ISSN / EISSN : 2252-3839 / 2549-2403
Published by: SENATIK (10.28989)
Total articles ≅ 188
Latest articles in this journal
Compiler, Volume 10; doi:10.28989/compiler.v10i1.946
Image segmentation is a concept that is often used for object detection. This detection has difficulty detecting objects with backgrounds that have many colors and even have a color similar to the object being detected. This study aims to detect fish using segmentation, namely segmenting fish images using k-means clustering. The segmentation process is processed by improving the image first. The initial process is preprocessing to improve the image. Preprocessing is done twice, before segmentation using k-means and after. Preprocessing stage 1 using resize and reshape. Whereas after k-means is the contrast-limited adaptive histogram equalization. Preprocessing results are segmented using k-means clustering. The K-means concept classifies images using segments between the object and the background (using k = 8). The final step is the morphological process with open and close operations to obtain fish contours using black and white images based on grayscale images from color images. Based on the experimental results, the process can run well, with the ssim value close to 1, which means that image information does not change. Processed objects provide a clear picture of fish objects so that this k-means segmentation can help detect fish objects.
Compiler, Volume 10; doi:10.28989/compiler.v10i1.930
In computer-based learning process, there are communication process that goes between user; students and the sistem. Calculating perimeter of plane figures in edugame is a learning media that can help students to study and play just in the same time. This edugame is intended to help students understanding and calculating the perimeter of various plane figures way easier with the visualization. Source of the data is from primary and secondary datas of 7th Tematic Elementary School book and several journals about the theory of calculating plane figures. The application’s trial is using questionnaire with correspondents of 17 expert users that are elementary school teachers, with the average result 2.8, which is the interval score criteria as ”good”. Meanwhile, the second trial using youtube as a platform has 64 viewers and 16 comments. The average comments by users are ”This application is very useful”.
Compiler, Volume 10, pp 43-50; doi:10.28989/compiler.v10i1.973
Bisma Informatika is one of the educational institutions with Diploma education level in Denpasar that serves certification services for people who want to take certification expertise, especially those engaged in Information and Computer Technology. In order to serve optimally, Bisma Informatika applies registration which can be done by the computerized system so that the participant's data can be stored properly. After observing the use of the system at the time of participant registration, an initial conclusion can be drawn that many data fields cannot be understood by the user so they must ask the officer on duty. The data fields in question such as the choice of certification class are not clear because it does not include the implementation time, the unaccompanied participants who come from the common line (so can not include the student identification numbers), telephone numbers that cannot be entered if they exceed the capacity of the permitted number, and inconsistent field filling instructions. This shows that the usability aspect of the registration system is not being considered properly. This study evaluates the interface design and features of the Bisma Informatika certification registration system by considering the context and user needs. In an effort to find out the context and user needs, a Website Usability Evaluation (WEBUSE) questionnaire was used. The results of the WEBUSE questionnaire showed that the four categories which have a good usability level, only content, organization and readability categories are obtained. Keywords Usability; User Interface; Webuse Full Text: PDF References L. D. Farida, “PENGUKURAN USER EXPERIENCE