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Register: Jurnal Ilmiah Teknologi Sistem Informasi
ISSN : 25030477     EISSN : 25023357     DOI : https://doi.org/10.26594/register
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Register: Scientific Journals of Information System Technology is an international, peer-reviewed journal that publishes the latest research results in Information and Communication Technology (ICT). The journal covers a wide range of topics, including Enterprise Systems, Information Systems Management, Data Acquisition and Information Dissemination, Data Engineering and Business Intelligence, and IT Infrastructure and Security. The journal has been indexed on Scopus (reputated international indexed) and accredited with grade “SINTA 1” by the Director Decree (1438/E5/DT.05.00/2024) as a recognition of its excellent quality in management and publication for international indexed journal.
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Articles 219 Documents
Evaluasi tingkat kebergunaan aplikasi Administrasi Penduduk menggunakan teknik System Usability Scale Ependi, Usman; Putra, Ade; Panjaitan, Febriyanti
Register: Jurnal Ilmiah Teknologi Sistem Informasi Vol 5, No 1 (2019): January-June
Publisher : Information Systems - Universitas Pesantren Tinggi Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1820.848 KB) | DOI: 10.26594/register.v5i1.1412

Abstract

Kebergunaan (usability) adalah salah satu faktor penting dalam sebuah aplikasi. Saat ini, Dinas Pemberdayaan Masyarakat Desa (PMD) Kabupaten Ogan Ilir telah menyediakan aplikasi administrasi penduduk desa sebagai usaha untuk mencapai tertib administrasi, terutama berkaitan dengan data penduduk. Untuk itu, penelitian ini mengusulkan evaluasi tingkat kebergunaan aplikasi dengan teknik System Usability Scale untuk melihat kelayakan aplikasi yang disediakan untuk digunakan. System usability scale memiliki sepuluh pernyataan sebagai instrumen evaluasi dan tiga indikator penilaian, yaitu acceptability, grade scale, dan adjective rating. Masing-masing pernyataan menjadi indikator untuk melihat tingkat kebergunaan aplikasi. Hasil evaluasi menunjukkan bahwa mayoritas responden dapat memanfaatkan aplikasi dengan baik yang dibuktikan dari nilai rerata setiap pernyataan > 3. Selain itu, aplikasi administrasi penduduk desa juga dapat dikategorikan sebagai excellent serta berada pada grade B dengan nilai akhir 88,5.  Usability is one of the most important factors of an application. Currently, the PMD Office of Ogan Ilir District has provided villages with administrative applications as an effort to achieve administration order and boost its effectiveness while analyzing population data. This research evaluates the usability and feasibility levels of applications using the scale system technique. This consists of ten statements as an evaluation instrument with acceptability, grade scale, and adjective rating used as test indicators. The evaluation results shows, that majority of respondents argue that the application is easily proven from the mean score of each statement > 3. In addition, the village administration application is in very good category and it is in grade B with a final score of 88.5.
Penerapan metode Promethee dalam evaluasi kinerja penyuluh pertanian pada Unit Pelaksana Teknis Balai Penyuluh Pertanian Suranti, Dewi
Register: Jurnal Ilmiah Teknologi Sistem Informasi Vol 5, No 1 (2019): January-June
Publisher : Information Systems - Universitas Pesantren Tinggi Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1237.656 KB) | DOI: 10.26594/register.v5i1.1271

