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Character-based Recognition of Simple Word Gesture Santosa, Paulus Insap
TELKOMNIKA Telecommunication, Computing, Electronics and Control Vol 11, No 3: September 2013
Publisher : Universitas Ahmad Dahlan

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People with normal senses use spoken language to communicate with others. This method cannot be used by those with hearing and speech impaired. These two groups of people will have difficulty when they try to communicate to each other using their own language. Sign language is not easy to learn, as there are various sign languages, and not many tutors are available. This research focused on a simple word recognition gesture based on characters that form a word to be recognized. The method used for character recognition was the nearest neighbour method. This method identified different fingers using the different markers attached to each finger. Testing a simple word gesture recognition is done by providing a series of characters that make up the intended simple word. The accuracy of a simple word gesture recognition depended upon the accuracy of recognition of each character.
PROTOTIPE KANTIN TANPA UANG BERBASIS KARTU PINTAR Santosa, Paulus Insap
JUTI: Jurnal Ilmiah Teknologi Informasi Vol 8, No 1, Januari 2010
Publisher : Teknik Informatika, ITS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12962/j24068535.v8i1.a72

Abstract

This paper presents a desktop application prototype that uses smart cards for payment mode without cash transaction at a canteen. Smart cards, used for authentication, are also designed to have information of cash balance and some personal data of card holders. Application developed is still a prototype that has not connected into the banking system to refill the balance into the smart card. This prototype is a desktop application. Features that have been successfully developed and run well in these applications include food settings, user settings, and reports sales per period.
A Model of Electronic Document Management System for Limited Partnership Faiqunisa, Faiqunisa; Nugroho, Eko; Santosa, Paulus Insap
Journal of Telematics and Informatics Vol 1, No 2: September 2013
Publisher : Universitas Islam Sultan Agung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (356.219 KB) | DOI: 10.12928/jti.v1i2.78-88

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Both types of documents, electronic and non-electronic are a major component supporting activities.  In addition to the documents, communications capabilities to employees and managers effectively with other stakeholders are one of the important key achievements of organizational goals.  LP. XYZ is one of the Consultants in the field of Information Technology, but the storage and management of electronic documents and archives themselves carried on a server without a management information system, so that records and electronic documents have not been properly managed. This study makes modeling system includes document management of process models, data models and interface models to suit the needs of the LP. XYZ administration in organizing activities, such as enterprise document management, web content management, project management and communication management of work, so the management information system may be supporting the business activities and operations of LP. XYZ.
Prototipe Sistem Informasi Perpustakaan Pusat dan Daerah Intanny, Vieka Aprilya; Santosa, Paulus Insap; Kadir, Abdul
Jurnal Buana Informatika Vol 6, No 3 (2015): Jurnal Buana Informatika Volume 6 Nomor 3 Juli 2015
Publisher : Universitas Atma Jaya Yogyakarta

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Abstract

Abstract. Library has one of important resources to obtain information for research needs. The quality of a library information system needs to improve promptly because the information is needed quickly and accurately. In order to present library catalogue data that can be integrated with all central and local libraries, the library information system of Research and Development of the Human Resources Agency of the Ministry of Communication and Information Technology (Balitbang SDM Kominfo) needs to be well developed. The aim of this research is to design a prototype of library information system in order to present library data from central and local libraries accurately. Simulation tests are performed in eight research centers in the Ministry of Communication and Information Technology. The test is performed to analyze the perception of the users about the effectiveness of the system. The results show that the central library and information systems have good quality. Keywords: central library, local library, prototype, information system Abstrak. Perpustakaan merupakan sarana untuk mendapatkan literasi informasi melalui hasil penelitian yang telah dilakukan. Peningkatan kualitas layanan sistem informasi perpustakaan yang tersaji dengan cepat, akurat dan aktual mutlak diperlukan. Untuk itu dipandang perlu suatu perbaikan sistem perpustakaan Balitbang SDM Kominfo agar dapat menyajikan data perpustakaan yang dapat terintegrasi antara perpustakaan pusat dan perpustakaan daerah. Penelitian ini bertujuan untuk merancang prototipe suatu sistem informasi perpustakaan pusat dan daerah agar data perpustakaan pusat dan daerah dapat tersaji dengan cepat dan akurat. Pengujian dilakukan dengan simulasi sistem di delapan balai Kominfo. Pengujian ini bertujuan untuk menganalisis persepsi administrator pusat dan administrator daerah mengenai efektivitas sistem. Hasil pengujian menunjukkan bahwa sistem informasi perpustakaan pusat dan daerah memiliki kualitas yang baik. Kata Kunci: perpustakaan daerah, perpustakaan pusat, prototipe, sistem informasi
PEMANFAATAN DUBLIN CORE METADATA TERM DALAM PENGEMBANGAN PERPUSTAKAAN DIGITAL BERBASIS SEMANTIK Jayadianti, Herlina; Juwairiah, Juwairiah; Nugroho, Lukito Edi; Santosa, Paulus Insap; Widayat, Wahyu
Seminar Nasional Informatika (SEMNASIF) Vol 1, No 1 (2014): Business Intelligence
Publisher : Jurusan Teknik Informatika

