Abstract:Abstract: Storage media is an inseparable tool in everyday life. With storage media, users can store important data, both personal and workplace. In addition, in many cases, Indonesian law uses storage media as evidence.…
The Electronic Information and Transactions Law (UU ITE) regulates how the provision of digital evidence can be strong evidence in court. This study examines the forensics of digital evidence on storage media with four test scenarios. Digital forensic processing uses forensic processes based on the National Institute of Standards and Technology (NIST) guidelines. This study produces an analysis in which evidence processed with scenarios 1 and 4 is valid digital evidence to be submitted to court, while evidence 2 and 3 is invalid evidence. The results of this digital evidence can be used for investigations under the ITE law.
Keywords: autopssy; digital forensics; storage media; FTK Imager.
Abstrak: Media Penyimpanan merupakan alat yang tak terpisahkan dari kehidupan sehari-hari. Dengan Media Penyimpanan, pengguna dapat menyimpan data penting, baik pribadi maupun tempat kerja. Selain itu, dalam banyak kasus, hukum Indonesia menggunakan Media Penyimpanan sebagai alat bukti. Undang-Undang Informasi dan Transaksi Elektronik (UU ITE) mengatur bagaimana penyediaan alat bukti digital menjadi alat bukti yang kuat di pengadilan. Penelitian ini mengkaji forensik terhadap alat bukti digital pada Media Penyimpanan dengan empat skenario pengujian. Pemrosesan forensik digital menggunakan proses forensik berdasarkan panduan National Institute of Standards and Technology (NIST). Penelitian ini menghasilkan analisis di mana alat bukti yang diproses dengan skenario 1 dan 4 merupakan alat bukti digital yang sah untuk diajukan ke pengadilan, sedangkan alat bukti 2 dan 3 merupakan alat bukti yang tidak sah. Hasil dari barang bukti digital ini, dapat digunakan untuk penyelidikan didalam undang-undang ITE.
Kata kunci: otopsi; forensik digital; media penyimpanan; FTK Imager
Abstract:Abstract: The rapid degradation of mangrove ecosystems threatens coastal biodiversity, shoreline stability, and carbon sequestration capacity, particularly in areas experiencing intense human activity. However, community-based…
-based participatory mangrove monitoring remains limited due to the lack of accessible and user-friendly digital tools. This study aims to design an intuitive mobile application for mangrove tree detection and participatory ecological monitoring using a User-Centered Design (UCD) approach. The research was conducted iteratively through user needs analysis, prototype development, and usability evaluation involving local governments, conservation practitioners, and non-expert users. The proposed application integrates machine learning for automated mangrove recognition with geospatial visualization and real-time feedback to support field-based monitoring. Usability evaluation using the System Usability Scale (SUS) yielded an overall score of 82.3, categorized as excellent usability, indicating high user satisfaction and intuitive interaction. The results demonstrate that integrating UCD and machine learning enhances usability, user engagement, and the accuracy of mangrove documentation under real field conditions. Overall, this study presents a field-ready, user-centered mobile solution that bridges usability engineering and participatory mangrove monitoring as a replicable model for inclusive ecological application development.
Keywords: Carbon sequestration; mangrove monitoring; mobile application; user-centered design; usability evaluation
Abstrak: Degradasi ekosistem mangrove yang semakin cepat mengancam keanekaragaman hayati pesisir, stabilitas garis pantai, dan kapasitas sekuestrasi karbon, terutama di wilayah dengan aktivitas manusia yang intens. Namun, pemantauan mangrove secara partisipatif berbasis komunitas masih terbatas akibat kurangnya perangkat digital yang mudah diakses dan ramah pengguna. Penelitian ini bertujuan merancang aplikasi mobile yang intuitif untuk deteksi pohon mangrove dan pemantauan ekologi partisipatif dengan menggunakan pendekatan User-Centered Design (UCD). Penelitian dilakukan secara iteratif melalui analisis kebutuhan pengguna, pengembangan prototipe, dan evaluasi kegunaan dengan melibatkan pemerintah daerah, praktisi konservasi, serta pengguna non-ahli. Aplikasi yang diusulkan mengintegrasikan pembelajaran mesin untuk pengenalan mangrove secara otomatis dengan visualisasi geospasial dan umpan balik waktu nyata guna mendukung pemantauan di lapangan. Evaluasi kegunaan menggunakan System Usability Scale (SUS) menghasilkan skor keseluruhan sebesar 82,3 yang termasuk dalam kategori kegunaan sangat baik, menunjukkan tingkat kepuasan pengguna yang tinggi dan interaksi yang intuitif. Hasil penelitian menunjukkan bahwa integrasi UCD dan pembelajaran mesin meningkatkan kegunaan, keterlibatan pengguna, serta akurasi dokumentasi mangrove dalam kondisi lapangan. Secara keseluruhan, penelitian ini menyajikan solusi mobile berbasis UCD yang siap digunakan di lapangan dan menjembatani rekayasa kegunaan dengan pemantauan mangrove partisipatif sebagai model replikatif bagi pengembangan aplikasi ekologi yang inklusif.
