cover
Contact Name
Muhammad Agreindra Helmiawan
Contact Email
research@unsap.ac.id
Phone
+62261-202911
Journal Mail Official
infomans@unsap.ac.id
Editorial Address
Jalan Angkrek Situ No. 19, Kelurahan Situ, Kecamatan Sumedang Utara, Kabupaten Sumedang, Jawa Barat, Indonesia 45323
Location
Kab. sumedang,
Jawa barat
INDONESIA
Infomans: Jurnal Ilmu-ilmu Informatika dan Manajemen
ISSN : 19783310     EISSN : 26153467     DOI : 10.33481/infomans
Core Subject : Science,
Infomans Journal is a scientific journal published by LPPM and Fakultas Teknologi Informasi FTI UNSAP. This journal contains scientific papers from Academics, Researchers, and Practitioners about research on informatics. Infomans Journal is published twice a year in May and November. The paper is an original script and has a research base on Informatics. The scope of the paper includes several studies but is not limited to the following study. Artificial Intelligence Computer Graphics and Animation Image Processing Cryptography Computer Network Security Modeling and Simulation Information Retrieval Information Filtering Multimedia Computer Architecture Design Computer Vision and Robotics Parallel and Distributed Computing Operating System Information System Mobile Computing Natural Language Processing Data Mining Machine Learning Expert System Geographical Information System
Articles 8 Documents
Search results for , issue "Vol. 18 No. 2 (2024): Infoman's" : 8 Documents clear
Implementasi Kesiapan Cloud Computing Pemerintahan Daerah Miftah, Miftahul khoer
Infoman's : Jurnal Ilmu-ilmu Informatika dan Manajemen Vol. 18 No. 2 (2024): Infoman's
Publisher : LPPM & Fakultas Teknologi Informasi UNSAP

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Abstract

Seiring berjalan nya perkembangan jaman teknologi cloud computing, pada beberapa instansi pemerintahan sudah memanfaat kan cloud computing, bahkan sudah ada yang mulai memanfaatkan teknologi cloud computing. Cloud computing memiliki banyak keunggulan dibandingkan sistem konvensional biasanya, di sisi lain cloud computing hadir sebagai salah satu solusi alternatif. Layanan yang di sediakan cloud computing , diantaranya hadware, infrastruktur, platform, dan aplikasi. Tujuan penelitian ini bertujuan memberikan wawasan mengenai apa ituu cloud computing, pada instasi pemerintahan harus diterapkan karna dengan diterapkannya teknologi cloud computing bisa membuat pemerintahan lebih efisien pengeluaran dana dan untuk melayani masyarakat lebih mudah diakses. Studi menghasilkan gambaran peranan cloud computing di beberapa instansi pemerintahan.
Readiness Measurement of Integrated Stunting Prevention System Users (SIMPATI) Using Technology Readiness Index (TRI) Siti Nida, Siti Nida Saripah
Infoman's : Jurnal Ilmu-ilmu Informatika dan Manajemen Vol. 18 No. 2 (2024): Infoman's
Publisher : LPPM & Fakultas Teknologi Informasi UNSAP

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Abstract

SIMPATI (Integrated Stunting Prevention System) is one of the Sumedang Digital Region programs in collaboration with the Sumedang Regency Government and Telkomsel to accelerate the handling of child development disorders or stunting. In 2018, the stunting rate in Sumedang Regency reached 32%. However, after implementing SIMPATI, the stunting prevalence rate in Sumedang district has decreased in the last five years, from 32.2% in 2018, to 8.27% in 2022. Seeing this success, the Minister of Health of the Republic of Indonesia (Menkes) Budi Gunadi Sadikin stated "the sympathy application will be tested for use in 50 districts and cities". Before being tested by other cities, it is necessary to evaluate the system using the Technology Readiness Index (TRI) method with the aim of knowing the level of readiness of SIMPATI users, so that in the future the developer can update it as needed. To measure user readiness, this method uses four variables, namely optimism, innovativeness, discomfort, and insecurity. Respondents to this study consisted of cadres/Puskesmas, Executives/Government and the general public/Parents with a TRI score of 0.335 which is categorized in the medium technology readiness index, thus users of the SIMPATI application in Sumedang city are ready to use the SIMPATI application taking into account the aspects of discomfort and insecurity that are still get low scores of 0.786 and 1.13.
Desain User Interface E-Booking Salon Menggunakan Metode User Center Desain Nova Nurhidayat
Infoman's : Jurnal Ilmu-ilmu Informatika dan Manajemen Vol. 18 No. 2 (2024): Infoman's
Publisher : LPPM & Fakultas Teknologi Informasi UNSAP

