The Indonesian Journal of Computer Science
The Indonesian Journal of Computer Science (IJCS) is a bimonthly peer-reviewed journal published by AI Society and STMIK Indonesia. IJCS editions will be published at the end of February, April, June, August, October and December. The scope of IJCS includes general computer science, information system, information technology, artificial intelligence, big data, industrial revolution 4.0, and general engineering. The articles will be published in English and Bahasa Indonesia.
Articles
1,127 Documents
Birds Diversity Mapping using Quantum GIS For Ecotourism in The Mangrove Forest of Kuala Bubon, West Aceh
Ulhaq, Riza;
Juliwardi, Ilham
The Indonesian Journal of Computer Science Vol. 12 No. 5 (2023): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia
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DOI: 10.33022/ijcs.v12i5.3421
The discourse on developing Kuala Bubon mangrove forest area in West Aceh as an ecotourism location has received a lot of sympathy and support among the community, considering that this forest has a high level of diversity of flora and fauna, one of which is bird species. In several ecotourism locations, birds attract tourists by enjoying various entertainment related to birds, such as bird watching, tours of bird habitats, and observing birds in the wild. The research was carried out in the Kuala Bubon mangrove forest, West Aceh, in September 2023. This research used a quantitative approach, calculating the level of diversity and mapping distribution based on bird location coordinates. The data collection method uses the point count and line transect method. Analysis of bird species diversity data using the Shannon-Wienner Diversity Index (H') formula was then carried out by mapping the coordinates of bird presence using the Quantum Gis software. The research results obtained 37 bird species from 22 families with a diversity index of 3.07 (high diversity), two species with the status of Near Threatened (Aegithina Viridissima) and Vulnerable Under (Acridotheres javanicus). Mapping bird species diversity with Quantum Gis provides opportunities for developing bird ecotourism, such as planning optimal bird-watching routes after knowing the distribution of bird species.
Efektivitas Modul Pembelajaran Interaktif Berbasis Android pada Pembelajaran Produk Kreatif dan Kewirausahaan
Sefriani, Rini;
Ganefri;
Yulastri, Asmar
The Indonesian Journal of Computer Science Vol. 12 No. 5 (2023): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia
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DOI: 10.33022/ijcs.v12i5.3422
Keberadaan modul pembelajaran interaktif berbasis android mampu memberikan dampak yang positif bagi siswa dalam pembelajaran Produk Kreatif da Kewirausahaan. Penelitian ini bertujuan untuk menghasilkan produk modul interaktif untuk siswa sekolah menengah kejuruan (SMK). Model pengembangan yang digunakan adalah 4D yaitu, Define, design, develop dan disseminate. Subjek penelitian ini adalah siswa kelas XI SMK Negeri 8 di kota Padang. Instrumen untuk uji efektivitas adalah dalam bentuk soal tes. Analsis data dilakukan dengan menggunakan program excel. Hasil penelitian diperoleh nilai efektivitas siswa setelah menggunakan modul interaktif in adalah sebesar 87.75 %. Dengan demikian dapat ditafsirkan bahwa produk ini sangat efektif digunakan dalam pemeblajaran Produk Kreatif dan Kewirausahaan.
Design of Conveyor System Based on Microcontroller
Wulandari, Rindi
The Indonesian Journal of Computer Science Vol. 12 No. 6 (2023): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia
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DOI: 10.33022/ijcs.v12i6.3423
Conveyor is a transport system that can move objects from one point to another. This study aims to make a conveyor system based on mikrokontroller by testing several materials for the conveyor base, and testing the performance of the conveyor system. The microcontroller used is Arduino Uno. The sensor used is an infrared sensor, as a sensor for detecting objects on the conveyor. The research method used is an applied research method with experimental techniques. The first stage is to create a mechanical design for the conveyor, and the second is make an automation design. The results of the study show that the most effective material for the conveyor belt base is a 1.5 cm thick mattress material. The system test results show that the infrared sensor can be used to detect objects on the conveyor. When an object is detected, the conveyor stops for 0.5 seconds and is detected on the LCD monitor in the control box. The range of the infrared sensor is 15 cm – 50cm.
