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EXPERT: Jurnal Manajemen Sistem Informasi dan Teknologi
Core Subject : Science,
EXPERT: Jurnal Manajemen Sistem Informasi dan Teknolologi menyajikan artikel/naskah dalam bidang teknologi informasi khususnya dalam Fokus pada 5 kelompok keilmuan di bidang sistem informasi yaitu: Sistem Informasi, Rekayasa Perangkat Lunak (RPL), Jaringan, Multimedia, Security, Teknologi Web dan Mobile serta Kecerdasan Buatan dan Game, serta tidak membatasi terhadap kajian-kajian sistem informasi lainnya meliputi: Information System, Business Intelligence, Logistic and Supply Chain Management, Customer Relationship Management, Human Resource Management, Intelligent Decision Support Systems, Enterprise Systems, Business Process Modelling, System Modelling, Management Information Systems, Economic Models for Information Systems, Mobile e-Business, Web Services for e-Business, Knowledge Management, Strategic Information Systems, Artificial Intelligence and Expert Systems, Balanced Scorecard, e-Commerce, Business Forecasting Process, Information Systems Change Management, Innovation in Information Systems and Change Management, Total Quality Management, Six Sigma for Performance Improvement, General Information Systems Related to Business Competitiveness.
Articles 12 Documents
Search results for , issue "Vol 12, No 1 (2022): June" : 12 Documents clear
Perhitungan Estimasi Upaya Pengembangan Software Pulsa Online dengan Fuzzy C-Means dan Fuzzy K-Means Tia Tanjung; Fenty Ariani; Wiwin Susanty; Arnes Yuli Vandika
EXPERT: Jurnal Manajemen Sistem Informasi dan Teknologi Vol 12, No 1 (2022): June
Publisher : Universitas Bandar Lampung (UBL)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36448/expert.v12i1.2471

Abstract

Top-up can be done by prepaid and postpaid. Top-up at this time can also be done by way of online purchases. Credit with a prepaid system is a real-time top-up. Payments are made before the customer uses credit. Prepaid credit is different from postpaid which is not real-time and is done after the customer uses credit. Before credit can be used, it is necessary to create a credit server first. In this case, limited resources become an obstacle in completing the credit server creation which will later be used by credit users. Therefore, it is necessary to estimate the effort in the development of the server application, so that the estimation can be known, both in terms of resources, and processing time to estimates in terms of costs. In this case, the appropriate method should be used to overcome the obstacle and reduce the risk of software development. There are several ways to use the Fuzzy K-Mean and Fuzzy C-Means methods to complete the creation of impulse servers, perform analysis and interpretation, and provide information and actions for the quality of research output, education, and evaluation research. The result of the grouping comparison is to produce a derivative formula for the Fuzzy K-Mean and Fuzzy C-Means algorithms.
Pengukuran User Experience Terhadap Penggunaan Aplikasi SIMVONI dengan Pendekatan Metode HEART Auralia Miffatul Jannah; Tri Lathif Mardi Suryanto; Arista Pratama
EXPERT: Jurnal Manajemen Sistem Informasi dan Teknologi Vol 12, No 1 (2022): June
Publisher : Universitas Bandar Lampung (UBL)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36448/expert.v12i1.2533

Abstract

SIMVONI is an acronym for the Virtual Indonesia Museum Application, which is a museum digitization service in the form of a virtual tour 3600. Every digital service requires feedback from users or visitors to achieve the basic goals of developing the service, not preparation for SIMVONI's efforts to become a digital e-museum in Indonesia. The purpose of this study is to analyze the impact of user experience on using SIMVONI through the website. This study uses a quantitative approach with the HEART method which is analyzed using Importance Performance Analysis (IPA). The number of respondents used for the sampling test is 257 provided that they have visited the SIMVONI page at least once. The results showed that there were 10 of 34 HEART items recommended for improvement (action) on SIMVONI, while the most important factors to get attention for improvement in a quick time were Retention and Engagement.
Chatbot Menggunakan Natural Language Processing untuk Pembelajaran Bahasa Inggris Berbasis Android Yuthsi Aprilinda; Tifanny Martavia; Erlangga Erlangga; Freddy Nur Afandi; Usman Rizal
EXPERT: Jurnal Manajemen Sistem Informasi dan Teknologi Vol 12, No 1 (2022): June
Publisher : Universitas Bandar Lampung (UBL)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36448/expert.v12i1.2629

Abstract

Learning languages nowadays is massive and varies, therefore the interest in learning keeps increasing. But there are some limitations that cause students not to try to learn something, such as the matter of time and the fear of pronouncing and speaking a foreign language whether to people they know or do not know. Therefore, this smart English language learning application is one of the solutions as a platform for learning and practice. This application uses a Natural Language Processing (NLP) method that can act as a friend to practice speaking, especially English. This research is an option for learning languages that is more interactive and fun.
Strategi Pemilihan Lokasi Usaha dengan Pendekatan MOORA M Hadi Prayitno
EXPERT: Jurnal Manajemen Sistem Informasi dan Teknologi Vol 12, No 1 (2022): June
Publisher : Universitas Bandar Lampung (UBL)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36448/expert.v12i1.2496