Kata kunci: Carbon sequestration; mangrove monitoring; mobile application; user-centered design; usability evaluation
Abstract:Abstract: Tourism in Pati Regency currently lacks an integrated digital information system, resulting in suboptimal dissemination of information and trip planning. To address this issue, a tourism website for Pati Regency…
y was developed, equipped with a recommended tourist route feature. This study aims to design and develop a web-based tourism information system that provides destination information based on categories, media galleries, and promotional YouTube videos, as well as a Patiways feature that allows users to select multiple tourist destinations. The system then calculates the most efficient visiting order using a greedy heuristic algorithm, based on the selected starting point. The system was developed using the Waterfall method, consisting of analysis, design, implementation, and testing phases. The system design is illustrated through UML diagrams such as Use Case, Activity, and Class Diagrams. With this system, the distribution of tourism information becomes more effective, and tourists can plan trips with optimized routes. Additionally, the website is expected to serve as a digital promotion medium that contributes to increasing tourist visits to Pati Regency.
Keywords: heuristic greedy; recommendation route; tourism; waterfall
Abstrak: Pariwisata di Kabupaten Pati saat ini belum memiliki sistem informasi digital yang terintegrasi, sehingga penyebaran informasi dan perencanaan perjalanan wisata masih belum optimal. Untuk mengatasi permasalahan tersebut, penelitian ini mengembangkan sebuah website pariwisata Kabupaten Pati yang dilengkapi dengan fitur rekomendasi rute wisata terbaik. Penelitian ini bertujuan untuk merancang dan membangun sistem informasi pariwisata berbasis web yang mampu menyajikan informasi destinasi wisata berdasarkan kategori, galeri media, serta video promosi YouTube. Selain itu, sistem ini dilengkapi dengan fitur unggulan bernama Patiways yang memungkinkan pengguna memilih beberapa destinasi wisata dan secara otomatis memperoleh urutan kunjungan paling efisien menggunakan algoritma heuristik greedy berdasarkan titik awal perjalanan. Pengembangan sistem dilakukan menggunakan metode Waterfall yang meliputi tahapan analisis kebutuhan, perancangan sistem, implementasi, dan pengujian. Perancangan sistem direpresentasikan menggunakan diagram UML, meliputi Use Case Diagram, Activity Diagram, dan Class Diagram. Dengan adanya sistem ini, diharapkan penyebaran informasi pariwisata menjadi lebih efektif, wisatawan dapat merencanakan perjalanan dengan rute yang optimal, serta website dapat berfungsi sebagai media promosi digital yang berkontribusi terhadap peningkatan kunjungan wisatawan ke Kabupaten Pati.
Kata kunci: heuristik greedy; pariwisata; rekomendasi rute; waterfall
Abstract:Abstract: The rapid expansion of digital learning environments has increased students’ reliance on Learning Management Systems (LMS), including SPOT UPI. However, limited studies have examined the platform’s overall user…
user experience across all User Experience Questionnaire (UEQ) dimensions. This study aims to evaluate the user experience (UX) of SPOT UPI, identify its strengths and weaknesses, and provide recommendations for system improvement. A quantitative-dominant mixed-method design was applied, involving 81 student respondents for the UEQ survey and two participants for follow-up semi-structured interviews selected through purposive sampling. The UEQ data were analyzed to generate mean scores for six UX dimensions, while interview data were thematically analyzed to support the interpretation of quantitative findings. The results indicate that Perspicuity (1.05) and Efficiency (0.78) achieved the highest scores, reflecting adequate clarity and functionality. In Contrast, Stimulation (0.50) and Novelty (-0.15) were the lowest, indicating limited engagement and innovation. Overall, pragmatic quality (0.84) outperformed hedonic quality (0.17), suggesting that users value functionality more than enjoyment. In conclusion, SPOT UPI is generally usable but lacks aesthetic appeal, emotional engagement, and innovative features, highlighting the need for interface redesign and performance optimization to enhance the overall learning experience.