The Influence of Entrepreneurship Orientation Motivation Perception of Opportinities on Entrepreneurship Practices at Vocational High School
Yendi, Meizi Syafri;
Wahid, Reza Nur;
Yessa, Fadilla;
Putri, Atika Dwi;
Evanita, Susi
The Indonesian Journal of Computer Science Vol. 12 No. 5 (2023): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia
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DOI: 10.33022/ijcs.v12i5.3424
This study aims to examine the relationship between entrepreneurial orientation, entrepreneurial motivation, and perceptions of opportunities with entrepreneurship practices of Vacational High School students. The research method used is associative (relationship). This research was conducted on class XII students majoring in Accounting at Vacational High School 3 Padang. The number of samples in this study were 100 respondents. The sampling technique is saturated sampling, because the entire population in this study is used as a respondent. Data collection was obtained from the results of direct and online distribution of questionnaires to students. Data analysis in this study uses multiple linear regression analysis. The results showed that there was a positive and significant relationship between students' entrepreneurial orientation and their entrepreneurial practices. In addition, entrepreneurial motivation also has a positive influence on students' entrepreneurial practices. Perceptions of business opportunities are also positively correlated with students' entrepreneurial practices. This research provides evidence that the development of entrepreneurial orientation, entrepreneurial motivation, and perceptions of opportunities can encourage entrepreneurial practices in Vacational High School students. The results of this study have important implications for education in vocational high schools to strengthen student entrepreneurship learning and development. In addition, this study also underlines the need for attention to these factors in designing effective entrepreneurship programs in schools.
Digital Payments in Indonesia: Understanding the Effect of Application Security on User Trust
Rabbani, Maheswara;
Wijaya, Juan Daniel;
Kusuma, Rendy Sanjaya;
Purba, Wilhelmus Billion Pius;
Tajib, Robert Marchelino
The Indonesian Journal of Computer Science Vol. 12 No. 5 (2023): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia
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DOI: 10.33022/ijcs.v12i5.3426
Technological developments present digital payment innovations for fast and practical transaction processes. Many digital wallets (e-wallet) services have emerged recently, becoming a trend in Indonesia. However, digital payments carry the risk of hacking user accounts, fraud (scams), phishing, and other criminal acts that aim to steal users' personal information. Financial is a sensitive issue; security is essential to digital payments. The research aims to analyze the effect of application security on user trust when making online transactions using digital payment applications. The study used a descriptive statistical method by distributing questionnaires to 50 Indonesians who have made electronic payments at least once for transactions. The study results show that application security significantly affects user trust in digital payments. Research results from various references show that application security influences impulse buying behavior and intentions to use e-wallet platforms.
Prediksi Harga Emas Menggunakan Metode Fuzzy Time Series
Pabutungan, Robin
The Indonesian Journal of Computer Science Vol. 12 No. 5 (2023): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia
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DOI: 10.33022/ijcs.v12i5.3429
Emas adalah instrument investasi yang popular dari masa ke masa karena harga emas secara terus menerus mengalami kenaikan sehingga sangat diperlukan kapan waktu untuk melakukan pembelian sehingga mengoptimalkan keuntungan dalam berinvestasi. Fuzzy time series adalah metode data mining yang dipilih untuk digunakan dalam meramalkan harga emas di masa yang akan datang karena metode ini memiliki nilai galat yang cenderung rendah. Tujuan dalam penelitian ini yaitu untuk mengetahui harga emas dimasa yang akan datang dengan menggunakan teknik data mining yaitu metode fuzzy time series dan juga menggunakan bantuan aplikasi microsoft exel. Data yang digunakan dalam penelitian ini adalah data harga emas dari bulan Juli 2012 sampai dengan Februari 2023. Hasil dari penelitian yang peroleh untuk bulan Maret 2023 untuk harga terakhir atau penutupan adalah sebesar 1.873,79 USD dengan nilai MAPE sebesar 3,20%, nilai MAE sebesar 56,03 USD dan nilai RMSE sebesar 64,13 USD. Sedangkan harga pembukaan diperoleh sebesar 1.809,60 USD dengan nilai MAPE sebesar 1,35%, nilai MAE sebesar 24,07 USD dan nilai RMSE sebesar 24,24 USD. Hasil dari nilai tersebut menunjukkan bahwa metode fuzzy time series sangat baik digunakan dalam proses peramalan harga emas.