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Abstract

Pemanfaatan metadata yang disediakan secara online, sebagai contoh metadata dalam dublin core, memiliki pengaruh yang sangat besar dalam pertukaran informasi digital saat ini. Galeri, Perpustakaan, Arsip, Museum saat ini mulai membuka data dalam menyamakan penemuan standar yang lebih baik bagi sumber daya elektronik dimasa depan.Temu kembali informasi bersejarah menjadi tujuan yang paling utama. Dublin Core adalah satu set metadata yang terdiri dari 15 set elemen telah dibangun untuk mendukung temu kembali informasi perpustakaan dengan lebih mudah. Dublin core term telah terstandarmelalui sebuah konsensus internasonal danpenggunaannya lebih sederhana dibanding MARC dalam pengelolaan data di perpustakaan. Oleh karenanya perpustaaan dan museum saat ini mulai menggunakan kosakata standar dari Dublin Core – hal ini dilakukan untuk mendukung wacana perpustakaan dengan akses yang terbuka. Tujuan dari penulisan ini adalah untuk mengimplementasikan 15 term dalam Dublin Coredalam studi kasus perpustakaan serta mengujinya melalui uji validator RDF.
MELIBATKAN SISWA DALAM KONTEN PEMBELAJARAN FISIKA BERBASIS WEB FISIKA DI SMU: PERSPEKTIF SOCIAL LEARNING THEORY (SLT) DAN TASK TECHNOLOGY FIT (TTF) Susanti, Hera; Santosa, Paulus Insap; Hartanto, Rudy
Prosiding Seminar Nasional Sains Dan Teknologi Fakultas Teknik Vol 1, No 1 (2015): PROSIDING SEMINAR NASIONAL SAINS DAN TEKNOLOGI 6 2015
Publisher : Prosiding Seminar Nasional Sains Dan Teknologi Fakultas Teknik

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Abstract

Fiska merupakan pelajaran yang dianggap sulit oleh sebagian siswa SMA. Pembelajaran fisika berbasis web merupakan salah satu media pembelajaran untuk menunjang pembelajaran bagi siswa agar materi belajar dapat diperoleh siswa kapan saja dan dimana saja. Namun untuk menarik perhatian/atensi siswa dan mengingat materi yang telah dipelajari memerlukan proses yang rumit. Dengan membiarkan siswa terlibat dalam konten pembelajaran fisika berbasis web, maka siswa akan dapat memahami tentang apa yang mereka inginkan dalam konten pembelajaran fisika berbasis web sehingga materi yang telah dipelajari dapat diendapkan dalam memori (retensi), sehingga diharapkan mampu meningkatkan performa belajar siswa. Metodelogi yang diusulkan menyarankan berbagai kemungkinan baru untuk kerjasama yang kreatif dalam lingkungan pembelajaran fisika berbasis web untuk pendidikan yang lebih baik. Social Learning Theory (SLT) digunakan untuk mengevaluasi kecukupan pengembangan konten pembelajaran fisika berbasis web pada kebutuhan kognitif siswa. Proses pembelajaran berdasarkan SLT yang terdiri dari atensi dan retensi memiliki pengaruh terhadap konstrak Task Technology Fit (TTF), yaitu utilisasi pembelajaran fisika berbasis web, dan utilisasi memiliki pengaruh yang positif terhadap performa siswa. Hasil penelitian metode campuran ini akan berguna dalam menilai efek web based learning fisika pada kognitif siswa dan hasil afektif dalam pengaturan pendidikan. Kata kunci: melibatkan siswa, teori pembelajaran sosial, kesesuaian tugas-teknologi, pembelajaran fisika berbasis web
Adding synonyms to concepts in ontology to solve the problem of semantic heterogeneity Jayadianti, Herlina; Nugroho, Lukito Edi; Santosa, Paulus Insap; Widayat, Wahyu
International Journal of Advances in Intelligent Informatics Vol 1, No 2 (2015): July 2015
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (348.866 KB) | DOI: 10.26555/ijain.v1i2.19

