Jurnal Publikasi Ilmu Komputer dan Multimedia
type: channel
description: Jurnal Publikasi Ilmu Komputer dan Multimedia : E-ISSN : 2808-8999 P-ISSN :2808-9375 adalah jurnal yang dikhususkan untuk penelitian penelitian yang termasuk dalam bidang keilmuan komputer dan Multimedia yang diterbitkan oleh Pusat Riset dan Inovasi Nasional dan terbit 3 kali dalam setahun pada bulan Januari Mei dan September.Jurnal ini terakreditasi SINTA 5 (Surat Keputusan Direktur Jenderal Pendidikan Tinggi, Riset, dan Teknologi Nomor 10/C/C3/DT.05.00/2025 tanggal 21 Maret 2025 tentang Peringkat Akreditasi Jurnal Ilmiah Periode I Tahun 2025) dimulai dari Volume 1 Nomor 2 Tahun 2022 sampai Volume 6 Nomor 1 Tahun 2027. JUPIKOM berkomitmen untuk memuat artikel berbahasa Indonesia yang berkualitas dan dapat menjadi rujukan utama para peneliti dalam bidang Ilmu Komputer dan Multimedia. Indexed by : Journal Sponsors and Partners :
publisher: Pusat Riset dan Inovasi Nasional
language: en-US
publication name: Jurnal Publikasi Ilmu Komputer dan Multimedia
issn: 2808-9375
items: Rancang Bangun Prototype Sistem Penyiraman Otomatis pada Tanaman Anggrek Berbasis ESP32 dan Sensor Ultrasonic
items: Analisis Komparatif Performa Latensi dan Stabilitas Koneksi Wemos D1 Mini Vs Esp32-C3 Minipada Sistem Kendali Jarak Jauh Berbasis IoT
items: Perancangan Antarmuka Pengguna Sistem Antrian Aduan IT Support sebagai Analisis Tren Keluhan Pengguna
items: Redesain Kemasan dan Niat Pembelian Produk Bumbu UMKM: Peran Persepsi Kualitas dan Kepercayaan Konsumen
items: Perancangan Desain Karakter Buku Cerita Bergambar tentang Keragaman Fisik untuk Anak Usia 10-12 Tahun
items: Rancangan Aplikasi Pembelajaran Interaktif Bangun Datar dan Bangun Ruang Berbasis Android untuk Anak Sekolah Dasar
items: Sistem Monitoring Suhu dan Kelembapan Berbasis IoT pada Ruang Fermentasi Adonan Roti
items: Perancangan Tahap Pra-Produksi Dalam Produksi Video Stop Motion
items: Kala Sebagai Desain Karakter Buku Interaktif Prokrastinasi Akademik Untuk Mahasiswa 18-25 Tahun
items: Instagram sebagai Sarana Edukasi Family Bonding melalui 5 Love Languages
items: Perancangan dan Implementasi Troubleshoot Management System Berbasis Web untuk Digitalisasi Layanan Helpdesk Di PT. Lax Teknologi Indonesia
items: Analisis Pengaruh Estetika Antarmuka Infinite Scroll terhadap Fenomena Technology-Mediated Bedtime Procrastination pada Remaja
items: Implementasi Vibration Cone Dalam Uji Praktik Pembuatan Sim C Berbsis IoT Dan Website
items: Implementasi Kelayakan Radio Wireless PTP 5.8 GHz pada Area Terpisah
items: Sistem Monitoring Suhu dan Kontrol Otomatis Suhu serta Kelembaban Pada Kumbung Jamur Tiram Berbasis IoT
items: Analisis Informasi Dan Fitur Audio Pada Spotify Untuk Meningkatkan User Experience
items: Sistem Pemantauan Suhu, Kelembaban, dan Gas Dalam Ruangan Berbasis Iot Menggunakan Nodemcu Esp8266
items: Pengukuran Usability Google Classroom pada Mahasiswa UINSU Menggunakan Metode System Usability Scale (SUS)
items: Evaluasi Ergonomi Visual: Dampak Penggunaan Dark Mode terhadap Kelelahan Mata (Eye Strain) pada Mahasiswa
items: Pengembangan User Interface Aplikasi Berbasis Mobile dengan Pendekatan User-Centered Design Untuk Meningkatkan Kegunaan dan Pengalaman Pengguna
items: Analisis Pengaruh Desain Antarmuka Terhadap Keamanan Data Pengguna Pada Sistem Digital
items: Evaluasi Usability Aplikasi Dompet Digital Memakai Metode System Usability Scale pada Mahasiswa Penghuni Indekos
items: Evaluasi Tingkat Usability Sistem E-Learning UINSU Ber-dasarkan Pengalaman Pengguna Menggunakan Metode System Usability Scale (SUS)

