https://journal.sekawan-org.id/index.php/jtim/issue/feedJTIM : Jurnal Teknologi Informasi dan Multimedia2024-11-19T04:50:48+00:00Syahroni Hidayatjtim.sekawan@gmail.comOpen Journal Systems<p><strong>Jurnal Teknologi Informasi dan Multimedia</strong> <strong>(JTIM)</strong> is a scientific journal in computers that contains research results and literature studies. It managed by Research and Development Center (PUSLITBANG) Sekawan Institute Nusa Tenggara, Mataram, NTB. This journal is managed by lecturers and practitioners from various University backgrounds in Indonesia, especially Mataram, NTB. JTIM is published 4 (four) times a year, namely every May, August, November and February.</p>https://journal.sekawan-org.id/index.php/jtim/article/view/540Arsitektur Sistem Informasi Rehabilitasi dan Rekonstruksi Rumah Terkena Dampak Gempa Menggunakan Framework Togaf2024-09-10T15:49:34+00:00Sirajunnasihin Sirajunnasihinsirajunnasihin@politeknikmfh.ac.idHendra Setiawanhendra.goocount@gmail.com<p>The study focuses on the impact of the 2018 earthquake in the Province of West Nusa Tenggara, particularly the extensive damage to hundreds of thousands of houses. It aims to assess the initial phase of post-earthquake housing rehabilitation and reconstruction activities and seeks to enhance their efficiency and effectiveness. One of the main issues identified is the absence of an integrated information system to facilitate data management and coordination among relevant agencies, often leading to errors and delays in implementing activities. To address this, the research utilizes the TOGAF ADM Framework as an architectural design method, providing detailed guidelines for creating a flexible and adaptable information system architecture. Data is collected through in-terviews, document studies, and literature reviews. The research delves into the vision and mis-sion, regulations, and guidelines pertaining to the rehabilitation and reconstruction process, as well as an analysis of the current business processes and assets owned by the BPBD of the Province of West Nusa Tenggara. The expected outcome is the development of an information system ar-chitecture that can overcome obstacles in rehabilitation and reconstruction activities, resulting in a more effective and efficient process. Moreover, it aims to enhance coordination and resource uti-lization. Ultimately, the study concludes that implementing a TOGAF ADM-based information system architecture can offer a comprehensive solution to the challenges encountered in post-earthquake housing rehabilitation and reconstruction. This resulting integrated and opti-mized system is expected to serve as a valuable reference for relevant agencies in other provinces facing similar situations in the future.</p>2024-09-03T06:35:17+00:00Copyright (c) 2024 Sirajunnasihin Sirajunnasihin, Hendra Setiawanhttps://journal.sekawan-org.id/index.php/jtim/article/view/564Sistem Manajemen Kepegawaian dan Pencatatan Pekerja Migran Indonesia di BP3MI Riau dengan Metode Prototipe2024-09-10T15:49:30+00:00MHD Anwarmhdanware1@gmail.comMuhammad Ihsan Zulihsan@pcr.ac.id<p>Balai Pelayanan Pelindungan Pekerja Migran Indonesia (BP3MI) Riau, a government agency dedicated to protecting Indonesian migrant workers. The agency faces challenges with its unstructured and inefficient data management system. The use of Microsoft Excel for documenting the data of Indonesian Migrant Workers (PMI) and employees at BP3MI Riau is prone to data entry errors, time inefficiencies, unstructured data, potential damage, limited access, restricted analysis, difficulties in tracking changes, and a high risk of data loss. To address these issues, research was conducted to develop a more effective employee management and PMI data recording system using the prototype method. This method emphasizes user collaboration in understanding system requirements, resulting in practical solutions. The prototype method stages include user requirements gathering, designing input, process, and output needs, followed by rapid UML model design, program code implementation, and finally, testing. The system development results show that users have a very positive impression from the usability testing, achieving a score of 97.76%. This indicates the effectiveness of the prototype. The system significantly improves manual methods, enhancing the efficiency, accuracy, and accessibility of data at BP3MI Riau, and lays the foundation for future advancements with greater integration and automation prospects in BP3MI Riau's operations.