Abstract

Unit Pelaksana Teknis Balai Penyuluhan Pertanian (UPT BPP) Sukaraja berupaya untuk meningkatkan kinerja penyuluh pertanian guna meningkatkan kualitas penyuluh, sebab kinerja yang negatif akan membawa perubahan tidak baik terhadap peningkatan hasil pertanian di wilayah binaan UPT BPP Sukaraja. Evaluasi kinerja penyuluh di UPT BPP Sukaraja dilaksanakan setiap tiga bulan dan enam bulan sekali. Selama ini, evaluasi dilakukan secara manual, sehingga kegiatan evaluasi tidak dapat dilaksanakan dengan tepat waktu karena terkendala tenaga kerja yang tidak memadai. Model yang digunakan dalam kajian evaluasi kinerja penyuluh pertanian ini menggunakan motede Promethee (Preference Ranking Organizational Method for Enrichment Evaluation). Metode Promethee dilakukan pertama kali dengan menentukan bobot kualitatif alternatif dari setiap kriteria, menentukan tipe fungsi preferensi, menghitung nilai preferensi antar alternatif, menghitung index preferensi, kemudian menghitung nilai leaving flow, entering flow, dan net flow. Hasil penerapan metode ini menghasilkan komposisi rangking atau peringkat penyuluh pertanian yang baik, yaitu penyuluh dengan inisial Sd dengan nilai net flow 1,31106 dan yang membutuhkan pembinaan adalah penyuluh dengan inisial Sj dan Dm dengan nilai net flow -0,81665 dan -0,51111.  Technical Implementation Unit of the Agricultural Extension Center (UPT BPP) Sukaraja supports to improve the performance of extension agents in order to improve the quality of extension agents, because negative performance will bring changes in bad changes to the increase in agricultural yields in the target areas of UPT BPP Sukaraja. The performance evaluation of instructors at UPT BPP Sukaraja is conducted every three months and every six months. So far, evaluations have been carried out manually, so that evaluation activities cannot be carried out in a timely manner because of constraints on inadequate labor. In order to evaluate instructor's performance, a model namely Promethe (Preference Ranking Organizational Method for Enrichment Evaluation) was used. It was started with identifying certain alternatives and types of preferences function, followed by determining preferences value between alternatives. Afterwards, preferences index, leaving and entering value, and net flows should be calculated. The method produces good ranks of agricultural instructors, with initials Sd and a net flow value of 1.31106. Furthermore, it produces extension agents on initials Sj and Dm with Net flow values of -0.81665 and -0.51111.
Butterfly identification using gray level co-occurrence matrix (glcm) extraction feature and k-nearest neighbor (knn) classification Andrian, Rico; Maharani, Devi; Muhammad, Meizano Ardhi; Junaidi, Akmal
Register: Jurnal Ilmiah Teknologi Sistem Informasi Vol 6, No 1 (2020): January-June (Articles in press 2/7)
Publisher : Information Systems - Universitas Pesantren Tinggi Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2987.634 KB) | DOI: 10.26594/register.v6i1.1602

Abstract

Gita Persada Butterfly Park is the only breeding of engineered in situ butterflies in Indonesia. It is located in Lampung and has approximately 211 species of breeding butterflies. Each species of Butterflies has a different texture on its wings. The Limited ability of the human eye to distinguishing typical textures on butterfly species is the reason for conducting a research on butterfly identification based on pattern recognition. The dataset consists of 600 images of butterfly?s upper wing from six species: Centhosia penthesilea, Papilio memnon, Papilio nephelus, Pachliopta aristolochiae, Papilio peranthus and Troides helena. The pre-processing stage is conducted using scaling, segmentation and grayscale methods. The GLCM method is used to recognize the characteristics of butterfly images using pixel distance  and Angular direction 0o, 45o, 90o and 135o. The features used is angular second moment, contrast, homogeneity and correlation. KNN classification method in this study uses k values1, 3, 5, 7, 9, 11, 13, 15, 17, 19, 21 and 23 based on the Rule of Thumb. The result of this study indicate that Centhosia penthesilea and Papilio nephelus classes can be classified properly compared to the other 4 classes and require a classification time of 2 seconds at each angular orientation. The highest accuracy is 91.1% with a value of  in the angle of 90o and error rate8.9%. Classification error occured because the value of the test data features is more dominant with the value of the training image features in different classes than the supposed class.  Another reason is because of imperfect test data.
Implementasi algoritma Floyd dalam menentukan rute terpendek transportasi pariwisata Rifanti, Utti Marina; Arifwidodo, Bongga
Register: Jurnal Ilmiah Teknologi Sistem Informasi Vol 5, No 2 (2019): July-December
Publisher : Information Systems - Universitas Pesantren Tinggi Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1415.975 KB) | DOI: 10.26594/register.v5i2.1683