Abstract

One of the business strategies is to determine the location of the business, as well as a determining factor and very important in getting the best results in its business. Currently, there are many business locations that can be an alternative to running a business, such as the existence of new buildings being built, and the existence of housing that can bring business closer to the market. Taking this into account, business actors must be able to consider whether the location will be strategic or not. There are several considerations that can be taken by business owners, including building area, surrounding competitors, proximity to the market, available facilities, and rental prices. By paying attention to these things, apart from making criteria for choosing alternative business locations, it will also avoid losses for business actors by determining business locations that generate maximum profits. In this study, the author uses Multi-Objective Optimization on The Base Method of Ratio Analysis (MOORA) to determine the choice of the business location and as a strategy to develop its business. The author uses 5 criteria to choose 5 alternative business locations. Based on the calculation stages in the MOORA method, an alternative business A2, located in MGT Blok H, is generated, which is the best value from all alternative locations and is chosen as a business location that will provide business continuity, and will provide benefits in running its business.
Penerapan Metode Simple Additive Weighting untuk Pendukung Keputusan Pemilihan Balita Tersehat Diah Qisqadartunissa; Hendri Irawan; Pipin Farida Ariyani; Reva Ragam Santika
EXPERT: Jurnal Manajemen Sistem Informasi dan Teknologi Vol 12, No 1 (2022): June
Publisher : Universitas Bandar Lampung (UBL)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36448/expert.v12i1.2477

Abstract

This study discusses the application of the Simple Additive Weighting (SAW) method in decision support for the selection of the healthiest toddlers at the Anggrek Bulan Posyandu, Larangan Village, North Larangan District, Tangerang City, Banten Province. In the stage of human growth and development, one of the important processes is during the growth period of toddlers. The growth of toddlers is an important point of success in the quality of subsequent human development. Constraints encountered in this study were the absence of appropriate decision support methods to assist the process of assessing the selection of children under five, so there was no information to determine the nutritional status of children under five and to know the intake of nutritious foods in the growth and development of toddlers, and the selection of the healthiest toddlers was less fast and less effective. The criteria used in the selection of the healthiest toddlers are determined to be 4 (four) namely Height, Weight, Upper Arm Circumference, and Head Circumference. Each criterion has a weight determined by the Chair of the Orchid Month Posyandu and the results of the matrix calculation between alternatives with criteria using the SAW method will produce toddlers who have the healthiest criteria to become the healthiest toddlers. This study resulted in the priority order of the healthiest toddlers in the application of the SAW method at the Orchid Bulan Posyandu. The application of SAW method is used to facilitate the possibility of inputting cost criteria in the future. The SAW method can display an alternative order of priority in the form of the highest to the lowest ranking, is easy to implement, and uses the concept of weighting. This research will produce a proposal for the right method in data processing to make it easier to help the Posyandu head in making decisions. The results of the application of this method are recommendations for the priority order of the healthiest toddlers that can be used as suggestions or input for the Posyandu Chair as a decision-maker in the selection of the healthiest toddlers.
Implementasi Markerless Augmented Reality untuk Mendukung Penjualan Furnitur Wiwin Susanty; Erlangga Erlangga; Taqwan Thamrin; Rexy Hari Rafsanjani; Usman Rizal
EXPERT: Jurnal Manajemen Sistem Informasi dan Teknologi Vol 12, No 1 (2022): June
Publisher : Universitas Bandar Lampung (UBL)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36448/expert.v12i1.2637

Abstract

Technological developments in recent years have experienced very rapid changes, especially in the field of promotion and visuals. With the development of techniques that affect these aspects, it brings many changes that make it easier for the community, and at certain stages become problem solvers. In this study, a markerless Augmented Reality (AR) application that supports furniture sales will be designed. This application allows users to see the desired furniture product in 3D without using a marker that can be run in real-time. So far, to see pictures of furniture products, consumers have to come directly to the store to see the products they need. Alternatively, consumers can view the catalogs available on social media at the store or stores they visit. This study uses the AR method without markers. This eliminates the need for users to use one or more markers as recognition targets to display visual objects in furniture products. Unlike other applications, this application can be used as a medium to support sales of furniture that is more attractive because it can provide detailed information about all furniture products that are visualized interactively in 3D so that it can support furniture sales promotions.
Penerapan Certainty Factor pada Diagnosis Penyakit Tanaman Tomat Minarni Minarni; Rajib Gandi; Dede Wira Trise Putra
EXPERT: Jurnal Manajemen Sistem Informasi dan Teknologi Vol 12, No 1 (2022): June
Publisher : Universitas Bandar Lampung (UBL)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36448/expert.v12i1.2553

