cover
Contact Name
Wawan Gunawan
Contact Email
wawan.gunawan@mercubuana.ac.id
Phone
+6282126992470
Journal Mail Official
format@mercubuana.ac.id
Editorial Address
Format : Jurnal Ilmiah Teknik Informatika, Fakultas Ilmu Komputer Universitas Mercu Buana, Jl. Raya Meruya Selatan, Kembangan, Jakarta 11650 Tlp./Fax: +62215840816
Location
Kota adm. jakarta barat,
Dki jakarta
INDONESIA
Format : Jurnal Imiah Teknik Informatika
ISSN : 20895615     EISSN : 27227162     DOI : http://doi.org/10.22441/format
Core Subject : Science,
Format : Jurnal Ilmiah Teknik Informatika merupakan jurnal peer-review yang berasal dari hasil-hasil penelitian dan kajian ilmiah di bidang Ilmu Komputer khususnya Informatika. Cakupan naskah artikel yang dapat dipublikasikan difokukuskan pada bidang berikut (namun tidak terbatas): ICT, Rekayasa Perangkat Lunak, Sistem Informasi Geografis, Data mining and Big Data, Komunikasi Data, Mobile Computing, Kesercasan Buatan, E-Learning, Multimedia and Pengolahan Gambar, Sistem Keamanan dan Basisdata, IOT, dan Jaringan Komputer. Format : Jurnal Ilmiah Teknik Informatika diterbitkan oleh Program Studi Informatika, Universitas Mercu Buana Jakarta. Periode penerbitan adalah setahun dua kali, yaitu pada bulan Januari dan bulan Juli.
Articles 10 Documents
Search results for , issue "Vol 13, No 1 (2024)" : 10 Documents clear
Komparasi Algoritma Topic Modelling LDA VS LSA Pada Berita Detikcom Al Izzi, Ahmad Kemal; Pratama, Rakadian Audiga
FORMAT Vol 13, No 1 (2024)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/format.2024.v13.i1.005

Abstract

This research focuses on the process of applying Topic Modeling by comparing the Latent Semantic Analysis (LSA) and Latent Dirichlet Allocation (LDA) models on news tweet data taken from the Detikcom account. The process begins by crawling data over a one year period, starting from December 9, 2022 to December 9, 2023, resulting in 958 rows of data. Data pre-processing includes steps such as case folding, tokenization, stopwords removal, and stemming. After pre-processing, a bag of words process is carried out to calculate the frequency of word occurrences in each document. The number of word occurrence frequencies is used as a reference in creating LSA and LDA models. Each model has 8 topics, 10 iterations, and 42 random states. Topic production is carried out based on keywords that appear in the modeling results. Evaluation of the two models is carried out by measuring topic coherence or topic coherence using the c_v value. The LSA model shows a coherence value of 0.5, while the LDA model has a coherence value of 0.45. The evaluation results show that in this case, the LSA model has better performance than the LDA model based on the topic coherence value. As a suggestion for further research, researchers are expected to consider the use of other cases for topic modeling and other exploration models in Topic Modeling such as OCTIS. This can expand understanding of the performance of the Topic Modeling algorithm on X news data.
WEB-BASED APPLICATION DESIGN FOR ADOPTION OF ABANDONED PETS Nauli, Sukarno Bahat; Kusumawati, Kiki; Sitorus, Hernalom; Chafid, Nurul; Panjaitan, Bosar; Rahmatina, Izazih
FORMAT Vol 13, No 1 (2024)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/format.2024.v13.i1.010

Abstract

Abstract :This research is action research or also known as action research. Pejaten shelter is an organization engaged in the rescue of abandoned animals in the special area of the capital city of Jakarta and its surroundings. Abandoned animals accommodated in this place are dogs and cats. The number of adopted animals available reaches 1700-2000 animals. So far, the adoption process is still relatively difficult, namely by going through the stages directly and disseminating information only through the Instagram platform. then the shelter pejaten still uses routine reports on animals that have been adopted manually. Therefore the purpose of this research is to develop a web-based application that helps animal adopters to find animals for adoption, as well as helping adoption animal providers to disseminate animal adoption information, take care of online adoption needs, and facilitate the administration of animal adoption administration. The research method is divided into data collection methods, design methods, development methods, and evaluation methods. Data collection methods are in the form of surveys, interviews, observations, literature studies, and analysis of similar applications. The design method is divided into User Interface design methods and system design methods. The development method applied is the waterfall method which is divided into Requirement analysis, design, implementation, Testing, Maintenance. The results of the research are in the form of a web-based application that makes it easier for adopters and providers of adopted animals to find and disseminate information on animal adoption effectively, as well as to facilitate the management of online adoption and administration of animals.Keywords : application, adoption animal, design, waterfall
Pengaruh Aplikasi CapCut: Menyelami Kreativitas dengan Ragam Template Video yang Memukau pada Generasi Z Sekaringtyas, Fia Wahyu; Djuniadi, Djuniadi; Hastawan, Ahmad Fashiha
FORMAT Vol 13, No 1 (2024)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/format.2024.v13.i1.002

