SISFOTENIKA
Jurnal Ilmiah SISFOTENIKA diterbitkan oleh LPPM STMIK Pontianak dan IndoCEISS. Frekuensi Terbit Tengah Tahunan (2 kali dalam setahun, yaitu bulan Januari dan Juli). Topik yang akan dipublikasikan oleh jurnal SISFOTENIKA berhubungan dengan teknologi informasi, komunikasi dan komputer yang berbentuk kumpulan/akumulasi pengetahuan baru, pengamatan empirik atau hasil penelitian, dan pengembangan gagasan atau usulan baru.
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Implementation of Scrum Method on MVC-Based Sembakoqu Website
Nifea Kusumawardhani;
Agung Triayudi;
Benrahman Benrahman
SISFOTENIKA Vol 11, No 1 (2021): SISFOTENIKA
Publisher : STMIK PONTIANAK
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DOI: 10.30700/jst.v11i1.1067
Sembakoqu is a personal online distributor website for selling various kinds of food. With prices and foodstuffs that always go up and people's purchasing power decreases because it is necessary to come to the distributor's place. The purpose of this study is to create an online distributor website to make it easier for the public to find savings in their household and business raw material expenses. In this research, the development of the website system uses the Scrum method which is part of the agile method which can produce good quality software according to user desires. This method has a flexible nature that can be applied to the development of the Sembakoqu system by implementing a computerized payment and reporting system. The testing phase used on this website uses the blackbox method by emphasizing testing on functionality. For application development suggestions that can be carried out in further research, namely the system can be developed into a mobile application, so that consumers can order products on their smartphone devices.
Measuring Body Temperature Based Internet of Things (IoT) Using Esp8266 and Firebase
Indra Gunawan;
Aris Sudianto;
Muhamad Sadali
SISFOTENIKA Vol 11, No 1 (2021): SISFOTENIKA
Publisher : STMIK PONTIANAK
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DOI: 10.30700/jst.v11i1.1060
Measuring the body temperature can be the basis for determining the health level of a person which increasing the body temperature can also be a reference to find out whether a person infection early symptoms of a disease, both fever and cases as currently occurring, namely as an indicator of determining whether someone is indicated to be infected with the Covid 19 virus, which is currently a pandemic in the various countries. Initially, measurement the body temperature was carried out massively using the body temperature measuring device circulating in the community using a thermometer that was already standardized by SNI, wherein the measurement process like this some obstacles or problems occur, which the officer being infected the risk by virus covid19 and will cause increasing in the cases. In this study, a tool was made to measure human body temperature based on the internet of things technology, which then the measurement data will be sent to an Android smartphone application based monitoring via the internet. This tool uses the MLX-90614 sensor device [1] to detect temperature, after that the data will be processed by Nodemcu ESP8266 and stored on the Firebase server before the data will sent to the user's monitor. The measurement result data will be displayed with the android application and if the temperature data exceeds the normal limit or> 37.50C, the system will send a sound signal alarm via a buzzer. The results of this study can achieve an accuracy level of about 95% from value of data the measuring temperature using device standards SNI and data display to the application monitoring need about 3 seconds.
