cover
Contact Name
Tri A. Sundara
Contact Email
tri.sundara@stmikindonesia.ac.id
Phone
+628116606456
Journal Mail Official
ijcs@stmikindonesia.ac.id
Editorial Address
Jalan Khatib Sulaiman Dalam 1, Padang, Indonesia
Location
Kota padang,
Sumatera barat
INDONESIA
The Indonesian Journal of Computer Science
Published by STMIK Indonesia Padang
ISSN : 25497286     EISSN : 25497286     DOI : https://doi.org/10.33022
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
Building a Low-Cost Lora Gateway based on .Net Core for Fast Development and Easy Integration Haryono
The Indonesian Journal of Computer Science Vol. 12 No. 6 (2023): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i6.3534

Abstract

In the world of IoT, it is involving many devices, each Node needs to send/receive the data from/to Datacenter. The Lora Gateway is usually used to achieve that communication. There are many ways to implement the Lora Gateway, it may use available Lora Gateway in the market. This method may be faster but need to have an extra fee, especially when many gateways are needed. Another method is by using the available GSM Network Gateway, this may lead fast but require managing Simcard at each Node. Both are less flexible as the data format needs to follow according to the standard of the Gateway which is chosen. Some methods select to build the Lora Gateway by themself, but this requires some development and integration that leads to giving extra time. To compensate above problem this project is involved. The aim is to prove, that it is possible to build a Low-Cost Lora Gateway based Time Division with the help of on .Net Core prgramming. As of today .Net Core can run in the Linux OS environment smoothly, hence building Lora Gateway based Time Division using on .Net Core is very possible to be done. By developing for all devices using .Net Core the communication data across the device is easy to achieve. It is because all projects in each device reference the same library that contains the same data entities and services. This project proves that building a Low-Cost Lora Gateway based on .Net Core is successfully done. The development and integration are relatively easy and fast. The fee to build the Lora Gateway is less compared to using available Gateway in the market or using GSM Gateway.
Capabilities Comparison Of The Augmented Reality Application Development Frameworks On The Android Platform Suryani, Mifta Aprilya; Jambak, Muhammad Ihsan; Putra, Pacu
The Indonesian Journal of Computer Science Vol. 13 No. 1 (2024): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v13i1.3535

Abstract

In the implementation of augmented reality, the natural process of human-computer interaction continues to be a challenge, specifically to reduce the complexity in the effort of using and providing comfortability. Therefore, it is necessary to search for methods and tools to simplify the complex process of building Augmented Reality applications. Vuforia is a multi-platform that has long been used as an Augmented Reality application development framework. Android and iOS platform frameworks are the new alternatives following the development of cellular technology. Furthermore, a comparative capability was conducted between Vuforia and ARCore on the Android platform. The general performance and the ability to understand the environment include working in horizontal and vertical planes, the ability to work based on lighting conditions, and the distance of the camera during the tests. The results showed that ARCore is superior to Vuforia in almost all testing metrics. However, in overexposed or too dim lighting and at very close surfaces, Vuforia is slightly superior but not essential. Therefore, it can be concluded that ARCore's capability is better than Vuforia.
Startup Sebagai Upaya Meningkatkan Jiwa entrepreneurship Di Kalangan Generasi Muda Maiyana, Efmi; Yulastri, Asmar; Ganefri; Giatman; Effendi, Hansi; Muskhir, Mukhlidi
The Indonesian Journal of Computer Science Vol. 12 No. 6 (2023): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i6.3536

Abstract

Strategies used by startups to support young people in the business world, in the digital era and the ever-evolving global economy, business ethics have become more important than ever before. The high unemployment rate and the difficulty of finding a job are expected to be resolved by utilizing startup technology. Startups are the right place for the younger generation to develop and utilize the entrepreneurial spirit, with innovative, risky, and fast-moving characteristics. Various strategies can be used by startups to inspire and encourage young people to take calculated risks, be innovative and create their own business opportunities. Some successful startups that have inspired and prepared young people to become business owners. Through this analysis, the purpose of this article is to show how the younger generation can utilize the opportunities presented by startups to develop their own businesses, using qualitative descriptive methods creating a positive economic impact and bringing steady long-term change in the business world
Evaluasi Usability Dan User Experience Pada Aplikasi Transportasi Online Lokal Berdasarkan Karakteristik Generasi Z Menggunakan Metode User Experience Questionnaire Dan Cognitive Walkthrough Salsabila Aqiyla Silmy; Dedy Kurniawan
The Indonesian Journal of Computer Science Vol. 12 No. 6 (2023): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i6.3537

