cover
Contact Name
Safriadi
Contact Email
safriadi@pnl.ac.id
Phone
+6285262485087
Journal Mail Official
jaise@pnl.ac.id
Editorial Address
Jl. Banda Aceh-Medan Km. 280,3, Buketrata, Mesjid Punteut, Blang Mangat, Kota Lhokseumawe, 24301
Location
Kota lhokseumawe,
Aceh
INDONESIA
Journal Of Artificial Intelligence And Software Engineering
ISSN : 2797054X     EISSN : 2777001X     DOI : http://dx.doi.org/10.30811/jaise
Core Subject : Science,
Artificial Intelligence Natural Language Processing Computer Vision Robotics and Navigation Systems Decision Support System Implementation of Algorithms Expert System Data Mining Enterprise Architecture Design & Management Software & Networking Engineering IoT
Articles 33 Documents
Search results for , issue "Vol 5, No 2 (2025): June" : 33 Documents clear
Implementation of Low-Code Development Platform (LCDP) Appian Designer in the Development of a Waste Bank Application Hapsari, Yustia; Netanya S, Marsella Lusio; Susilawati, Agnes Dwita; Ujianto, Nur Tulus; Sumarno, Sumarno
Journal of Artificial Intelligence and Software Engineering Vol 5, No 2 (2025): June
Publisher : Politeknik Negeri Lhokseumawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30811/jaise.v5i2.6682

Abstract

Waste management issues, particularly in the areas of record-keeping and transaction management within Waste Banks, remain a challenge in communities. This study aims to develop a digital-based Waste Bank  application using the Low-Code Development Platform (LCDP) Appian Designer. The method applied is Rapid Application Development (RAD), which supports rapid iteration and flexible interface development. The research stages include requirements planning, interface design, system construction, and performance testing. Thefeature requirements were designed in a relational database structure and implemented in Appian. Performance testing using Appian's built-in tools showed that the render times for the login, waste deposit, and withdrawal forms were only 3 milliseconds, registration 14 milliseconds, and report and resident menu forms 4 milliseconds. These results indicate that all forms exhibit responsive and stable performance. Appian has proven capable of delivering applications with lightweight and fast user interfaces. The use of RAD through the InterfacePerformance View feature accelerates the development process while maintaining system quality. In conclusion, this approach is effective in supporting the digitalization of Waste Bank management in a more systematic, efficient, and sustainable manner.
Implementation of Machine Learning Algorithms for Predicting Student Final GPA Using Multiclass Classification Models Sayaputra, Asep
Journal of Artificial Intelligence and Software Engineering Vol 5, No 2 (2025): June
Publisher : Politeknik Negeri Lhokseumawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30811/jaise.v5i2.7015

Abstract

This study aims to predict students’ final Grade Point Average (GPA) and study duration by applying the Random Forest Regressor algorithm based on historical academic data. The dataset includes key variables such as semester GPA, socio-economic background, demographic information, study habits, and the complexity level of the enrolled courses. The regression analysis results indicate that the model's performance was suboptimal, with a Mean Squared Error (MSE) of 0.341 for GPA prediction and 3.831 for study duration estimation. Additionally, the negative R-squared (R²) values reflect the model's limited ability to explain data variability. As an alternative, a multi-class classification approach was implemented to categorize students into final GPA groups, including Cum Laude, Very Satisfactory, Satisfactory, and Adequate. At this stage, the model achieved a remarkably high accuracy of 99.8% with an error rate of only 0.03. These findings demonstrate that the classification approach is more effective than regression in predicting academic performance. This research contributes to the development of data-driven academic decision support systems. Future studies are recommended to explore feature optimization techniques and alternative algorithms to enhance overall prediction performance.
Implementation of Radio Frequency Identification (RFID) for Effective Financial Transactions Akbar, Febiadi Wisnu; Setiawan, Tri Agus; Amalia, Nurul
Journal of Artificial Intelligence and Software Engineering Vol 5, No 2 (2025): June
Publisher : Politeknik Negeri Lhokseumawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30811/jaise.v5i2.6728

Abstract

The use of Radio Frequency Identification (RFID) technology has been widely used in various fields and offers great potential to be applied in various activities, including in financial transaction systems. This study aims to apply RFID as an efficient, safe, and practical payment method. The research method used is literature study, development of a prototype of an RFID-based payment transaction system with stages of collecting and analyzing requirements, rapid design, building a prototype, user evaluation, refining the prototype, and implementing and maintaining the product. The testing uses a white box, black box and UAT. The results of the study show that the use of RFID can increase the effectiveness of financial transactions compared to conventional methods, with increased security levels through data encryption. In addition, this technology allows for reduced queues and improved user experience in electronic payment systems.
Webcam-Based Finger Detection Using Mediapipe Rudi, Fachri Yanuar; Syahputra, Guntur; Erdiansyah, Umri; Safar, Ilham
Journal of Artificial Intelligence and Software Engineering Vol 5, No 2 (2025): June
Publisher : Politeknik Negeri Lhokseumawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30811/jaise.v5i2.6996

