Journal of Applied Informatics and Computing <p>Journal of Applied Informatics and Computing&nbsp;(JAIC) is a journal published by Department of Informatic Engineering, Politeknik Negeri Batam. The JAIC is issued 2&nbsp;times a year in electronic form. The electronic pdf version is accessible on the internet free of charge. We encourage all interested contributors to submit their work for consideration. <em>e</em>-ISSN:&nbsp;2548-6861</p> en-US <p>Authors who publish with this journal agree to the following terms:</p> <ul> <li class="show">Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a&nbsp;<a href="">Creative Commons Attribution License</a> (<strong>Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)</strong> ) that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.</li> <li class="show">Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.</li> <li class="show">Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (<a href="">See The Effect of Open Access</a>).</li> </ul> (Dwi Ely Kurniawan, M.Kom) (Nelmiawati, B.CS., M.Comp.Sc.) Tue, 04 Feb 2020 04:08:50 +0000 OJS 60 MultiClass Decision Forest Machine Learning Artificial Intelligence <p>Kecerdasan buatan merupakan solusi yang terbaik dalam menangai berbagai bidang. Algoritma Multi Class Decesion Forest Machine Learning yang merupakan bagian dari kecerdasan buatan adalah bidang yang menarik untuk diterapkan dalam bidang perbankan. Penelitian ini dikembangkan untuk membangun model yang dapat memprediksi dan mengevaluasi kebangkrutan industri perbankan. Variabel prediktor adalah rasio keuangan yang didapatkan dari publikasi situs Modeling machine learning dengan enam variabel, dimana lima variabel sebagai input dan satu variabel sebagai target. Secara keseluruhan, Multi Class Decistion Forest Machine Learning mampu melatih data hubungan input-output dan perilaku pemodelan dengan baik, nilai accuracy 92%, nilai precision 92% dan nilai under area curve 90%.</p> Bambang Siswoyo ##submission.copyrightStatement## Thu, 23 Jan 2020 04:48:23 +0000 Feature Extraction of Tobacco Leaf Based on Discrete Cosine Transform (DCT) <p><em>The success of the tobacco leaf classification process is very dependent on the extraction of tobacco leaf features. Several stages of digital image processing can improve the ability to identify the best quality tobacco automatically through extracting leaf texture features. This study aims to apply the leaf texture feature extraction system using the Discrete Cosine Transform method. Classification results measure the accuracy of the success of the system in extracting the best texture features. The classification of tobacco leaves requires extensive knowledge and complex terminology, even professional graders require significant time in this field for mastery of the subject. This is because tobacco leaves are usually considered to have characteristics that are useful for identification of tobacco quality where the extraction of appropriate features through leaf images can be considered a research problem that plays an important role for classification. The proposed research aims to find a suitable extraction model for obtaining color features through&nbsp;YCbCr&nbsp;color space conversion and tobacco leaf texture obtained from the transformation of the Discrete Cosine Transform frequency space. On classification stage in this research uses the maximum likelihood method. The trial results show an accuracy of success in the classification of tobacco leaves by 90% through the extraction of 12 features.</em></p> Rosida Vivin Nahari, Arda Surya Editya, Riza Alfita ##submission.copyrightStatement## Tue, 04 Feb 2020 03:56:41 +0000 Application of Elephant Herding Optimization (EHO) Algorithm on Hybrid Flowshop Scheduling (HFS) Problems <p>The industry is the driving force for the economy in Indonesia. One of the problems faced by industrial companies in the production process is determining the production schedule. The production schedule that is not according to the specified target can cause losses to the company. Scheduling is the allocation of resources to carry out a set of work at a specified time. The problem solved in this article is hybrid flowshop scheduling (HFS), it’s will be applied to companies engaged in bread making. A solution to solve the HFS problem using elephant herding optimization (EHO) algorithm. For the company to complete the production process by minimizing makespan, effective scheduling is needed, taking into account the number of parallel machines. The results of this article are 9 jobs and makespan 11.270 seconds using the MATLAB software.