Keywords: learning management system; user experience; user experience questionnaire
Abstrak: Perkembangan pembelajaran digital membuat mahasiswa semakin bergantung pada Learning Management System (LMS), termasuk SPOT UPI. Meski digunakan secara luas, evaluasi pengalaman pengguna secara komprehensif berdasarkan seluruh dimensi User Experience Questionnaire (UEQ) masih belum banyak dilakukan. Penelitian ini bertujuan untuk mengevaluasi user experience (UX) pada SPOT UPI, mengidentifikasi keunggulan dan kelemahannya, serta memberikan rekomendasi perbaikan sistem. Penelitian menggunakan desain penelitian mixed-method dominan kuantitatif, melibatkan 81 responden pada survei UEQ dan dua partisipan pada wawancara semi-terstruktur yang dipilih melalui purposive sampling. Data UEQ dianalisis untuk memperoleh nilai rata-rata pada enam dimensi UX, sedangkan data wawancara dianalisis secara tematik untuk memperkaya interpretasi temuan kuantitatif. Hasil menunjukkan bahwa Perspicuity (1,05) dan Efficiency (0,78) menjadi dimensi dengan skor tertinggi, mencerminkan bahwa SPOT UPI mudah dipahami dan cukup membantu dalam menyelesaikan tugas. Sebaliknya, Stimulation (0,50) dan Novelty (-0,15) memperoleh skor terendah, menandakan rendahnya tingkat keterlibatan dan inovasi yang dirasakan pengguna. Secara keseluruhan, pragmatic quality (0,84) lebih tinggi dibandingkan hedonic quality (0,17), menunjukkan bahwa pengguna lebih mengutamakan aspek fungsional daripada kenyamanan emosional. Temuan tersebut mengindikasikan bahwa SPOT UPI sudah layak digunakan secara fungsional, tetapi masih memerlukan peningkatan pada interface, pengalaman visual, dan fitur inovatif agar dapat memberikan pengalaman belajar digital yang lebih menarik dan optimal.
Kata kunci: learning management system; pengalaman pengguna; user experience questionnaire
Abstract:Abstract: Dazry Harapan Household Industry (IRT) is an SME in Jambi City specializing in the production of laundry perfume and previously relied on manual record-keeping using notebooks. This conventional method created…
several issues, including frequent stock recording errors, difficulties in preparing financial reports, delays in identifying minimum stock levels, and the absence of structured historical data. This study aims to develop a web-based digital recording system to improve efficiency, accuracy, and transparency in inventory management. The system was developed using the Agile (Scrum) methodology through three sprints covering the creation of login modules, stock and transaction recording, reporting, minimum-stock notifications, and interface refinement. System design was formulated using use case diagrams, flowcharts, database modeling, and interface prototypes based on the Laravel framework. User Acceptance Testing (UAT) demonstrated high user satisfaction, with 90% of respondents stating that the system is easy to use, 85% reporting faster administrative processes, and 95% acknowledging improved reporting accuracy. The system also increased recording efficiency by 66%—from 3 minutes to 1 minute per transaction—and reduced stock recording errors from 15% to 2% per month. The results indicate that implementing a web-based digital recording system significantly enhances the operational performance of SMEs.
Keywords: SMEs, digital recording system, Agile, inventory management, Laravel.
