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Contact Name
Achmad Choiron
Contact Email
journal.inform@unitomo.ac.id
Phone
+6281332765765
Journal Mail Official
journal.inform@unitomo.ac.id
Editorial Address
Jl. Semolowaru no 84, Surabaya, 60118
Location
Kota surabaya,
Jawa timur
INDONESIA
Inform : Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi
ISSN : 25023470     EISSN : 25810367     DOI : 10.25139
Inform: Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi is One of the journals published by the Informatics Engineering Department Dr. Soetomo University, was established in January 2016. Inform a double-blind peer-reviewed journal, the aim of this journal is to publish high-quality articles dedicated to the field of information and communication technology, Published 2 times a year in January and July. Inform with p-ISSN:2502-3470 and e-ISSN:2581-0367 has been accredited by the Ministry of Research and Technology of the National Research and Innovation Agency of the Republic of Indonesia Number 85/M/KPT/2020 dated April 1, 2020. Accreditation is valid for 5 years Vol.3 No.2 2018 to Vol.8 No.1 2023. Focus and Scope that is Scientific research related to information and communication technology fields, including Software Engineering, Information Systems, Human-Computer Interaction, Architecture and Hardware, Computer Vision, Pattern Recognition, Computer Application and Artificial intelligence, Game Technology, and Computer Graphics, but not limited to informatics scope.
Articles 22 Documents
Search results for , issue "Vol. 6 No. 2 (2021)" : 22 Documents clear
Rancang Bangun Aplikasi Sistem Pakar Usaha Budidaya Sayuran Secara Hidroponik Berbasis Android 1; 1
Inform : Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi Vol. 6 No. 2 (2021)
Publisher : Universitas Dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (278.139 KB) | DOI: 10.25139/inform.v6i2.3905

Abstract

Hydroponics systems require tremendous attention both in nutrition, plant growth, the risk of pest and disease attacks. Thus, this hydroponic farming system requires high experience and expertise that is the main obstacle for business actors who want to start a vegetable cultivation business with a hydroponic system, especially for business actors who do not have a background in agriculture. The hydroponic cultivation expert system in this study aims to detect plant diseases and pests and provide solutions to these diseases. In addition, this expert system application also aims to monitor plant needs, so this application can help farmers grow up hydroponic vegetable cultivation businesses. The combination of the forward and backward chaining methods is applied to detect plant diseases and pests. Whereas the forward chaining method use to monitor plant needs. The combination of the forward and backward chaining methods in identifying plant diseases and pests can make it easier for users to determine the suffered by plants and provide information about these diseases. The application of the forward chaining method in monitoring plant needs can identify the level of fulfilment of entails of each component of plant needs according to the type of plant and the day after planting. The application of this hydroponic expert system can overcome the limited number of hydroponic experts in helping farmers identify plant diseases and pests and monitor plant needs.
Implementation and Impact of Virtual Reality on Survival Horror Games 1; 1
Inform : Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi Vol. 6 No. 2 (2021)
Publisher : Universitas Dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (447.665 KB) | DOI: 10.25139/inform.v6i2.3943

Abstract

Currently, games are an important part of human life. Not only serves as entertainment, games nowadays also serve as education, communication, socialization, and even a job for some people. This makes technology in the game world more developed and closer to reality. One of the popular and interesting technologies is virtual reality. This technology has various elements, but the most important element is the immersion element, which can give users the sensation to feel as if they are in a real environment. In this research, the authors examine the effects of virtual reality when combined with horror games. The selection of horror games was made because this genre is one of the genres with the fastest immersion element compared to other game genres. In addition to the use of virtual reality technology, considering that horror games require complex particle simulations and good lighting, the authors use the Unreal Engine as the main engine in this game. The test method used in this study is the beta testing method with the assessment using the user acceptance method. The conclusion was that virtual reality technology combined with the advantages of the unreal engine caused game players to get a tenser atmosphere.
The Level of Student Satisfaction with the Online Learning Process During a Pandemic Using the K-means Algorithm 1
Inform : Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi Vol. 6 No. 2 (2021)
Publisher : Universitas Dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (233.439 KB) | DOI: 10.25139/inform.v6i2.3945

Abstract

The number of cases of Covid-19 in this pandemic era is increasing and getting out of control every day. This triggers the Indonesian government to set policies on schools with online learning methods. Of course, online learning cannot ensure that it runs smoothly in all circles because several factors hinder the learning process. The difficulty of the internet network, limited quotas, unfamiliarity with the use of learning media, and an unsupportive environment for conducting online learning are the obstacles to ineffective online learning. The purpose of this study was to determine the level of satisfaction with online learning during the pandemic. This study uses quantitative research methods with a descriptive approach. Quantitative research methods will be processed into data mining using the K-Means Clustering Algorithm. The clustering process is carried out to get the results of clustering the level of student satisfaction. The dataset was obtained from the results of the questionnaire by submitting statements of satisfaction and dissatisfaction. The cluster type is based on high, medium, and low class. The test results obtained a value with the final iteration, namely the level of satisfied statements is categorized as high with a value of 11.79 compared to the dissatisfied statement, which is categorized as moderate with a value of 7.46. In contrast, for the low category level, there is no value of 0.00 cluster results state that the category is satisfied with online learning with a value of 9.33.
Business Model Canvas for Usability Testing of E-Commerce Website Design Using SEO On-Page Technique 1
Inform : Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi Vol. 6 No. 2 (2021)
Publisher : Universitas Dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (702.663 KB) | DOI: 10.25139/inform.v6i2.3947