</p>2024-09-03T06:35:44+00:00Copyright (c) 2024 MHD Anwar, Muhammad Ihsan Zulhttps://journal.sekawan-org.id/index.php/jtim/article/view/586Implementasi Metode Waterfall untuk Membuat Antarmuka pada Aplikasi Koperasi Simpan Pinjam Berbasis Mobile2024-09-10T15:49:25+00:00I Made Yadi Dharmamadeyadi81@gmail.comI Putu Hariyadiputu.hariyadi@universitasbumigora.ac.idAhmat Adilahmat.adil@universitasbumigora.ac.idHeroe Santosoheroe.santoso@universitasbumigora.ac.id<p>Current technological developments have penetrated various sectors of human daily activities, almost every human activity is supported by technology that functions to facilitate the completion of work, starting from things that seem trivial to quite complicated work. Therefore, Banjar Tri Parartha residents who have a business unit in the form of a savings and loan cooperative with funds from member contributions, run it by carrying out cooperative principles to help the economic movement of its citizens based on the principle of family. At this time the process of recording, calculating to the reporting process is still done conventionally, so that cooperative administrators are quite busy every time they make an accountability report that is carried out every year. By running the analysis and design process in the application creation stage using the waterfall method. So in the interface design it is adjusted to what is needed by the cooperative. It is hoped that this research can be a reference in making applications as the next stage. By using the application design starting from the recording stage, processing calculations and presenting reports, it is hoped that all stakeholders will find it easier to monitor and obtain cooperative financial information, so that the transparency of cooperative funds can provide certainty for its members.</p>2024-09-07T03:06:06+00:00Copyright (c) 2024 I Made Yadi Dharma, I Putu Hariyadi, Ahmat Adil, Heroe Santosohttps://journal.sekawan-org.id/index.php/jtim/article/view/452Implementasi Internet of Things pada Otomasi Pemberian Pakan Ayam Ras Petelur 2024-09-10T15:49:22+00:00Lukie Perdanasarilukieperdanasari@polije.ac.idBety Etikasaribety.etikasari@polije.ac.idTrismayanti Dwi Puspitasaritrismayanti@polije.ac.idRatih Ayuninghemiratihayuninghemi@polije.ac.id<p>Adequate nutrition affects the quality and quantity of egg production which has an impact on the profitability of laying hen breeders. Rizqie Farms experienced problems with the management of feeding laying hens, when the rainy season and open cage conditions made feeding irregular. It is important to be disciplined in feeding layer chickens on time at the same time as a research ur-gency, so that the chickens do not become stressed so that discipline in feeding management increases the quality and quantity of egg production. The design thinking method as a meth-od-ology for completing the creation of Android smartphone tools and applications. The com-pletion stages start with empathize, define, ideate, prototype and test. The materials used to make the tool are ESP32 DEVKIT V1 S2, Ultrasonic Sensor, Servo driving droplet feed, Power Source/Supply 12v 1A, Stepper Motor Driver l928n, Stepper Motor Nema 17 20nm, DS3231 RTC Module (timer), Arduino Uno R3, Buzzer / Speaker, LCD 1062 16x2 with I2c port. Sensor data connected to the ESP32 DEVKIT V1 S2, Ultrasonic Sensor, Servo drive is converted to an Android smartphone as a monitoring medium. Monitoring is carried out via a mobile application, with the Internet of Things connected to the device as an internet-based communication medium. Feeding equipment testing had an average delay of 40.2 seconds and MSE 0,0514. Black box testing was carried out to test the functionality of the monitoring application on 5 users with a percentage of 100%.</p>2024-09-07T03:24:11+00:00Copyright (c) 2024 Lukie Perdanasari, Bety Etikasari, Trismayanti Dwi Puspitasari, Ratih Ayuninghemihttps://journal.sekawan-org.id/index.php/jtim/article/view/559Implementasi Metodologi Prototype dalam Pengembangan Sistem Manajemen Kehadiran Pegawai Perusahaan Berbasis Web2024-09-17T21:54:04+00:00Hartanto Situmoranghartanto.s20ti@mahasiswa.pcr.ac.idMuhammad Ihsan Zulihsan@pcr.ac.id<p>Employee Attendance data has an important function in evaluating productivity and work discipline. The current management of employee attendance data at the CV Baja Diva Manufaktur company requires the administrator to check attendance data from the Excel file generated by the fingerprint machine. This management is done by checking the attendance data of each employee individually. In addition, administrative processes related to permits, warning letters, and overtime are also carried out manually, which requires employees to report directly to the office. This process is time-consuming and prone to data input errors. Therefore, this research aims to develop a system that is more efficient and flexible in managing employee attendance data. The research also revealed that most employees have little to no experience in information technology-based management systems. The methodology applied in this research is the prototype methodology, which was chosen because it can provide a better understanding of user needs and perspectives through continuous feedback during the development process. The implementation of the prototype methodology involved four iterations, where each iteration included the stages of listening to user feedback and complaints, building and refining the prototype, and testing and evaluating the prototype with users. The results of the prototype were then implemented using the CodeIgniter framework. Feedback from users showed that the prototype effectively met users' needs and significantly improved the efficiency of attendance management. The usability testing results using questionnaires from 20 users showed an average satisfaction rate of 95.85%, indicating that this system can be applied in various organizations.