cover
Contact Name
I Gede Surya Rahayuda
Contact Email
igedesuryarahayuda@unud.ac.id
Phone
+6289672169911
Journal Mail Official
igedesuryarahayuda@unud.ac.id
Editorial Address
Sekretariat JNATIA Gedung FMIPA Lantai 1, Program Studi Informatika, Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Udayana
Location
Kota denpasar,
Bali
INDONESIA
Jurnal Nasional Teknologi Informasi dan Aplikasinya
Published by Universitas Udayana
ISSN : 29863929     EISSN : 30321948     DOI : -
Core Subject : Science,
JNATIA (Jurnal Nasional Teknologi Informasi dan Aplikasinya) merupakan jurnal yang berfokus pada teori, praktik dan metodologi seluruh aspek teknologi di bidang ilmu dan teknik komputer serta ide-ide produktif dan inovatif terkait teknologi baru dan sistem informasi. Jurnal ini memuat makalah penelitian asli yang belum pernah dipublikasikan dan telah melalui jurnal double-blind review. JNATIA (Jurnal Teknologi Informasi dan Penerapannya) diterbitkan empat kali setahun (Februari, Mei, Agustus, November).
Articles 255 Documents
Perancangan UI dan UX pada Aplikasi Pencari Indekos di Sekitar Kampus Universitas Udayana Ginting, Gusto Gibeon; Anom Cahyadi Putra, I Gusti Ngurah
Jurnal Nasional Teknologi Informasi dan Aplikasnya Vol 1 No 3 (2023): JNATIA Vol. 1, No. 3, Mei 2023
Publisher : Informatics Study Program, Faculty of Mathematics and Natural Sciences, Udayana University

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Abstract

This study aims to design a website-based user interface and user experience. Where it is, proportional to the increase in the number of purchases of existing motorcycles. The website that has been made was tested on the General Public with a total of 20 respondents. To find out the level of satisfaction of respondents in using the motorcycle recommendation website, usability testing was carried out using the system usability scale method. This method measures the usability of a computer system according to the user's subjective point of view by filling out a Likert-scale questionnaire. The website that has been made is tested on the General Public. To find out the level of satisfaction of respondents in using the motorcycle recommendation website, usability testing was carried out using the system usability scale method. This method measures the usability of a computer system according to the user's subjective point of view by filling out a Likert-scale questionnaire. Keywords: Indekos, Marketplace, Mobile App, e-marketplace, Applications
Implementasi Algoritma Random Forest Dalam Menentukan Kualitas Susu Sapi Paramaditya, I Putu Ryan; Paramartha, Cokorda Rai Adi
Jurnal Nasional Teknologi Informasi dan Aplikasnya Vol 1 No 1 (2022): JNATIA Vol. 1, No. 1, November 2022
Publisher : Informatics Study Program, Faculty of Mathematics and Natural Sciences, Udayana University

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Abstract

Milk is one of the food ingredients as a source of animal protein that can meet the needs and improve the nutrition of the people of Indonesia, especially protein, carbohydrates, fats and minerals of high nutritional value, namely calcium and phosphorus which can help the healing process of various diseases. Use the classification method performed with the Random Forest algorithm on the data content of cow's milk content where the results of the experiments that have been carried out, the accuracy rate of classification with the Random Forest algorithm is 98%. In addition, in testing precision, recall, and f1-score generated from each variable has the same value of 98%. then the highest level of accuracy of the response variable is in the "medium" category.
Perancangan User Interface dan User Experience Website KosIN dengan Pendekatan Design Thinking Widhiana, Ida Bagus Ari; Astuti, Luh Gede
Jurnal Nasional Teknologi Informasi dan Aplikasnya Vol 2 No 2 (2024): JNATIA Vol. 2, No. 2, Februari 2024
Publisher : Informatics Study Program, Faculty of Mathematics and Natural Sciences, Udayana University