Abstract

Tomato (Solanum lycopersicum) is a horticultural crop that has important economic value as a vegetable or fruit. Many problems arise in tomato production, causing a decrease in production yields, namely pests and diseases. Handling tomato disease is often constrained due to delays in diagnosing the disease. To overcome this problem, a system was designed that was used to diagnose tomato plant diseases by applying the Certainty Factor (CF) method. The CF method is a method used to express belief in an event in the form of facts or hypotheses based on evidence or expertise. The results obtained is an expert system application consisting of 7 tomato diseases with 16 symptoms. In this system, the user can choose the symptoms on plant, each selected symptom has a weight that will be used to obtain the results of disease determination. Testing on 25 data shows the suitability between the application and the expert is 88%. This represents the system is able to diagnose tomato plant diseases.
Pengaruh Penggunaan Aplikasi Gojek Terhadap Perilaku Mahasiswa Universitas Eryc Eryc
EXPERT: Jurnal Manajemen Sistem Informasi dan Teknologi Vol 12, No 1 (2022): June
Publisher : Universitas Bandar Lampung (UBL)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36448/expert.v12i1.2552

Abstract

Currently, businesses engaged in online transportation are growing rapidly. The company really helps the community from doing daily activities to entertainment. The user only uses the phone, and the user can handle everything in one application. This software has many features from online food delivery, drug delivery, transportation, and so on. Corporate marketing is widespread and many people are free to use it, from high school students to adults. This research is to know the students' behavioral intentions. It is necessary to know the factors that attract users to Gojek application. The factors themselves are Performance Expectancy, Social Influence, Effort Expectancy, Facilitating Condition, Price Value, Hedonic Motivation, Habit to Behavioral Intention, and Use Behavior based on Unified Theory of Acceptance and Use of Technology (UTAUT 2) as a theoretical framework using Smart PLS -3, namely the acceptance of technology in the context of consumer use. Based on the results of research with 160 respondents among students in the city of Batam, there are 3 relationships that have positive and significant values. Variables that affect Behavioral Intention are Habit and Hedonic Motivation. then the variable that has an effect on Use Behavior is Behavioral Intention while the other variables have no significant effect. The results of the Coefficient of Determination (R2) test, the factors above have an effect on Behavioral Intention of 60.4% and the effect of Use Behavior is 54.4%.
Klasifikasi Penggunaan Masker dengan Convolutional Neural Network Menggunakan Arsitektur MobileNetv2 Ihsan Mudzakir; Toni Arifin
EXPERT: Jurnal Manajemen Sistem Informasi dan Teknologi Vol 12, No 1 (2022): June
Publisher : Universitas Bandar Lampung (UBL)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36448/expert.v12i1.2466

Abstract

In the current pandemic situation caused by the COVID-19 virus. The spread of the virus comes from droplets or splashes attached to objects or public facilities. The use of masks is an effort to minimize the spread of this virus. The use of masks is required when carrying out activities in public places that allow spread. However, there are still people who are ignorant of this, so there must be officers who carry out supervision to bring order to the community so that they always wear masks. Classification by using Deep Learning to detect the use of masks is one way to help bring order to the community and assist officers in conducting surveillance. In this research, the Deep Learning model is made using the Convolutional Neural Network method and the MobileNetv2 architecture. The selection of this method is based on the effectiveness of the method in resource utilization that is not too heavy and can produce maximum accuracy. The dataset used is sourced from an open. The results of the model test for real-time mask detection succeeded in detecting objects in 2 classes, namely, mask and without a mask, and displayed excellent and accurate results with an average value of 0.99 on precision, recall, f1-score, and support.
Game Edukasi Introduksi Bilangan dan Operasi Aritmatika dengan Penerapan Algoritma Fisher–Yates Shuffle Athariq Rifki Yanda; Reva Ragam Santika; Anita Diana; Retno Wulandari
EXPERT: Jurnal Manajemen Sistem Informasi dan Teknologi Vol 12, No 1 (2022): June
Publisher : Universitas Bandar Lampung (UBL)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36448/expert.v12i1.2476

Abstract

The introduction of numbers and arithmetic operations is basic learning in Mathematics aimed at students at the kindergarten level, where the learning method is still conventional and tedious. The solution that can be applied is to use an android educational game using the Fisher-Yates Shuffle method. useful in obtaining random permutations of a series of questions that allow the arrangement of similar questions to be impossible to appear again while avoiding students remembering the questions and their answers. The idea of making games is to create a new impression and make it easier to learn the introduction of numbers and arithmetic operations. The technique used is Game Development Life Cycle and Android-based Unity 3D software in the development of this educational game application. The application of the concept of User-Centered Design (UCD) is used in the evaluation in measuring game excellence with a Playability testing approach in the form of 4 criteria, namely gameplay, usability, mobility, and game story. The questionnaire was filled out by 10 respondents, namely kindergarten students with the assistance of their parents. Based on the assessment, it is determined that this game gets a score where gameplay is 75%, usability is 75%, mobility is 70%, and the game story is 70%. support kindergarten students in learning number introduction and arithmetic operations.

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