Abstrak: Industri Rumah Tangga (IRT) Dazry Harapan merupakan UMKM di Kota Jambi yang bergerak pada produksi parfum laundry dan masih menggunakan sistem pencatatan manual berbasis buku tulis. Metode konvensional tersebut menimbulkan berbagai permasalahan, seperti tingginya kesalahan pencatatan stok, hambatan dalam penyusunan laporan keuangan, keterlambatan identifikasi stok minimum, serta ketiadaan rekap data historis yang terstruktur. Penelitian ini bertujuan mengembangkan sistem pencatatan digital berbasis web untuk meningkatkan efisiensi, akurasi, dan transparansi manajemen persediaan. Pengembangan dilakukan menggunakan metode Agile (Scrum) melalui tiga sprint yang mencakup pembangunan modul login, pencatatan stok, transaksi, laporan, notifikasi stok minimum, serta penyempurnaan antarmuka. Desain sistem dirumuskan menggunakan use case diagram, flowchart, perancangan database, dan prototipe antarmuka berbasis Laravel. Hasil pengujian melalui User Acceptance Test (UAT) menunjukkan tingkat penerimaan pengguna yang tinggi, yaitu 90% menilai sistem mudah digunakan, 85% merasakan percepatan proses pencatatan, dan 95% menilai laporan yang dihasilkan lebih akurat. Efisiensi waktu pencatatan meningkat sebesar 66%, dari 3 menit menjadi 1 menit per transaksi, sedangkan tingkat kesalahan pencatatan menurun dari 15% menjadi 2% per bulan. Penelitian ini membuktikan bahwa implementasi sistem pencatatan digital berbasis web mampu meningkatkan kualitas operasional UMKM secara signifikan.
Kata kunci: UMKM; sistem pencatatan digital; Agile; manajemen stok; Laravel;
Abstract:Abstract: Digital banking has brought various innovations in financial services, one of which is Blu Deposito by BCA Digital. However, the adoption rate of digital deposit services is still relatively low compared to digital…
ital payment services. This study aims to identify and analyze the factors that influence customers' intentions and actual behavior in using Blu Deposito with reference to the Technology Acceptance Model (TAM). This study aims to analyze the factors that influence customers' intentions and actual behavior in adopting Blu Deposito using the Technology Acceptance Model (TAM) framework. Data was collected through a Google Form questionnaire from 54 customers at one BCA branch and analyzed using SPSS through validity and reliability tests, descriptive analysis, and multiple regression. The results show that Behavioral Intention (BI)is significantly influenced by Perceived Ease of Use (PEOU), Perceived Usefulness (PU), and Attitude Toward Using (ATU), with PEOU as the most dominant factor. In addition, BI has a significant effect on Actual System Use (AU), which confirms the relevance of applying the TAM model in the context of digital deposit products. These findings indicate that ease of use plays a greater role than financial benefits in encouraging users to adopt Blu Deposits. This study contributes to the understanding of digital deposit adoption and provides managerial insights to improve the usability and user engagement of digital banking services.
Keywords: actual system use; attitude toward using; behavioral intention; perceived ease of use; perceived usefulness; technology acceptance model
Abstrak: Perbankan digital telah menghadirkan berbagai inovasi dalam layanan keuangan, salah satunya Blu Deposito oleh BCA Digital. Meskipun demikian, tingkat adopsi terhadap layanan deposito digital masih relatif rendah dibandingkan dengan layanan pembayaran digital. Penelitian ini bertujuan untuk mengidentifikasi dan menganalisis faktor-faktor yang memengaruhi niat serta perilaku aktual nasabah dalam menggunakan Blu Deposito dengan mengacu pada kerangka Technology Acceptance Model (TAM). Penelitian ini bertujuan untuk menganalisis faktor-faktor yang memengaruhi niat dan perilaku aktual nasabah dalam mengadopsi Blu Deposito dengan menggunakan kerangka Technology Acceptance Model (TAM). Data dikumpulkan melalui kuesioner Google Form dari 54 nasabah di satu cabang BCA dan dianalisis menggunakan SPSS melalui uji validitas, reliabilitas, analisis deskriptif, dan regresi berganda. Hasil penelitian menunjukkan bahwa Behavioral Intention (BI) dipengaruhi secara signifikan oleh Perceived Ease of Use (PEOU), Perceived Usefulness (PU), dan Attitude Toward Using (ATU), dengan PEOU sebagai faktor paling dominan. Selain itu, BI berpengaruh signifikan terhadap Actual System Use (AU), yang menegaskan relevansi penerapan model TAM pada konteks produk deposito digital. Temuan ini menunjukkan bahwa kemudahan penggunaan memiliki peran lebih besar dibandingkan manfaat finansial dalam mendorong pengguna untuk mengadopsi Blu Deposito. Penelitian ini berkontribusi terhadap pemahaman adopsi deposito digital serta memberikan wawasan manajerial untuk meningkatkan kegunaan dan keterlibatan pengguna pada layanan perbankan digital.