Abstract

The implementation of Floyd algorithm in determining the shortest routes for tourism transportationPariwisata merupakan penyumbang kontribusi yang cukup signifikan bagi kemajuan perekonomian suatu daerah. Sarana transportasi umum khusus pariwisata dapat menjadi penyokong kemajuan pariwisata. Sarana transportasi tersebut diperuntukkan bagi para wisatawan yang ingin mengunjungi objek-objek wisata, sehingga mereka dapat melakukan perjalanan wisata dengan mudah, efektif, dan efisien. Dalam pembangunan rute transportasi yang efektif dan efisien, dibutuhkan kontribusi ilmu pengetahuan yang mempelajari hal tersebut, misalnya teori graf. Teori graf mempunyai berbagai aplikasi dalam kehidupan manusia, termasuk bidang transportasi. Salah satu algoritma dalam teori graf yang dapat digunakan untuk mengoptimalkan rute suatu model transportasi adalah algoritma Floyd. Studi kasus dari penelitian ini dilakukan di Kabupaten Banyumas. Penelitian ini bertujuan untuk merancang rute bus wisata yang dapat menjangkau objek-objek wisata di Kabupaten Banyumas dengan rute terpendek menggunakan algoritma Floyd. Hasil penelitian ini diperoleh rute yang dapat dilalui oleh bus wisata agar dapat menempuh jarak terpendek. Perancangan rute transportasi ini diharapkan dapat meningkatkan kunjungan wisatawan ke Kabupaten Banyumas, baik wisatawan asing maupun wisatawan nusantara. Tourism is a significant contributor to the development of the regional economy. Public transportation specially designed for tourism may well support the development of tourism. Such means of transportation is designed for tourists who would like to visit tourism objects so that they can travel easily, effectively, and efficiently. In developing effective and efficient transportation routes, the contribution of science, such as graph theory, is necessary. Graph theory has been applied in various fields of human life, including in the field of transportation. One of the algorithms in the graph theory that can be used to optimize the route of a transportation model is Floyd algorithm. This research was a case study in Banyumas Regency. It was aimed at designing tour bus routes heading for the tourism objects in Banyumas Regency by displaying the shortest routes using Floyd algorithm. Through this research, it was obtained the shortest routes that could be traveled by tour buses. The routes were expected to increase the number of visitors, both foreign and domestic tourists, to Banyumas Regency.
Pengenalan alat musik tradisional Bangka dengan Marker-Based Augmented Reality Juniawan, Fransiskus Panca; Sylfania, Dwi Yuny; Pradana, Harrizki Arie; Laurentinus, Laurentinus
Register: Jurnal Ilmiah Teknologi Sistem Informasi Vol 5, No 2 (2019): July-December
Publisher : Information Systems - Universitas Pesantren Tinggi Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2408.504 KB) | DOI: 10.26594/register.v5i2.1498

Abstract

Dengan berkembangnya teknologi, kesadaran akan pentingnya alat musik tradisional menjadi berkurang. Demikian juga dengan alat musik tradisional Bangka yang mulai kehilangan popularitasnya. Kondisi saat ini, para remaja di Bangka kebanyakan tidak dapat memainkan alat musik tradisionalnya. Begitu juga dengan anak-anak yang belum mengetahui dan bahkan tidak mengenal alat musik tradisional daerah mereka. Jika kondisi ini dibiarkan, dikhawatirkan keberadaan alat musik tradisional Bangka akan hilang, begitu juga dengan sumber daya manusia yang dapat memainkannya. Untuk menghindari hal tersebut, dibuatlah aplikasi pengenalan alat musik tradisional Bangka menggunakan Augmented Reality (AR). AR dipilih karena dapat memberikan gambaran alat musik secara real time dalam bentuk 3D sesuai dengan pergerakan kamera smartphone yang dinamis. Empat objek 3D alat musik yakni dambus, rebab, rebanatamborin, dan gong yang dibuat menggunakan Autodesk Maya. AR yang dibangun menggunakan metode berbasis marker. Metode ini dipilih agar lebih mudah digunakan oleh pengguna yang mayoritasnya adalah anak-anak. Selain itu, kelebihan metode ini memiliki tingkat akurasi posisi yang sangat tinggi. Unity sebagai engine untuk penerapan AR 3D modelling pada sistem Android dan Vuforia SDK sebagai engine pembentuk marker augmented reality. Pengujian fungsional memiliki hasil 100% dengan sistem yang berjalan baik. Hasil pengujian kinerja deteksi objek AR berdasarkan intensitas cahaya diketahui bahwa smartphone yang memiliki dua kamera di bagian belakang dapat mendeteksi objek dengan intensitas cahaya 0 Lux pada malam hari dengan kondisi gelap, sedangkan yang hanya memiliki satu kamera tidak dapat mendeteksi objek. Pengujian warna marker mendapatkan hasil modifikasi warna marker pink, kuning, dan hitam yang masih memungkinkan untuk pendeteksian objek, walaupun objek yang tampil tidak stabil. Dari pengujian kertas marker diketahui bahwa jenis kertas tidak berpengaruh terhadap pendeteksian objek. Pengujian beta dilakukan dengan cara membagikan kuesioner terkait pengalaman pengguna dalam penggunaan sistem. Hasil survei diketahui pengguna merasa sangat setuju dengan nilai sebesar 80%, bahwa penggunaan sistem dapat membantu mereka dalam mengenal alat musik tradisional Bangka.   With the incessant development of technology, awareness on the importance of traditional musical instruments has declined. Similarly, teenagers living in Bangka no longer play their traditional musical instruments, and children are not exposed to their cultural heritage. However, if this continues, it is feared that the existence of traditional Bangka musical instruments will soon go extinct. To avoid this, researchers have proposed an application to identify this media using Augmented Reality (AR). This technique was chosen due to its ability to provide visuals of musical instruments in real time using 3D models in accordance with the dynamic movement of smartphone cameras. This comprises of four 3D objects namely dambus, rebab, rebanatamborin, and gong, which were designed and developed using Autodesk Maya. AR is built using marker-based methods, which was chosen for easy use because majority of its users are children, and its high level of accuracy. Unity was utilized as an engine for its implementation in the Android system, and Vuforia SDK as augmented reality marker-builder engine. Functional testing showed 100% results which means that the system is running well. From the results of the AR object detection performance test based on light intensity it is known that a smartphone with two cameras in the backside has the ability to detect objects with a light intensity of 0 Lux in dark rooms, while the other smartphone with one camera failed to detect the objects. Color testing obtained a modification of marker colors comprising of pink, yellow, and black which are still able to detect objects, although not stable. The paper test marker has no effect on object detection. Beta testing questionnaires were used to obtain information related to user experience. From the survey results, it is known that users strongly agree (80%) that the use of the system helps them to recognize traditional Bangka musical instruments.
Faktor-faktor kematangan implementasi e-government yang berorientasi kepada masyarakat Wulansari, Anita; Inayati, Immah
Register: Jurnal Ilmiah Teknologi Sistem Informasi Vol 5, No 1 (2019): January-June
Publisher : Information Systems - Universitas Pesantren Tinggi Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1195.085 KB) | DOI: 10.26594/register.v5i1.1288