Rancang Bangun Prototype Sistem Penyiraman Otomatis pada Tanaman Anggrek Berbasis ESP32 dan Sensor Ultrasonic
type: item
description: Orchids are ornamental plants that require stable humidity conditions to support optimal growth. However, manual watering methods tend to be inefficient, prone to errors such as overwatering and underwatering, and unable to monitor water availability in real time. This study aims to design and develop a prototype of an automatic watering system based on the ESP32 microcontroller, integrated with a soil moisture sensor and an ultrasonic sensor. The method used is Research and Development (R&D) following the ADDIE model, which includes the analysis, design, development, implementation, and evaluation stages. The system operates by reading real-time soil moisture and water level values, then processing the data using the ESP32 to control the water pump based on threshold values, where the pump activates when soil moisture is below 30% and stops when moisture is above 60%. Additionally, a buzzer is used as a warning indicator; the buzzer sounds when the water level is below 5 cm and stops when the water level is above 50 cm. The research results show that the system is capable of adapting to changes in environmental conditions, where watering frequency increases under hot conditions, while soil moisture remains more stable under cool conditions. Overall, the developed system is capable of improving efficiency, accuracy, and reliability in the orchid watering process while reducing reliance on manual methods.
creator: Silvi Diah Fitriani
creator: Fahmi Fachri
rights: Copyright (c) 2026 Jurnal Publikasi Ilmu Komputer dan Multimedia https://creativecommons.org/licenses/by-nc-sa/4.0
license: https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2026-05-11
publication date: 2026-05-11
volume: 5
number: 2
starting page: 1
ending page: 12

Analisis Komparatif Performa Latensi dan Stabilitas Koneksi Wemos D1 Mini Vs Esp32-C3 Minipada Sistem Kendali Jarak Jauh Berbasis IoT
type: item
description: Abstract: This research conduct a comparative analyisis of connectivity performance between the Esp8266 (Wemos D1 Mini) and the Esp32-C3 Miniwithin internet of things (IoT) remote control systems. The primary problem addressed is the critical need for low latency and high connection stability in real-time difital infrastructure management, where developers often face a trade-off between costt-eficiency and hardware performance. The objective of this study is to empirically evaluate which microcontroller provides supervisor responsiveness. An experimental methode was proposed by measuring two key parameters : Receive Signal Strength Indicator (RSSI) and data transmission latency accros various distances and physical obstacles. The mind findings reveal that the Esp32-C3 Mini, utilizing the RISC-V architecture, demontsrates more consistent signal stability and significantly lower overage latency compared to the Esp8266, particularly in indoor environments with structural interference. In conclusion, the Esp32-C3 Mini is more effective successor to the Esp8266 for moder IoT applications that require high realibility and rapid respons times. Keywords: IoT; Esp8266 Wemos D1 Mini; Esp32-C3; Latency; RSSI; Remote Control;
creator: Supriyade
creator: Annisa Risqi Sulistya Kusuma Wardhani
creator: Fery Updi
rights: Copyright (c) 2026 Jurnal Publikasi Ilmu Komputer dan Multimedia https://creativecommons.org/licenses/by-nc-sa/4.0
license: https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2026-05-22
publication date: 2026-05-22
volume: 5
number: 2
starting page: 13
ending page: 22