Abstract

Technology, especially video editing apps like CapCut, has become an integral part of Generation Z's life in the digital age. CapCut provides intuitive features and a variety of templates to create engaging video content without the need for complex editing skills. In interviews with Generation Z students, CapCut's key features such as crop, speed, audio, text, transitions, filters, overlays, and templates were found to be attractive and supportive in the creative process. Nonetheless, there is a need to continue developing the app by adding more template options and providing greater flexibility for users in customizing content. Thus, CapCut can continue to be a relevant and effective tool for Generation Z in expressing themselves in the ever-evolving digital era.
Klasifikasi Kematangan Buah Pepaya Berdasarkan Fitur Warna Menggunakan Metode SVM Hafiizah, Nur; Saputra, Rizal Adi
FORMAT Vol 13, No 1 (2024)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/format.2024.v13.i1.006

Abstract

This research aims to develop a method for identifying the ripeness level of papaya based on color features using the Support Vector Machine (SVM) algorithm. In the introduction, it is emphasized that generally, the color changes in papaya skin serve as the primary indicator of ripeness, but the accuracy of human observations in distinguishing colors can sometimes be suboptimal. Therefore, this study focuses on utilizing the SVM algorithm, particularly recognized for its excellent classification capabilities, especially in image processing and classification.The initial step in the research method involves a literature review to gather the latest information on fruit ripeness classification, with a specific emphasis on color features. The subsequent steps include formulating problems and hypotheses to determine whether color-based classification methods, particularly SVM, can effectively classify papaya ripeness levels. The design and implementation phase encompass capturing papaya images using a smartphone camera, converting the images from RGB to LAB, and extracting color features using a multi-level SVM. Testing and evaluation are then conducted to assess the system's accuracy.The implementation results indicate an accuracy rate of 96%, categorizing papayas into three classifications: mature, partially mature, and immature. Evaluation metrics such as precision, recall, and F1-score provide in-depth insights into the system's performance, demonstrating SVM's capability in identifying papaya ripeness levels. In conclusion, this research successfully applies SVM as an effective method for classifying papaya ripeness based on color features, contributing to the development of an accurate and reliable automated system for fruit ripeness identification.
Studi Tentang Algoritma C5.0 Dalam Memprediksi Kepatuhan Nasabah Dalam Membayar Pajak Pertambahan Nilai Aprihartha, Moch Anjas; Husniyadi, M.; Alam, Taufik Nur
FORMAT Vol 13, No 1 (2024)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/format.2024.v13.i1.001

Abstract

Data mining is the process of extracting valuable patterns, information, and knowledge from large data sets. Data mining has an important role in identifying and minimizing risks in various lives. One of the algorithms of data mining is the decision tree type C5.0. The C5.0 algorithm is an algorithm used to solve classification problems. The C5.0 method can be applied in various sectors such as the taxation sector. Paying taxes is an obligation by an individual or entity paid to the State. The value added tax is the highest contributory tax because it is collected several times to companies. Factors that affect customer compliance in paying value added tax are income, entity form, and reporting status. This study aims to predict public compliance in paying value added tax using the C5.0 method. This research aims to produce a classification model that can be a potential solution for dealing with prediction problems in customer compliance with paying taxes. The results of the study obtained an average accuracy of the C5.0 model of 66,5%. Based on this accuracy value, the model can be categorized as still weak in predicting the status of value added tax payments.
RANCANG BANGUN DIGITAL LEARNING SYSTEM (DLS) BERBASIS GAMIFIKASI MENGGUNAKAN METODE GAME DEVELOPMENT LIFE CYCLE (GDLC) Putra, Rocky Ardiansyah Yudistira; Mashuri, Chamdan
FORMAT Vol 13, No 1 (2024)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/format.2024.v13.i1.007

Abstract

Digital education is one of the important components in the implementation of the Independent Curriculum in Indonesia. However, the main challenge arises when elementary school students tend to spend more time playing than studying. To overcome this, the development of a gamification-based Digital Learning System (DLS) can be an effective solution. DLS allows students to learn independently and interactively with the support of digital technology, while gamification offers game elements that make the learning process more interesting and enjoyable. In English learning, gamification-based DLS helps students develop vocabulary, grammar, and communication skills in a fun and structured way. Through the application of challenges, rewards, and levels, students are invited to be actively involved in learning, increasing their motivation and learning outcomes. This DLS is not only relevant to the needs of elementary school children who like games, but also supports the achievement of the objectives of the Independent Curriculum, which focuses on flexibility and contextualization of education. This abstract highlights the importance of gamification-based DLS as an interesting and effective English learning innovation for elementary school students in the digital era.
MENGELOMPOKKAN REMAJA BERDASARKAN NILAI IMT (INDEX MASA TUBUH) MENGGUNAKAN ALGORITMA K - MEANS Pratiwi, Elsa
FORMAT Vol 13, No 1 (2024)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/format.2024.v13.i1.003