</p> Ahmad Kamsyakawuni, Khurnia Palupi, Agustina Pradjaningsih ##submission.copyrightStatement## Tue, 04 Feb 2020 04:04:22 +0000 Analisis Tingkat Kepuasan Pengguna Sistem Informasi Kerja Praktek dan Skripsi (SKKP) Menggunakan Metode End User Computing Satisfaction (EUCS) <p>The advantages of information technology in the education has developed a lot, especially in universities. An example of the application of tertiary level information technology is the delivery of information presented through the university's official website. One of the web-based systems owned by the STTI Tanjungpinang is the Sistem Informasi Kerja Praktek dan Skripsi (SKKP). With this technology, the process of submitting titles to the registration of practical work trials and student theses has been switched online. Analysis of the level of satisfaction is important to know the extent of expectations and perceptions of system users in an effort to achieve the perfection of an information system and can meet user expectations. One method in analyzing user satisfaction levels is end user computing satisfaction (EUCS). Dimensions in EUCS consist of content, accuracy, format, ease of use and timeliness. This type of research is descriptive research that is intended to describe the phenomena that exist, which took place at this time or in the past. Data collection methods included observation, interviews and distribution of questionnaires with a sample of 35 respondents who were active SKKP users. The results of the analysis of user satisfaction level SKKP STTI Tanjungpinang using the EUCS method of 78.69% with a gap of 21.31% means users are in the range of satisfied categories. From the five dimensions, the variable content has the smallest gap of 8.69% while the largest gap is in the accuracy variable, which is 32.02%.</p> Nanny Raras Setyoningrum ##submission.copyrightStatement## Thu, 13 Feb 2020 04:20:17 +0000 Sistem Informasi Peminjaman Laboratorium pada Cross-Platform dengan Metode Prototyping (Studi Kasus: Politeknik Caltex Riau) <p>The Laboratory information system is one of the information systems that was built by the BSTI of Polytechnic Caltex Riau to provide information about laboratory lending. This system is also being intended to the person who is in charge of approving laboratory lending such as the head of the laboratory, and laboratory assistant in case of monitoring some of the laboratories that are lent. However, the features provided by this information system are not enough to support the process of laboratory lending. Therefore, a mobile application with the quality of Cross-Platform was built, in other words, it can be used on iOS and Android platforms. One of the technologies that can be used to build a cross-platform application is the React Native. This application was built with a prototype method that is used to get more perspective points from users with interviews and can simplify the development of this application to be effective. This application was developed with Laravel, Firebase Authentication, and MySQL. Because there are several problems with the old system, an application that offers several solutions consists of avasisten instruktur laboratoriumbility in the lending laboratory, receiving legal paper of laboratory lending, and receiving notification were developed in this study. The main feature provided in this application is the evidence letter of laboratory lending that doesn’t have to be printed so that can reduce paper usage. As a result, 94.1% of respondents stated that this application’s features can run well and make it easy for college students to propose laboratory lending.</p> Leony Veronica Wijaya, Shumaya Resty Ramadhani ##submission.copyrightStatement## Wed, 01 Apr 2020 03:00:49 +0000 Penentuan Tes Kepribadian Calon Mahasiswa Berdasarkan Sidik Jari Menggunakan Minutie dan Support Vector Machine <p>Every human being is given its own uniqueness by an almighty god, one of which is a part of the body organs such as the fingerprint pattern of the hand, the fingerprint pattern of each human being determines personality, this can be known from many previous studies, which use fingerprints or someone's detection by the police to capture the perpetrators with the biometry approach in the form of footprint fingerprint records attached to other objects. Determination of a person's personality can be known through fingerprints, and also can adjust prospective students in choosing the study program correctly. Fingerprint student personality identification application provides convenience in determining the choice of prospective students of the study program. The minutie method and the Support Vector Machine algorithm are used in clustering personalities according to training data in the application. The minutie test on the fingerprint pattern shows 100% compatibility, with a precision input image source. SVM algorithm in testing reached 80,9% in grouping personality types accordingly.</p> Lukman Hakim ##submission.copyrightStatement## Mon, 20 Apr 2020 04:11:09 +0000 Aplikasi Edukasi Kuis Matematika Untuk Tingkat Sekolah Menengah Pertama Berbasis Android <p>Mathematics is a science that is widely used in everyday life such as used in trade transactions, carpentry, and so on. But until now many people think that mathematics is a subject that is considered difficult and difficult to understand, especially for junior high school students. Though mathematics itself has been taught starting from the level of childhood and elementary school. Because learning methods still use conventional methods such as the ability to write and count, this is what makes students feel bored because moreover some students do not like these math subjects. Not only in terms of subjects and learning media is still conventional in nature that is only based on the book. For this reason, a learning media is created which is packaged in an android-based application by including elements of mathematics learning in it. The application that was designed was a junior high school level mathematics education quiz application, with the aim of training students 'ability to count, train their memory and increase students' interest in learning in mathematics.