Kata kunci: actual system use; attitude toward using; behavioral intention; perceived ease of use; perceived usefulness; technology acceptance model
Abstract:This study analyzes the acceptance of teachers and ASN employees of the SINAGA (Sistem Informasi Layanan Kepegawaian) attendance application at SMA Negeri 1 Jatilawang using a modified Technology Acceptance Model (TAM).…
The model was extended by incorporating two external variables: Information Quality and Complexity. This explanatory quantitative research employed the Structural Equation Modeling–Partial Least Square (SEM-PLS) method involving 60 respondents who are civil servants, consisting of teachers and administrative staff. The results reveal that Information Quality has a positive and significant influence on both Perceived Usefulness (PU) and Perceived Ease of Use (PEOU), while Complexity does not show a significant effect on either variable. Furthermore, PEOU and PU have a positive impact on Attitude Toward Use (ATU), which subsequently affects Behavioral Intention to Use (BIU). Behavioral intention, in turn, strongly influences Actual Use (AU). These findings indicate that teachers’ acceptance of the SINAGA digital attendance system in educational settings is primarily driven by information quality and users’ positive attitudes rather than by system complexity. Theoretically, this study contributes to the expansion of TAM application in the educational context. Practically, it provides valuable insights for improving the effectiveness of SINAGA implementation through better information quality and enhanced user experience.
Abstract:Abstract: The rapid growth of the digital music industry requires accurate music genre classification systems to enhance user experience in streaming services. This study compares a domain-specific Long Short-Term Memory…
(LSTM) network with three Large Language Models (LLMs)—HuBERT, WavLM, and WAV2Vec 2.0—for Music Genre Classification (MGC). The LSTM model was trained using Mel-spectrograms transformed from the GTZAN dataset, while the LLMs were fine-tuned using a smaller set of raw audio samples due to computational constraints. All models were tested on datasets with identical genre labels to ensure a fair evaluation. Results show that the LSTM model achieved the highest accuracy of 97.10%, outperforming HuBERT (86.00%), WavLM (83.00%), and WAV2Vec 2.0 (80.00%). The LSTM demonstrated superior generalization and stability without overfitting, while the LLMs struggled to differentiate between genres with similar acoustic characteristics. These findings indicate that general-purpose pre-trained models, although powerful, are less effective in music-specific tasks due to domain mismatch. Therefore, incorporating music-specific features and architectures remains essential for achieving higher accuracy and reliability in automatic genre classification systems.
Keywords: audio large language models; comparative deep learning; music genre classification.
Abstrak: Pertumbuhan industri musik digital yang pesat menuntut sistem klasifikasi genre musik yang akurat untuk meningkatkan pengalaman pengguna dalam layanan streaming. Penelitian ini dilatarbelakangi oleh perkembangan pesat model pembelajaran mendalam, khususnya jaringan LSTM dan model bahasa berskala besar LLM seperti HuBERT, WavLM, dan WAV2Vec 2.0, yang telah menunjukkan kemampuan representasi audio yang kuat. Tujuan penelitian ini ini membandingkan jaringan Long Short-Term Memory (LSTM) khusus domain dengan tiga model Large Language Models (LLM)—HuBERT, WavLM, dan WAV2Vec 2.0—untuk tugas Klasifikasi Genre Musik (MGC). Metode penelitian melibatkan pelatihan LSTM menggunakan data Mel-spectrogram hasil transformasi dari dataset GTZAN, sementara LLM disesuaikan (fine-tuning) menggunakan data audio mentah dalam jumlah lebih kecil karena keterbatasan komputasi. Seluruh model diuji pada dataset dengan label genre yang sama untuk memastikan evaluasi yang adil. Hasil penelitian menunjukkan bahwa model LSTM mencapai akurasi tertinggi sebesar 97,10%, sedangkan model HuBERT, WavLM, dan WAV2Vec 2.0 masing-masing memperoleh 86,00%, 83,00%, dan 80,00%. Model LSTM menunjukkan kemampuan generalisasi yang lebih baik tanpa overfitting, sedangkan model LLM cenderung kesulitan membedakan genre dengan karakteristik akustik yang mirip. Kesimpulan penelitian ini adalah ketidaksesuaian domain secara signifikan membatasi performa model umum saat diterapkan pada tugas berbasis musik. Oleh karena itu, penggunaan fitur dan arsitektur khusus musik sangat penting dalam membangun sistem klasifikasi genre yang lebih akurat.
