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An Application design thinking in the internal quality audit system Diah Aryani; Habibullah Akbar; Syahrizal Dwi Putra; Muhamad Bahrul Ulum
Journal of Information System, Applied, Management, Accounting and Research Vol 6 No 1 (2022): JISAMAR: February 2022
Publisher : Sekolah Tinggi Manajemen Informatika dan Komputer Jayakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52362/jisamar.v6i1.705

Abstract

Referring to Permenristekdikti No 62 of 2016, that every university must have an Internal Quality Assurance Standard (SPMI) policy and the implementation of an autonomous (independent) Internal Quality Assurance System. The quality of education with the process of building the culture required by higher education institutions, either through consistent implementation of the document, requires a standard on the guidelines for managing SPMI documents. This study aims to design a Higher Education Internal Quality Audit system using the Design Thinking method in computer science at Esa Unggul University. So that the results of this study can make a concrete contribution to information technology to assist the implementation of SPMI Internal Quality Audits which are carried out regularly. systemically and sustainably through PPEPP Standards of Higher Education.
Pengembangan Aplikasi Android Belajar Kriptografi Sebagai Media Pembelajaran Mata Kuliah Kriptografi Hendy Hendy; Habibullah Akbar
Jurnal Informatika Vol 8, No 1 (2021): April 2021
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1019.086 KB) | DOI: 10.31294/ji.v8i1.9420

Abstract

Kriptografi merupakan salah satu mata kuliah yang biasanya terdapat di dalam program studi Teknik informatika maupun sistem informasi. Mata kuliah ini dapat dikatakan cukup sulit karena banyak mahasiswa yang belum mendengar istilah ini. Banyak mahasiswa di zaman sekarang menggunakan android untuk menemukan solusi seputar soal yang terdapat di dalam mata kuliah ini. Kesulitan ini dapat diatasi atau diringankan dengan melakukan pengembangan terhadap sebuah aplikasi berbasis android yang dapat berfungsi sebagai media pembelajaran untuk menjelaskan kepada para mahasiswa cara-cara untuk menuntaskan masalah seputar mata kuliah kriptografi. Aplikasi “Belajar Kriptografi” diharapkan dapat membantu para mahasiswa agar dapat lebih memahami materi di dalam mata kuliah kriptografi. Aplikasi akan dinilai kebergunaan dan dampaknya terhadap mahasiswa.
Aplikasi DonasiKu Berbasis Android Muhamad Bahrul Ulum; Habibullah Akbar; Anik Hanifatul Azizah
Jurnal Komputasi Vol 10, No 1 (2022)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v10i1.2933

Abstract

Used goods suitable for use are old goods that have been used once or more than once and are still reasonable to be reused. Most of these used goods are no longer used because they already have other, better substitutes. The current management system for these items is usually only collected and stored in the warehouse or even many are left scattered in the corner of the house until the items become a pile. Rather than being left alone, it is better to reuse these items. For example, by donating items that are still reasonable to be reused to people who need it more. Donations in the form of used goods are still poorly managed, information on donation activities that are held is less spread out and if there is, it is not necessarily reliable. So far, the management of the existing donation system is only for donations in the form of money, so the idea of a solution emerged in the form of developing an Android-based donation system application. To analyze the problem used causal analysis based on the data to be collected. The method used for software development is extreme programming. This application can be a solution to the problem of managing the used goods donation system so that people can make donations in the form of goods that are faster, easier to collect and distribute.
Aplikasi Pengelolaan DKM Masjid dan Jamaah Berbasis Android Deni Pamungkas Gelantoro Putra; Habibullah Akbar
Buletin Sistem Informasi dan Teknologi Islam (BUSITI) Vol 1, No 4 (2020)
Publisher : Universitas Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33096/busiti.v1i4.635

Abstract

Penelitian tentang penyampaian informasi, pengelolaan agenda masjid, dan pembayaran iuran masjid didapatkan belum efektif karena masih bergantung pada aplikasi desktop. Seringkali, informasi yang telah disampaikan oleh DKM tidak tersampaikan kepada jamaah. Dalam penelitian ini, kami mengusulkan prototipe aplikasi android yang menjembatani interaksi antara DKM dan jamaah agar dapat melihat informasi masjid, agenda masjid, dan melakukan pembayaran iuran masjid. Pengembangan prototipe dilakukan dengan pendekatan Prototyping yang mencakup design, build, dan testing. Tahapan design dilakukan menggunakan diagram use case, analisis task, diagram user flow dan pemodelan NoSQL. Pada tahapan build, prototipe disketsa menggunakan Adobe XD dan diimplementasikan menggunakan Android Studio dan Firebase. Kemudian, prototipe diuji menggunakan Equivalence Portitioning (EP) dan System Usability Scale (SUS) yang diberikan kepada 3 orang DKM dan 2 Jama'ah. Hasil tes EP menunjukkan bahwa semua fungsionalitas yang diperlukan berjalan sesuai dengan respons yang diharapkan. Adapun hasil SUS memberi skor 77,5 yang artinya prototipe usulan berguna bagi DKM Masjid Al-Jihad dan jamaah.
KLASIFIKASI KANKER SERVIKS MENGGUNAKAN MODEL CONVOLUTIONAL NEURAL NETWORK ALEXNET Habibullah Akbar; Sandfreni Sandfreni
JIKO (Jurnal Informatika dan Komputer) Vol 4, No 1 (2021)
Publisher : Journal Of Informatics and Computer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33387/jiko.v4i1.2606