Abstract

Masyarakat merupakan pemegang kepentingan utama dalam penyelenggaraan e-government. Namun demikian, dalam konteks penelitian e-government, orientasi terhadap masyarakat masih belum banyak dieksploitasi karena sebagian besar proyek e-government hanya mentransformasi layanan dan informasi yang semula masih tradisional menjadi menggunakan teknologi. Model-model penilaian kematangan e-government yang sudah ada pun sebagian besar hanya mengukur kemampuan teknologi e-government. Oleh karena itu, perlu dikembangkan penilaian kematangan e-government yang menempatkan masyarakat sebagai fokus utamanya. Faktor-faktor kematangan didapatkan melalui pendekatan penelitian kualitatif grounded theory. Objek penelitian adalah layanan e-health dan Surabaya Single Window (SSW). Hasil penelitian menunjukkan ada tiga faktor yang diukur dalam penentuan kematangan e-government yang berorientasi kepada masyarakat, yaitu lembaga, interaksi, dan layanan online. Model ini diharapkan dapat digunakan sebagai alternatif alat penilaian implementasi e-government yang lebih komprehensif karena mengukur dari tiga sisi, yaitu lembaga pemerintah, interaksi pegawai pemerintah dengan masyarakat, dan layanan e-government yang disediakan. Society is responsible for implementing e-government. Nevertheless, the context of research on e-government, orientation to society has not been exploited due to numerous projects which are only transformed service and information from previous traditional users to technology. Most of existing models of e-government was only used to determine the ability of the government. Therefore, it is necessary to develop maturity assessment of e-government placing society as major focus. Its factors are derivable from qualitative research approach of ground theory. The objects of research were e-health and Surabaya Single Window (SSW) services. The results of the study indicate that there were three factors measured in determining maturity of e-government oriented to society; the factors are institution, interaction and online services. This model could be used as more comprehensive alternative to assessment tool of e-government implementation because it measured three aspects, namely, institution, interaction of employees and provided e-government services.
INTEGRATION OF EUCS VARIABLES INTO DELONE AND MCLEAN MODELS FOR E-GOVERNMENT EVALUATION: CONCEPTUAL MODELS Sorongan, Erick; Hidayati, Qory
Register: Jurnal Ilmiah Teknologi Sistem Informasi Vol 6, No 1 (2020): January-June (Articles In progress 4/7)
Publisher : Information Systems - Universitas Pesantren Tinggi Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26594/register.v6i1.1608

