cover
Contact Name
Rizka Hafsari
Contact Email
rizkahafsari@umri.ac.id
Phone
+6282390272837
Journal Mail Official
rizkahafsari@umri.ac.id
Editorial Address
Jl. Tuanku Tambusai, Delima, Kec. Tampan, Kota Pekanbaru, Riau 28290
Location
Kota pekanbaru,
Riau
INDONESIA
Journal of Software Engineering and Information System (SEIS)
ISSN : -     EISSN : 28090950     DOI : https://doi.org/10.37859/seis.v3i1
Journal of Software Engineering and Information System (SEIS) is a peer-reviewed journal published twice a year (January and August) by the Department of Information System - Faculty of Computer Science, Universitas Muhammadiyah Riau. The scope of the journal is: Artificial Intelligent Business Intelligence and Knowledge Management Data Mining E-Bussiness IT Governance Enterprise System System Design Information Design & Development Database System Expert System Decision Support System
Articles 61 Documents
IMPLEMENTASI ALGORITMA A STAR DALAM PENCARIAN RUTE TERPENDEK (SHORTEST PATH PROBLEM) PADA SISTEM PENCARIAN KANTOR POS DI KOTA PEKANBARU Mukhtar, Harun; Hendri, Yusriadi; Soni
Journal of Software Engineering and Information System (SEIS) Vol. 2 No. 1 (2022)
Publisher : Department of Information System Muhammadiyah University of Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (716.156 KB) | DOI: 10.37859/seis.v2i1.3313

Abstract

With the advancement of information technology today, there are several solutions that can facilitate the search for the shortest path (Shortest Path Problem) by using various algorithms such as the djiktra algorithm, A star algorithm, floyd warshall algorithm, prim algorithm and others. Algorithm A* (A star) is one of the algorithms included in the category of search methods that have information (informed search method). This algorithm is very good as a solution to the path finding process where this algorithm looks for the distance of the fastest route that will be taken by an initial point (starting point) to the destination object. The search technique used in this simulation is using the A* Algorithm with the manhattan distance heuristic function. Path Finding is one of the most important materials in Artificial Intelligence. Path Finding is usually used to solve problems on a graph. This study aims to provide a solution in finding the shortest route, so as to reduce operational costs that must be incurred by the company and also with this new system, it can be known the distance from one point to another without using manual calculations.
RANCANG BANGUN ANIMASI PERCAKAPAN BAHASA INGGRIS BERBASIS 2D MENGGUNAKAN TEKNIK FRAME BY FRAME Hasanuddin, Hasanuddin; Agus Jayadi; Putri Ayu Firmansani
Journal of Software Engineering and Information System (SEIS) Vol. 2 No. 1 (2022)
Publisher : Department of Information System Muhammadiyah University of Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (227.611 KB) | DOI: 10.37859/seis.v2i1.3323

Abstract

This research focuses on the Animation Design of “English Conversation”2D Based Using Frame By Frame Technique. The purpose of this research is to facilitate teacher in delivering English conversation material and to increase interest student learning and increase enthusiasm for learning. The method used is the method research and development (R&D) which can be defined as “a scientific way of researching, designing, producing and testing questionnaires and product validity that have been generated".The results showed that this animated video was successfully made (designed and built) to make it easier for language teachersbased on the percentage of validation results that is 92.30% with very decent criteria and can increase students' interest in learninglearning and enthusiasm in learn English conversation based on the percentage of learning questionnaire results without using animated videos, which is 43%with less criteria and the percentage of results from learning questionnaires using animated videos is 84% with decent criteria, so it can be declared increased 41%.
ANALISIS PERBANDINGAN IPv4 DENGAN IPv6 PENGGUNAAN CCTV BERBASIS AREA TRAFFICT CONTROL SECURITY (ATCS) Mualfah, Desti; Putra, Gope Mandala; Firdaus, Rahmad
Journal of Software Engineering and Information System (SEIS) Vol. 2 No. 1 (2022)
Publisher : Department of Information System Muhammadiyah University of Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (670.031 KB) | DOI: 10.37859/seis.v2i1.3339