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Abstract

The need for education or employment drives people to move to other areas that offer greater access to education or job opportunities. Individuals who move to a new area for higher education or job search often face challenges in finding accommodations that meet their needs. The increasing number of newcomers has led to a growing demand for housing. The main constraint is that individuals must physically go to the location to search for accommodations like boarding houses ("kos" in Indonesian). Therefore, innovation is needed by leveraging technology that can provide a solution to the challenges faced. The solution to this problem is to create a boarding house search application. The method used in this research is Design Thinking. Design Thinking aims to understand the problems and user needs, so that the developed application is truly beneficial for the users. For its testing, the Usability Testing method is used to assess to what extent a product can be used by specific users based on effectiveness, efficiency, and user satisfaction. Keywords: Design Thinking, Usability Testing, Education, Employment
Evaluasi UI pada Prototype Aplikasi “WeCare” Menggunakan Metode SUS (System Usability Scale) Prathama, Hammam Akmal; Hendra Suputra, I Putu Gede
Jurnal Nasional Teknologi Informasi dan Aplikasnya Vol 2 No 1 (2023): JNATIA Vol. 2, No. 1, November 2023
Publisher : Informatics Study Program, Faculty of Mathematics and Natural Sciences, Udayana University

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Abstract

The user interface is one of the most important factors in building an application. A good user interface has aspects of clarity, conciseness, easy recognition, responsiveness, consistency and has aesthetic content. Without careful preparation and design, certain applications cannot run optimally, and can even cause users to switch to other applications. To evaluate the user interface of an application, we can use many methods. One of them is SUS (System Usability Scale). This method provides a “quick and dirty”, reliable tool for measuring usability. The purpose of this study is to evaluate the quality of the User Interface design on the WeCare Application. Evaluation of the quality of the User Interface design will be carried out using the SUS or System Usability Scale method. Evaluation of quality on the usability aspect is carried out using the SUS questionnaire as an assessment standard. The results of this assessment will determine whether the UI design of the WeCare Application is appropriate or not. Based on the survey conducted, the calculation of the usability value of the WeCare application UI design that was tested using the SUS (System Usability Scale) method obtained an average SUS score of 78,33. By obtaining acceptability ranges in the acceptable category, the grade scale is in class B, and adjective rating is in the good category.
Penyusunan Sistem Rekomendasi Produk Diecast Mobil Dengan Metode Content-Based Filtering (CBF) Aditya Nugraha, Anak Agung; Sanjaya ER, Ngurah Agus
Jurnal Nasional Teknologi Informasi dan Aplikasnya Vol 1 No 3 (2023): JNATIA Vol. 1, No. 3, Mei 2023
Publisher : Informatics Study Program, Faculty of Mathematics and Natural Sciences, Udayana University

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Abstract

The growing popularity of diecast car collections has created a demand for efficient recommendation systems to assist collectors in discovering new products. This study focuses on the development of a content-based filtering (CBF) recommendation system for diecast car products. The system employs the TF-IDF (Term Frequency-Inverse Document Frequency) and cosine similarity techniques to calculate the relevance between products and user preferences. By analyzing the textual features of diecast car products, such as brand, model, and specifications, the CBF system generates personalized recommendations based on similarity scores. The evaluation of the system's performance demonstrates its effectiveness in providing accurate and relevant recommendations, which enhance the user experience and facilitate the exploration of the diecast car market. Keywords: Content-Based Filtering, Diecast cars, Recommendation System, TF-IDF, Cosine Similarity
Perancangan Ontologi pada Domain Proposal Tugas Akhir Trisnajayanti, Anak Agung Sinta; Suputra, I Putu Gede Hendra
Jurnal Nasional Teknologi Informasi dan Aplikasnya Vol 1 No 1 (2022): JNATIA Vol. 1, No. 1, November 2022
Publisher : Informatics Study Program, Faculty of Mathematics and Natural Sciences, Udayana University

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Abstract

The obligation of a student to graduate at the Strata-1 (S1) level is to complete a thesis. The thesis research process begins with the preparation of the final project proposal. In the Informatics Study Program, Udayana University students do not have a place to see references from previous student final project proposals. In the library there is only a thesis, where the format of the thesis and the final project proposal has a difference. Therefore, a system was created to search for information on student proposals from the Udayana University Informatics Study Program. The system is made based on the semantic web and to support the semantic web in this research an ontology model is made in the domain of the Final Project Proposal. The method used in making the ontology model is Methontology. The ontology design is made using Protégé and queries using SPARQL. This design produces 5 classes, 7 object properties, 11 data properties, and 57 individuals. Evaluation using SPARQL by asking questions and the results are as desired.
Penerapan Metode Content-Based Filtering dalam Sistem Rekomendasi Video Game Pramesti, Dewa Ayu Putri Diah; Santiyasa, I Wayan
Jurnal Nasional Teknologi Informasi dan Aplikasnya Vol 1 No 1 (2022): JNATIA Vol. 1, No. 1, November 2022
Publisher : Informatics Study Program, Faculty of Mathematics and Natural Sciences, Udayana University