Abstract

Advances in information technology have had a tremendous impact on all of the professions today. All buying and selling activities, including selling baby products, have become easier with digital technology, namely the marketplace. Until now, the marketplace business only uses a physical storefront and marketplace to offer their wares. However, there are still obstacles such as the lack of product information obtained by customers due to decreased sales, lack of a wide range of promotions due to lower income, and discounts when using the marketplace due to lower marketplace revenue. Based on the problems mentioned above, an e-commerce website is needed to solve the problem in the Mimimama store. This e-commerce website is built with the WordPress Content Management System (CMS), and the Business Model Canvas (BMC) method is used to analyze the business model. Designs are built using the Unified Modeling Language (UML), and websites are tested using Usability Testing to ensure the functionality works properly. After the website is built, SEO is applied using On-Page SEO to optimize website pages. Google easily indexes them and is easy to find by customers using certain keywords. The development of an e-commerce website provides answers to make it easier for customers to access information, expand marketing reach, and allow Mimimama to focus more on building the Mimimama store brand.
E-Commerce Based Digital Marketing Using Business Model Canvas 1
Inform : Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi Vol. 6 No. 2 (2021)
Publisher : Universitas Dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (471.866 KB) | DOI: 10.25139/inform.v6i2.3985

Abstract

The digital era, which is quickly evolving nowadays, necessitates the use of online stores by business owners to compete for as many clients as possible. E-commerce is the process of selling, purchasing, and marketing a product over the internet network. Conventional sales of items that do not maximize the use of promotional media will result in sales declining and many products not being sold. Traditional sales must instantly transition to digital marketing via e-commerce websites using a Content Management System (CMS) so that retailers can have their charm to improve product sales. The benefit of this research is to make online sales utilizing a Content Management System (CMS) to improve business operations and product marketing by employing Search Engine Optimization (SEO) to reduce product marketing expenditures. The Business Model Canvas (BMC) is used to create an online business model. Unified Modeling Language (UML) diagrams, such as Activity Diagrams, Use Case Diagrams, Component Diagrams, and System Sequence Diagrams, are used in the system design. As a result of this research, the e-commerce website will be displayed on the first page of the search site, allowing it to assist shop transaction activities and serve as a promotional medium.
Pembelajaran Soft Skill Tim Software Engineering Menggunakan Platform Pembelajaran Daring dengan Metode Project Oriented Problem Based Learning (POPBL) untuk Mahasiswa Politeknik Negeri Bandung 1
Inform : Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi Vol. 6 No. 2 (2021)
Publisher : Universitas Dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (363.954 KB) | DOI: 10.25139/inform.v6i2.3986

Abstract

In a decade, the 4.0 industry requires improving their employees, especially for freshly graduated employees. Both hard skills and soft skills must be improved. The Computers and Informatics Engineering Department at Bandung State Polytechnic has a software project subject in their curriculum that adapted the Project-Oriented Problem Based Learning (POPBL) method to improve them. It can give the skills experience that the industry needed, especially soft skills for students who act as the software engineering team in this subject. But, after the spread of covid-19, soft skills learning with POPBL must use the online learning platform. The POPBL must be designed with the online learning framework. Based on industrial needs, each student's soft skills are problem-solving, teamwork, responsibility, communication, hard work, and discipline. These two purposes of the research are making the POPBL using the online learning platform and knowing how to use the online learning platform in the POPBL method. The findings in this POPBL research are something happen in POPBL online learning, such as all step in POPBL framework keep running, poor connection and communication device to be a problem that hinders the POPBL process, need more time for lecturer to observe the students directly, and need more time to give the action from the weekly evaluation results. In addition, the impacts of POPBL online learning on soft skills results are founded. Means of the students' soft skills grades and Wilcoxon test are used to get the results of this research. The result of data analysis is four soft skills significantly change. Two of the soft skills significantly increased are responsibility and hard work. Problem solving and communication are decreased considerably. The conclusion is the spread of covid-19 given the impacts on students' soft skills in software project class at Bandung State Polytechnic using the POPBL online learning method.
PID Control System on Brushless DC Motor for Quadcopter Balance 1
Inform : Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi Vol. 6 No. 2 (2021)
Publisher : Universitas Dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (583.785 KB) | DOI: 10.25139/inform.v6i2.3999