</p>2024-09-12T06:50:00+00:00Copyright (c) 2024 Hartanto Situmorang, Muhammad Ihsan Zulhttps://journal.sekawan-org.id/index.php/jtim/article/view/523Aplikasi Edukasi Pengenalan Bahasa Arab Berbasis Augmented Reality Studi Kasus : Madrasah Ardhal-Haq2024-09-17T21:54:01+00:00Ibnu Sani Wijayaibnusw17@unama.ac.idGilang Ramadhangilangramadhanbinaz@gmail.comMasgo Masgomasgowu@gmail.com<p>The field of education is witnessing rapid developments in information technology, with aug-mented reality (AR) emerging as a promising tool for multi-media learning, including Arabic language recognition. Among the Semitic language families, Arabic has the largest number of speakers. Arabic is the sentence that Arabs use to express their intentions and purposes. The form is in the form of hijaiyah letters that are used by Arabs for oral and written social interaction and communication. Madrasah diniyah takmiliyah ardal-haq is located on the main road of pematang moss, betara sub-district, West Tan-jung Jabung district, Jambi Province as one of the elementary schools, at the Ardhal-haq Madrasah, the way of delivering learning is still using simple methods, using books that do not have pictures. it is known that in general students and female students feel bored with Arabic language teaching offered by educational institutions, because students face challenges in understanding written language, including phonetics and syntax. The author chooses to use the MDLC (Multimedia Development Life Cycle) method to conduct research by creating Augmented Reality-based educational applications for Arabic language teaching. This method can be applied to system development in multimedia applications and its stages can be changed based on the research needs, which is why the author used it for system development. The purpose of this research is to facilitate the mastery of Arabic language by students and support instructors of Ardhal-Haq Madrasah in their classroom teaching. With this research produces an Augmented Reality-based Arabic language introduction educational application.</p>2024-09-13T00:31:16+00:00Copyright (c) 2024 Ibnu Sani Wijaya, Gilang Ramadhan, Masgo Masgohttps://journal.sekawan-org.id/index.php/jtim/article/view/585Pengembangan Sistem Seleksi Proposal Penelitian Berbasis Web Service Menggunakan REST API2024-09-17T21:53:58+00:00Daru Prasetyawandaru.prasetyawan@uin-suka.ac.idPrihanto Dwi Rahmantoprihanto.rahmanto@uin-suka.ac.id<p>Web service-based application development has become a vital component of the modern in-formation technology ecosystem. The implementation of web services facilitates interoperability among diverse systems and platforms. REST API (REpresentational State Transfer Application Programming Interface) is one of the most popular architectures for creating efficient and scalable web services. This study examines the implementation of REST API in the development of web service-based applications. The case study focuses on the creation of a Web service-based Research Proposal Selection System. The REST API implementation method in this study adheres to the system development life cycle (SDLC) to ensure that the developed API meets business needs while being efficient, secure, and reliable. The analysis phase is conducted to gather both functional and non-functional REST API requirements. During the design phase, the REST API architecture is designed in detail, including how data will be transferred and processed, and how the API will interact with databases and other systems. Furthermore, in the implementation phase, the REST API is developed, ensuring that each endpoint operates correctly. In developing the Proposal Selection System, the implementation of web services integrates data from various existing sys-tems, including employee, academic, and research data. The system encompasses various features, such as proposal import, proposal mapping, proposal review, proposal assessment, proposal se-lection, and reporting. The research findings indicate that implementing the REST API simplifies the development of web service applications. The test results reveal that the average response time is relatively stable, measuring 31 ms without iterations and 29 ms with five iterations.