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Abstract

Technological developments make people very fond of playing video games, especially teenagers. Due to the increasing number of fans, video games are being produced more and more. This makes the number of video games available very large. The diversity of video games makes users feel confused about which video game they should play next, especially if some users are new to video games. Therefore, a recommender system was built to recommend video games to users by using genre as a benchmark for providing recommendations. The system will provide recommendations according to the preferences desired by the user. The method used in this research is the content-based filtering method because it can produce a fairly high precision value. In this study, the results were obtained in the form of an average precision of 87.75%.
Pembangunan Model Ontologi pada Sistem Informasi Manajemen Program Kreativitas Mahasiswa (PKM) Diani, I Dewa Ayu; Suhartana, I Ketut Gede
Jurnal Nasional Teknologi Informasi dan Aplikasnya Vol 2 No 2 (2024): JNATIA Vol. 2, No. 2, Februari 2024
Publisher : Informatics Study Program, Faculty of Mathematics and Natural Sciences, Udayana University

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Abstract

The Student Creativity Program (PKM) is an initiative used to encourage and develop student creativity and innovation in the academic field. However, in PKM management, there are often challenges in integrating and utilizing the data generated effectively and efficiently. This study aims to develop an ontology model for the Student Creativity Program Management Information System (PKM), with a focus on managing and utilizing PKM data. The PKM ontology models aspects related to PKM, including the type of program, assessment criteria, participant information, and the resulting results. The development method involves need analysis, ontology design, implementation, and evaluation. The ontology model is integrated in the PKM information system, enabling users to access, manage and analyze PKM data efficiently. With the PKM ontology, PKM information can be better integrated, and data processing becomes more structured. This research contributes to the development of an ontology based PKM information system, with the potential to increase student creativity and innovation. Keywords: PKM, Ontology, Methontology, Protégé
Perancangan dan Pembangunan Aplikasi E-Commerce Berbasis Mobile TechTrove Rahman, Saifulloh; Arimogi, I Komang
Jurnal Nasional Teknologi Informasi dan Aplikasnya Vol 1 No 4 (2023): JNATIA Vol. 1, No. 4, Agustus 2023
Publisher : Informatics Study Program, Faculty of Mathematics and Natural Sciences, Udayana University

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Abstract

This paper presents the design and development of mobile-based e-commerce applications specifically designed for electronic devices. With the growing popularity of smartphones and growing demand for online shopping, the need for a user-friendly and efficient mobile e-commerce application has become imperative. The proposed application aims to provide a seamless shopping experience for users who wish to purchase electronic devices through their mobile devices. The design process covers multiple aspects, including user interface design, navigation flows, and integration of important ecommerce features such as product listings, filtering, and secure payment methods. The development phase involves implementing the design using the appropriate programming languages ??and frameworks to ensure compatibility across various mobile platforms. The app's success will be evaluated based on user feedback, performance metrics, and its ability to improve the overall shopping experience for electronics enthusiasts. By combining mobile technology and e-commerce, this research contributes to the advancement of the digital shopping landscape and offers a convenient platform for users to easily browse and buy electronic devices. Keywords: E-Commerce, Marketpalce, mobile application, Electronic Device, designing.
Klasifikasi Tingkat Produktivitas Pegawai Garmen Menggunakan Algoritma Naive Bayes Wulandari, Desak Putu Sri; Suhartana, I Ketut Gede
Jurnal Nasional Teknologi Informasi dan Aplikasnya Vol 1 No 1 (2022): JNATIA Vol. 1, No. 1, November 2022
Publisher : Informatics Study Program, Faculty of Mathematics and Natural Sciences, Udayana University

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Abstract

Productivity level of garment employee classification aims to facilitate for companies to give appreciation to employees. In doing classification can use the Naïve Bayes Algorithm, which uses probability and statistical methods to predict opportunities base on experience. The classification of garment employees is categorized into three, namely low, medium, and high. The results of the classification of 1197 data employees, obtained 981 employees have high productivity, 190 employees with moderate productivity, 26 employees with low productivity. Evaluation on the classification obtained an accuracy value of 82.07% with a Root Mean Square Error (RMSE) value of 0,015731 which indicates that the classification carried out has a good classification model.

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