Kata kunci: klasifikasi genre musik; model bahasa besar; perbandingan pembelajaran mendalam.
Abstract:Abstract: Soil moisture is an important factor in determining the watering needs of plants for optimal growth. Therefore, accurate monitoring of soil moisture is necessary. This research aims to design and build a soil moisture…
oisture detection tool based on the Decision Tree algorithm with the support of the YL-69 sensor for humidity measurement and the DHT11 sensor for temperature measurement to increase data accuracy. This system uses NodeMCU ESP8266 as a microcontroller and is integrated with an Android application as a user interface. Sensor interpretation data is analyzed using the Decision Tree algorithm to determine soil conditions (dry, damp or wet). The test results show an accuracy level of 95% from 300 data samples. Thus, this system is able to detect soil moisture effectively and can help increase the efficiency of crop management on a household and commercial agricultural scale.
Keywords: agriculture, android, decision tree algorithm, sensors, soil moisture detection
Abstract:Abstract: The increasing use of digital banking applications has led to the need for a deeper understanding of user perceptions, especially through aspect-based sentiment analysis. This study aims to classify the sentiment…
nt of SeaBank app users by focusing on four main aspects: learnability, efficiency, technical issues or errors, and satisfaction. Review data totaling 1,971 comments were collected from the Google Play Store and labeled with sentiments based on the scores (ratings) given by users. The CRISP-DM approach serves as the methodological framework for this study, which includes five classification algorithms: Naïve Bayes, Support Vector Machine (SVM), k-Nearest Neighbor (k-NN), Decision Tree, and Random Forest. The evaluation results show that the SVM algorithm provides the best performance with the highest average value of the four aspects achieving accuracy of 93.91%, Precision of 91.16%, recall of 97.96% and F1-Measure of 94.33%. According to the research findings, the Support Vector Machine (SVM) algorithm provides the best performance when performing aspect-based sentiment analysis on text data from digital banking application reviews. The findings are expected to serve as a reference for the development of automated evaluation systems that rely on user opinions as the basis for decision making.
Keywords: aspects; CRISP-DM; digital Banking; seabank; sentiment analysis
Abstrak: Peningkatan pemakaian aplikasi perbankan digital mendorong perlunya pemahaman yang lebih dalam mengenai persepsi pengguna, terutama melalui analisis sentimen berbasis aspek. Penelitian ini bertujuan untuk mengklasifikasikan sentimen pengguna aplikasi SeaBank dengan berfokus pada empat aspek utama: kemudahan dipelajari (learnability), efisiensi penggunaan (efficiency), kendala atau kesalahan teknis (error), serta tingkat kepuasan (satisfaction). Data ulasan berjumlah 1.971 komentar dikumpulkan dari Google Play Store dan diberi label sentimen berdasarkan skor (rating) yang diberikan oleh pengguna. Pendekatan CRISP-DM berfungsi sebagai kerangka metodologis untuk penelitian ini, yang mencakup lima algoritma klasifikasi: Naïve Bayes, Support Vector Machine (SVM), k-Nearest Neighbor (k-NN), Decision Tree, dan Random Forest. Hasil evaluasi menunjukkan bahwa algoritma SVM memberikan performa terbaik dengan nilai rata-rata dari ke empat aspek tertinggi yang mencapai accuracy sebesar 93.91%, Precision sebesar 91.16%, recall sebesar 97.96% dan F1-Measure sebesar 94.33%. Menurut temuan penelitian, algoritma Support Vector Machine (SVM) memberikan kinerja terbaik saat melakukan analisis sentimen berbasis aspek pada data teks dari ulasan aplikasi Seabank. Temuan ini diharapkan dapat menjadi referensi bagi pengembangan sistem evaluasi otomatis yang mengandalkan opini pengguna sebagai dasar pengambilan keputusan.
Kata kunci: Analisis Sentimen, Aspek, Bank Digital, SeaBank, CRISP-DM