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 1,170 Documents
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
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
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
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
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
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
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.
Organizational Culture Factors to Improve Knowledge Sharing Process: A Systematic Literature Review Hidayat, Ilatifah Nur; Hartanto, Adi; Sensuse, Dana Indra
The Indonesian Journal of Computer Science Vol. 12 No. 6 (2023): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i6.3549

Abstract

Knowledge has become a critical aspect and asset of the organization. Thus, to gain benefits from knowledge, organizations must be able to manage that knowledge effectively. One of the processes in knowledge management is knowledge sharing. An important factor in an organization that can influence knowledge sharing is organizational culture. This research was conducted to explore aspects of organizational culture in the knowledge sharing process. This research uses the systematic literature review (SLR) method by Kitchenham to find out what organizational culture can facilitate and hinder the knowledge sharing process. Researchers found 17 journals that were used as sources in compiling a list of organizational cultures that influence knowledge sharing. Based on the research results, it was found that collaboration and top management support aspects are organizational culture factors that can improve the knowledge sharing process. Then, for the knowledge barrier aspect, time constraints were found to be the most frequently discussed factor.
Pengembangan dan Pemanfaatan Aplikasi Literasi Digital Berbasis Android untuk Meningkatkan Kompetensi Mengajar Guru Amir Saleh; Fadhillah Azmi; Achmad Ridwan; M. Khalil Gibran
The Indonesian Journal of Computer Science Vol. 12 No. 6 (2023): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i6.3550

Abstract

Dalam era digital, guru perlu memiliki kompetensi pedagogis, kepribadian, profesional, dan sosial, termasuk kemampuan menggunakan teknologi. Sementara itu, pembelajaran berbasis teknologi di MTs. Al-Hijrah NU Medan belum sepenuhnya dilaksanakan karena berbagai kendala, seperti belum dimanfaatkannya aplikasi literasi digital dengan maksimal. Penelitian ini mengusulkan pengembangan aplikasi literasi digital untuk membantu guru dalam meningkatkan kemampuan mengajar dengan memanfaatkan teknologi dalam pembelajaran. Beberapa kendala yang ada terkait ketersediaan perangkat dan pemahaman guru tentang literasi digital. Pembelajaran literasi digital diperlukan untuk meningkatkan kemampuan guru dalam mengoperasikan teknologi karena hampir semua pembelajaran saat ini menggunakan media digital. Berdasarkan hasil implementasi aplikasi yang telah dikembangkan memperoleh hasil yang cukup baik, dimana memperoleh tingkat kepraktisan produk sebesar 83,13%. Sementara itu, penilaian yang diperoleh dari guru menunjukkan bahwa terdapat peningkatan sebesar 75% pada pengetahuan guru mengenai literasi digital dan peningkatan sebesar 81% pada kemampuan mereka dalam menerapkan literasi digital. Dari hasil perolehan nilai-nilai tersebut menyatakan bahwa pengembangan aplikasi yang dilakukan terbukti efektif dan mampu meningkatkan kemampuan mengajar guru.
Penerapan Fuzzy Logic Untuk Menentukan Laba Penjualan Laptop di PT. XYZ Jufri, Muhammad
The Indonesian Journal of Computer Science Vol. 13 No. 1 (2024): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v13i1.3551

Abstract

Perkembangan teknologi zaman sekarang sangat pesat. Laptop merupakan salah satu teknologi yang berkembang pesat. Laptop – laptop yang ada di pasaran pun terdapat banyak macam, dan laptop sudah menjadi salah satu kebutuhan yang tidak bisa dipisahkan dari kehidupan. Laptop dibutuhkan berbagai kalangan, seperti kalangan siswa – siswi untuk mengerjakan, remaja untuk bermain permainan, menonton video, mencari informasi, dan lain – lain, kalangan pekerja untuk mengerjakan kerjaan kantor. Meningkatnya kebutuhan akan laptop menyebabkan banyaknya transaksi jual beli laptop. Hanya saja selama ini keuntungan dari penjualan laptop di PT XYZ menggunakan cara manual. Untuk itu, dibutuhkan sebuah sistem yang dapat menentukan jumlah keuntungan yang diperoleh dari tiap transaksi penjualan laptop. Dalam penelitian ini penentuan keuntungan penjualan laptop menggunakan logika kabur metode mamdani. Dengan menggunakan sistem ini diharapakan bisa memudahkan PT XYZ menentukan keuntungan penjualan laptop yang lebih akurat. Hasil akhir dari penelitian ini berupa sistem prototype yang bisa menproses masukan berupa harga modal, harga jual, dan kecepatan jual menjadi keluaran berupa keuntungan dari setiap transaksi penjualan laptop yang terjadi
Pengaruh Motivasi dan Pendidikan Kewirausahaan Terhadap Kesiapan Mahasiswa Sebagai Enterpreneurship di Era Globalisasi Pada Mata Kuliah Manajemen Usaha Boga Gusnita, Wiwik; Ganefri; Yulastri, Asmar; Giatman; Muskhir, Mukhlidi; Effendi, Hansi
The Indonesian Journal of Computer Science Vol. 12 No. 6 (2023): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i6.3555

Abstract

D3 Culinary Arts Study Program students are targeted to become graduates who are able to have an entrepreneurial spirit. Basically, building a business requires high motivation to be able to compete with other entrepreneurs. This research aims to see the influence of motivation and entrepreneurship education on students' readiness for entrepreneurship in the Catering Business Management course after completing their studies. The method used in this research is a quantitative descriptive method with correlation studies. The correlation analysis technique in this research uses the product-moment correlation statistical test using interval data with certain conditions. The coefficients table shows that the significance value of the motivation variable (X1) does not have a significant effect on variable Y (student readiness), namely 0.085 > 0.05. Meanwhile, variable X2 (entrepreneurship education) has a significant effect on variable Y (student readiness), namely 0.000 < 0.05. It can be concluded that with entrepreneurship education, students are ready to become entrepreneurs by having knowledge of business production management, knowing procedures, understanding how to produce businesses, and how to develop ideas.

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