Designing a Visual Novel Game in Nusantara Folklore 'The Origin of Lake Toba' using Renpy Visual Novel Engine
Noprita Elisabeth S;
Rani Hermita
SISFOTENIKA Vol 11, No 1 (2021): SISFOTENIKA
Publisher : STMIK PONTIANAK
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DOI: 10.30700/jst.v11i1.1054
Public knows about the folklore of the archipelago in Indonesia through stories told directly by parents and their families, passed down orally from parents to children and their ancestors to future generations. Likewise, the folklore of the origin of Lake Toba. The folklore of the archipelago seems to be slowly disappearing because it is only passed down orally and is less desirable and does not rule out being forgotten and extinct. This is what makes the writer decide to conduct research on the folklore of the archipelago through the media of games, namely visual novels with the story of the origin of Lake Toba as the object. The researcher wants to make an application in the form of animation with the help of a program that wants to be enjoyed by many people and can also be used as a learning medium.The game application that will be produced will later be made using the Ren'Py Novel Visual Engine application and the research method that the author will use is an extreme programming as a management system with the following stages: Exploration Phase, Planning Phase, Iteration Phase, Production Phase, Maintenance Phase and Final Publication Stage ( Death Phase), with the existing tools can make the application of the story of the origin of Lake Toba well, then for future research to make it in a 3-dimension version
Design Web-Based Registration And Data Management Of Student Thesis Information System
Rosiyati MH Thamrin;
Rian Andriani
SISFOTENIKA Vol 11, No 1 (2021): SISFOTENIKA
Publisher : STMIK PONTIANAK
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DOI: 10.30700/jst.v11i1.1111
The thesis data management process at STIMIK Sepuluh Nopember Jayapura currently still uses Microsoft Excel, so the processing takes a lot of time, another obstacle that arises is the title submission process, where students have to come to campus to submit titles then announcements still use the announcement board so that students who want to get the information must go to the STIMIK Sepuluh Nopember campus. The purpose of making the system is to solve the above problems and at the same time make it easier for students in the process of submitting titles. The design of this system uses the waterfall method, while the data collection method uses several methods such as observation, interviews and literature study. For web development using the PHP programming language. The final result of this design is a web that can be used by students to submit titles, see a list of thesis titles that have been taken and so on. While the output from the web that is made is a list of student thesis titles STIMIK Sepuluh Nopember Jayapura and announcements such as approval of titles submitted, supervisors, examiners and payment issues.
Implementation of Apriori Algorithm for Determining Product Purchase Patterns
Nindy Devita Sari;
Bambang Soedijono W A;
Asro Nasiri
SISFOTENIKA Vol 11, No 1 (2021): SISFOTENIKA
Publisher : STMIK PONTIANAK
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DOI: 10.30700/jst.v11i1.1033
In this study, the implementation of Data Mining association method using Apriori algorithm to determine product purchase pattern. Data obtained from the sales transaction data in the Toko Jaya Putra Bumi Agung in the form of a purchase note that will then be implemented using Apriori algorithm. The data mining technique used is the association rule method to know the pattern between items one and other items using support and confidence. In this study of the calculation process with Apriori algorithm obtained minimum value of support 50% and minimum confidence value 70% then resulting tendency of products purchased by consumers ie if buying cooking oil then buy eggs with confidence 75%. If buying Sumendo coffee then buy sugar with confidence 77.8%. This research is expected to be helpful and useful for the owner of Toko Jaya Putra Bumi Agung to predict and analyze the combinations of what kinds of products are often purchased by consumers simultaneously. For further research need to be developed again by combining other data mining algorithms. Preferably the use of datasets that are used will be better to use larger datasets so that they can obtain higher accuracy values.
Ilearning Journal Center Promotion Video Based on Videoscribe Application and Adobe After Effect CC 2015
Sururi, Ahmad;
Sekarwati, Ratna Ayu
SISFOTENIKA Vol 11, No 1 (2021): SISFOTENIKA
Publisher : STMIK PONTIANAK
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DOI: 10.30700/jst.v11i1.955
Video is a media of information and promotion which is very effective because it has elements of motion, real visualization, images, sounds, and also many elements of music. In the field of promotion and publication, video has become one of the effective and attractive supporting media in its presentation and is considered the most appropriate way to carry out a promotion. The Ilearning Journal Center (IJC) is an innovative electronic journal management system (e-journal) whose application is directed to be able to replace the conventional (printed) journal management system. The purpose of the promotion itself is to introduce the journal learning center to the wider community, especially students and academics, the benefit of this research is to support media information and the promotion ofthe journal learning center. Therefore, the institutuon decides to make a journal in ILearning Journal Center so that institutions want to make a journal in the Ilearning Journal Center. The research method used is the data collection method, namely observation and interviews and research through similar papers in order to get a new idea and better results, with the help of the Videoscribe application and Adobe After Effect, it is expected that informative and effective promotional media can be formed. The purpose of this research is the formation of information and promotion videos so that students and academics can join the ilearning Journal Center and can improve in making a scientific work e-journal or electronically.