Geometry Learning Media Application For Elementary School Students Using Android-Based Augmented Reality Technology
Rian Luthfi Fadilah;
Sutarman
The Indonesian Journal of Computer Science Vol. 12 No. 5 (2023): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia
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DOI: 10.33022/ijcs.v12i5.3433
Geometry is one of the subject matter in mathematics. Geometry has many type of shape, formula, area and volume. So there are many elementary school students feel no interest in studying geometry material because they feel difficult and don't understand it properly it is clear what each of these geometry looks like. To meet these demands, in line with developments in science and technology, the use of learning media is a solution. Increasingly diverse and interactive technology, one of which comes with utilizing AR technology. The use of augmented reality which is able to present 3D objects in visualizing geometric grids can make it easier to remember geometric shapes and utilizing this technology is able to create learning applications that stimulate students interest in learning to carry out learning activities actively and independently
Design and Implementation of a Microcontroller-Based Water Turbidity Detector Utilizing the Nephelometric Turbidity Unit Method
Ichwana Putra, Dody;
Ekariani, Shelvi
The Indonesian Journal of Computer Science Vol. 12 No. 5 (2023): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia
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DOI: 10.33022/ijcs.v12i5.3434
The objective of this study is to create a water turbidity detection system, aiding customers of a municipal water supply company in preserving the quality of water for everyday use. The aim is to prevent the mingling of stored clean water with turbid water when the tap is turned on. To achieve this, we employ a smartphone as a remote control device, enabling users to monitor the water's condition remotely. The study's findings demonstrate that this system adeptly manages the water separation process based on its condition, allowing manual control via Bluetooth communication within a maximum range of 10 meters. This setup provides two control options: activating and deactivating the water channel through a solenoid valve. Test outcomes indicate the system effectively segregates the water as per its condition and promptly follows user directives.
Penerapan NFC sebagai alternatif Augmented Reality pada aplikasi Florateria dengan metode DevOps
Nusantara, Wahyu;
Purwanto, Agus;
Laksmita, Nadea Cipta;
Filza, Muhammad Fairul
The Indonesian Journal of Computer Science Vol. 12 No. 5 (2023): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia
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DOI: 10.33022/ijcs.v12i5.3435
Penggunaan teknologi Augmented Reality (AR) telah memberikan dampak positif dalam pengembangan aplikasi permainan, termasuk dalam permainan mengoleksi karakter. Namun, tantangan muncul terkait keamanan dan reproduksi yang mudah terhadap kartu AR yang digunakan sebagai kunci akses untuk memperoleh karakter. Untuk mengatasi masalah ini, penelitian ini mengusulkan perancangan aplikasi bernama Florateria yang memanfaatkan teknologi Near Field Communication (NFC) sebagai alternatif penggunaan Augmented Reality. Florateria bertujuan untuk memberikan pengalaman bermain yang lebih nyaman bagi pengguna dalam mengumpulkan dan merawat tanaman virtual. Aplikasi ini menggantikan kartu AR dengan NFC Tag. Setiap NFC Tag memiliki identifikasi unik yang terhubung dengan jenis tanaman tertentu. Pengguna dapat melakukan pemindaian NFC Tag menggunakan perangkat NFC yang terintegrasi dalam ponsel pintar mereka. Dalam pengembangan, metode DevOps diterapkan untuk memastikan kolaborasi antara tim pengembang dan operasi. Dengan menggabungkan teknologi NFC dan metodologi pengembangan DevOps, diharapkan dapat memberikan alternatif yang menarik dan aman dalam pengalaman bermain.
Pengembangan Game Lagu Daerah Nusantara Rhytms dengan Metode GDLC Berbasis Android
Palendya Thessa Widyananda, Giles;
Pranata , Caraka Aji;
Purwanto, Ibnu Hadi
The Indonesian Journal of Computer Science Vol. 12 No. 6 (2023): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia
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DOI: 10.33022/ijcs.v12i6.3437
Perencanaan dan pembuatan game bertema Rhythm dibuat menggunakan game engine Unity berbasis 2D. Pengembangan pada game ini memiliki beberapa tahapan antara lain analisis, design, pengembangan, implementasi, serta tahapan pengujian. Apabila pada tahapan pengujian ini game dapat memenuhi kriteria, maka selanjutnya akan dilakukan uji kelayakan pada khalayak luas di lapangan. Melalui pengembangan game ini, ada harapan untuk developer game indie dapat berkontribusi dalam industri game nasinonal. Pengembangan game ini juga dapat menambah wawasan bagi developer game tanah air agar terus mengangkat kebudayaan nasional ke ranah industri game. Diharapkan juga setelah pengembangan game ini menambah eksistensi developer game Indonesia dan menjadi motivasi para developer lokal agar terus berkembang. Pada penelitian ini akan membahas sebuah metode yang digunakan para pengembang dalam mengembangkan game, penjabaran beberapa script yang digunakan, dan tahap-tahap awal perancangan game menggunakan game engine Unity. Jurnal ini diharapkan menjadi refrensi untuk khalayak akademisi atau mahasiswa yang tertarik dalam dunia pengembangan game.