DENGAN PENDEKATAN USABILITY ( STUDI KASUS : WEBSITE PARIWISATA DI ASIA TENGGARA ),” pp. 6–7, 2016. N. A. H, R. I. Zainal, and Afriyudi, “EVALUASI WEBSITE PEMERINTAH KOTA PRABUMULIH MELALUI PENDEKATAN WEBSITE USABILITY EVALUATION ( WEBUSE ),” J. Ilm. Betrik, vol. 10, no. 01, pp. 1–6, 2019. F. Aziz, Irmawati, D. Riana, J. D. Mulyanto, D. Nurrahman, and M. Tabrani, “Usability Evaluation of the Website Services Using the WEBUSE Method (A Case Study : covid19.go.id),” in Journal of Physics : Conference Series, 2020. H. Simatupang, S. Widowati, and R. R. Riskiana, “Evaluasi Website Dinas Kebudayaan dan Pariwisata Kota Bandung Menggunakan Metode WEBUSE dan Importance-Performance Analysis ( IPA ),” in e-Proceeding of Engineering, 2020, vol. 7, no. 3, pp. 9804–9821. Andiputra and R. Tanamal, “ANALISIS USABILITY MENGGUNAKAN METODE WEBUSE PADA WEBSITE KITABISA.COM,” Bussiness Manag. J., vol. 16, no. 1, pp. 11–15, 2020. I. K. Dewi, Y. T. Mursityo, and R. R. M. Putri, “Analisis Usability Aplikasi Mobile Pemesanan Layanan Taksi Perdana Menggunakan Metode Webuse dan Heuristic Evaluation,” J. Pengemb. Teknol. Inf. dan Ilmu Komput., vol. 2, no. 8, pp. 2909–2918, 2018. T. K. Chiew and S. S. Salim, “Webuse: website usability evaluation tool,” Malaysian J. Comput. Sci., vol. 16, no. 1, pp. 47–57, 2003. N. Oktaviani, “Analisa Website Media Elektronik Di Sumsel Melalui Penerapan Usability Pada Evaluasi Metode Webuse,” in Seminar Nasional Inovasi Teknologi, 2017, pp. 223–230. A. L. Silaen, B. Purwanggono, and W. Budiawan, “PERANCANGAN SISTEM INFORMASI TRACER STUDY DENGAN MENGGUNAKAN FAST (FRAMEWORK FOR APPLICATION SYSTEM TECHNOLOGIES),” Ind. Eng. Online J., vol. 4, no. 3, 2015. A. Farisi, A. Algharizah, P. Studi, S. Informasi, and W. Method, “Penerapan Custom Core System Class pada Pengembangan Sistem Informasi Manajemen Donasi,” JTSI, vol. 1, no. 1, pp. 95–105, 2020. http://dx.doi.org/10.28989/compiler.v10i1.973 Refbacks There are currently no refbacks.
Compiler, Volume 10, pp 27-34; doi:10.28989/compiler.v10i1.972
Transportation has become a human need today, one of which is air transportation, namely airplanes. In order for the aircraft to be used properly and comfortably, it is necessary to carry out routine maintenance, especially before flying. Problems caused by aircraft engines are sometimes small problems that do not require a high level of knowledge. To overcome this, maybe someone who has very basic knowledge of aircraft engines can do it. But sometimes these problems also require a high level of expertise regarding these components so that they require technicians or experts to repair them. Through this application, users can consult the system such as consulting with experts to find out the symptoms that occur on the plane and find solutions to the problems encountered. The expert system built using the Hill Climbing Heuristic method resulted in 72.67% when tested on respondents.
Compiler, Volume 10; doi:10.28989/compiler.v10i1.960
The function of the Adisutjipto-Aerospace Institute of Technology (ITDA) library is to provide borrowing and reimbursement services for books insured by members of the library. The books which increase in number each year occupy a lot of space in the library, it is therefore necessary to study it so that the form of this book is no longer physical but digital or paperless to be able to be stored on a server computer. This form of library is known as a digital library or e-library. The electronic library is a modern library as a place which provides a source of educational information with more convenience and security. The flow in the application is not very different from the flow in the manual library. Security becomes an important part of an application, by limiting network access, accessing PDF documents and implementing PDF Viewer using the PDF.js library by rendering PDF documents on a canvas capable of blocking illegal downloads. Based on the test results, the electronic library application can work properly. The speed of opening a PDF document is influenced by the speed of the server, the content contained in the PDF and the size of the PDF file.