Abstract

Ojin adalah aplikasi trasportasi online di Indralaya yang dibuat oleh putra putri Ogan Ilir. Potensi ketidakpuasan pengguna tidak dapat diabaikan hanya berdasarkan jumlah pengguna aplikasi. Oleh karena itu, sangat penting untuk menilai aplikasi ojin melalui metode seperti kuesioner pengalaman pengguna dan kognitif walkthrough. Penelitian ini bertujuan untuk memancarkan pengalaman pengguna dan mengukur tingkat kegunaan aplikasi Ojin berdasarkan karakteristik generasi Z menggunakan metode User Experience Questionnaire dan Cognitive Walkthrough. Hasil penelitian ini menemukan 31 masalah kegunaan. Masalah usability terbanyak ditemukan oleh responden 2 sejumlah 27 masalah. Enam skala penilaian UEQ mendapatkan hasil buruk pada lima kategori yaitu daya tarik (0,532), efisiensi (0,498), presisi (0,574), stimulasi (0,372), dan kebaruan (-0,109). Satu kategori pada tingkat kurang baik yaitu kejelasan (0,739). Perlu dilakukan perbaikan dan peningkatan kualitas aplikasi ojin mengacu pada saran rekomendasi perbaikan.
Analisis Faktor-Faktor yang Memengaruhi Niat Penggunaan Bank Digital SeaBank menggunakan Modifikasi UTAUT2 dengan Security, Privacy, dan Trust Devi Fitriana; Dedy Kurniawan
The Indonesian Journal of Computer Science Vol. 12 No. 6 (2023): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i6.3538

Abstract

Penelitian ini menggunakan Kerangka kerja konseptual yang dikembangkan dengan memperluas Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) melalui penambahan tiga variabel, yakni Security, Privacy, dan Trust guna menganalisis faktor-fsktor yang memengaruhi niat penggunaan SeaBank. Data dikumpulkan melalui kuesioner berbasis online yang diisi oleh para pengguna bank digital SeaBank. Data dianalisis dengan metode Partial Least Squares Path Modeling (PLS-SEM). Dari Penelitian ini terlihat bahwa niat untuk mengadopsi layanan bank digital SeaBank dipengaruhi oleh price value, effort expectancy, social influence, habit, security, dan trust. Variabel moderasi jenis kelamin memoderasi variabel Price Value dan performance expectancy, variabel moderasi usia memoderasi variabel performance expectancy, dan variabel moderasi pengalaman memoderasi variabel security dan trust.
BISINDO Sign Language Recognition: A Systematic Literature Review of Deep Learning Techniques for Image Processing Sanjaya, Samuel Ady; Faustine Ilone, Hadinata
The Indonesian Journal of Computer Science Vol. 12 No. 6 (2023): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i6.3539

Abstract

This study uses the Systematic Literature Review (SLR) method to examine the application of deep learning techniques focusing on BISINDO (Bahasa Isyarat Indonesia) image recognition. This is crucial for enhancing communication accessibility for the hearing-impaired community. The SLR process involves three stages: planning, conducting, and reporting. During the planning stage, research topics, questions, and search criteria are established, while the conducting stage involves comprehensive article retrieval and rigorous filtering. In the reporting stage, the study highlights the significance of various deep learning methodologies, including the implementation of several algorithms that ace in image recognition. For example, Convolutional Neural Network (CNN), Long Short Term Memory (LSTM), and a combination of the two methods, each with unique advantages and limitations. Along with that, this paper aims to find gaps in previous research and act as a guide for future deep learning model development. Moreover, the research outlines the development of a high-performance model, emphasizing key phases such as image augmentation and data preprocessing, as well as model optimization. These efforts contribute to a better understanding of BISINDO image recognition, offering valuable insights for researchers and practitioners aiming to support easier accessibility and communication for the hearing-impaired community through advanced deep learning approaches.
Evaluasi User Experience Pada Aplikasi Disney+ Hotstar Menggunakan Metode MeCUE Questionnaire (2.0) Allsela Meiriza; Rizka Rahmadhani; Putri Eka Sevtiyuni; Nabila Rizky Oktadini; Pacu Putra
The Indonesian Journal of Computer Science Vol. 12 No. 6 (2023): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i6.3540

