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INDONESIA
Systemic: Information System and Informatics Journal
ISSN : 24608092     EISSN : 25486551     DOI : -
Core Subject : Science,
SYSTEMIC (Information System and Informatic Journal) publishes articles on information technology from various perspectives, including literature studies, laboratory studies, and field studies. The journal prioritizes studies related to the theme: -Information System -IT Governance and Management -Information Security -Artificial Intelligent and Its Application -Internet of Things.
Arjuna Subject : -
Articles 8 Documents
Search results for , issue "Vol. 6 No. 1 (2020): Agustus" : 8 Documents clear
Implementasi Kriptografi AES untuk Keamanan Pengiriman Data Internet of Things Menggunakan Web Service Rest pada NodeMCU Afrijal Rizqi Ramadan; Ardito Wahyu Prakoso; Ghifari Dwi C
Systemic: Information System and Informatics Journal Vol. 6 No. 1 (2020): Agustus
Publisher : Program Studi Sistem Informasi Fakultas Sains dan Teknologi, UIN Sunan Ampel Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29080/systemic.v6i1.752

Abstract

The emergence of the term Internet of Things in this era generally has a positive role for humans in various aspects such as health, industry, cities and even agriculture. However, there is a problem that is a serious threat in the IoT environment, namely data security. Data security is something that is required in storing or sending important information. It is dangerous if the data falls and is taken by parties who will be used irresponsibly who can later retrieve and even change the actual data. Therefore, the use of AES cryptography is needed to solve this problem. AES stands for Advanced Encryption Standard is a symmetric key encryption algorithm that has a faster data security process than an asymmetric algorithm. The purpose of this study is to describe how to apply the AES algorithm to IoT devices as an effort to secure data. Data in the form of temperature and humidity values ​​are encrypted by the AES algorithm before being sent to the database server with a container in the form of a wireless network or called wifi. In the web server, encrypted data is returned in the form of the original data before entering the database. The results of this test are to confirm that the system is running optimally. The use of the AES algorithm is declared successful in meeting the objectives, namely for data security and confidentiality.
Perancangan Game Edukasi Kuis Lingkungan Menggunakan Metode Multimedia Development Life Cycle Dan Algoritma Fisher Yates Shuffle Pada Pengacakan Soal Widi Aulia Widi
Systemic: Information System and Informatics Journal Vol. 6 No. 1 (2020): Agustus
Publisher : Program Studi Sistem Informasi Fakultas Sains dan Teknologi, UIN Sunan Ampel Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29080/systemic.v6i1.886

Abstract

Knowledge of nature or the environment is very important in life. Learning of this knowledge is also needed so that students know anything that can happen in this world, especially the current technological developments of science and knowledge can be easily provided through various media, one of which is a game that is widely developed and desired by the public. In its use, games can be used as a medium of learning at school so that learning activities can become more interesting and enjoyable. Another goal of this research is for students to know and care more about nature or the environment. The design and construction of this game uses the method of Multimedia Development Life Cycle (MDLC). This environmental quiz game is a learning medium that contains natural science lessons about living organization systems, the interaction of living things with the environment and environmental pollution. Components in this game are in the form of material and quiz and puzzle games. Quiz questions given will be randomized using the Fisher Yates Shuffle algorithm so that the position of the questions that come out is not the same. Keywords: Quiz game, Multimedia Development Life Cycle, Natural Knowledge, Shuffle, Fisher Yates Shuffle.
Rancang Bangun Service Application Program Interface Sistem Machine Learning Klasifikasi Teks Menggunakan Algoritma Support Vector Machine Ottoh Hidayatullah; Victor Amrizal; Arini
Systemic: Information System and Informatics Journal Vol. 6 No. 1 (2020): Agustus
Publisher : Program Studi Sistem Informasi Fakultas Sains dan Teknologi, UIN Sunan Ampel Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29080/systemic.v6i1.920

Abstract

Data shows very large numbers for Internet use in Indonesia. In the field of education, online libraries are an effort to facilitate researchers to search for references to research documents. Based on observations, UIN Jakarta already has a good repository of research documents, but the online research document repository does not fulfill the Knowledge Acquisition feature. This capability allows users to obtain knowledge information that is not easily accessible to users. This research build a machine learning system using the Support Vector Machine algorithm so that the system built can categorize documents based on the informatics research fields. This research also builds a system services API (Application Program Interface) so that data output from machine learning systems can be used by a variety of platforms and different operating system environments. The accuracy of the machine learning system in this study resulted in a percentage of classification accuracy of 73.2% with a parameter value of 0.9. At the preprocessing stage the selection of unigram-bigram is the best in this study. Preprocessing affects the level of classification of machine learning systems. Preprocessing using stemming improves the results of ability accuracy. The amount of data affects the accuracy of the machine learning classification ability, it can be seen when the data is increased to 488 accuracy increases to 74.49. When the experiment was done again so that the data increased to 492 data, the accuracy increased again to 77.78%.
Analisis Perbandingan Sensitivitas Metode Simple Additive Weighting dan Weighted Product pada Pemilihan Kos di Sekitar UIN Sunan Kalijaga Yogyakarta Irsalina Santi Khasanah; Agus Mulyanto; Muhammad Galih Wonoseto
Systemic: Information System and Informatics Journal Vol. 6 No. 1 (2020): Agustus
Publisher : Program Studi Sistem Informasi Fakultas Sains dan Teknologi, UIN Sunan Ampel Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29080/systemic.v6i1.926