Compiler, Volume 10; doi:10.28989/compiler.v10i1.864
Wasaka Museum is one of the museums in Banjarmasin City. However, the information obtained by visitors at this time is only from short writings near the object of the image, and museum guards cannot accompany visitors to get around. Furthermore, the interest of museum visitors has also decreased due to the unavailability of adequate information, minimal services, and the impact of the COVID-19 pandemic. The purpose of this research is to develop applications using Mobile Augmented Reality Technology as a means of promotion, trying to attract visitors with AR interaction treats, and the form of virtual museum tours. The methodology used is the Agile Development Method with the type of Extreme Programming (XP). Then the A/B Testing Method is used to select the user interface design. Marker-Based Tracking is a method of detecting markers so that 3D objects can appear. The conclusion is that the selected interface design is design B with a percentage of 76.9%, all the features in the application have functioned very well, and the results of the usability evaluation with a percentage of 83.33% have an excellent predicate which means that they can be recommended for further use at the Wasaka Museum Banjarmasin. in the New Normal Era. Keywords Extreme Programming; Mobile Augmented Reality; Tourism Application; Virtual Museum Tour References Vinoto, H., Nasution, H., & Anra, H. (2016). Implementasi Markerless Augmented Reality Sebagai Media Informasi Koleksi Museum Berbasis Android (Studi Kasus : Museum Kalimantan Barat). Jurnal Sistem dan Teknologi Informasi, 4(2), 239-245. Nugraha, I. G. A., Putra, I. K. G. D., & Sukarsa, I. M. (2016). Rancang Bangun Aplikasi Augmented Reality Museum Bali Berbasis Android Studi Kasus Gedung Karangasem dan Gedung Tabanan. Lontar Komputer – Jurnal Ilmiah Teknologi Informasi, 7(2), 93-103. Laswi, A. S., & Aman, A. (2018). Implementasi Augmented Reality pada Museum Batara Guru Kompleks Istana Langkanae Luwu. ILKOM – Jurnal Ilmiah, 10(2), 144-151. Kato, H., Billinghurst, M., Poupyrev, I., Tetsutani, N., & Tachibana, K. (2002). Tangible Augmented Reality for Human Computer Interaction. Journal of the Society for Art and Science, 1(2), 97-104. Kato, H., & Billinghurst, M. (1999). Marker Tracking and HMD Calibration for a Video-based Augmented Reality Conferencing System. In proceeding of the 2nd IEEE and ACM International Workshop on Augmented Reality (IWAR’99), 1-10. Syahidi, A. A., Tolle, H., Supianto, A. A., & Arai, K. (2018). BandoAR: Real-Time Text Based Detection System Using Augmented Reality for Media Translator Banjar Language to Indonesian with Smartphone. In proceeding of the 5th IEEE International Conference on Engineering Technologies and Applied Sciences (ICETAS’18), 1-6. Syahidi, A. A., Tolle, H., Supianto, A. A., & Arai, K. (2020). AR-Child: Analysis, Evaluation, and Effect of Using Augmented Reality as a Learning Media for Preschool Children. In proceeding of the 5th IEEE International Conference on Computing Engineering and Design (ICCED’19), 1-6. Syahidi, A. A., Subandi, & Mohamed, A. (2020). AUTOC-AR: A Car Design and Specification as a Work Safety Guide Based on Augmented Reality Technology. Journal of Technological and Vocational Education, 26(1), 18-25. Subandi, Syahidi, A. A., Joniriadi, & Mohamed, A. (2020). Mobile Augmented Reality Application with Multi-Interaction for Learning Solutions on the Topic of Computer Network Devices (Effectiveness, Interface, and Experience Design). In proceeding of the 3rd IEEE International Conference on Vocational Education and Electrical Engineering (ICVEE’20), 1-6. Pressman, R. S. (2010). Software Engineering A Practitoner’s Approach (Seventh Edition). New York: The McGraw-Hill Companies Inc. Syahidi, A. A., Tolle, H., Supianto, A. A., & Hirashima, T. (2019). Educational Media Design for Learning Basic Programming in Branching Control Structure Material Using Problem-Posing Learning Model. KINETIK: Game Technology, Information System, Computer Network, Computing, Electronics, and Control, 4(4), 325-336. Syahidi, A. A., Supianto, A. A., & Tolle, H. (2019). Design and Implementation of Bekantan Educational Game (BEG) as a Banjar Language Learning Media. International Journal of Interactive Mobile Technologies, 13(03), 108-124. Syahidi, A. A., Tolle, H., Supianto, A. A., & Hirashima, T. (2019). TOLSYASUPI-EduMed: Development of Educational Media Using the Problem-Posing Learning Model for Basic Programming Subjects. Journal of Information Technology and Computer Science, 4(2), 137-155. Lewis, J. R., & Sauro, J. (2017). Revisiting the Factor Structure of the System Usability Scale. Journal of Usability Studies, 12(4), 183-192. http://dx.doi.org/10.28989/compiler.v10i1.864 Refbacks There are currently no refbacks.
