Akhmad Budi
Institut Bisnis dan Informatika Kwik Kian Gie

Published : 11 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 11 Documents
Search

IMPLEMENTASI METODE SMART BERBASIS WEB DALAM MEMBUAT SISTEM PENUNJANG KEPUTUSAN SMARTPHONE SESUAI KEBUTUHAN MASYARAKAT PADA MARKETPLACE TOKOPEDIA Raynor Raynor; Humdiana Humdiana; Elis Sondang Dasawaty; Sigit Birowo; Budi Wasito; Akhmad Budi
Jurnal Ilmiah Hospitality Vol 11 No 1: Juni, 2022 (Sepcial Issue)
Publisher : Sekolah Tinggi Pariwisata Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47492/jih.v11i1.1934

Abstract

Sejauh ini belum ada marketplace yang menjual smartphone dengan sistem pendukung keputusan. Dengan adanya sistem pendukung keputusan, masyarakat dapat lebih mudah untuk menentukan smartphone sesuai dengan kebutuhan masing – masing. Marketplace dengan sistem pendukung keputusan dapat diambil datanya dari kriteria – kriteria smartphone yang masyarakat utamakan dalam memilih smartphone. Sehingga dengan kriteria – kriteria tersebut, masyarakat dapat menentukan pilihan. Penelitian ini didasari oleh penelitian terdahulu yang berkaitan denga metode SMART untuk mengumpulkan data – data yang berkatikan dengan metode SMART. Penelitian ini didasari dengan metode pengembangan sistem waterfall. Metode waterfall memiliki proses berurutan sehingga penulis dapat membuat program yang terkontrol. Penulis mulai mengumpulkan data – data yang diperlukan melalui teknik pengumpulan kuesioner untuk mendapatkan kriteria – kriteria yang diinginkan responden. Lalu penulis juga melakukan studi pustaka dimana penulis mendapat teori – teori yang mendukung penelitian penulis melalui buku digital dan jurnal. Hasil penelitian ini diimplementasikan dengan metode SMART, dimana penulis melakukan perhitungan dengan rumus – rumus yang tersedia di dalam metode SMART. Aplikasi berbasis web yang telah dibuat dengan sistem pendukung keputusan dapat mempermudah masyarakat umum untuk memilih smartphone sesuai kebutuhan berdasarkan empat kriteria yaitu harga, merk, kapasitas memori internal, dan RAM. Metode yang digunakan yaitu metode SMART mempunyai hasil cukup akurat dengan melalui beberapa proses perhitungan
Analisi Status Pelanggan Menggunakan Metode Decision Tree Dengan Algoritma C45 Studi Kasus Pada PT.Wisanamitra Argakarya Akhmad Budi
Jurnal Informatika dan Bisnis Vol. 3 No. 2 (2014): Edisi Desember 2014
Publisher : Institut Bisnis dan Informatika Kwik Kian Gie

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Along with the development of information technology related to business development thatprovides a lot of choice of alternative solutions to the organization's use of information technology andthe company has become one of the main requirements as a means to increase the value added in thebusiness process. Use of Data Mining can be interpreted as a method of how to improve the quality ofbusiness decisions based on data-related systems. Data Mining processes data into information, and thenthey are processed more further into knowledge that will help the process of analysis of the companyeffectively. This research used C4.5 algorithm to form a decision tree. The decision tree is aclassification and prediction methods. Decision tree method changes the very large fact into a decisiontree that represents the rules. The purpose of this research is analyzing the customers of PT. WisanamitraArgakarya.
ANALISIS PERBANDINGAN ALGORITMA KRIPTOGRAFI METODE DATA ENCRYPTION STANDARD DENGAN METODE ADVANCED ENCRYPTION SYSTEM : STUDI KASUS PADA PT. ONE STANDARD GROUP PTE LTD Akhmad Budi; Arabella Chicali
Jurnal Informatika dan Bisnis Vol. 8 No. 2 (2019): Edisi Desember 2019
Publisher : Institut Bisnis dan Informatika Kwik Kian Gie

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The security system within a company is the top priority, one of its application is in web media, where it exist various confidential information in it, such as user information on the company PT. One Standard Group PTE LTD must be kept confidential not to fall into unauthorized parties, therefore a security system to address the information security is needed. The security system of modern symmetric key cryptography algorithms is considered to be able to overcome these problems which are generally divided into two, namely Data Encryption Standard (DES) dan Advanced Encryption System (AES). From the two algorithms, the author makes comparisons to obtain a more efficient algorithm in terms of security and times. The method that the author used in this research is Extreme Programming Research Methodology, with a qualitative methodological analysis technique, and in data collection author uses direct observation and literature study. The system that the author created applies additional security for user information which will be directly stored with the AES method and the DES method and the system will display the processing time of both. The conclusion that the author can achieve from this thesis is AES method cryptographic algorithms are more secure than the DES method because the AES method has double protection, but from the time aspect efficiency, the DES method cryptographic algorithms are more efficient. Keyword: Data Security, Cryptographic, AES, DES
IMPLEMENTASI SISTEM PAKAR DALAM MEMPREDIKSI POTENSI SIFAT BULLYING SESEORANG MENGGUNAKAN METODE FORWARD CHAINING Sphensen Sander; Akhmad Budi
Jurnal Informatika dan Bisnis Vol. 9 No. 1 (2020): Edisi Juni 2020
Publisher : Institut Bisnis dan Informatika Kwik Kian Gie