</p>2024-09-13T00:38:23+00:00Copyright (c) 2024 Daru Prasetyawan, Prihanto Dwi Rahmantohttps://journal.sekawan-org.id/index.php/jtim/article/view/594Pengembangan Mesh Network Sebagai Ekspansi Protokol LoRaWAN di Politeknik Negeri Malang2024-10-22T15:25:52+00:00Noprianto Nopriantonoprianto@polinema.ac.idReynaldi Fakhri Pratamareynaldifp2000@gmail.comHabibie Ed Dienhabibie@polinema.ac.idMuhammad Hasyim Ratsanjanihsy@polinema.ac.idMuhammad Afif Hendrawanafif.hendrawan@polinema.ac.id<p>In realizing a smart campus, Politeknik Negeri Malang (Polinema) has implemented digital technology in its learning and administrative processes with the goal of improving efficiency, speed, and operational ease. One of the key areas being developed is the Internet of Things (IoT), which is expected to function autonomously to support various campus activities. However, the main challenges in IoT implementation are the limitations in communication range and device power consumption, which cause issues in sensor and actuator data transmission, especially when data cannot be optimally received between nodes. To address these challenges, Polinema is ex-ploring the application of LoRaWAN technology. Although LoRaWAN is effective, it experiences a decline in data transmission quality when the sender and receiver are located in multi-story buildings, which can lead to delays, packet loss, or other disruptions. As a solution, the use of a Mesh Network is proposed to enhance the range and stability of data transmission. This study collected data using RSSI, SNR, and delay parameters in the civil engineering building at Polinema, with sensor data visualized through Grafana. The results show that the system can be well-integrated without conflicts between WiFi and LoRa. The average transmission time was approximately 29 seconds, with no packet loss detected. Additionally, changing the transmission method to confirmed uplink was necessary to maintain data integrity, while adjusting transmis-sion intervals was crucial to avoid scheduling issues. These findings indicate that implementing a Mesh Network as an extension of the LoRaWAN protocol can significantly improve the perfor-mance of IoT systems in Polinema’s indoor environment.</p>2024-10-13T21:37:47+00:00Copyright (c) 2024 Noprianto Noprianto, Reynaldi Fakhri Pratama, Habibie Ed Dien, Muhammad Hasyim Ratsanjani, Muhammad Afif Hendrawanhttps://journal.sekawan-org.id/index.php/jtim/article/view/556Perancangan Media Pembelajaran Dasar Desain Grafis Menggunakan Teknologi Augmented Reality2024-11-18T06:44:17+00:00Muhammad Siddiq Al Hafizhptimuhammadsiddiqalhafizh@gmail.comVivianti Viviantivivianti@uty.ac.id<p>Learning basic graphic design materials at SMK Negeri 1 Godean is carried out with less conducive classroom conditions because the media used in learning is not appropriate so that students are not motivated to learn and there are some abstract materials that are difficult for students to understand. This research aims to design a learning media for basic graphic design materials using augmented reality technology. The method used in this research is the development method or research and development with the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). The tools used in this research are Corel Draw X7, Blender 3D, Unity, Vuforia, and Visual Studio Code. The data analysis technique used in this research is quantitative descriptive analysis technique. This research produces a learning media for graphic design materials using augmented reality technology applied to SMK Negeri 1 Godean with the results of feasibility testing, namely the media expert test obtained a score of 92% which was classified in the very feasible category, the material expert test obtained a score of 80% which was classified as feasible, and the small group test obtained a score of 81.52% which was classified as very feasible. The effectiveness test obtained an N-Gain value of 0.8005 with a high category, the percentage value of increasing learning outcomes obtained a value of 80% with a moderate category, and the effectiveness value obtained a value of 80 with an effective category. Thus, it can be concluded that learning media for basic graphic design materials using augmented reality technology is feasible and effective for use in learning so that learning basic graphic design materials at SMK Negeri 1 Godean runs more effectively and can improve student learning outcomes.</p>2024-11-18T03:52:01+00:00Copyright (c) 2024 Muhammad Siddiq Al Hafizh, Vivianti Viviantihttps://journal.sekawan-org.id/index.php/jtim/article/view/563Pengembangan Teknologi Metaverse Ekosistem E-Mobility Pada Pameran Teknologi International Berbasis Augmented Reality2024-11-18T06:59:42+00:00Noorlela Marchetaela.marcheta@tik.pnj.ac.idDewi Yanti Lilianadewiyanti.liliana@tik.pnj.ac.idAgus Setiawanagus.setiawan@tik.pnj.ac.idIlham Sidiqilham.sidiq.tik19@mhsw.pnj.ac.idAsep Kurniawanasep.kurniawan@tik.pnj.ac.id<p>Augmented Reality (AR) can be used as a new technology in organizing virtual and paperless exhibitions to make the products on display more attractive and updated regularly. This can happen because AR is a technology that integrates the virtual and real worlds. AR has been widely used as a medium to assist in providing information in real-time