Perancangan Antarmuka Pengguna Sistem Antrian Aduan IT Support sebagai Analisis Tren Keluhan Pengguna
type: item
description: Advances in information technology within the banking sector require internal systems capable of supporting operations efficiently and in a structured manner. IT Support services are a crucial component in addressing technical issues faced by employees. However, in practice, the process of submitting and managing complaints at Bank BTN’s Denpasar Branch has not been optimally managed, leading to delays in resolution, a lack of transparency regarding status updates, and difficulties in tracking complaint histories. This study aims to design a user interface for an IT Support complaint queue system that aligns with user needs. The method employed is User-Centered Design (UCD), comprising the stages of needs identification, design development, and evaluation using the System Usability Scale (SUS). The research results consist of a prototype interface featuring complaint submission, status monitoring, and complaint management by IT Support. Testing results showed an average SUS score of 70.8 for internal respondents and 75.17 for general respondents, indicating that the system has a good level of usability and is acceptable to users. Thus, this design is expected to serve as a reference in the development of a more effective and structured IT Support queue system in the banking environment.
creator: I Gusti Ngurah Ajung Bagus Ogastya Avatara Rayna
creator: Kadek Surya Adi Saputra
rights: Copyright (c) 2026 Jurnal Publikasi Ilmu Komputer dan Multimedia https://creativecommons.org/licenses/by-nc-sa/4.0
license: https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2026-05-26
publication date: 2026-05-26
volume: 5
number: 2
starting page: 23
ending page: 40

Redesain Kemasan dan Niat Pembelian Produk Bumbu UMKM: Peran Persepsi Kualitas dan Kepercayaan Konsumen
type: item
description: Kemasan produk UMKM di pasar tradisional kurang optimal sebagai media komunikasi visual, sehingga berdampak pada rendahnya persepsi kualitas, kepercayaan, dan niat beli. Penelitian ini bertujuan merancang ulang kemasan produk bumbu lokal "Rempahku" serta menganalisis peran mediasi persepsi kualitas dan kepercayaan. Metode perancangan menggunakan design thinking (empati, definisi, ideasi, prototipe, uji coba). Pengujian respon konsumen melibatkan 148 responden di Pasar Karanggede, Boyolali, dengan analisis PLS-SEM. Hasil perancangan menghasilkan prototipe yang menerapkan prinsip Desain Komunikasi Visual: kontras warna komplementer (hijau-orange), tipografi sans serif, ilustrasi realistis, dan hierarki visual tiga zona. Hasil uji statistik menunjukkan redesain kemasan berpengaruh positif terhadap persepsi kualitas (β=0,482; p<0,001) dan kepercayaan (β=0,271; p=0,001). Persepsi kualitas dan kepercayaan juga berpengaruh positif terhadap niat pembelian (β=0,384; β=0,412; p<0,001) serta berperan sebagai mediator parsial. Jalur mediasi berantai juga signifikan (0,090; p<0,001). Penelitian ini menyimpulkan bahwa redesain kemasan yang informatif, kredibel, dan konsisten secara visual mampu meningkatkan niat pembelian melalui persepsi kualitas dan kepercayaan konsumen.
creator: Divalent Eighteen Anatasya
creator: Andik Prakasa Hadi
creator: Irdha Yunianto
rights: Copyright (c) 2026 Jurnal Publikasi Ilmu Komputer dan Multimedia https://creativecommons.org/licenses/by-nc-sa/4.0
license: https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2026-05-26
publication date: 2026-05-26
volume: 5
number: 2
starting page: 41
ending page: 53