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Technology developments are growing rapidly and give benefits in various aspects of human’s life, especially in education. The technological development in education can be used to predict bullying. This research is conducted because the society still underestimates the case of bullying, using manual way to know the potency of bullying, and some schools in Indonesia still have not given any test to predict the bullying among the students. The researcher aimed to design, construct and implement the expert system. The researcher uses system theory, experts, expert system, web, research method and bullying theory. In order to predict the potential of bullying, this research implements the forward chaining method. The data is collected by observing and interviewing counseling teacher from Santo Yoseph Senior High School, and by reading books, journals and websites as references to support this research. The researcher implements prototype model approach for this research. This Application is created in order to predict the potential of bullying in Santo Yoseph Senior High School students based on the phenomenon and calculation from the Counseling Teacher by using Forward Chaining method, and explaining the application process in the form of Use Case Diagram, use case description, sequence diagram, class diagram, entity relationship diagram and site map. The Application development is expected to be useful for Counseling Teacher in Santo Yoseph Senior High School to predict the potential of bullying among the students. Keyword : Forward chaining, bullying, expert system.
PENERAPAN NATURAL LANGUAGE PROCESSING DALAM APLIKASI CHATBOT SEBAGAI MEDIA PENCARIAN INFORMASI DENGAN MENGGUNAKAN REACT (STUDI KASUS: INSTITUT BISNIS DAN INFORMATIKA KWIK KIAN GIE) Akhmad Budi
Jurnal Informatika dan Bisnis Vol. 9 No. 2 (2020): Edisi Desember 2020
Publisher : Institut Bisnis dan Informatika Kwik Kian Gie

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Techonological development in today have helped in field of education in terms of delivering informations.Delivery of information or the dissemination of information at this time has begun to apply computertechnology as a tool for help, but not yet supported by interactive information searching media.Using naturallanguage processing for extracting keywords from a sentence can be applied with Application ProgrammingInterface from Dialogflow and will be applied in form of a chatbot and will be built using React framework.This research will be conducted with Waterfall method, data gathering done by observation, interview, surveyand information from related parties. The chatbot or system design will be built with UML design. Chatbotapplication has successfully met the standards with the success rate of 80%. This chatbot aims to provideconvenience for students in obtaining information about academic activities.Keywords: Natural Language Processing, Chatbot, Dialogflow, React, Application Programming Interface.
GAMIFICATION AS A SERVICE BERBASIS PHP Akhmad Budi
Jurnal Informatika dan Bisnis Vol. 10 No. 1 (2021): Edisi Juni 2021
Publisher : Institut Bisnis dan Informatika Kwik Kian Gie

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research is caused by the problem of an absence of a service about improving motivation and achievement in working environment at Koding Next Company. The author applies the concept of gamification on this service. The conceptualization of gamification in this service uses 9 elements of motivational affordance, which are point, leaderboard, badges, clear goals, feedback, reward, progress, and challenge. The motivational affordance affects the psychological outcomes and behavioral outcomes. The author conducts field studies, interview to the users who will be directly involved with this service, and a literature review of previous researches that share the same topic. Through this research, the author finds out that the concept of gamification can be applied with PHP through API as the service. The data in this service can be accessed by web and other platforms to support the concept of gamification. Through the research process and the making of the service process that has been going on, the author concludes that this service can apply Gamification as a Service at Koding Next Company. This service is capable to improve the motivation and achievement of employees. Kata kunci: gamification, service, gamification as a service, api
IMPLEMENTASI METODE ALGORITMA AES PADA PERLINDUNGAN DATA SISTEM LOGIN Lie Clara; Akhmad Budi
Jurnal Informatika dan Bisnis Vol. 10 No. 2 (2021): Edisi Desember 2021
Publisher : Institut Bisnis dan Informatika Kwik Kian Gie