Abstract

Menurut Kementerian Kesehatan Republik Indonesia, kanker serviks memiliki kasus sebesar 23,4 per 100.000 penduduk pada tahun 2018. Tingkat prevalensi angka kejadian yang cukup tinggi tersebut tentunya menyulitkan baik pihak pemerintah dan masyarakat dalam upaya pencegahan dan pengendalian kanker. Pada penelitian ini, kami menggunakan model convolutional neural network dengan arsitektur AlexNet untuk mengklasifikasikan gambar dari sel kanker serviks. Model ini terdiri atas 3 lapisan konvolusi, 3 lapisan ReLu, 2 lapisan pooling, dan 3 lapisan fully-connected yang akan mengklasifikasi gambar input serviks menjadi 3 tipe kanker melalui fungsi aktivasi softmax. Dataset yang digunakan merupakan dataset standar yaitu dataset Intel & MobileODT Cervical Cancer Screening. Pengujian model AlexNet dilakukan terhadap parameter iterasi (epoch), subset data training untuk mengupdate bobot AlexNet (minibatch), laju pembelajaran (learning rate), dan resolusi gambar input yang digunakan sebagai patch pembelajaran AlexNet. Dari hasil eksperimen didapati bahwasanya akurasi sangat dipengaruhi oleh jumlah iterasi dari proses pembelajaran model, dimana hasil akurasi terbaik diberikan pada epoch 300. Selain itu, waktu komputasi yang dibutuhkan berbanding lurus dengan jumlah iterasi. Menariknya, parameter lain dari arsitektur model AlexNet seperti minibatch, learning rate, dan resolusi gambar input tidak memberikan pengaruh yang signifikan atau bahkan justru membuat network gagal meningkatkan performanya. Hal ini menunjukkan model AlexNet masih memerlukan modifikasi baik dari segi arsitektur maupun optimisasi terhadap hyperparameter selain dari yang telah diuji pada penelitian ini.
Pengembangan Aplikasi Mobile Pemesanan Dan Ketersediaan Komputer Pada Internet Cafe Jr Net Berbasis Android Habibullah Akbar; Calvin Ramadhani Alfahrezi; Nizirwan Anwar; Muhamad Bahrul Ulum; Mukhamad Abduh
Prosiding SISFOTEK Vol 5 No 1 (2021): SISFOTEK V 2021
Publisher : Ikatan Ahli Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (564.349 KB)

Abstract

Internet cafe are internet services in order to be able to use them, sometimes have to queue first because of the impossible availability, so that users need a long waiting time untill the avaibility places of internet service. Many users waiting at place internet service can be bad for the company itself, because inefficiency can cause trouble for other users. Development of mobile ordering applications and the availability of computers on the internet cafe is a system that makes it easier for users to order places, and does not require a long time waiting for a computer to be available. In this case, author develops system an android application for ordering computers made with android studio software and the method used is the prototype system developer method which covers needs, planning, coding and testing. The prototype is tested based on Black Box Testing and this method is time efficient for all functional applications. The results of the black box testing prove that all the required functions can run according to the expected response, while the usability testing results produce a score 85,5 which means that is application prototype is suitable for use to make it easier for users dont want wait too long to use a computer on the internet cafe.
Sistem Pendukung Keputusan Untuk Seleksi Penerimaan Beasiswa Di Universitas Esa Unggul Hafizah Safira Kaurani; Habibullah Akbar
Prosiding SISFOTEK Vol 5 No 1 (2021): SISFOTEK V 2021
Publisher : Ikatan Ahli Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (632.858 KB)