Abstract

The methods in decision support systems are so diverse that we need to know which methods are more sensitive in solving a case. This study aims to compare the sensitivity of the Simple Additive Weighting method and the Weighted Product method in the selection of boarding around UIN Sunan Kalijaga Yogyakarta. Sensitivity analysis was carried out on 6 trials by changing the weight values starting from 1, 1.5, and 2 by increasing the weight values by 0.5 and 0.1. Based on research conducted, the sensitivity in the SAW Method is 31.26% and the sensitivity in the WP Method is 30.53%. In this study, the SAW method has a higher sensitivity value compared to WP.
Sistem Pembelajaran Hukum Baca Al-Qur’an Menggunakan Algoritma LPC dan KNN Hafizh Achmad Dinan; Youllia Indrawaty N; Kurnia Ramadhan Putra
Systemic: Information System and Informatics Journal Vol. 6 No. 1 (2020): Agustus
Publisher : Program Studi Sistem Informasi Fakultas Sains dan Teknologi, UIN Sunan Ampel Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29080/systemic.v6i1.927

Abstract

A Muslim must be able to read the verses of the Qur’an properly as taught by the Prophet, Muhammad. Reading the Qur'an in accordance with tajwid is obligatory for every Muslim, if someone reads the Qur'an without using tajwid, the law is sinful. The development of the application of learning the Tajwid of Qur’an is aimed at helping a Muslim to be good at reading the Qur’an that is good and right.Al-Fatihah is uses in this application. Learning the Tajwid of Qur’an Application is using Linear Predictive Coding (LPC) method as sound feature extraction and K-Nearest Neigbor as matching with training data. For testing the pronunciation of the 1st verse obtained data accuracy of 83.3%, the 2nd verse is 86.7%, the 3rd verse is 85%, the 4th verse is 80%, the 5th verse is 88.3%, the 6th verse is 93.3%.
Sistem Penunjang Keputusan Seleksi Atlet Berdasarkan Data Fisik Menggunakan Naïve Bayes yosia halundaka; Din Syamsudin; Aryo Nugroho
Systemic: Information System and Informatics Journal Vol. 6 No. 1 (2020): Agustus
Publisher : Program Studi Sistem Informasi Fakultas Sains dan Teknologi, UIN Sunan Ampel Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29080/systemic.v6i1.935

Abstract

The purpose of this observation was to predict the passing rate of the physical test results of the participants of the martial arts athlete organized by KONI. The researchist made a classification based on data obtained from trainer of physical martial arts Kempo by using data mining. Data mining can be interpreted is a process extractcing new informartion was taken from big chunk of data for support the results of making decision support systems. Therefor using decision support systems which can help make a decision to choose the best athlet. In data mining there are many methods that can be used, one of them is the classification method by using alogarithms naive bayes. The results obtained from this observation is Correctly Classified Instances 94.4% with speed presentase 60% and 70% bring out Correctly Classified Instances 92.85%, while speed presentase 80% bring out Correctly Classified Instances 88.89%.
Sistem Penunjang Keputusan Pemasaran Produk X Menggunakan Metode K-Means Ach. Syuhbanul Yaumi; Zainul Zulfiqkar; Aryo Nugroho
Systemic: Information System and Informatics Journal Vol. 6 No. 1 (2020): Agustus
Publisher : Program Studi Sistem Informasi Fakultas Sains dan Teknologi, UIN Sunan Ampel Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29080/systemic.v6i1.936

Abstract

The problem that is currently in store is the difficulty to find out which product x is currently in high demand or is most widely used by consumers so that inventory of product x can be met according to customer demand and does not occur out of stock. Therefore, in the research grouping with the K-Means method for marketing product x is one way to determine customer choices for product x consumed. In this study grouping data from questionnaires or questionnaires that are distributed in stores, then the data are grouped into 2 groups using one of the clustering algorithms, K-Means. The data used are data collected by 366 respondents of store customers. After the data is processed using one of the data mining methods, the K-Means algorithm, shows that cluster 1 is a type A consumer group with a percentage of 33%, while cluster 2 is a type B consumer group with a percentage of 67%.
Game Promosi Wisata Kota Malang “Kakang Mbakyu” Dengan Menggunakan Decission Tree dan Hierarchy Finite State Fathurrahman; Yunifa Miftachul Arif
Systemic: Information System and Informatics Journal Vol. 6 No. 1 (2020): Agustus
Publisher : Program Studi Sistem Informasi Fakultas Sains dan Teknologi, UIN Sunan Ampel Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29080/systemic.v6i1.958

Abstract

Currently, the Tourism Sector in Indonesia is considered the most effective sector contributing to increasing the country's foreign exchange, Foreign exchange earnings were obtained from Indonesian tourism visits which surged and recorded as the highest compared to other countries in Southeast Asia, In particular in the city of Malang there was a significant increase in the number of tourists, based on data listed at www.malangkota.go.id in 2015 the number of tourists entering the city of Malang totaled 3,290,067 people, while 8,265 foreign tourists visited the following year to 3,987,074 for domestic tourists and 9,535 foreign tourists. In this research, Decission Tree algorithm was successfully implemented in the game by producing a time variable gain with a value of 2.01 and a gain point of 1.86 so that the time variable will be processed before the variable points to produce level jumps according to the ability of the player, and for the Hierarchy Finite State Machine, it proved to be successful with the NPC's moving behavior in accordance with the previously designed rules.

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