Abstract

Internet access is an activity that cannot be separated from the needs of the community, it can be seen from the many activities that use TCP/IP-based internet access. The use of the internet protocol using IPv4 which is currently starting to not meet human needs, it is recommended to be able to implement IPv6 which has a simple header and has a better QoS (Quality of Service). One of these IPv6 is applied to traffic CCTV cameras based on ATCS (Area Traffic Control Security) which works to unify and record traffic activities for 24 hours in the hope that the video streaming results have better network quality.
ANALISIS TINGKAT KEPUASAN PENGGUNA APLIKASI SIGNAL NASIONAL MENGGUNAKAN METODE END USER COMPUTING SATISFACTION (EUCS) (Studi Kasus : Badan Pendapatan Daerah Provinsi Riau (BAPENDA) Arribe, Edo; Aryanto; Aulia, Sandra
Journal of Software Engineering and Information System (SEIS) Vol. 2 No. 1 (2022)
Publisher : Department of Information System Muhammadiyah University of Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (403.966 KB) | DOI: 10.37859/seis.v2i1.3377

Abstract

The National Signal application is a national digital Samsat application that can make it easier for the Indonesian people to make tax payments. The National Signal application, which will be held in Pekanbaru on August 25, 2021. Problems with the National Signal Samsat also often occur to some users of the National Signal application. The application requires a measurement of thelevel of end user satisfaction, so that it can find out the condition of application user satisfaction. This study has the aim of knowing user satisfaction using the EUCS method, this method is used because it is in accordance with the problems that existin the National Signal application users to make benchmarks on the dimensions that exist in the EUCS method. amount of 16%. While the other 4 variables have a high percentage of satisfaction with an average of 72-82%. And the results of the T test where the hypothesis on the accuracy variable section is rejected because there is no effect on users of the National Signal Application. Based on the overall results of the research, it can be seen that users of the National Signal application are satisfied withthe performance of the application with the highest score from the results of filling out the questionnaire from 222 samples which state that the National Signal Application is a complete information provider for paying the SAMSAT tax.
ANALISIS PENGARUH KUALITAS MARKETPLACE TOKOPEDIA TERHADAP KEPUASAN PENGGUNA MENGGUNAKAN METODE END USER COMPUTING SATISFACTION (EUCS) Diansyah, Risnal; Purnomo Pranoto, sudrajat; Syahril
Journal of Software Engineering and Information System (SEIS) Vol. 2 No. 1 (2022)
Publisher : Department of Information System Muhammadiyah University of Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (176.837 KB) | DOI: 10.37859/seis.v2i1.3378

Abstract

Tokopedia is an online buying and selling website (e-commerce) in Indonesia that carries the Marketplace business model. In an effort to achieve efficiency in user satisfaction with the Tokopedia Marketplace, the EUCS method is used. Based on 5 independent variables in EUCS, namely Content (content), Accuracy (accuracy), Format (format), Ease of Use (ease of use) and Time linesss (timeliness). Data collection was carried out by distributing questionnaires to the Pekanbaru community using Tokopedia, from distributing the questionnaire 100 data were taken as samples to measure the satisfaction of Tokopedia marketplace users. Then it is known that the level of satisfaction with the content of information (Content) is 76.4%, Satisfaction with the accuracy of information (Acuracy) is 74.46%, Satisfaction with Display (Format) is 77.53%, Satisfaction with user convenience (Ease of Use) of 78.66%, and satisfaction with Timelines of 75.9%.
PENERAPAN METODE RULE BASED REASONING DALAM SISTEM PAKAR DETEKSI DINI GANGGUAN KESEHATAN MENTAL PADA MAHASISWA Wahyuni, Dita; Winarso, Doni
Journal of Software Engineering and Information System (SEIS) Vol. 2 No. 2 (2022)
Publisher : Department of Information System Muhammadiyah University of Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (951.346 KB) | DOI: 10.37859/seis.v2i2.3991

Abstract

College students are a special group who are going through a critical transition period from adolescence to adulthood and are trying to adjust, maintain good grades, plan for the future, and be away from home, so they are at risk of developing Mental Emotional Disorders (GME) such as depression, anxiety, and other psychiatric comorbidities. Based on this, college students who feel indications of mental problems should immediately talk to a psychologist. But in general, the difficulties faced by college students when conducting consultations, for example, the lack of mental health facilities in their environment or on their campus, shy to do the consultation, and the consultation fees. Based on these problems, an early detection process using an expert system is needed to assist college students in recognizing their mental health disorders. The Rule-Based Reasoning method focuses on expert rules that are entered into the system. Based on expert system testing using the Rule-Based Reasoning method on 10 experimental cases, almost all system results are in accordance with the detection made by the expert. Based on this, it is hoped that this system will help detect mental health disorders experienced by college students.
PERANCANGAN SISTEM PAKAR UNTUK IDENTIFIKASI KERUSAKAN HARDWARE DAN SOFTWARE PADA SMARTPHONE DENGAN MENGGUNAKAN METODE FORWARD CHAINING Asrianto, Rudy; Araafy
Journal of Software Engineering and Information System (SEIS) Vol. 2 No. 2 (2022)
Publisher : Department of Information System Muhammadiyah University of Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (654.246 KB) | DOI: 10.37859/seis.v2i2.3993