Abstract

Aplikasi Disney+ Hotstar sebagai penyedia layanan penyaluran audio dan video menggunakan jaringan internet (Over-The-Top) mendapatkan penilaian yang rendah pada Google Play Store, sehingga perlu diperhatikan mutu dari pengalaman pengguna aplikasi dengan cara mengevaluasi pengalaman pengguna. Penelitian ini bertujuan agar pengalaman pengguna Disney+ Hotstar dapat dievaluasi dengan menggunakan metode MeCUE Questionnaire (2.0). Hasil metode meCUE 2.0 yang terdiri dari modul Persepsi Kualitas Instrumen Produk variabel Kebergunaan (5,43) dan Kemudahan Penggunaan (6,02). Modul Persepsi Kualitas Non-Instrumen Produk variabel Tampilan Estetika (5,74), Status (3,73), dan Komitmen (2,88). Modul Emosi variabel Emosi Positif (5,27) dan Emosi Negatif (2,19). Modul Konsekuensi variabel Niat Menggunakan (4,17) dan Loyalitas Produk (3,76). Serta modul Global dengan nilai 3,8. Yang mana responden penelitian ini adalah masyarakat Kota Palembang. Dari hasil tersebut variabel kemudahan penggunaan memiliki nilai tertinggi dan variabel emosi negatif sebagai nilai terendah.
Validitas Video Tutorial Teknik Dasar Pengolahan Makanan pada Mata Kuliah Dasar Boga Andriani, Cici; Intan Sari, Yolanda
The Indonesian Journal of Computer Science Vol. 12 No. 6 (2023): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i6.3543

Abstract

Mata kuliah dasar boga adalah mata kuliah pratikum, mahasiswa cendrung kesulitan mengikuti pratikum secara baik. Tujuan penelitian yaitu menghasilkan vidio tutorial teknik dasar pengolahan makanan (mayonaise) mata kuliah dasar boga. Mode penelitian yang dipakai percobaan dengan cara Research and Development. Subjek penelitian yaitu mahasiswa Departemen Tata Boga FPP-UNP, mahasiswa yang mengambil mata kuliah dasar boga. Jenis data yang digunakan data primer. Data primer ini diberi masukan oleh dosen ahli. Instrumen penelitian yang digunakan berbentuk Kuesioner. Mode analisis deskriptif digunakan untuk mengambarkan kevalidan video tutorial secara bentuk validasi materi video dan bentuk video sudah dilakukan validasi. Hasil dari validasi isi/materi video tutorial yaitu 0,90 secara kategori benar dan hasil validasi penyajian video tutorial yaitu 0,86 secara kategori benar. Kesimpulan penelitian ialah membuat video tutorial teknik dasar pengolahan makanan (Mayonaise) yang baik dan memadai digunakan untuk mahasiswa yang mengambil mata kuliah Dasar Boga.
Assessing Service Quality in Passport Application Mobile Apps(M-Paspor) and its Influence on User Satisfaction: A Case Study using e-GovQual Yaziji, Warda; Aprilia, Relaci; Sensuse, Dana Indra; Lusa, Sofian; Wibowo, Prasetyo Adi
The Indonesian Journal of Computer Science Vol. 12 No. 6 (2023): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i6.3545

Abstract

Technological advances in this era can support public services to serve the public more quickly and responsively. One of the electronic public services used by citizens in Indonesia is the application for a passport. After launching to the public in early 2022, the mobile app M-Paspor is still experiencing some obstacles. This study aims to get recommendations for government consideration based on public experience as users of the M-Paspor application. This study integrates the e-Govqual model initiated by Papadomichelaki & Mentzas and End User Computing Satisfaction by Doll & Tork Zadeh. Six dimensions are used: ease of use, trust, functionality of the interaction environment, reliability, content and appearance of information, and citizen support. With the questionnaire distributed through social media, we analyzed data from 111 respondents. We conducted an analysis using SmartPLS to validate the survey. The result implied that Citizen Support, Functionality of the Interaction Environment, and Reliability significantly influence End User Computing Satisfaction of M-Paspor users
Differences In Learning Concentration of Students Taught with Whiteboard Animation Media Prasetya, Febri; Yulastri, Asmar; Ganefri; Giatman; Efendi, Hansi; Muskhir, Mukhlidi
The Indonesian Journal of Computer Science Vol. 12 No. 6 (2023): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i6.3547

Abstract

This study originated from the lack of enthusiasm of students following the learning of milling machining in the classroom, because of the many distractions that make it difficult for students to concentrate. The purpose of this study is to determine whether there is a difference in students' learning concentration in the subject of milling machining techniques of vocational high school students when they are taught with whiteboard animation media and textbooks. This research design is a quasi-experiment with post-test only. Based on the researcher's consideration and initial interviews, the subjects of this study were formulated as two classes. The number of students for the experimental class XI TPM 1 (15 people) and the conventional class XI TPM 2 (15 people). The experimental class XI TPM 1 was given whiteboard animation learning media, while the conventional class XI TPM 2 was given conventional learning. To analyze the research data, t-test technique was used. The results of the t-test analysis showed that, compared to the conventional learning method, students learned milling machining techniques with higher concentration.

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