Perancangan Desain Karakter Buku Cerita Bergambar tentang Keragaman Fisik untuk Anak Usia 10-12 Tahun
type: item
description: Keragaman fisik merupakan bagian tak terpisahkan dari kehidupan sosial, sehingga kehadirannya seringkali menjadi penyebab perilaku diskriminatif seperti perundungan di lingkungan anak-anak. Perkembangan emosional anak-anak di sekolah dasar umumnya masih dalam tahap perkembangan, sehingga mereka sering meniru perilaku perundungan verbal seperti mengejek sesuatu yang berkaitan dengan perbedaan fisik. Dengan mempertimbangkan hal ini, dibutuhkan media pendidikan yang dapat menyampaikan nilai-nilai apresiasi terhadap keragaman fisik dengan cara yang menarik dan mudah dipahami. Penelitian ini berfokus pada perancangan ilustrasi karakter untuk buku bergambar tentang apresiasi terhadap keragaman fisik bagi anak-anak usia 10-12 tahun. Beberapa metode yang digunakan meliputi pendekatan kualitatif yang didukung oleh pendekatan kuantitatif melalui wawancara, observasi, dan studi yang relevan dengan penelitian seperti studi yang sudah ada dan studi pembanding, serta penyebaran kuesioner di sekolah dasar sebagai target audiens utama. Hasil desain menghasilkan tiga gaya desain karakter alternatif, yang kemudian diuji melalui kuesioner dengan 31 responden, menghasilkan gaya kedua yang paling mudah dikenali dari segi ciri fisik dan disukai oleh anak-anak. Melalui hal ini, desain karakter diharapkan menjadi elemen pendukung yang relevan dalam menyampaikan pesan cerita dan berfungsi sebagai media pendidikan yang membantu anak-anak memahami dan menghargai keragaman fisik yang ada di lingkungan sosial mereka.
creator: Fahreza Ilham Saputra
creator: Restu Ismoyo Aji
creator: Diana Aqidatun Nisa
rights: Copyright (c) 2026 Jurnal Publikasi Ilmu Komputer dan Multimedia https://creativecommons.org/licenses/by-nc-sa/4.0
license: https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2026-05-29
publication date: 2026-05-29
volume: 5
number: 2
starting page: 54
ending page: 65

Rancangan Aplikasi Pembelajaran Interaktif Bangun Datar dan Bangun Ruang Berbasis Android untuk Anak Sekolah Dasar
type: item
description: Android applications have become an integral part of the daily lives of mobile phone users, both adults and children. As technology advances, computer applications and smartphone applications become more sophisticated. Currently, there are many smartphone or computer applications that trigger curiosity to search for and even create their own applications, so many people are spoiled by Android applications, from purchasing daily necessities to buying food, everything can be ordered online. With today's technological developments, the business world and academic fields require maximum effort to produce quality students who pursue science and technology. Problems that often occur in teaching and learning tasks in the classroom include teachers who view students only as objects that can only learn from them. In addition to the fact that students must study many subjects, teachers are also not yet accustomed to using information technology to help students learn about geometric shapes and plane shapes. In this study, the author uses the waterfall method to develop a system or software in a structured and systematic manner. The waterfall model provides a sequential or orderly software life cycle approach starting from analysis, design, coding, testing, implementation, and maintenance. Therefore, the author tries to help solve this problem by creating this Android-based learning application system.
creator: Supriyadi
creator: Susafa’ati
rights: Copyright (c) 2026 Jurnal Publikasi Ilmu Komputer dan Multimedia https://creativecommons.org/licenses/by-nc-sa/4.0
license: https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2026-05-29
publication date: 2026-05-29
volume: 5
number: 2
starting page: 66
ending page: 76

Sistem Monitoring Suhu dan Kelembapan Berbasis IoT pada Ruang Fermentasi Adonan Roti
type: item
description: Pengendalian suhu dan kelembapan pada ruang fermentasi adonan roti merupakan faktor penting yang memengaruhi kualitas dan konsistensi produk, namun banyak industri roti skala kecil masih melakukan pemantauan secara manual sehingga rentan terhadap fluktuasi lingkungan dan keterlambatan respons. Penelitian ini bertujuan merancang dan mengimplementasikan sistem monitoring suhu dan kelembapan berbasis Internet of Things (IoT) yang mampu memantau kondisi lingkungan secara real-time. Metode penelitian meliputi perancangan perangkat keras menggunakan sensor DHT11 yang terhubung dengan mikrokontroler ESP8266, serta pengembangan perangkat lunak untuk pengiriman data ke platform cloud dan visualisasi melalui dashboard berbasis web. Data dikumpulkan secara otomatis di ruang fermentasi dan dianalisis dengan membandingkan hasil pembacaan sensor terhadap alat ukur referensi untuk mengetahui tingkat akurasi sistem. Hasil penelitian menunjukkan bahwa sistem mampu memantau suhu pada kisaran 31–34°C dan kelembapan 78–83% RH yang sesuai dengan kondisi ideal fermentasi, dengan tingkat akurasi selisih rata-rata ±1–2°C untuk suhu dan ±3–5% RH untuk kelembapan, serta mampu mengirimkan data secara real-time dengan waktu tunda 1–3 detik tanpa kegagalan pengiriman selama koneksi stabil. Kesimpulannya, sistem monitoring berbasis IoT yang dikembangkan mampu meningkatkan efektivitas pemantauan kondisi lingkungan fermentasi serta berpotensi meningkatkan kualitas dan konsistensi produksi roti.
creator: Naldes Naldes Rembon Simon
creator: Didi Didi Susilo Budi Utomo
creator: Agusma Agusma Wajiansyah
creator: Aeltri Aeltri Jeacfky Gozal Go
rights: Copyright (c) 2026 Jurnal Publikasi Ilmu Komputer dan Multimedia https://creativecommons.org/licenses/by-nc-sa/4.0
license: https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2026-05-29
publication date: 2026-05-29
volume: 5
number: 2
starting page: 77
ending page: 91

