cover
Contact Name
Muhammad Yunus
Contact Email
m.yunus@polije.ac.id
Phone
-
Journal Mail Official
jtim.sekawan@gmail.com
Editorial Address
Jl. Bandeng No.25, Bintaro, Kec. Ampenan, Kota Mataram, Nusa Tenggara Bar. 83511
Location
Kota mataram,
Nusa tenggara barat
INDONESIA
JTIM : Jurnal Teknologi Informasi dan Multimedia
ISSN : 27152529     EISSN : 26849151     DOI : https://doi.org/10.35746/jtim.v2i1
Core Subject : Science,
Cakupan dan ruang lingkup JTIM terdiri dari Databases System, Data Mining/Web Mining, Datawarehouse, Artificial Integelence, Business Integelence, Cloud & Grid Computing, Decision Support System, Human Computer & Interaction, Mobile Computing & Application, E-System, Machine Learning, Deep Learning, Information Retrievel (IR), Computer Network & Security, Multimedia System, Sistem Informasi, Sistem Informasi Geografis (GIS), Sistem Informasi Akuntansi, Database Security, Network Security, Fuzzy Logic, Expert System, Image Processing, Computer Graphic, Computer Vision, Semantic Web, Animation dan lainnya yang serumpun dengan Teknologi Informasi dan Multimedia.
Arjuna Subject : -
Articles 5 Documents
Search results for , issue "Vol 5 No 1 (2023): May" : 5 Documents clear
Feasibility Evaluation of an Android-based Nutrition App (Dietducate) Among Nutritionists Using the User Version of The Mobile Apps Rating Scale (uMARS) Muhammad Iqbal; Elita Dwi Nurrahmawati; Husin Husin
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 5 No 1 (2023): May
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v5i1.330

Abstract

Online nutrition consultations are one of the strategic measures utilized to address complex nutritional issues. The use of smartphones in Indonesia is on the rise, particularly smartphones with the Android operating system. Indonesia has entered the 4.0 Industrial Revolution, which involves the application of technology in a variety of fields, including the healthcare industry. One application of this technology is the creation of the android application "dietducate." Using the uMARS (End-User Version of The Mobile Apps Rating Scale) method, this study aims to assess the feasibility of the android-based health application "dietducate" for nutritionists. Utilizing the uMARS research method and a 5-point scale, the research design is quantitative. Using a technique of purposive sampling, up to 35 nutritionists were gathered as subjects. The application evaluation was conducted using the uMARS questionnaire. The results indicated that the application quality score was within the acceptable range (4.05 out of 5). The component outcomes are determined by four supporting factors: involvement, functionality, aesthetics, and information. The results of each score are 3.97, 4.03, 4.02, and 4.23, respectively. It can be concluded that nutritionists can utilize the dietducate application. This app is also regarded as user-friendly and efficient for completing nutritionists' work. However, there are too many advertisements and minor bugs that need fixing to optimize app performance.
Penentuan Rute Optimal Untuk Jasa Pengiriman Barang Menggunakan Algoritma Genetika Gatra Cahya Ramadhan; Pratama Bagus W; Yesy Diah Rosita
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 5 No 1 (2023): May
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v5i1.322