Abstract

The development of multimedia-based learning tools continues to advance alongside technological innovations, particularly in recognizing parts of the human body such as fingers. This study aims to develop an interactive learning application for identifying the names of fingers using motion capture technology through Mediapipe and the Python programming language. The application utilizes a webcam as the input device to detect hand positions and movements in real-time. The system is designed to recognize individual fingers by comparing the length of finger segments and the width of the palm, based on hand landmark data provided by the Mediapipe Hands module. Testing results show that the application achieved a 90% success rate across 50 trials. These results indicate that Mediapipe technology holds significant potential for use in the development of interactive and educational learning media.
An Application for Calculating the Qibla Direction Angle Relative to Buildings Yasri, Yasri
Journal of Artificial Intelligence and Software Engineering Vol 5, No 2 (2025): June
Publisher : Politeknik Negeri Lhokseumawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30811/jaise.v5i2.6699

Abstract

The challenges associated with accurate Qibla direction determination, particularly in urban environments are solved by introducing an innovative web-based application designed to overcome these limitations. To the best of our knowledge, no application has previously employed this method to determine the Qibla direction. While existing Qibla pointing applications often rely on outdated data or are prone to magnetic anomalies, this application calculates the deviation of the Qibla angle relative to the orientation of the building, thus providing a more reliable and user-friendly solution. By combining precise coordinate data and visual alignment tools, the app allows users to align a virtual line with the position of the building and calculate the exact angular difference between this alignment and the true Qibla direction. This approach reduces errors arising from incompatible coordinate data and environmental factors, and offers a context-appropriate tool to ensure accurate prayer alignment. The app aims to provide a reliable means for Muslims around the world to fulfill their religious obligations with greater precision, contributing to the advancement of direction-finding technology.
UI/UX Design of Mobile-Based Employee Performance Monitoring Using User-Centered Design Method PT Citra Digital Lintas Wirlandika, Devri; Prayono, Tukino; Novalia, Elfina
Journal of Artificial Intelligence and Software Engineering Vol 5, No 2 (2025): June
Publisher : Politeknik Negeri Lhokseumawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30811/jaise.v5i2.6401

Abstract

Development of mobile-based employee performance monitoring application interface at PT Citra Digital Lintas using User-Centered Design (UCD) method and usability testing with Single Ease Question (SEQ). The results of the user needs analysis showed a priority on transparency and ease of access. In the evaluation phase, 7 key tasks were tested with 10 respondents. An average SEQ score of 7.0 indicated the interface was easy to use, with T8 (real-time monitoring) being the best task (average 7.0; 50% scored 7/very easy). A total of 80% of respondents scored 6/easy on tasks T3 (data input) and T7 (performance report), reflecting design consistency. However, T1 (multi-role login) had 20% scoring 4/difficult, the highest among the other tasks, although the average was still 5.1/quite easy. Overall, 7 out of 8 tasks fell into the moderately easy category (scores 5-6.9), while T8 was the only one to reach the easy category (scores ≥7). Improvement recommendations focused on T1 to reduce user barriers, while the design of T8 was retained as an intuitive reference. Implementation of the app improved monitoring efficiency (85% positive response) and supported performance transparency, with potential for increased accuracy (90% satisfaction) and employee engagement. These results confirm that the UCD approach and SEQ validation were effective in creating a solution that aligned with user and organisational needs.
Lung Disease Detection Using Gradient-Weighted Class Activation Mapping (Grad-CAM) Sofiyah, Wan; Negara, Benny Sukma; Irsyad, Muhammad; Iskandar, Iwan; Yanto, Febi
Journal of Artificial Intelligence and Software Engineering Vol 5, No 2 (2025): June
Publisher : Politeknik Negeri Lhokseumawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30811/jaise.v5i2.7041

Abstract

Early detection of respiratory diseases such as Coronavirus Disease-19 (Covid-19) and Pneumonia is crucial for accelerating treatment and preventing more serious complications. This study proposes a method for classifying Chest X-ray (CXR) images using a Convolutional Neural Network (CNN) to distinguish between Covid-19, Pneumonia, and normal lungs. Model training involved exploring various hyperparameter combinations to find the optimal configuration. The best results were achieved with a learning rate of 0.001, 50 epochs, and a batch size of 32, yielding an accuracy of 96.33%. Evaluation was conducted using accuracy, precision, recall, F1-score, and confusion matrix metrics. This study uses Gradient-Weighted Class Activation Mapping (Grad-CAM) as a transparent interpretation tool for model decisions. The main contribution of this study is the application of Grad-CAM in multi-class CXR classification to enhance model interpretability in lung disease diagnosis.
Retrieval-Augmented Generation in a Web-Based Question Answering System for Fiqh Books Ahadi, Ridho; Harahap, Nazruddin Safaat; Fikry, Muhammad; Kurnia, Fitra
Journal of Artificial Intelligence and Software Engineering Vol 5, No 2 (2025): June
Publisher : Politeknik Negeri Lhokseumawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30811/jaise.v5i2.7005