Compiler, Volume 9, pp 109-120; doi:10.28989/compiler.v9i2.824
At an event, the event organizer usually requires guest stars as performers. Event organizers often find it difficult to find a guest star that suits their needs for their event. The purpose of this research is to build an e-marketplace application as a web-based decision support system that can be used to find alternative decisions to choose guest stars according to the criteria using product weighting methods. The weighted product method is one of the methods that can be applied to web-based decision support system applications for determining guest stars in e-marketplaces. There are three criteria used to determine guest stars in this e-marketplace, these criteria are the type of show, price and location. As for the alternatives that were tested, there were nine alternatives consisting of guest stars in Yogyakarta. Functionality testing is carried out using the black box method and the result is that all functions and validation buttons on the e-marketplace can function properly. The result of calculation using the weighted product method is the guest star with the highest yield is Frengki Sermadi with a value of 0.135234, while the guest star with the lowest result is Sanggar Titik Dua with a value of 0.083222.Keyword: Decision Support System, Weighted Product, E-marketplace, Guest star, Website. Keywords Decision Support System, Weighted Product, E-marketplace, Guest star, Website. Full Text: PDF (Bahasa Indonesia) References Nugroho, A. S.2016. E-Commerce Teori Dan Implementasi.Ekuilibria.Yogyakarta.  Kardianawati, A., Haryanto, H., & Rosyidah, U. 2016. Implementasi Konsep Appreciative Inquiry Dalam Model Gamifikasi Pada E-Marketplace. In Seminar Riset Teknologi Informasi (SRITI) (pp. 122-127)  Turban, E., Aronson, J. E., & Liang, T. P. (2005). Sistem Pendukung Keputusan dan Sistem Cerdas. Yogyakarta: Andi.  Kusrini, M. K., & Kom, M. 2007. Konsep dan Aplikasi Sistem Pendukung Keputusan. Andi Offset. Yogyakarta  Pujiastuti, A., & Ardiansyah, F. (2019). Decision Support System for The Weaning of Rex Rabbit Using Simple Additive Weighting (SAW) Method. Compiler, 8(1), 71-80.  Honggowibowo, A. S., Pujiastuti, A., & Suryanto, S. (2017). Sistem Pendukung Keputusan Pemilihan Destinasi Wisata Favorit di Propinsi YOGYAKARTA dengan Metode Weighted Product (Wp) Berbasis Android. Compiler, 6(2).  Yoon, K. P., & Hwang, C. L. 1995. Multiple Attribute Decision Making: An Introduction (Vol. 104). Sage publications.  Nofriansyah, D., Kom, S., & Kom, M. 2015. Konsep Data Mining Vs Sistem Pendukung Keputusan. Deepublish.  Kusumadewi, S., Hartati, S., Harjoko, A., & Wardoyo, R. 2006. Fuzzy Multi-Attribute Decision Making (Fuzzy MADM). Graha Ilmu. Yogyakarta  Hartono, J. 2005. Analisis dan Desain Sistem Informasi: Pendekatan Terstruktur Teori Dan Praktek Aplikasi Bisnis. Andi. Yogyakarta http://dx.doi.org/10.28989/compiler.v9i2.824 Refbacks There are currently no refbacks.