Analysis of OVO Merchant Satisfaction Levels at 5 Shopping Centers in Bandung City Based on the Kano Model
Stefhanie Ancela Lahallo;
Elmor Benedict Wagiu
SISFOTENIKA Vol 11, No 1 (2021): SISFOTENIKA
Publisher : STMIK PONTIANAK
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DOI: 10.30700/jst.v11i1.1059
In Industry 4.0, technological advances affect how to transact. Technological advances have created digital payment instrument that aim to make it easier for consumers to make payments. Many digital payments have been used by public. One of them is E-Wallet. An E-Wallet is a digital payment instrument; users must be connected to a server and connected to an Internet location. This study aims to analyze the indicators that affect level of merchant satisfaction, determine the service standards according to merchant desires, and determine OVO service quality improvement strategy using the kano model. This model aims to analyze indicators that affect the level of merchant satisfaction, based on how well the service level is able to satisfy merchant needs. This research begins with preliminary survey to determine the number of OVO merchants in 5 shopping centers in Bandung. Then data collection is done by distributing primary data (questionnaires) to OVO merchants at 5 shopping centers in Bandung.The results of the study show services that fall into the category of Performance Needs (O), Basic Needs (M), and Excitement Needs (A) affect the level of satisfaction. Services that fall into the Performance Needs (O) category are standart services in accordance with the wishes of OVO merchants. The improvement strategy that OVO needs to do to improve service quality is by increasing the indicators that are the basic needs of users.
Improving The Quality Of Information, Communication Technology Based Theology Learning
Purim _ Marbun;
Alex Frans Nathanael Nasution
SISFOTENIKA Vol 11, No 1 (2021): SISFOTENIKA
Publisher : STMIK PONTIANAK
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DOI: 10.30700/jst.v11i1.1057
This paper was motivated by a problem of poor understanding and the implementation of information communication technology-based learning in Christian theological schools, particularly in the use of various resources in improving the quality of learning. In many additions, lecturers have not maximally used information communication technology massively due to the lack of facilities and infrastructures as well as the inaccurate technical ability using it. The research method in this writing is qualitative literature. Researchers will be exploring many sources related to this topic in question and analyze the subjects to the research title. Result of this study provides input and strategies on how to use information communication and technology in learning Christian theology in order to achieve the quality of learning.
User Experience Design Of Mobile Charity Application Using Design Thinking Method
Nadia Aulia;
Septi Andryana;
Aris Gunaryati
SISFOTENIKA Vol 11, No 1 (2021): SISFOTENIKA
Publisher : STMIK PONTIANAK
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DOI: 10.30700/jst.v11i1.1066
The charity application is an application used by donors when donating goods easily and quickly in obtaining information on what items are needed, the donation process and clear information about containers. Based on these problems, the authors create a solution by designing the user experience of a mobile-based application that creates the final result in the form of a high-fidelity prototype. With this design, it can make it easier for donors to donate goods easily and quickly. The design process uses the design thinking method which consists of five stages, namely emphatic, define, ideate, prototype and testing. Testing or testing in this study achieves three aspects of UX Attributes that have been determined, namely effectiveness, efficiency and satisfaction by providing a task or mission and a system usability scale. In testing the three aspects by 40 testers, the average value of effectiveness is 85, efficiency 0.117533 goals / second and satisfication 73.3 with high acceptability, the grade scale is the same as C and the adjective rating is good.
Design And Development Of Arduino-Based Smart Classroom System
Michella Monica;
Alfa Satya Putra
SISFOTENIKA Vol 11, No 1 (2021): SISFOTENIKA
Publisher : STMIK PONTIANAK
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DOI: 10.30700/jst.v11i1.1058
The purpose of this research is to design and develop a Smart Classroom system. The system is expected to minimize academic dishonesty in attendance and assignment submission. A survey about academic dishonesty was distributed to 144 university students and lecturers to measure the level of academic dishonesty. Survey result shows that 54.5% of students surveyed has committed academic dishonesty, and 60% of lecturers surveyed has discovered academic dishonesty incidents. Furthermore, 55.2% of students and 20% of lecturers surveyed believed that the attendance system used is not effective, which causes academic dishonesty cases. Thus, a Smart Classroom system was developed using fingerprint scanner module to take attendance and QR barcode scanner to take assignment submission. The system is controlled using Arduino Mega 2560 microcontroller board and includes database and website to manage and display data. System testing shows that success rate of fingerprint scanner module in taking attendance is 90%, and success rate of QR barcode scanner module in assignment submission is 100%.