Perancangan Tahap Pra-Produksi Dalam Produksi Video Stop Motion
type: item
description: Stop motion technique is a combination of photos taken sequentially to create the illusion of movement. Stop motion video is also able to increase visual appeal and also strengthen the delivery of the message contained to the audience. This study aims to design and produce audio-visual works based on stop motion animation techniques with a pixilation approach that raises the theme of "going home". The method used includes the stages of designing audio-visual works, namely pre-production, production, and post-production. In the pre-production stage, the synopsis, storyline, storyboard, and technical planning are prepared. The design results show that careful planning in the pre-production stage is able to provide clear direction in the production process, minimize technical errors, and increase the effectiveness of teamwork. The application of pixilation techniques as part of stop motion provides unique visual power in displaying emotions and symbolization of the story. Overall, the resulting work is able to convey the message about the meaning of "going home" as an emotional space that is always present for individuals, while also showing that systematic planning plays an important role in producing maximum audio-visual works.
creator: Aisyah Zahwah Andrasari
creator: Widyasari Widyasari
creator: Bayu Setiawan
rights: Copyright (c) 2026 Jurnal Publikasi Ilmu Komputer dan Multimedia https://creativecommons.org/licenses/by-nc-sa/4.0
license: https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2026-05-30
publication date: 2026-05-30
volume: 5
number: 2
starting page: 92
ending page: 103

Kala Sebagai Desain Karakter Buku Interaktif Prokrastinasi Akademik Untuk Mahasiswa 18-25 Tahun
type: item
description: Academic procrastination is a common behavior among students that can lead to delays in study completion. This study aims to design a character as an educational medium for procrastination through an interactive book tailored to students aged 18–25, using the Research and Development (R&D) method with the ADDIE model and a mixed-method approach. The results show that the designed character is able to represent procrastination behavior both visually and narratively, supported by a semi-realistic illustration style and desaturated colors that reflect a passive psychological condition. The evaluation results indicate positive responses, where the character is considered relatable and helps audiences better understand procrastination behavior. Therefore, character design can serve as a more communicative visual medium compared to text-based media and has the potential to be further developed into digital platforms.
creator: Fairuz Adilah
creator: Masnuna Masnuna
creator: Sri Wulandari
rights: Copyright (c) 2026 Jurnal Publikasi Ilmu Komputer dan Multimedia https://creativecommons.org/licenses/by-nc-sa/4.0
license: https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2026-05-30
publication date: 2026-05-30
volume: 5
number: 2
starting page: 104
ending page: 110

Instagram sebagai Sarana Edukasi Family Bonding melalui 5 Love Languages
type: item
description: Meningkatnya topik mengenai 5 Love Language pada 2021 di media sosial menunjukkan bahwa generasi muda, khususnya usia 18-22 tahun memiliki ketertarikan yang tinggi terhadap topik ini. Dari kuesioner menunjukkan bahwasannya terdapat 21.7% responden masih belum dapat memahami konsep 5 Love Language terutama dalam mendukung terwujudnya Bonding yang baik dalam keluarga atau bisa disebut “Family Bonding”. Wawancara dengan psikolog dan konselor sebaya juga menegaskan bahwa konsep ini belum banyak dimanfaatkan walaupun sebenarnya banyak digunakan dalam sesi pengobatan antara psikolog dan pasiennya. Kurangnya pemahaman tersebut dapat menimbulkan kesalahan pemahaman dalam komunikasi seperti salah pengertian, gengsi atau tidak dapat terbuka dalam mengekspresikan rasa sayangnya hingga konflik emosional dalam hubungan keluarga yang sangat disayangkan karena disebabkan dari hal-hal kecil yang seharusnya dapat dicegah.
creator: Sita Ayu Arirahma
creator: Pungky Febi Arifianto
creator: Aditya Rahman Yani
rights: Copyright (c) 2026 Jurnal Publikasi Ilmu Komputer dan Multimedia https://creativecommons.org/licenses/by-nc-sa/4.0
license: https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2026-05-30
publication date: 2026-05-30
volume: 5
number: 2
starting page: 111
ending page: 114