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Abstract

Salon merupakan penyedia pelayanan dan jasa yang bergerak dalam bidang perawatan tubuh wanita dan pria . Kegiatan pelayanan, jasa tersebut dilakukan secara offline seperti pelayanan dan jasa perawatan pada umumnya. Namun pelayanan secara offline di temukan kelemahan yang menjadi masalah owner selama ini yaitu dengan menumpuknya antrian customer ketika ingin melakukan treatment yang mengakibatkan tumpukan antrian yang sangat menggangu sehingga banyak customer yang tidak mau melakukan treatment karena terlalu lama menunggu di karenakan customer tersebut datang langsung ke tempat dan tidak melakukan pemesanan terlebih dahulu via Telepon atau WhatsApp. sehingga saya mencoba untuk membuat sebuah User Interface e-booking salon online menggunakan metode UCD (User-Centered Design) dengan nama E-Lon. Dari hasil evaluasi Desain yang dihasilkan di penelitian ini dapat menyelesaikan permasalan dalam membooking salon.
Identifying Platforms and Methods in the Development of Geographic Information Systems (GIS) in Indonesia: Systematic Literature Review Zulfikar, Muhammad Naufal Zulfikar; Kaila Yusri Salsabilla; Daffa Fadhilah Al Hafizh; Fitroh
Infoman's : Jurnal Ilmu-ilmu Informatika dan Manajemen Vol. 18 No. 2 (2024): Infoman's
Publisher : LPPM & Fakultas Teknologi Informasi UNSAP

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Abstract

This research aims to develop a comprehensive understanding of the platfroms and methods used in developing Geographic Information Systems (GIS) in Indonesia. Methods of Systematic Literature Analysis are involved to identify commonly used platforms, design method, and development method for GIS development. The data used came from journals published between 2018 and 2023, 82 pieces of literature were found from Publish or Perish and Google Scholar. The research results show that Waterfall method is the most widely used for development method as many as 25 journals use this method, for design method UML (Unified Modeling Language) is the most often used in total 52 journals using this method, and the platforms that are most frequently used or popular in the last 5 years in GIS development in Indonesia is Web-based as many as 54 out of 82 journals that we reviewed. This article provides valuable insights for practitioners, researchers, and decision makers who are interested in developing and utilizing GIS in Indonesia
Segmentasi Pemain Bola Dengan Arsitektur U-Net Fajar Bima Laksono; Hannan Isnaen, Muhammad; Okta Wijaya, Risky; Munsarif, Muhammad
Infoman's : Jurnal Ilmu-ilmu Informatika dan Manajemen Vol. 18 No. 2 (2024): Infoman's
Publisher : LPPM & Fakultas Teknologi Informasi UNSAP

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Abstract

Segmentasi merupakan teknik pada pengolahan citra digital yang memfokuskan pada pembagian objek ke dalam beberapa bagian dan pemisahan antara region (objek) dengan latar belakang. Dalam konteks ini, Ada tiga jenis karakteristik gambar yang signifikan, yaitu titik, garis, dan tepi. Segmentasi citra sendiri dapat dikelompokkan menjadi tiga kategori utama, yaitu identifikasi objek, identifikasi semantik, dan identifikasi instan.. Pada penelitian ini, fokusnya adalah pada segmentasi pemain bola menggunakan pendekatan deep learning, khususnya dengan metode Convolutional Neural Network (CNN) dan arsitektur U-Net. CNN merupakan salah satu metode neural network pada deep learning dan machine learning yang baik dalam hal akurasi pada pengenalan citra, sedangkan U-Net biasa Digunakan pada segmentasi citra yang berjenis semantik. Segmentasi semantik, adalah citra yang dibagi menjadi kategori objek dan bukan objek. Proses segmentasi pemain bola melibatkan tahap encoder dan decoder citra sebelum dimanfaatkan dalam proses pelatihan model, tahap pengujian melibatkan penerapan model CNN-U-Net untuk melakukan klasifikasi citra, menghasilkan. yang terdiri dari 11 kelas yaitu Bilah Gawang, Wasit, Iklan, Lapangan, Bola, Pelatih & Ofisial, Penonton, Kiper A, Kiper B, Tim A, dan Tim B Output tersebut akan dievaluasi dengan menghitung akurasi untuk memastikan performa model.
Analisis Pengembangan Sistem Informasi Dengan Metode Waterfall Systematic Literature Review Qolbi, Ramdhan Maulana; Putra, Reza Maulana; Nugroho, Wahyu
Infoman's : Jurnal Ilmu-ilmu Informatika dan Manajemen Vol. 18 No. 2 (2024): Infoman's
Publisher : LPPM & Fakultas Teknologi Informasi UNSAP