Abstract

This research was based on the modification of the DeLone and McLean information systems models by adding end-user computing satisfaction variables to determine the success factors for e-government systems. This model was adopted due to the aim of this study to investigate the factors responsible for the successful implementation of e-government by bringing it closer to public value. However, while the DeLone and McLean models focus more on the information system approach, the model proposed was on the premise that system quality (SQ), information quality (IQ), content (CO) and format (FO) are determinants of e-government system user satisfaction. Furthermore, the net benefits through a five-dimensional public value determinants were used to evaluate e-government websites from a community perspective. Responses from 150 communities were analyzed by smart PLS 3.0 using structural equation models to examine the relationship between the constructs of the proposed model. This study contributes to the research gap in adopting DeLone and McLean's model in the e-government due to the limitation in its validation for different contexts. The results support the effect of content variables on user satisfaction and simultaneously prove that it is possible to explain net benefits, with an r-squared value of 69.1%, using the variables in the proposed model. The five dimensions of public value adopted all proved to have a positive influence with a confidence level of 95%. The level of construct significance identified is able to help in the formulation of strategies to improve e-government services.
COMMUNITY DETECTION IN TWITTER BASED ON TWEETS SIMILARITIES IN INDONESIAN USING COSINE SIMILARITY AND LOUVAIN ALGORITHMS Irsyad, Akhmad; Rakhmawati, Nur Aini
Register: Jurnal Ilmiah Teknologi Sistem Informasi Vol 6, No 1 (2020): January-June (Articles In progress 4/7)
Publisher : Information Systems - Universitas Pesantren Tinggi Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26594/register.v6i1.1595

Abstract

Twitter is now considered as one of the fastest and most popular communication media and is often used to track current events or news. Many tweets tend to contain semantically identical information. When following an activity or news, sometimes in tweeting people do it in groups. Therefore, it is necessary to have a useful technique for grouping users based on the tweets similarities. In this study, cosine similarity method is used to examine the similarity of tweets between accounts, and a graph-based approach is proposed to detect communities. Graphs are first depicted from similarities between tweets and next community detection techniques are applied in graphs to group accounts that have similar tweets. The reason for using these two methods is that compared to other methods, the accuracy of cosine similarity is higher while Louvain can result a better modularity. From this research, it was concluded that cosine similarity and Louvain algorithm could be used in community detection on social media.
MULTI-PARENT ORDER CROSSOVER MECHANISM OF GENETIC ALGORITHM FOR MINIMIZING VIOLATION OF SOFT CONSTRAINT ON COURSE TIMETABLING PROBLEM Fajrin, Ahmad Miftah; Fatichah, Chastine
Register: Jurnal Ilmiah Teknologi Sistem Informasi Vol 6, No 1 (2020): January-June
Publisher : Information Systems - Universitas Pesantren Tinggi Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26594/register.v6i1.1663

Abstract

A crossover operator is one of the critical procedures in genetic algorithms. It creates a new chromosome from the mating result to an extensive search space. In the course timetabling problem, the quality of the solution is evaluated based on the hard and soft constraints. The hard constraints need to be satisfied without violation while the soft constraints allow violation. In this research, a multi-parent crossover mechanism is used to modify the classical crossover and minimize the violation of soft constraints, in order to produce the right solution. Multi-parent order crossover mechanism tends to produce better chromosome and also prevent the genetic algorithm from being trapped in a local optimum. The experiment with 21 datasets shows that the multi-parent order crossover mechanism provides a better performance and fitness value than the classical with a zero fitness value or no violation occurred. It is noteworthy that the proposed method is effective to produce available course timetabling.
FACILITATING EDUCATIONAL CONTENTS OF DIFFERENT SUBJECTS WITH CONTEXT-AGNOSTIC EDUCATIONAL GAME: A PILOT CASE STUDY Atmaja, Pratama Wirya; Muttaqin, Faisal; Sugiarto, Sugiarto
Register: Jurnal Ilmiah Teknologi Sistem Informasi Vol 6, No 1 (2020): January-June
Publisher : Information Systems - Universitas Pesantren Tinggi Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26594/register.v6i1.1726

Abstract

Educational games are increasingly popular and successful in facilitating various subjects and educational topics. Developing the games are often costly as the developers need to develop specific game content to facilitate each different educational content. One solution to the cost problem is the context-agnostic approach, which allows a game to facilitate educational contents of different subjects or educational topics with zero or minimal modifications to its game content. However, researches on the approach are still scarce, including those aimed at examining real-world applications of the approach. This case study was intended to fill the research gap by examining the application of a context-agnostic educational platformer game in a higher education scenario. The game was used to present educational contents of binary number system and ASCII codes, where both are taught in Informatics Engineering Department. The game was context-agnostic because it was able to flexibly assign educational content elements to various objects in its gameplay. Activity Theory-based Model of Serious Games (ATMSG) was used to guide the design of our educational game. The experiment was conducted with the participation of 60 first-year students of Informatics Engineering Department. The results show that the game can facilitate a more fun and engaging class session for the two educational topics without requiring any changes to the game content. The implication of the results and the implementation complexity of the context-agnostic approach are also discussed.

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