Compiler, Volume 9, pp 1-8; doi:10.28989/compiler.v9i2.780
Perceptions about the quality of education are the ability to provide an assessment of the superiority of an educational service that can produce academic and non-academic excellence for students by reffering to input, the process of outcomes and the impact it causes. One of the non-academic service on institutions to users, especially students is a website. One of the vision of educational institutions is to provide service to students electronically through website and be expected that the college website can provide the best possible information to students. This study discusses how to measure the website quality of Adisutjipto College of Tehcnology (STTA) using 3 (three) dimensions; Usability, Information Quality and Service Interaction. This research is a descriptive study with a survey method. The research instrument used a questionnaire. The research subjects were 50 STTA students. The results of the measurement survey which are affected by those three dimensions shows that the quality of the STTA’s website is in the “Medium” category. Keywords Website Quality, Usability, Information Quality, Service Interaction. Full Text: PDF (Bahasa Indonesia) References Sallis, E. (2014). Total quality management in education. Routledge. Rosandich, T. J. (2011). Information technology and sports: looking toward Web 3.0. The Sport Journal, 14(1), 1-13. Dix, A., Dix, A. J., Finlay, J., Abowd, G. D., & Beale, R. (2003). Human-computer interaction. Pearson Education.Arifin, S. R. (2018). Pengukuran kualitas layanan website Universitas Tadulako menggunakan metode WebQual. Register: Jurnal Ilmiah Teknologi Sistem Informasi, 4(2), 125-136.Pearson, M. (2008). Sistem Informasi Manajemen. Salemba. Jakarta, 9. Kothainayaki, S., Sivakumaren, K. S., & Gopalakrishnan, S. (2012). User preferences on university websites: a study. Library Philosophy and Practice, 1. Puspitasari, D., & Widyobroto, B. P. (2013). Kajian Kepuasan Terhadap Website Universitas Airlangga: Studi Komparasi antara Pengguna Internal dan Pengguna Eksternal/Potensial. Under Graduates Thesis. Universitas Gadjah Mada. Taddeo, C., & Barnes, A. (2016). The school website: Facilitating communication engagement and learning. British Journal of Educational Technology, 47(2), 421-436. Abdullah, D., Jayaraman, K., Kamal, S. B. M., & Md Nor, N. (2016). A conceptual model of interactive hotel website: The role of perceived website interactivity and customer perceived value toward website revisit intention. Procedia Economics and Finance, 37(16), 170-175. Nugraheny, D. (2016, November). Analisis User Interface dan User Experience pada Website Sekolah Tinggi Teknologi Adisutjipto Yogyakarta. In Conference SENATIK STT Adisutjipto Yogyakarta (Vol. 2, pp. 183-187). Wijaya, T. (2011). Manajemen kualitas jasa. Jakarta: PT. Indeks, 143. Zeithaml, V. A., Berry, L. L., & Parasuraman, A. (1996). The behavioral consequences of service quality. Journal of marketing, 60(2), 31-46. Muhsin, A., & Zuliestiana, D. A. (2017). Analisis Pengaruh Kualitas Website (Webqual) 4.0 Terhadap Kepuasan Pengguna Bukalapak Di Kota Bandung. eProceedings of Management, 4(3). Barnes, S. J., & Vidgen, R. (2003). Measuring web site quality improvements: a case study of the forum on strategic management knowledge exchange. Industrial management & Data systems. Akbar, P. S., & Usman, H. (2006). Pengantar Statistika Edisi Kedua. Jakarta: PT Bumi Aksara. Suharsimi, A. (2006). Prosedur penelitian suatu pendekatan praktik. Jakarta: Rineka Cipta. Sugiyono, M. P. P. P. K. (2007). Kualitataif dan R&D, Bandung: Alfabeta, 2010. Sugiyono, Metode Penelitian Kuantitatif kualitatif dan R&D Bandung: Alfabeta. BPS. 2017. Jumlah Perguruan Tinggi, mahasiswa dan tenaga edukatif (Negeri dan Swasta ) di Bawah Kementriaan Pendidikan dan Kebudayaan Menurut Provinsi tahun ajaran 2014/2015. https://www.bps.go.id/statictable/2015/09/14/1839/jumlah-perguruan-tinggi-mahasiswa-dan-tenaga-edukatif-negeri-dan-swasta-di-bawah-kementrian-pendidikan-dan-kebudayaan-menurut-provinsi-2013-2014-2014-2015.html Dafid, D., & Novita, D. (2018). Metode WebQual 4.0 Untuk Analisis Kualitas Web Pembelajaran. JTKSI (Jurnal Teknologi Komputer dan Sistem Informasi), 1(2), 17-21.Yodi, Y. (2018). Analisis Kualitas Situs Web Batampos Menggunakan Metode WebQual 4.0. Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi), 2(2), 591-596. http://dx.doi.org/10.28989/compiler.v9i2.780 Refbacks There are currently no refbacks.
Compiler, Volume 9; doi:10.28989/compiler.v9i2.817
Compiler, Volume 9; doi:10.28989/compiler.v9i2.779