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Contact Name
M Rhifky Wayahdi
Contact Email
technolabsindonesia@gmail.com
Phone
+6281396692946
Journal Mail Official
technolabsindonesia@gmail.com
Editorial Address
Jl. Umar No. 26A, Kel. Glugur Darat 1, Kec. Medan Timur, Medan, Sumatera Utara.
Location
Kota medan,
Sumatera utara
INDONESIA
Journal of Technology and Computer (JOTECHCOM)
ISSN : -     EISSN : 30480477     DOI : -
Core Subject : Science,
The Journal of Technology and Computer (JOTECHCOM) brings together researchers, academics (faculty and students), and industry practitioners to develop the field, discuss new trends and opportunities, exchange ideas and practices, and promote cross-disciplinary and cross-domain collaboration. JOTECHCOM aims to integrate all scientific disciplines, such as computer science, information systems, informatics, information technology, data science, databases, artificial intelligence, data mining, decision support systems, expert systems, and other related disciplines. This journal is published by PT. Technology Laboratories Indonesia (TechnoLabs) Publisher division. Accepted papers will be available online (free open access).
Articles 73 Documents
Load Balancing Test Results as Management to Prevent Server Down Raihan, Muhammad
Journal of Technology and Computer Vol. 2 No. 3 (2025): August 2025 - Journal of Technology and Computer
Publisher : PT. Technology Laboratories Indonesia (TechnoLabs)

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Abstract

Increased traffic on a website can lead to server overload, which in turn results in system downtime, slow response, and potential service disruptions that negatively impact user experience. This issue becomes particularly critical for systems that depend on a single main server without an efficient workload distribution mechanism. To address this challenge, this study aims to implement load balancing techniques using the round robin method to distribute incoming requests evenly across multiple backend servers. The research methodology involves system architecture design utilising Docker for containerisation and Nginx as a reverse proxy to manage traffic flow, combined with performance testing conducted using the K6 tool under various simulated traffic scenarios. Experimental results demonstrate that the round robin load balancing method successfully balances the distribution of user requests, reduces the risk of server overload, improves system reliability, and enhances response time performance. Therefore, the proposed approach proves effective in maintaining service availability and optimising overall system performance, especially under high and fluctuating traffic conditions.
Kitchen Ordering Application with ANN Backpropagation for Order Prediction Idris, Muhammad Said; Rismayanti, Rismayanti
Journal of Technology and Computer Vol. 2 No. 4 (2025): November 2025 - Journal of Technology and Computer
Publisher : PT. Technology Laboratories Indonesia (TechnoLabs)

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Abstract

Raw material inventory management is an important aspect of kitchen operations, especially in the culinary industry, which depends on the timely and efficient availability of stock. Inaccurate raw material ordering can result in excess costs, stockpiling, or shortages that affect service quality. Therefore, an intelligent system is needed that can accurately and automatically predict raw material requirements. This study aims to design a kitchen raw material application using the Artificial Neural Network (ANN) method and the Backpropagation algorithm as a method for automatically predicting order quantities. By using historical raw material data as input to train the model, analysis data obtained from the mean squared error, mean absolute error, and R squared error can be used to study demand patterns over time. The test results show that the ANN model with the backpropagation algorithm is capable of providing fairly accurate predictions of kitchen raw material requirements. The application created can also simplify the raw material ordering process by providing recommendations for effective purchase quantities. Thus, this system can help manage inventory more efficiently and based on data.
Learning Media for Introducing the Khulafaur Rasyidin Using the Multimedia Development Life Cycle Method Lubis, Said Alkhudri
Journal of Technology and Computer Vol. 2 No. 4 (2025): November 2025 - Journal of Technology and Computer
Publisher : PT. Technology Laboratories Indonesia (TechnoLabs)

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Abstract

The use of Augmented Reality (AR) technology in the field of education is rapidly advancing, including in the teaching of Islamic history. This study aims to design and develop an interactive and engaging AR-based learning medium for introducing the Khulafaur Rasyidin, the first four caliphs in Islamic history. The Multimedia Development Life Cycle (MDLC) method is employed as the development framework, consisting of six stages: concept, design, material collection, development, testing, and distribution. Through this learning medium, students can learn about the history of the Khulafaur Rasyidin in a more interactive and visual manner using AR technology. Each caliph is introduced with comprehensive information in the form of text, audio, and 3D models that can be viewed through mobile devices. Based on trials conducted with 15 respondents, 95.96% agreed, 4.20% were uncertain, and 0% disagreed. This indicates that this AR-based learning medium significantly enhances students' understanding compared to conventional learning methods. The use of AR technology combined with the MDLC development approach has proven to be effective in creating an engaging, interactive, and easy-to-understand learning experience. This medium can serve as an innovative solution for introducing the history of the Khulafaur Rasyidin to students across various educational levels.
Implementation of Message Encryption Using the Digraph Affine Cypher Algorithm with Python Aditya, Andre
Journal of Technology and Computer Vol. 2 No. 4 (2025): November 2025 - Journal of Technology and Computer
Publisher : PT. Technology Laboratories Indonesia (TechnoLabs)