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

At  present  the  development  of  digital  technology  and  telecommunications  is  progressing  very  rapidly throughout the world, making almost in every country always closely related to technology in their daily lives, including Indonesia. Utilization of computer applications in everyday life has become a necessity. For this reason, the issue of security and confidentiality of data and information is very important. Personal data should not be known by others to suppress the occurrence of data that is misused and used. It needs to be protected and restricted from anyone who can access important data. In this study, the authors developed a login data security system application with the AES algorithm method to assist individuals in maintaining important data, especially passwords they have. In addition this application uses a MySQL database as a means of storing data, and PHP, HTML as a programming language, and CodeIgniter as a framework for supporting system development. This  research  was  conducted  by  utilizing  the methods  in  collecting  data,  namely,  literature  study  and documentation. And utilizing the AES algorithm as a data analysis and measurement technique The design of the application that the authors propose will include a system architecture, a system description using UML diagrams, namely use case diagrams, activity diagrams, and class diagrams, there is also a design interface and program flow design to explain how the program can run and how the program displays when viewed by the user, and there is a system implementation that covers hardware specifications, installation guides, and usage guides. The cryptographic application that the authors produced through this research is intended to be able to provide a security system solution that can maintain data security on the login system so that users can stop using passwords that are weak and repetitive, so users can keep their passwords safer. Keyword : Information System, Data, Login System, AES Algorithm, Cryptography.
RANCANG BANGUN APLIKASI MEDIA PEMBELAJARAN ANAK SEKOLAH MINGGU DENGAN TEKNOLOGI AUGMENTED REALITY BERBASIS ANDROID (Studi Kasus: GBI Glow Fellowsip Center) Akhmad Budi
Jurnal Informatika dan Bisnis Vol. 11 No. 1 (2022): Edisi Juni 2022
Publisher : Institut Bisnis dan Informatika Kwik Kian Gie

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

ABSTRACTEducation is one of the things that is very important and very influential in building the nation and country, both formal and informal education. In addition, through education it can create and develop various kinds of technology. Of course, this technology can be used in the field of education to help an effective learning process, not only that, technology is also often used in the fields of business, health, communication, and transportation.One of the technologies that are currently being developed and used as a medium for learning is Augmented Reality. Augmented Reality is a technology that combines or adds computer-generated virtual content with realworld objects. Augmented Reality has 2 methods, namely marker-based augmented reality and marker-less augmented reality. This study provides an overview of how Augmented Reality can be used as a medium for Sunday school learning. The method used to conduct research is Rapid Application Development (RAD). The RAD method has a sequence of processes, namely requirements planning, user design, construction, and cutover. The data for this study were obtained through interviews with Sunday school teachers. The result of this research is AR technology that can produce 3D objects in the form of animals when the scan button on the smartphone screen is clicked. Users also do not need to prepare marker prints because researchers created the application using the marker-less augmented reality method so that it is more efficient. The application of research results is expected to assist Sunday school teachers in teaching stories so that learning is more effective and easy to understand. This is because the application is equipped with 3D animation. In addition, using applications is also very easy just by using an android smartphone.Keyword: Augmented Reality, marker-based augmented reality, marker-less augmented reality, Rapid Application Development
IMPLEMENTASI SISTEM PAKAR UNTUK MEMPREDIKSI POTENSI KECANDUAN MAHASISWA TERHADAP GAME ONLINE MENGGUNAKAN METODE FORWARD CHAINING BERBASIS WEB Akhmad Budi
Jurnal Informatika dan Bisnis Vol. 11 No. 2 (2022): Edisi Desember 2022
Publisher : Institut Bisnis dan Informatika Kwik Kian Gie

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

ABSTRACTTechnology development in Indonesia is very fast. There are many benefits of technology, one of which is for entertainment needs. Playing online games is a form of entertainment need. Apart from having benefits, online games also have a negative impact on life, namely that a person can become addicted. To ensure that someone has an addiction, that person must go to an expert, namely a psychologist. However, to do counseling requires a lot of money, so this early detection system is made for people who like to self-diagnose themselves addicted to online games. Expert system is a form of Artificial Intelligence. Implementation of an expert system can be collaborated with the forward chaining method. This research uses the waterfall development method. The data taken for this study were obtained through questionnaires and interviews. The data will be used in the form of a knowledge base which contains 6 aspects consisting of 40 lists of symptoms along with their indicators and 5 solutions obtained from interviews with a human expert. Decision making in an expert system will be processed using a formula that has been given by human experts. The results of this study are the percentage of potential addictions to online games and solutions obtained by answering knowledge base statements. The expert system produced by this researcher can be used as an initial assessment that makes it easier for psychologists to make diagnoses.Keywords : Expert System, Addiction, Game Online, Forward Chaining
IMPLEMENTASI E-COMMERCE MENGGUNAKAN LOW CODE PROGRAMMING PADA SAM’S FOODIE BERBASIS RESPONSIVE WEB Akhmad Budi
Jurnal Informatika dan Bisnis Vol. 12 No. 1 (2023): Edisi Juni 2023
Publisher : Institut Bisnis dan Informatika Kwik Kian Gie

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46806/jib.v12i1.1001

Abstract

ABSTRACTTechnology continues to develop from time to time. With increasingly sophisticated technology, various information can be obtained easily. One of the visible developments is there’s responsive web that automatically will adjust itself with the device used. The use of the website is not only for getting and uploading information but also used in the business world, which known as E-Commerce. There are many programming languages that can be used in making a website and many developers tend to apply a high code programming in their making. Even though there are new ways to create websites that are easier and faster by implementing low code programming. The design of the website that is made includes the system design described in the UML Diagram. The resulting website is a website in the form of simple E-Commerce that can be opened not only via a computer but also from a mobile device. The aim of this research is to be able to make an E-Commerce website by using the implementation of low code programming so that business needs both in terms of owners and users can be fulfilled.Keywords: Website, E-Commerce, Low Code Programming, Responsive Web