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Nowadays many department (community) are thinking how to get more knowledges and metadata by linking more systems from other community. There are great challenges to make all systems organizing knowledge and sharing metadata – to make it easy searched, indexed and used in different context. In this paper we will focus on metadata in specific domain - ‘Poverty’2. Regardless of the various definitions of poverty, in this paper we will focus on managing metadata in “Poverty” with many different terms therein. Ontology Mapping is the process of relating similar concepts or relations from different sources through some equivalence relation. Mapping allows finding correspondences between the concepts of two ontologies. If two concepts correspond, then they mean the same thing or closely related things. Currently, the mapping process is regarded as a promise to solve the problem between ontologies since it attempts to find correspondences between semantically related entities that belong to different ontologies. It takes as input two ontologies, each consisting of a set of components (classes, instances, properties, rules and axioms). Based on the presented reasons, we believe that ontologies with common terms and common concepts are very important in a metadata sharing process.
A HEURISTIC TEST TO UNDERSTAND USER MENTAL MODEL OF A FLIGHT SCHEDULE SEARCH FORM Santosa, Paulus Insap; ., Rianto
Kursor Vol 6, No 4 (2012)
Publisher : University of Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (286.026 KB) | DOI: 10.21107/kursor.v6i4.1071

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A HEURISTIC TEST TO UNDERSTAND USER MENTAL MODEL OF A FLIGHT SCHEDULE SEARCH FORM aPaulus Insap Santosa, bRianto a,bDepartment of Electrical Engineering & Information Technology, UGM Jalan Grafika No. 2, Yogyakarta 55281, Indonesia E-Mail: a insap@jteti.gadjahmada.edu Abstrak Situs web yang bagus adalah situs yang sederhana dan berguna bagi penggunanya. Antarmuka merupakan salah satu aspek penting yang menentukan keberhasilan suatu situs web. Makalah ini ini melaporkan hasil sebuah studi untuk mengevaluasi ransangan situs tiket online. Secara khusus, studi ini berfokus pada kombinasi warna dan kebiasaan pengguna. Test kebergunaan dilakukan dengan membandingkan situs web Garasitiket (Form1) aktif dengan rancangan alternatifnya (Form2). Form 1 dan Form2 dirancang secara berbeda dalam hal cara memilih jadwal penerbangan. Metode riset yang digunakan dalam studi ini adalah uji heuristik. Responden, berjumlah 99 orang, berasal dari anggota Garasitiket. Uji sampel-berpasangan (paired-sample test) digunakan untuk menentukan apakah Form1 berbeda dengan Form2. Hasil penelitian menunjukkan bahwa kebiasaan responden mempengaruhi pilihan antarmuka yang digunakan. Ada kecenderungan dari anggota Garasitiket untuk tidak tertarik pada kombinasi warna. Mereka lebih fokus pada hasil pencarian dan kesederhanaan rancangan situs. Analisis statistis menunjukkan bahwa ada perbedaan signifikan antara Form1 dan Form2. Lebih lanjut, responden lebih memilih Form1 dibandingkan dengan Form2. Kata kunci: Model Mental, Kebergunaan, Jadwal Penerbangan, Uji Heuristik. Abstract A great web site should be simple and usable to its users. Interface design is one important aspect that determine the success of certain website. This paper reports the result of a study to evaluate the design of an online ticket website. In particular, the study focuses on color combination, and uses’s habit. Usability test was done by comparing the published Garasitiket Website (Form1) and its alternative (Form2). Form 1 and Form2 were designed differently in term of the way respondents determined their flight schedule. Research method used for this study was heuristic test. Respondents, 99 people, were from members of Garasitiket. Paired-sample test was used to determine whether Form1 differs from Form2. The results indicated that members’ habit influences user interface selection. There was a tendency of Garasitiket members to not interested in color combinations. Rather, they were more focus on the search results and Web design simplicity. Statistical analyses indicated that there was significant difference between Form1 and Form2. Furthermore, Form1 was more preferable. Keywords: Mental Model, Usability, Flight Schedule, Heuristic Evaluation
MEASURING USER EXPERIENCE IN AN ONLINE STORE USING PULSE AND HEART METRICS Santosa, Paulus Insap
Kursor Vol 7, No 3 (2014)
Publisher : University of Trunojoyo Madura

