approach adapted from Nunamaker's research. Based on the results of the data analysis that has been carried out, the author finds that the social media most used by the actors is the MiChat application as much as 44%, Facebook 26%, WhatsApp 12% and other applications as much as 18%. In addition, this research also produces a conceptual model that describes the various processes that occur in online prostitution cases and the role of each social unit and social media. The conceptual model has been tested and validated by experts using the rating scale method. Obtained a percentage value of 86.67%. The results of this assessment prove that the conceptual model created is very feasible.
Quality Analysis of E-Learning Website (Elena) Using Webqual 4.0 Method and Importance Performance Analysis (IPA) Pamungkas, Dimas Hardi; Subhan, Subhan
Journal of Advances in Information Systems and Technology Vol 5 No 2 (2023): October
Publisher : Department of Computer Science, Faculty of Mathematics and Natural Sciences, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jaist.v5i2.68168

Abstract

E-learning website is one of the important elements in education which has a role as an online learning medium. It is important to measure the quality of e-learning website services to maintain the ongoing use of the e-learning website. This research was conducted for evaluation in order to measure and improve the quality of e-learning website services at Semarang State University (Elena) using the Webqual 4.0 method and Importance Performance analysis (IPA) which has a focus on four variables, which that is; usability, information quality, service interaction quality, and overall, as well as to determine the value of user perceptions and expectations of the services that have been provided. Based on the results of the calculations that have been carried out, the Customer Sutisfaction Index (CSI) value is 76.4%, meaning that the respondents stated that they were satisfied with the performance of Elena's e-learning website. The results of calculating the average value of the gap (Gap) on Elena's e-learning website still show a significant negative value of -0.64, these results indicate that the performance level of Elena's e-learning website still does not meet user expectations. The results of the analysis of the IPA quadrants obtained 2 attributes which were included in quadrant I, 10 attributes entered in quadrant II, 7 attributes entered in quadrant III, and 4 quadrants entered in quadrant IV. This research is expected to provide positive input for website managers to be able to improve the quality of services provided to users in the future.
User Experience Analysis on the Karanganyar People's Market (Semarak) Online System Website at the Karanganyar Regency Communication and Information Service Using the User Experience Questionnaire (Ueq) Approach Bachtiar, Hafid Fikri; Efrilianda, Devi Ajeng
Journal of Advances in Information Systems and Technology Vol 5 No 2 (2023): October
Publisher : Department of Computer Science, Faculty of Mathematics and Natural Sciences, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jaist.v5i2.68193

Abstract

Technological developments have made government agencies at various levels start using e-Government services. The purpose of this study is to determine the application of e-government on websites. The method used in this study is a quantitative method using the User Experience Questionnaire (UEQ) with a data processing tool, namely the UEQ Data Analysis Tool software. available in the form of an Excel application. The results of the descriptive statistical analysis on each UEQ variable can be seen that the Karanganyar Online People's Market System (Semarak) website gets a positive rating value on the variables interestingness (mean 1.41), perspicuity (mean 1.41), efficiency (mean 1.69 ). , dependence with (average 1.31), stimulation (average 1.08). While the novelty variable gets a neutral evaluation (mean 0.69).