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Abstract

The security of digital messages is a critical concern, necessitating robust encryption methods. While the classical Affine Cipher offers a foundational approach, its security can be enhanced. This study addresses a gap in the practical application of the Digraph Affine Cipher (DAC), a modification that encrypts character pairs (digraphs) to increase cryptographic complexity. We implemented the DAC algorithm using Python to encrypt and decrypt text files and evaluated its performance against standard Affine Cipher and ASCII-based variations. The system was tested on files ranging from 200 to 5000 characters, measuring processing time and final file size. Results showed that processing time is directly proportional to message length, with the standard ASCII Affine Cipher being the fastest and the classic DAC the slowest. Notably, the DAC produced an encrypted file size most consistent with the original plaintext, while ASCII-based versions demonstrated greater flexibility by successfully processing a wider range of symbols. The study successfully demonstrates a practical Python-based implementation of the DAC, providing a performance baseline and confirming its effectiveness in securing text data. This work serves as a foundation for developing stronger hybrid classical cryptographic techniques.
IoT System Design for Money Drawer Security Using Keypad and Selenoid Lock with Telegram Notification Nadza Irawan, Reza
Journal of Technology and Computer Vol. 2 No. 4 (2025): November 2025 - Journal of Technology and Computer
Publisher : PT. Technology Laboratories Indonesia (TechnoLabs)

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Abstract

The security of cash storage remains a crucial issue, especially for households and small-scale businesses that frequently handle cash transactions. Conventional storage methods often lack advanced security features, making them vulnerable to unauthorised access. To address this problem, this study focuses on the design and development of an Internet of Things (IoT)-based security system specifically for a cash drawer. The system employs a keypad as the primary input device for authentication, combined with a solenoid lock that functions as the locking mechanism. In addition, users receive real-time notifications through the Telegram application whenever the drawer is opened or closed, thereby enhancing user awareness and security monitoring. The hardware architecture integrates the NodeMCU ESP8266 microcontroller, which serves as both the central processing unit and the module for internet connectivity. System testing was carried out under several scenarios, such as successful PIN entry, incorrect PIN input, and simulated break-in attempts. The results demonstrate that the proposed IoT-based system is capable of increasing the security level of cash storage while providing convenience through real-time monitoring.
Utilizing DeepFace for Emotion Detection to Enhance User Experience in a School Library Application Hasibuan, Rizqy Sultan Pujangga; Purwawijaya, Ellanda; Rambe, Aripin
Journal of Technology and Computer Vol. 2 No. 4 (2025): November 2025 - Journal of Technology and Computer
Publisher : PT. Technology Laboratories Indonesia (TechnoLabs)

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Abstract

The library is an essential facility that supports teaching and learning activities in schools. However, the library at SMP Pertiwi Medan still uses a manual system for book loan administration and has experienced a decline in students’ interest in visiting the library for reading. This study aims to design and develop a digital-based library application integrated with a visitor comfort detection system using the DeepFace method on a desktop platform. The application not only provides efficient features for managing book data, borrowing, and returning, but also measures visitors’ nonverbal comfort levels while they are in the library. This measurement aims to obtain data that can serve as a basis for evaluating comfort levels and designing strategies to increase students’ reading interest. The implementation of this application is expected to improve the efficiency of library management and provide a solution to enhance the quality of service as well as the attractiveness of the library for students.
Transformation of 2D Animated Botany Learning to Recognise Types of Roots and Leaves in Plants Pakpahan, Antonius Christian
Journal of Technology and Computer Vol. 2 No. 4 (2025): November 2025 - Journal of Technology and Computer
Publisher : PT. Technology Laboratories Indonesia (TechnoLabs)