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Abstract

MEASURING USER EXPERIENCE IN AN ONLINE STORE USING PULSE AND HEART METRICS Paulus Insap Santosa Department of Electrical Engineering and Information Technology, Universitas Gadjah Mada Email: insap@ugm.ac.id Abstrak Beberapa sukses faktor toko daring dapat diringkas ke dalam elemen kebergunaan toko daring tersebut. Secara umum, kebergunaan berfokus pada kegunaan dan dapat digunakanya toko daring untuk membantu kustomer belanja secara daring. Akhir-akhir ini pengalaman positif pengguna ketika berbelanja secara daring menjadi tuntutan yang semakin nyata. Kebergunaan dan pengalaman pengguna adalah dua hal yang berbeda meskipun sangat berkaitan. Kebergunaan berfokus pada produk, dan pengalaman pengguna berfokus pada perasan dan emosi pengguna. Artikel ini melaporkan studi empiris untuk mengidentifikasi faktor yang berkontribusi pada pengalaman positif situs belanja daring. Responden berjumlah 121 yang merupakan mahasiswa yang belum pernah melakukan belanja daring. Para responden dihadapkan pada sebuah toko daring yang menjual beberapa barang. Mereka mengikuti skenario yang memungkinkan mereka melihat hampir semua fitur toko daring. Pengalaman pengguna diukur dengan menggunakan kombinasi metrik PULSE dan HEART dengan beberapa modifikasi untuk disesuaikan dengan keadaan. Analisis data menunjukkan bahwa responden mendapatkan manfaat yang lebih tinggi dibanding biaya yang harus ditanggung, dan kebahaguiaan dan sukses menjalankan tugas merupakan dua peubah yang memberikan pengaruh tertinggi kepada pengalaman pengguna. Kata kunci:pengalaman pengguna, kebergunaan, toko daring, PULSE, HEART, scenario Abstract Several success factors of online store can be summarized as usability. In general, usability focuses on how useful and usable the online store toward helping customers in doing their online shopping. Recently, more demand towards user positive experience becomes apparent. Usability and user experience are two different things but closely related. Usability focuses on products, and user experience focuses on user’s feelings and emotion. This paper reports an empirical study to determine factors contribute to positive experience in an online store success. There were 121 respondents who were students who had never done online shopping. They were exposed to a mockup online store selling several merchandises. They followed certain scenario that allowed them experiencing most online store features. User experience was measured using a combination of PULSE and HEART metrics with some modification to suit the current condition. Data analysis showed that respondents gained more benefit compared to the incurred cost, and happiness and task success were two variables provided more influence to user experience. Keywords: user experience, usability, online store, PULSE, HEART, scenario.
Perbedaan Beban Kognitif pada Penggunaan Kata Sandi Berbasis Pola Garis dan Angka Santosa, Paulus Insap
Jurnal Nasional Teknik Elektro dan Teknologi Informasi (JNTETI) Vol 7, No 1 (2018)
Publisher : Jurusan Teknik Elektro dan Teknologi Informasi, Fakultas Teknik, Universitas Gadjah Mada

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (905.628 KB) | DOI: 10.22146/jnteti.v7i1.399

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Most applications require users to enter a password in order to use those applications. One type of the passwords used on smartphones is based on certain line pattern. The pattern of lines that make up the password is essentially an image similar to a sequence of numbers arranged in a particular order. Just when users need to memorize a series of numbers, "memorizing" the line pattern also gives cognitive load to certain level. This study observed the cognitive load experienced by users when they were using line pattern-based password as compared to numeric-based password. The research method employed in this study was a scenario-based experiment followed by a survey to self-report the cognitive load experienced by the user after they run the scenario. Cognitive load experienced by users were reported by users themselves. The subjects of the study were 67 undergraduate and master students. They were voluntarily participated in this research. The result obtained from this study indicated that the cognitive load experienced by users when they used the pattern of the line based password was smaller than the number-based password.