Abstract

In the delivery process there is a problem commonly known as the Travelling Salesman Problem (TSP), therefore a program is needed that can minimize shipping costs and find a quick route to maximize the profits obtained. Then, set up alternative routes and optimum routes so that the problem can be solved. The purpose of this research is to determine the route or route and the minimum distance search results in goods delivery services using the method of genetic algorithms. Using 27 randomly selected data points from four sub-districts in the Mojokerto district, Clustering data is divided into three clusters and tested using MATLAB software. Using a crossover probability of 0.6, the probability of mutation is 0.4, and the total population is 27. The results of the test in finding the optimal route and the fast track are in the second cluster with a distance of 20 km and the optimal route of 5-8-7-1-9-4 -10-3-6-2-5, i.e., Dsn. Mojoroto, Banjartanggul, Dsn. Sumber Bendo, Perum Mojo Asri, Wonokoyo, Dsn. Trawas, Wonokusumo, Dsn. Pecuk, Dsn. Resik Bulu, Damarsi, Etc. Mojoroto From the optimal route generated in this study, it is expected that the shipping service can get the optimal route to speed up the delivery of goods.
Implementasi Augmented Reality Sebagai Media Promosi Pada Lesehan Kalisari Dengan Metode Based Marker Tracker Biyas Ola Tafakkur; Lalu Puji Indra Kharisma; Ahmad Ashril Rizal; Abdurahim Abdurahim
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 5 No 1 (2023): May
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v5i1.331

Abstract

Multimedia, as an information technology product, has the advantage of attracting the imagination and interest of its users. One of the multimedia products whose development is quite widely accepted by most people is augmented reality (AR). With the support of technology, Augmented Reality can combine the real world with the visual world. This study aims to design and build an android-based application using augmented reality technology with the Based Marker Tracker method as an alternative promotional media so that various food/beverage products available at restaurants or Lesehan Kalisari can be more attractive to customers. This application uses Vuforia SDK software, Unity3D with C# programming language, and Blender 3D to create 3D shapes from food/beverage products. This research uses the waterfall development method or what is often referred to as the classic life cycle. This research produces an android-based augmented reality application that can display 3D forms of food/beverage products on the menu list. With this application, it is hoped that it can become an alternative promotional media that increases the number of customers.
Pengembangan Arsitektur Knowledge Management System Untuk Model Bisnis Pendidikan Tinggi Puji Ratwiyanti; Harisno
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 5 No 1 (2023): May
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v5i1.332

Abstract

The purpose of this study is to design and develop architecture and application of Knowledge Management System (KMS) with a deep and comprehensive analysis at XYZ University. To get a deep and comprehensive analysis, several tools and methods are needed. The collaboration is contained in the stages of this study, starting from the business area analysis to map the subjects needed in making databases, current condition analysis by mapping the needs of knowledge and measuring KM Readiness with Rao scale. Both analyzes produce centralized KMS architectural recommendations, website -based KM application designs accompanied and cost benefits analysis. The conclusion obtained is the Knowledge Management System is one of the real solutions for the organization in giving contributions to improvement of governance and human resources in the organization, the readiness of the organization in implementing knowledge management also affects the process of developing knowledge management systems, technology is one aspect which contributes to the development of knowledge management, besides that the Knowledge Manage-Ment System can be developed into tools to assist management in assessing employee activity aspects.
Implementasi Augmented Reality Untuk Pengenalan Huruf Dan Angka Isyarat Untuk Anak SLB B Andhi Yanto Wibowo; Murinto
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 5 No 1 (2023): May
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v5i1.333

Abstract

exchange or delivery of information and messages from one party to another in order to understand each other between the two. Communication is usually done orally or verbally so that it can be understood by both parties. children with special needs, deaf in communicating have difficulty communicating and understanding messages, so they need to use language that suits their needs. Therefore the use of media to improve the ability of children with hearing impairments must be assisted by using media that can help children learn sign language by attracting students' attention and increasing interest in learning. This research uses the Multimedia Development Life Cycle method which has six stages. These stages are concept, design, material collecting, assembly, testing and distribution. This research utilizes Marker Augmented Reality technology as a tool to represent the introduction of the Sign Language System (SIBI). This application is used as a media or tool to help students learn to recognize letters and numbers in sign language. Based on the results of black box testing, all functions in this application have been running properly and are valid. Testing with the System Usability Scale (SUS) obtained a score of 85, so the application was declared ACCEPTABLE. Media expert testing gets a score of 91 with a percentage of 91% and can be categorized as very high so it is feasible to use. Material expert testing gets a score of 85% and is categorized as very high so it is feasible to use with revisions according to suggestions.

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