in an interesting, interactive, and educational way. This journal explains the development of AR media and its feasibility as an international promotional media in introducing the E-Mobility Ecosystem. The E-Mobility Ecosystem is a PENTA-branded convertible electric car, one of PNJ's superior technologies. The Hannover Messe'23 exhibition with the theme "Making Indonesia 4.0" requires products to be displayed in digital form (paperless). Thus, an application is needed to support digital promotion. This research aims to develop a Marker-Based AR application as one of the promotional media for E-Mobility Ecosystem products, which consist of charging stations, electric vehicles, and the Center Of Otomo-tive. The output of this research is an application that can show E-Mobility Ecosystem products by displaying a 3D Model when the mobile camera is directed at a card given an Object marker. This research method uses the Multimedia Development Life Cycle (MDLC). This research has been successfully developed and distributed. This is evidenced by user assessment using a Likert scale with a success rate of 87.8% strongly agree.</p>2024-11-18T06:59:42+00:00Copyright (c) 2024 Noorlela Marcheta, Dewi Yanti Liliana, Agus Setiawan, Ilham Sidiq, Asep Kurniawanhttps://journal.sekawan-org.id/index.php/jtim/article/view/595Peningkatan Pengalaman Calon Wisatawan dengan Aplikasi Augmented Reality di Taman Hutan Raya Mangrove Ngurah Rai Bali dengan Metode RAD (Rapid Application Development)2024-11-18T22:43:34+00:00Kadek Surya Adi Saputrasurya_adi_saputra@stikom-bali.ac.idWayan Andrika Puteraandrika.putera@stikom-bali.ac.idNi Putu Jois Tika Dewiputujois0703@gmail.com<p>The advancement of technology today provides an opportunity to develop more effective media for information and promotion. One of the popular technologies is Augmented Reality (AR), which has the potential to offer interactive information and innovative promotion in the tourism sector. This study focuses on developing an AR application for the Ngurah Rai Mangrove Forest Park (Tahura) in Bali, which until now has been promoted conventionally with limited reach. This application is designed to enhance user experience in interacting with information related to tourism destinations through AR technology while also promoting Tahura Mangrove to a broader audience. The system was developed using the RAD (Rapid Application Development) method, which includes the following stages: 1) Requirements Planning, 2) System Design, 3) Development, and 4) Implementation. Blackbox testing was conducted to evaluate system functionality, while the System Usability Scale (SUS) test involving 30 participants assessed the user experience aspects of the application. The test results showed a SUS score of 76%, indicating a good level of acceptance and satisfaction. Additionally, there was a 74% increase in prospective tourists' understanding of the destination after using the application compared to before. With these results, the AR application for Ngurah Rai Mangrove Forest Park is expected to become an innovative medium to introduce mangrove ecotourism and increase public and tourist interest in visiting.</p>2024-11-18T22:43:33+00:00Copyright (c) 2024 Kadek Surya Adi Saputra, Wayan Andrika Putera, Ni Putu Jois Tika Dewihttps://journal.sekawan-org.id/index.php/jtim/article/view/623Klasifikasi Aksara Sasak Menggunakan Convolutional Neural Networks (CNN)2024-11-19T04:50:48+00:00Elga Alfarizaelgaalfarezabumigora@gmail.comDicksa Ananda Christian Tuediksaanandaa@gmail.comAndi Sofyan Anasandi.sofyan@universitasbumigora.ac.idMuhammad Tajuddintajuddin@universitasbumigora.ac.idAhmat Adilahmat.adil@universitasbumigora.ac.id<p>Sasak script is an important cultural heritage for the people of Lombok, but its use is decreasing along with the development of digital technology. This study aims to develop a classification system for Sasak script handwriting using Convolutional Neural Networks (CNN) to improve the accuracy of character recognition. The dataset used consists of handwritten images of 18 basic Sasak script characters collected from 50 volunteers with various writing styles. The methods applied include data preprocessing, augmentation, and training a CNN model with an architecture consisting of several convolutional and pooling layers. The results showed that the model achieved a validation accuracy of 92%, an average precision of 0.91, a recall of 0.89, and an F1-score of 0.90, indicating excellent performance in recognizing Sasak script characters. The conclusion of this study is that the developed system is not only effective in character recognition, but can also function as an interactive learning tool, supporting efforts to preserve Sasak script in the digital era. This research opens up opportunities for further development in the introduction of other traditional scripts.</p>2024-11-19T04:50:47+00:00Copyright (c) 2024 Elga Alfariza, Dicksa Ananda Christian Tue, Andi Sofyan Anas, Muhammad Tajuddin, Ahmat Adil