</p> Yulia Yulia, Very Karnadi ##submission.copyrightStatement## Mon, 20 Apr 2020 04:49:36 +0000 Sistem Informasi Absensi Berbasis Website Menggunakan API WhatsApp dengan Metodologi Incremental (Studi Kasus: SMP Negeri 29 Pekanbaru) <p><em>The development of technology has become more sophisticated and easily accesible, so that school inspectors are required to be creative and able to master technology in the world of education. Junior High School number 29 Pekanbaru is one of the school agencies that is facing technological problems in processing attendance data, which is still conventional using printed paper for each class to attend student attendance. In addition using gap analysis methodology is needed to find out what needs to be improved. &nbsp;The result of gap analysis was found that user felt the completeness of attendance data and absent data storage did not work optimally because it took a long time and the user also needed direct integration of parents about student absence in order to avoid bad behavior that occurred at school. In the end the school agency needs to improve the quality of the attendance system that is more efficient, effective and fast. After getting these problems, a system will be built to overcome the problems that occur at the school. This system will be built using the PHP programming language and MySQL as a database. For system design utilizing an incremental methodology. The incremental methodology is perfect for developers who have high turnover so that it can be done in parallel without waiting for the other stages to be completed. Data needed in this system is data relating to students, teachers at school and parents of students at home. The expected results of this system are every student absence will be sent via WhatsApp message to parents, can help teachers in making attendance and facilitate parents in monitoring student attendance at school. Testing on this system uses the gap analysis method and the test result is changes in needs that must be corrected to needs that are in accordance with what is desired is the movement of needs in quadrant 1 to quadrant 2. This shows the attendance system that is designed in accordance with the wishes of the user.</em></p> Sendy Aprilia ##submission.copyrightStatement## Wed, 22 Apr 2020 05:15:20 +0000 Klasifikasi Citra Menggunakan Convolutional Neural Network dan K Fold Cross Validation <p>Image classification is a fairly easy task for humans, but for machines it is something that is very complex and is a major problem in the field of Computer Vision which has long been sought for a solution. There are many algorithms used for image classification, one of which is Convolutional Neural Network, which is the development of Multi Layer Perceptron (MLP) and is one of the algorithms of Deep Learning. This method has the most significant results in image recognition, because this method tries to imitate the image recognition system in the human visual cortex, so it has the ability to process image information. In this research the implementation of this method is done by using the Keras library with the Python programming language. The results showed the percentage of accuracy with K = 5 cross-validation obtained the highest level of accuracy of 80.36% and the highest average accuracy of 76.49%, and system accuracy of 72.02%. For the lowest accuracy obtained in the 4th and 5th testing with an accuracy value of 66.07%. The system that has been made has also been able to predict with the highest average prediction of 60.31%, and the highest prediction value of 65.47%.</p> Ari Peryanto, Anton Yudhana, Rusydi Umar ##submission.copyrightStatement## Wed, 13 May 2020 05:00:44 +0000 Pengujian Heuristic Pada Antarmuka Marketplace Desa Wisata (Studi Kasus: Guidehub.Id) <p>Ada 229 desa wisata yang saat ini sudah terbentuk di Yogyakarta. Desa wisata tersebut memiliki permasalahan yang beragam, salah satunya adalah pendapatan warga lokal yang tidak meningkat dikarenakan keterbatasan warga dalam mempromosikan desa wisatanya. Platform adalah startup yang membantu desa wisata mempromosikan paket wisata yang dimiliki. Pengguna adalah warga desa wisata. Keragaman latar belakang dari pengguna menuntut pembuatan antarmuka yang mudah digunakan. Kesalahan perancangan antarmuka akan berakibat pada pendapatan desa, Oleh karena itu, sebelum website digunakan oleh pengelola desa wisata, perlu adanya evaluasi terhadap website Penelitian ini bermaksud mengevaluasi dengan cara mencari nilai severity rate untuk selanjutnya memberikan rekomendasi kepada pengembang website dengan metode <em>usability heuristic</em>. Metode yang digunakan untuk mengukur usability website adalah 8 Golden Rule dari Shneiderman. Hasilnya perbaikan antarmuka marketplace desa wisata ( cukup mayor. Terdapat 5 variabel yang memiliki <em>severity rate</em> tinggi yang artinya harus diperbaiki sebelum website diluncurkan yaitu pada variabel <em>Strive for consistency, Offer informative feedback, Prevent Errors, Permit easy reversal of action </em>dan<em> Support internal locus of control</em>. Rekomendasi untuk temuan yang ada adalah bahasa yang harus konsisten, perlu adanya pemberitahuan apakah user berhasil atau gagal login, sebaiknya ada penanganan error pada saat booking dan submit tour, sebaiknya data tetap ada ketika mengisi form dan ingin kembali ke halaman sebelumnya, dan seharusnya user memiliki control sepenuhnya ketika memilih menghapus tour namun mengurungkan niat untuk menghapus.