Abstract

According to the Indonesian Minister of Health in 2010, the age limit for adolescents is between 10 to 19 years old and unmarried. Meanwhile, according to BKKBN, the age limit for adolescents is 10 – 21 years old (Ministry of Health, 2010). [1]. The purpose of the study is to produce a grouping of BMI values in adolescent posyandu in the UPTD Pengaringan Health Center and adolescent posyandu in the UPTD Pengaringan Health Center. Based on observations to the research places of the UPTD Pengaringan Inpatient Health Center and the Youth Posyandu in the area of the UPTD Pengaringan Inpatient Health Center. Where to determine BMI is still calculated by excel and the data has not been neatly arranged. So that it is not possible to accurately measure the grouping of body mass status in adolescents, to group the BMI (Body Mass Index) of adolescents still have to search and recalculate the data according to needs, this takes a long time and risks inaccuracy. This research uses the K-means algorithm, the classification method using data mining and for testing using ...Keywoard: IMT, K – means, Data mining, Rafid minner, Google colab
PENINGKATAN PERFORMA JARINGAN DATA CENTER DENGAN SOFTWARE-DEFINED NETWORK (SDN) CISCO ACI (Studi Kasus : PT XYZ) Sulistyo, Febryo Ponco
FORMAT Vol 13, No 1 (2024)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/format.2024.v13.i1.008

Abstract

The rapid growth of data-intensive applications and the increasing demand for real-time data processing have placed significant pressure on traditional data center architectures. To address the challenges of scalability, agility, and efficient resource utilization, Software-Defined Networking (SDN) has emerged as a transformative technology. One prominent SDN solution in the market is Cisco Application Centric Infrastructure (ACI), which offers a comprehensive and programmable approach to data center networking. This research aims to investigate the impact of utilizing SDN Cisco ACI in enhancing data center performance. The study focuses on exploring the key features and functionalities of SDN Cisco ACI, its ability to optimize network resource allocation, and its impact on improving data center performance metrics such as latency, bandwidth utilization, and scalability.
Media Pencarian Tempat Persewaan Kendaraan Area Bandara Yogyakarta International Airport (YIA) Aryanto, Salam; Pinandhita, Lazuardy Rahendra
FORMAT Vol 13, No 1 (2024)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/format.2024.v13.i1.004

Abstract

Yogyakarta International Airport (YIA) is one of the new airports located in Kulonprogo Regency. Access to the airport is still relatively difficult to reach by public transportation. An informative application is needed to assist prospective passengers in providing information. Therefore, an application based on artificial intelligence is made that is able to provide information and recommendations for vehicle rental places according to the vehicles that people want to use. This application will make it easier for visitors to take sightseeing trips to the area around the Yogyakarta International Airport (YIA) airport. This application utilizes the Simple Hill Climbing method, in utilizing the Simple Hill Climbing method the community will get information on the distance from the airport to the nearest to the furthest vehicle rental place. In the test results using the Black Box method goes according to the main design of the application and based on community assessments it shows that it is very effective to use with a success rate of 90% from the community's assessment as users.
Game Visual Novel Edukasi Dengan Algoritma Fuzzy Mamdani Setiawan, Jodi; Danuputri, Chyquitha; Hakim, Lukman
FORMAT Vol 13, No 1 (2024)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/format.2024.v13.i1.009

Abstract

Lack of interest in learning is one of the obstacles experienced by students that can affect learning power and cause students' ability to capture learning material to be hampered. Calculus is one of the subjects that is considered quite difficult due to the lack of interest in learning and the lack of basic knowledge of this course. Visual novel is a game genre that focuses on the interaction between characters and the story of the game in which it is possible for branching of stories to occur and also mini games which in this study use quizzes. Fuzzy Mamdani algorithm that can change input parameters in the form of fuzzy values into a solution can be applied to visual novels to determine the route of the story in the game. The development of the game using Multimedia Development Life Cycle (MDLC) and is made using the Unity game engine. The implementation of the fuzzy Mamdani algorithm to determine the route of the game is implemented in two parts, calculating the final value of the chapter with the parameters obtained when the user takes the quiz – the number of correct answers and processing time to determine the storyline at the end of the chapter –  and determination of the final value of the game –   using parameters of the average value of chapter result and accumulation of additional questions that can be answered correctly by the user. The comapred results between manual and program calculation shows the same result.

Page 1 of 1 | Total Record : 10