Abstract

Unmanned Aerial Vehicle (UAV) is an unmanned aircraft system that is no longer a special need but has become a general need for the community, and one example is used to capture everyday moments through photos or videos from the air. Among the models of UAV aircraft is the quadcopter, where there is a flight controller that functions to fly the quadcopter by adjusting the speed of each motor. The flight controller that is often used today is the Pixhawk manufacturer. The Pixhawk module is an integrated system that the factory has provided, so it cannot be modified in terms of control and I/O. This research focuses on making an independent flight controller that can be used to fly a quadcopter. The control method that is implanted is Proportional Integral Derivative or commonly known as PID. The flight controller uses the PID control method to adjust each Brushless DC Motor (BLDC) speed to maintain stability while flying. From the test results, the quadcopter can fly stably with KP parameters of 2.5, KI of 0.6, and KD of 1.0. The response time in processing feedback is 3s.
Automatic Water Dispenser Based on Hand Gesture Detection Using Arduino 1
Inform : Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi Vol. 6 No. 2 (2021)
Publisher : Universitas Dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (763.695 KB) | DOI: 10.25139/inform.v6i2.4000

Abstract

Water dispensers are electronic devices that are widely available in households and offices. In general, water dispensers use faucets to drain water. During the pandemic, many people avoid touching equipment used by many people. Various ways have been done so that the water dispenser can be operated automatically without touching the faucet. Previous research on water dispensers was only applied to one type of water. This study aims to make an automatic water dispenser without touching the faucet used for two types of water, namely hot water or cold water. This research is based on hand gesture detection to choose hot water or cold water. The APDS-9960 gesture sensor detects hand movements to select hot or cold water, and then a servo motor is used to open the water faucet. After that, the position of the glass is validated by the ultrasonic sensor HC-SR04, and water will flow for 30 seconds into the glass. The entire input and output process is controlled using Arduino. The results show that this automatic water dispenser can detect hand gestures at a maximum distance of 15 cm with a hand movement speed of 2 to 3.7 seconds. This automatic water dispenser can detect three kinds of glass, namely ceramic, clear glass, and plastic, at a distance of 1 to 3 cm, and the volume of water flowing for 30 seconds is 240 ml.
Gamification in Education Context: The Intention, The Design and The Result 1
Inform : Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi Vol. 6 No. 2 (2021)
Publisher : Universitas Dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (218.999 KB) | DOI: 10.25139/inform.v6i2.4035

Abstract

Gamification has been widely adopted in many areas, including in the educational context. The students need to be motivated in following the learning process because everyone feels happy to learn if there is no coercion. By presenting something fun and enjoyable, students are expected to be more involved in the learning process, which will achieve better learning outcomes. Gamification is very reliable in bringing fun and pleasure to the learning process for the students. We analyze three items from the previous study; the intention and what the goals are expected, how to design, and the result of gamification in the education context. We found the intentions of gamification adoption in an educational context. They are to increase students' motivation to learn and present an alternative learning method that is more fun and enjoyable. And for the success of this gamification program, a game application can be developed using existing sophisticated technology and by presenting a reward system mechanism. The presence of points, badges, and leader boards cannot be separated from the gamification because it is a very inherent gamification feature to motivate students to play the game. Getting students to use the games intensively is not the only result we expect, but it also makes students learn better to produce good learning outcomes.
Secret Key Establishment Using Modified Quantization Log For Vehicular Ad-Hoc Network 1
Inform : Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi Vol. 6 No. 2 (2021)
Publisher : Universitas Dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (600.096 KB) | DOI: 10.25139/inform.v6i2.4037

Abstract

Traditional cryptographic approaches such as symmetric and asymmetric cryptography are commonly employed to solve network security issues. The Secret Key Generation (SKG) system has the advantage of extracting secret keys from a wireless channel's physical layer information. It allows two wireless devices within the transmission range to extract a shared symmetric key without the use of a fixed key distribution infrastructure, allowing vehicular ad hoc networks to exchange information (VANET). This study aims to create a secure data communication system on the Vehicular Ad-Hoc Network using RSS Key Generation. Starting from the Modified Quantization Log, the results of the Modified Quantization Log show that the average KDRM between Alice and Bob is the average KDRM between Alice and Bob is 9.4%; meanwhile, the average KGR is 71.4 bps. This shows that the number of bit mismatches after the Modified Quantization Log process between the two valid users is already small, because they have used the pre-processing process in front of them, namely using the Kalman Filter and from the results of the BCH Code to be matched again so that it becomes the key. The next process is Universal Hash which is tested with the NIST test. The NIST Test parameters used are approximately entropy, frequency, block frequency, longest run, cumulative sum forward, and cumulative sum reverse. The existing results are appropriate; namely, the threshold in p whose value is above 0.01 is achieved. From the results of the Average Approximate Entropy, it is found that the largest value is obtained by the 40k10ms scheme, which is 0.7352.

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