</p> Eli Pujastuti, Agus Fatkhurohman ##submission.copyrightStatement## Tue, 19 May 2020 05:15:14 +0000 Analytic Training Game to Increase Inductive Thinking for Junior High School Students using Speech Recognition <table width="586"> <tbody> <tr> <td width="380"> <p>Inductive reasoning is a way to take general conclusions from individual cases. Mathematical reasoning is one of the main abilities that needs to have. Through human reason, humans continue to develop and improve their ability to adapt on dynamic environment and create technologies that can facilitate their lives. Based on direct interviews with the YKPP Junior High School Mathematics Teacher, revealed that there are still many students who are still not good in the ability to think inductively, and if this ability is not trained, it will affect the child's academic value, especially in mathematics. Then based on the results of direct interviews with clinical psychologists, solutions are prepared using the IST and IRT forms to be able to practice the ability to think inductively in children aged 12-15 years which age is in accordance with the range of junior high school age children. Many learning media developed at this time as supporters of conventional learning media. Learning methods with Educational Game media are believed more better compared to conventional learning methods. Therefore, Game Analysis Training has been made using the IST and IRT forms, which can help students improve their ability to think inductively. The material used in this game has passed validation test by Dra. Erni Yulial S. Psi, who is a clinical psychologist in Pekanbaru City. This statement is assisted by the results of pre-test and post-test that have been done, where an increase in the results of post-test conducted with the percentage of correctly is 13.8% for the Intelligenz Structure Test form and 8.28% for the Inductive Reasoning Test form.</p> </td> </tr> </tbody> </table> Heri Sasmita, Wenda Novayani ##submission.copyrightStatement## Mon, 08 Jun 2020 03:11:29 +0000 Implementation of Cyber-Physical-Social System Based on Service Oriented Architecture in Smart Tourism <p>One of the biggest attractions in the tourism industry in Bandung is nature tourism. There is still such a constraint related to get information about nature tourism in Bandung because new attractions in Bandung always appear every year. This is felt particularly for foreign tourists outside of Bandung. Tourists are still confused to find new and popular tourist attractions, which are places that are worth visiting or not. By implementing Cyber-Physical-Social System (CPSS) with a new approach that is emphasized on social aspect in smart tourism based on Service Oriented Architecture (SOA) as methodology can influence other travelers to visit tourist attractions in Bandung. The main results are tourists will get information such as location, route, images, rating, captions of tourist attractions, and the most important thing is to be able to exchange information with others. Smart tourism is more flexible because it is web based and does not depend on the operating system used, does not require database storage, does not take up storage space, and is free. Tourists can access smart tourism anytime and anywhere.</p> Ilham Firman Ashari ##submission.copyrightStatement## Tue, 23 Jun 2020 05:34:40 +0000 Penerapan UCD (User Centered Design) Pada Perancangan Sistem Informasi Manajemen Aset TI Berbasis Web di Bid TIK Kepolisian Daerah Kepulauan Riau <p><em>The process of administration and management of assets in the Information Technology and Communication Division is currently using the Microsoft Excel application. This process makes it difficult to trace and control assets. Asset management is also tricky because many inventories of each item or asset originating from other parties are not installed and damaged. This research aims to design and create a web-based IT asset management information system by implementing UCD (user-centered design). This method focuses on the user as the center of application development, such as specify the context of use, specify User and Organizational Requirements, produce design solutions, and evaluate the design. Based on result Usability Testing with System Usability Scale, the IT Asset Management Information system is in the acceptable range for grade Scale with result C while on adjective ratings with good results of 76. Therefore, the IT Asset Management Information system successfully builds a user-friendly system with a good usability level.</em></p> Supardianto Supardianto, Arief Binsar Tampubolon ##submission.copyrightStatement## Mon, 29 Jun 2020 06:34:45 +0000