Perancangan dan Implementasi Troubleshoot Management System Berbasis Web untuk Digitalisasi Layanan Helpdesk Di PT. Lax Teknologi Indonesia
type: item
description: Digitalisasi layanan dukungan teknis membutuhkan sistem yang mampu mencatat keluhan, menugaskan teknisi, memantau log pengerjaan, serta menghasilkan laporan yang akuntabel. Penelitian ini menyajikan perancangan dan implementasi Troubleshoot Management System berbasis web yang dikembangkan menggunakan PHP, MySQL. Objek penelitian adalah aplikasi helpdesk bernama LAX Ticketing - Smart Management yang mendukung akses multi-role untuk admin, client, dan teknisi. Permasalahan utama yang diselesaikan meliputi pencatatan keluhan yang belum terpusat, keterbatasan visibilitas progres troubleshooting, penugasan teknisi secara manual, serta penyusunan laporan yang belum efisien. Metode yang diusulkan menggabungkan analisis kebutuhan, perancangan alur kerja berbasis peran, pemodelan basis data, implementasi modular, dan validasi fungsional menggunakan pengujian black-box berbasis skenario. Hasil sistem mencakup registrasi ticket, penomoran otomatis, assignment teknisi, log analisa dan solusi, dokumentasi tanda tangan, monitoring proyek, kontrol akses login, filter laporan, dan notifikasi email berbasis event. Rancangan menunjukkan bahwa integrasi data ticket dan proyek dapat meningkatkan keterlacakan, akuntabilitas, dan pengendalian operasional layanan helpdesk. Penelitian ini berkontribusi sebagai model implementasi praktis bagi organisasi kecil dan menengah yang membutuhkan platform helpdesk ringan, dan mudah dikembangkan.
creator: Agung Sutikno
rights: Copyright (c) 2026 Jurnal Publikasi Ilmu Komputer dan Multimedia https://creativecommons.org/licenses/by-nc-sa/4.0
license: https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2026-05-30
publication date: 2026-05-30
volume: 5
number: 2
starting page: 115
ending page: 126

Analisis Pengaruh Estetika Antarmuka Infinite Scroll terhadap Fenomena Technology-Mediated Bedtime Procrastination pada Remaja
type: item
description: Ketergantungan terhadap media sosial kini menjadi permasalahan penting yang memengaruhi kesejahteraan digital serta kondisi fisik remaja di tengah tingginya tingkat konektivitas. Penelitian ini bertujuan untuk mengidentifikasi tingkat adiksi media sosial pada remaja serta mengkaji keterkaitannya dengan gangguan tidur yang dimediasi oleh perilaku doomscrolling. Pendekatan yang digunakan adalah kuantitatif deskriptif dengan melibatkan [masukkan jumlah] responden melalui penyebaran kuesioner secara daring. Analisis data dilakukan menggunakan distribusi frekuensi dan uji korelasi guna melihat hubungan antar variabel yang diteliti. Hasil penelitian menunjukkan bahwa sebanyak 64% remaja termasuk dalam kategori pengguna ekstrem (lebih dari 5 jam per hari), sementara 72% responden aktif menggunakan perangkat digital pada periode malam (22.00–03.00). Temuan ini mengindikasikan adanya penurunan kemampuan regulasi diri yang dipengaruhi oleh desain antarmuka yang bersifat manipulatif (dark patterns). Selain itu, aktivitas doomscrolling pada malam hari terbukti menjadi faktor utama yang berkontribusi terhadap menurunnya kualitas tidur serta meningkatnya kelelahan kognitif. Berdasarkan hasil tersebut, penelitian ini merekomendasikan penerapan kurikulum berbasis digital wellbeing serta program digital detox di lingkungan perguruan tinggi sebagai langkah preventif untuk membantu remaja menghadapi pengaruh desain teknologi yang persuasif.
creator: Setiyo Setiyo Prihatmoko
creator: Sumaryanto Sumaryanto
creator: Jarot Dian Susatyono
rights: Copyright (c) 2026 Jurnal Publikasi Ilmu Komputer dan Multimedia https://creativecommons.org/licenses/by-nc-sa/4.0
license: https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2026-05-30
publication date: 2026-05-30
volume: 5
number: 2
starting page: 127
ending page: 141