Abstract

The selection process for receiving scholarships at Esa Unggul University is currently not running effectively due to constraints in terms of data collection which is still done manually starting from the scholarship registration stage to the selection stage. So based on these problems we developed a website-based decision support system using the TOPSIS method for selection of scholarship recipients which is expected to make it easier for the Scholarship Section and scholarship applicants to upload the data needed to then be stored into the database, so as to prevent the accumulation of files. The system development carried out in this research applies the prototype method which includes the stages of communication, design, construction of prototypes, and deployment. The functionality of the system requirements is tested using black-box testing. The results of black-box testing can run according to the expected response. In addition, testing using the SUS method is also carried out to test the use value of a system to users. The results of the SUS test show that the results of the use have entered the acceptable category with an SUS score of 80.75 which means that this system can meet the needs of the Scholarship Section and scholarship applicants at Esa Unggul University.
Perancangan Sistem Komunitas Seni dan Konten Digital Melalui Platform Berbasis Laman Nizirwan Anwar; Randy Swandy; Habibullah Akbar; Ari Pambudi; Agus Satriawan; Rudi Heri Marwan
Prosiding SISFOTEK Vol 5 No 1 (2021): SISFOTEK V 2021
Publisher : Ikatan Ahli Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (281.922 KB)

Abstract

Currently, almost every human activity has been controlled by technology. No exception for every human being needs development to develop more advanced. No exception to the world of art and creative industries. Where intellectual resources can be explored indefinitely. Streaming services and applications are expanding on various platforms so that we can enjoy photos, music, games, pictures, videos anytime and anywhere. This is where the opportunity to develop and generate coffers through this service, namely creating various contents to be enjoyed by increasing the distribution media in the creative industry in order to raise the name of Indonesia in the international arena, especially in the creative industry.
DETEKSI BANJIR AREA PERKOTAAN BERBASIS CITRA DIGITAL CONVOLUTIONAL NEURAL NETWORK (VGG19) Habibullah Akbar; Diah Aryani; Muhamad Bahrul Ulum
Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol. 2 No. 3 (2022): November : Jurnal Teknik Mesin, Elektro dan Ilmu Komputer
Publisher : Amik Veteran Porwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (992.245 KB) | DOI: 10.55606/teknik.v2i3.798

Abstract

Geographically and demographically, Indonesia has natural conditions that have the potential for floods disaster. There are at least 16,771 islands and 65,017 rivers that fill the archipelago. Unfortunately, the ever-increasing urban population accompanied by a lack of awareness and preparation for protecting the environment has resulted in a higher risk of flooding in urban areas. This study utilizes digital imagery to detect flood conditions in urban areas. In terms of access, digital images are available in urban CCTV monitoring systems as well as office areas, housing, and from people who have smartphones. The detection method used in this study is the VGG19 model which consists of 16 convolution layers and 3 standard classification layers. All convolution layers are divided into 5 blocks followed by a MaxPooling layer for each block to reduce the resolution of the input image. In the last layer, SoftMax layer is used to estimate the probability between flood labels and normal conditions. There are 4 parameters that were optimized during the VGG19 model training process, namely Batch Size, Learning Rate, Dropout and Epoch (training repetition). To test the proposed model, public datasets are used, namely the Roadway Flooding Image Dataset and Road Vehicle Images Dataset. The best flood detection results (or normal conditions) achieve the accuracy of 98.78%. As for the other three performance metrics, namely precision, recall and F1-score, they reach 99%. These results are generated by the VGG19 model with a Batch Size parameter of 20, a Learning Rate of 1e-5 (0.00001), 50% Dropout and 100 Epoch. The achievement values of the four metrics can be considered quite good, so that the VGG19 model has the opportunity to be developed for flood detection applications in order to monitor urban flood conditions.
Design Application of Augmented Reality-Based Computer Device Assembly Practicum Modules Diah Aryani; Syahrizal Dwi Putra; Noviandi Noviandi; Habibullah Akbar
CCIT Journal Vol 16 No 1 (2023): CCIT JOURNAL
Publisher : Universitas Raharja

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (821.209 KB) | DOI: 10.33050/ccit.v16i1.2509

Abstract

The adaptation and use of digital technology have presented various opportunities and challenges for actors involved in educational services, i.e., colleges, educators, and students. Augmented reality has recently emerged as one of the digital technologies that have attracted the attention of many academies and practitioners; in addition, AR technology has brought about a change in the way users and machines interact that can teach and direct students to handle the topic of lessons differently and more proactively. This study aims to design and build an android-based Augmented Reality (AR) computer hardware assembly practicum module application as an alternative learning media in the computer hardware device assembly practicum module, which is expected in a learning activity to be more exciting and increase students' skills about computer assembly through AR technology can be one of the solutions to overcome the practicum module which was previously still in the form of a textbook and was not yet technology-based. The research method used is the Multimedia Development Life Cycle (MDLC), which consists of six stages, namely concept, design, material, collection, assembly, testing, and distribution. The results of the practicum module application with Augmented Reality technology can be run on mobile devices with an Android operating system for version 5.1 and above, and this module has a feature that can introduce 3-D objects of hardware devices and simulate the assembly of hardware devices 3D objects 3D IC processor components and mainboards that are driven with the touch of a finger by pairing elements (Drag and Drop).