Abstract

Mayoritas masyarakat Indonesia yang beragama Islam cenderung tidak mengetahui madzhab yang mereka anut, padahal pemahaman madzhab sangat penting untuk menjalankan ibadah secara benar dan sah. Salah satu madzhab yang berkembang di Indonesia, terutama melalui ulama Hadramaut, adalah madzhab Imam Asy-Syafi’i. Kurangnya akses terhadap literatur fikih otentik serta metode pembelajaran interaktif menyebabkan masyarakat kesulitan memahami fikih secara mendalam. Perkembangan teknologi kecerdasan buatan (AI), memberikan dampak signifikan dalam berbagai aspek, termasuk pendidikan dan keagamaan. Salah satu implementasi AI yang berkembang adalah chatbot, sistem interaktif berbasis percakapan yang mampu memahami dan merespons pertanyaan secara alami. Dalam konteks pembelajaran keislaman, khususnya fikih, penggunaan chatbot AI menghadirkan peluang baru untuk pembelajaran yang lebih personal dan interaktif. Fikih sebagai cabang ilmu hukum Islam menuntut pemahaman mendalam terhadap sumber klasik dan aplikasinya dalam kehidupan modern. Penelitian ini memiliki tujuan untuk mengembangkan sistem tanya jawab fikih berbasis AI dan Natural Language Processing menggunakan Large Language Model (LLM), framework LangChain, serta metode Retrieval-Augmented Generation (RAG). Sistem ini dirancang memberikan jawaban relevan berdasarkan konteks fikih. Evaluasi menggunakan metrik BERTScore menghasilkan precision 86,50%, recall 84,76%, dan F1-score 85,52%, hasil ini menunjukkan akurasi tinggi dalam menjawab pertanyaan fikih.
Server Worker Power Optimization with Virtual Machine Live Migration Technique Using Fuzzy Mamdani Azzahari, Muhammad; Khaldun, Ibnu; Mahmud, Mahmud; Rozaliana, Rozaliana
Journal of Artificial Intelligence and Software Engineering Vol 5, No 2 (2025): June
Publisher : Politeknik Negeri Lhokseumawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30811/jaise.v5i2.7310

Abstract

This study focuses on power optimization of worker servers by applying live migration techniques for virtual machines (VMs) using the Mamdani fuzzy logic method. The main goal is to automatically move VMs to servers with lower CPU usage, thereby reducing overall power consumption. The system was built using the Proxmox VE platform and simulated for 30 minutes under two conditions: without and with Mamdani fuzzy logic. The results show that the use of fuzzy Mamdani reduces power consumption by 0.26 watts compared to the non-migration system. Although the savings may seem minor, the method is effective when applied at a larger data center scale. This technique enables efficient workload distribution by migrating VMs, allowing idle servers to reduce energy usage. In conclusion, Mamdani fuzzy logic offers a practical solution for energy-saving in cloud computing environments without compromising system performance.
Development of an Android-Based Educational Game to Introduce Sumbawa's Art and Culture to Elementary School Students Attaqwa, M.Aswin Syarif; Hammad, Rifqi; Sujaka, Tomi Tri
Journal of Artificial Intelligence and Software Engineering Vol 5, No 2 (2025): June
Publisher : Politeknik Negeri Lhokseumawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30811/jaise.v5i2.6937

Abstract

Technology is increasingly being used to facilitate work in various fields, including education. One of the uses of technology in education is as a learning medium. However, the use of learning media, especially technology-based media, is still very limited. This affects the learning process, where children often become easily bored due to a lack of interest in studying. Therefore, based on this issue, the researcher developed an Android-based educational game to help children learn about the art and culture of Sumbawa, specifically Satera Jontal (Sumbawa script) and traditional ceremonies of the Sumbawa region. This study uses the Multimedia Development Life Cycle (MDLC) method, which consists of six stages: concept, design, material collecting, assembly, testing, and distribution. Based on the results of media expert validation, a score of 92% was obtained; material expert validation scored 95%; and user testing produced a result of 82%. These results indicate that the developed Android-based educational game is suitable for use. Based on pretest results from users, the average score was 56.36, while the posttest results showed an average score of 74.24. These results demonstrate that the developed educational game can improve student learning outcomes

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