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Abstract

Digital transformation has opened opportunities for innovation in the world of education, including in the field of botany. This study aims to develop and test the effectiveness of a 2D animation-based learning media to help students learn about the types of roots and leaves in plants. This material is often considered abstract and boring when delivered only through conventional methods such as textbooks or static images. The research method used is Research and Development (R&D) with the Multimedia Development Life Cycle (MDLC) model, which consists of six stages: Concept, Design, Material Collecting, Assembly, Testing, and Distribution. In the concept stage, an analysis of student needs and learning difficulties was conducted. The design stage involved the creation of storyboards and scripts. The assembly stage was the process of producing 2D animations using Adobe Animate software. The final product was then implemented among elementary school students and evaluated. The results of validation from material and media experts stated that the 2D animation media was highly feasible. Testing on students showed a significant increase in post-test scores compared to pre-test scores, indicating that this media is effective in improving students' understanding and recognition of root and leaf types. The conclusion of this research is that 2D animation is a transformative medium that is not only engaging and interactive but has also been proven to facilitate a better understanding of plant morphology concepts. It is recommended that educators utilize similar media in biology instruction.
Development of a Website-Based Online Rice Bowl Ordering System Using Agile Methods for Culinary_bykiki UMKM Syahputra, Tengku Deandra
Journal of Technology and Computer Vol. 2 No. 4 (2025): November 2025 - Journal of Technology and Computer
Publisher : PT. Technology Laboratories Indonesia (TechnoLabs)

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Abstract

The development of information technology has encouraged Micro, Small and Medium Enterprises (MSMEs) to adapt in managing their businesses more efficiently and competitively. One of the main challenges for culinary MSMEs is the limitation of manual ordering systems, which often leads to issues such as service delays, mistakes in order recording, and suboptimal product promotion. This study aims to design and build a web-based rice bowl ordering system that can facilitate the transaction process between consumers and business actors. The development method used is Agile, due to its iterative and flexible nature, as well as its ability to dynamically adjust to user needs. The research process includes needs analysis, system design, and testing stages. The results of the study indicate that the developed system can enhance the efficiency of order management, expand marketing reach, and provide an experience better users. Thus, this system is expected to be an innovative solution for culinary SMEs in facing competition in the digital era.
MOORA and SAW Methods for Selecting Optimal Oil Palm Fertiliser Sinambela, Surya Pranata Rejeki; Khairani, Mufida
Journal of Technology and Computer Vol. 2 No. 4 (2025): November 2025 - Journal of Technology and Computer
Publisher : PT. Technology Laboratories Indonesia (TechnoLabs)

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Abstract

Oil palm (Elaeis guineensis) is an important commodity for Indonesia’s economy; therefore, fertilizer selection during the nursery stage plays a crucial role in determining the quality and productivity of the plants. This study aims to develop a web-based Decision Support System (DSS) by applying the Multi-Objective Optimization on the Basis of Ratio Analysis (MOORA) and Simple Additive Weighting (SAW) methods to determine the best fertilizer for the optimal growth of oil palm seedlings. The evaluation was conducted on ten fertilizer alternatives using five criteria, namely price, availability, ease of application, growth effectiveness, and solubility. The results of the study show that Urea Pupuk Kujang ranked first in both methods, with a MOORA score of 0.2084 and a SAW score of 0.8333. These findings indicate that the application of MOORA and SAW can support more objective, efficient, and reliable decision-making in selecting the best fertilizer for oil palm seedlings.
Virtual Game Learning Media to Understand the Types and Formation of High School Students Identities using the Vilamil Molina Method Nasution, Muhammad Syahrul Azhari
Journal of Technology and Computer Vol. 2 No. 4 (2025): November 2025 - Journal of Technology and Computer
Publisher : PT. Technology Laboratories Indonesia (TechnoLabs)

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Abstract

This study aims to address the challenges of conventional learning regarding the types and formation of self-identity among high school students by applying a virtual game as a learning medium. Conventional learning methods, such as lectures and textbooks, are often considered less effective in capturing students’ attention on personal topics like self-identity. Therefore, this research proposes the use of a virtual game combined with the Vilamil Molina Method to create a more interactive and engaging learning experience. The Vilamil Molina Method is a structured multimedia development approach that consists of five main stages: Development, Preproduction, Production, Postproduction, and Delivery. In the Development stage, the initial concept of an educational First Person Perspective (FPP) game application was formulated, targeting high school students. During the Preproduction stage, detailed designs such as Use Case Diagrams, Activity Diagrams, and Storyboards were created. The Production stage focused on implementing these designs by integrating a virtual museum environment and 3D objects using Unity. In the Postproduction stage, system testing was conducted through the Black Box method to ensure the application’s functionality. The final stage, Delivery, involved distributing the application to users for trial. The results of the study indicate that implementing a virtual game with the Vilamil Molina Method successfully created an effective learning medium. Functionality testing and user trials showed that the application worked properly, and the designed interactions functioned logically. By combining the entertainment elements of gaming with a systematic educational approach, this application is expected to improve high school students’ motivation, engagement, and understanding of self-identity formation in greater depth.