Abstract

Smartphone is a mobile phone that has the ability to use and function like a computer. The use of smartphones that are too frequent is one of the factors that trigger the damage caused, such as falling, being exposed to water or using the wrong way in everyday life. To help or protect smartphone users from deceit and cheating service workers that often occur today, an expert system is designed to detect hardware and software damage that occurs on smartphones in the form of applications. With this expert system, even ordinary people can find out the damage that occurs to smartphones which can only be obtained with the help of experts in their fields. This expert system is made using PHP and MySQL database so as to produce a web-based expert system to identify smartphone damage using the forward chaining method.
ANALISIS MANAJEMEN LAYANAN TEKNOLOGI INFORMASI DENGAN FRAMEWORK (ITIL) DOMAIN SERVICE STRATEGY DEVA WULANDARI; Edo Arribe; Aryanto; Putriani
Journal of Software Engineering and Information System (SEIS) Vol. 2 No. 2 (2022)
Publisher : Department of Information System Muhammadiyah University of Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (707.381 KB) | DOI: 10.37859/seis.v2i2.3995

Abstract

Aisyiyah Pratama Clinic in Pekanbaru is one of the clinics in Pekanbaru. precisely on KH Ahmad Dahlan street. At the Pratama Aisyiyah Clinic in Pekanbaru, they already use an application in their daily lives, the application is called KANZA. The application is java-based and the application covers all work in the clinic, from the queuing system to medical records. However, this application has several drawbacks, namely the ui/ux display of the application which confuses prospective patients so that this application is less effective when used in general (by patients and clinic staff). and also this application which has been in use since 2019 has been hacked which means this application is still vulnerable to hackers. but the clinic technician quickly fixed the firewall of the KANZA application. Because of this, this research really needs to be completed to the end so that this journal can later be used as a reference for agencies experiencing cases similar to or similar to this research, and specifically at the Aisyiyah Pekanbaru Primary Clinic which is the object of our research.
IMPLEMENTASI TEXT TO SPEECH DALAM APLIKASI PEMBELAJARAN MATEMATIKA DASAR DENGAN AUGMENTED REALITY Fu’adah Amran, Hasanatul; Medikawaty Taufiq, Reny; Asrul Abdurrahim, Abulkhair; Mukhtar, Harun
Journal of Software Engineering and Information System (SEIS) Vol. 2 No. 2 (2022)
Publisher : Department of Information System Muhammadiyah University of Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (578.393 KB) | DOI: 10.37859/seis.v2i2.3999

Abstract

Mathematical science is a basic science that supports other sciences in its application. Therefore, understanding mathematics correctly will have implications for the ability to study several sciences related to mathematics. This study developed an augmented reality-based basic math learning application that can provide education to students with different media in order to increase student interest in learning mathematics. This application uses the Vuforia SDK library which is able to display 3-dimensional characters with markerless techniques in the form of augmented reality. The final result of this study is an application that can be used on smartphones with the Android operating system, based on the results of testing the application, it is concluded that the research and development of basic mathematics learning applications based on augmented reality have been successfully implemented and a series of tests have been carried out to test the capabilities of the application. From the results of testing conducted by distributing questionnaires to students who are sitting in elementary school, from grade 3 (three) to grade 6 (six). The result of the percentage of students' answers who answered correctly was 97 percent (%) and the wrong one was 3 percent (%), it can be concluded that the application of basic mathematics learning based on augmented reality can help students in learning mathematics with learning media and can help students learn math anywhere easily.
PERANCANGAN SISTEM PENGATURAN LAMPU TAMAN KOTA KISARAN MENGGUNAKAN KENDALI KOMPUTER Purnomo, Nopi; Abadi Tanjung, Akhir; Oktopanda
Journal of Software Engineering and Information System (SEIS) Vol. 2 No. 2 (2022)
Publisher : Department of Information System Muhammadiyah University of Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1345.498 KB) | DOI: 10.37859/seis.v2i2.4013

Abstract

City park lights are lighting or lighting that can display the beauty of city parks at night. Most city governments often find it difficult to control their city park lights so that the lighting in city parks is erratic and irregular. In this case, it is very necessary to build an arrangement or control of city park lights such as traffic light based on digitalism to automatic control using computerization. The research method used is the SDLC (System Development Life Cycle) method. By building a simulation system for controlling city park lights using the Visual Basic programming language, it can be useful for city governments in controlling city park lights efficiently and effectively.