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Abstract

Information system development is currently experiencing rapid growth involving various platforms such as mobile, web and desktop. This often causes confusion in choosing the appropriate platform because each has advantages and disadvantages. This research aims to analyze the waterfall method model in information system development using data from various related journals. The method applied in this research is Systematic Literature Review (SLR), which is used to collect data from a number of relevant studies. The waterfall method offers a clear and organized structure, which makes project management and documentation easier. Thus, the waterfall method is the right choice in situations where project needs and specifications can be predicted from the start. Additionally, waterfall allows each stage to be completed before moving on to the next, minimizing the risk of changes during the development process. The research results show that the waterfall method is suitable for use both for new system creation projects and for large-scale system or software development.
Analisis Pengaruh Kapasitas RAM terhadap Kinerja Sistem Saat Menjalankan Aplikasi Berat Muhammad Zaky; Aldi Restu Fauzi; Raihan Anugrah Pratama; Resa Khoerunnisa
Infoman's : Jurnal Ilmu-ilmu Informatika dan Manajemen Vol. 18 No. 2 (2024): Infoman's
Publisher : LPPM & Fakultas Teknologi Informasi UNSAP

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Abstract

Kinerja sistem komputer sangat dipengaruhi oleh kapasitas Random Access Memory (RAM), terutama saat menjalankan aplikasi dengan kebutuhan sumber daya tinggi seperti pengeditan video, desain grafis, dan game. Penelitian ini bertujuan untuk menganalisis pengaruh peningkatan kapasitas RAM terhadap performa sistem saat menjalankan aplikasi berat. Metode penelitian yang digunakan adalah eksperimen kuantitatif dengan pengujian dua konfigurasi RAM (4 GB dan 16 GB) pada perangkat keras yang sama. Tiga aplikasi berat dipilih sebagai objek uji, yaitu Adobe Premiere Pro, Blender, dan Resident Evil 2 Remake. Parameter yang dianalisis meliputi waktu respons, penggunaan CPU dan RAM, serta stabilitas sistem. Hasil penelitian menunjukkan bahwa konfigurasi RAM 16 GB secara konsisten menghasilkan waktu respons yang lebih cepat, pemanfaatan sumber daya yang lebih efisien, dan stabilitas sistem yang lebih baik dibandingkan dengan konfigurasi 4 GB. Namun, peningkatan performa cenderung mencapai titik jenuh setelah kapasitas tertentu, sehingga penambahan RAM di atas 16 GB belum tentu memberikan dampak signifikan. Kesimpulannya, peningkatan kapasitas RAM memberikan dampak positif terhadap kinerja sistem, namun efektivitasnya bergantung pada kebutuhan aplikasi dan batas efisiensi penggunaan memori. Temuan ini memberikan dasar bagi pengguna dan pengembang sistem dalam merancang spesifikasi perangkat yang optimal dan efisien.
Smartphone Resource Management Optimization to Improve Genshin Impact Gaming Performance in Different Configurations setiawati, disti; Dewina Fitri, Resty; Salsabila Hermawan, Athiyya; Fratiwi, Aprilliana
Infoman's : Jurnal Ilmu-ilmu Informatika dan Manajemen Vol. 18 No. 2 (2024): Infoman's
Publisher : LPPM & Fakultas Teknologi Informasi UNSAP

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Abstract

This study aims to analyze the effectiveness of smartphone resource management in improving gaming performance for Genshin Impact across different device configurations. Due to its graphical complexity, Genshin Impact often causes performance issues such as lag, throttling, and overheating—especially on mid- to low-end smartphones. Using a descriptive quantitative approach, data was collected through direct testing with monitoring tools such as PerfDog and GameBench, and supported by questionnaires distributed to 71 respondents. The results reveal that internal resource management—including RAM allocation, CPU/GPU usage, and built-in optimization features—has a significant effect on frame rate stability and thermal performance. Additionally, device specifications, in-game settings, and background app management play crucial roles in maintaining a responsive gaming experience. All research instruments were validated and found reliable. This study provides technical recommendations and ideal device configurations to help users, particularly mid-range smartphone owners, achieve smoother and more efficient Genshin Impact gameplay.

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