Implementasi Vibration Cone Dalam Uji Praktik Pembuatan Sim C Berbsis IoT Dan Website
type: item
description: This research aims to develop a motorcycle driving license (SIM C) practical test system using Vibration Cones at SATPAS Purworejo to enhance the accuracy and transparency of assessments previously conducted manually. The primary issue with manual assessment is the high level of examiner subjectivity. The proposed solution involves the implementation of SW-420 vibration sensors integrated with the ESP32 microcontroller. These sensors detect vibrations when a test participant strikes a cone; the data is then transmitted to a server and displayed on a web interface in real-time. This methodology enables objective evaluation based on sensor data. The test results indicate that the Vibration Cone system can detect vibrations with an accuracy rate of 90% and exhibits low data transmission latency under stable network conditions. The system proved reliable across various operational environmental conditions. This study concludes that the implementation of IoT technology in Vibration Cones successfully improves the efficiency, effectiveness, and fairness of the SIM C practical test process at SATPAS Purworejo. This research provides a significant practical contribution to the modernization of data-driven public service systems, reducing potential human error and fraudulent assessment practices.
creator: Jarot Dian Susatyono
creator: Setiyo Prihatmoko
creator: Febryantahanuji
creator: Daif Naufal Sabih
rights: Copyright (c) 2026 Jurnal Publikasi Ilmu Komputer dan Multimedia https://creativecommons.org/licenses/by-nc-sa/4.0
license: https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2026-05-30
publication date: 2026-05-30
volume: 5
number: 2
starting page: 142
ending page: 156

Implementasi Kelayakan Radio Wireless PTP 5.8 GHz pada Area Terpisah
type: item
description: This study aims to evaluate the feasibility of implementing a 5.8 GHz point-to-point (PTP) wireless radio system as a network connectivity solution for geographically separated areas. The main issue addressed is the limitation of cable-based infrastructure in hard-to-reach locations, along with the need for a stable, efficient, and cost-effective network. The research employed an experimental approach, including link planning, radio device installation, Line of Sight (LoS) testing, and network performance measurement. Data were collected through direct field testing by measuring throughput, latency, packet loss, and received signal strength indicator (RSSI) values. The results show that the 5.8 GHz PTP radio implementation is capable of providing stable connectivity with average throughput sufficient for data access needs, low latency, and packet loss within acceptable network tolerance standards. The main factors affecting connection quality include LoS conditions, frequency interference levels, and antenna alignment accuracy. Based on the analysis, the 5.8 GHz wireless PTP system is considered feasible as an alternative network infrastructure for separated areas with relatively lower costs compared to conventional cable installations. In conclusion, this technology is both effective and efficient in supporting network expansion, particularly in regions with geographical barriers or limited physical infrastructure
creator: Ahmad Lutfi Ramadhan
creator: Supriadi Supriadi
creator: Hari Purwadi
rights: Copyright (c) 2026 Jurnal Publikasi Ilmu Komputer dan Multimedia https://creativecommons.org/licenses/by-nc-sa/4.0
license: https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2026-05-30
publication date: 2026-05-30
volume: 5
number: 2
starting page: 157
ending page: 172

Sistem Monitoring Suhu dan Kontrol Otomatis Suhu serta Kelembaban Pada Kumbung Jamur Tiram Berbasis IoT
type: item
description: Perkembangan teknologi Internet of Things (IoT) memberikan peluang dalam meningkatkan efisiensi sistem monitoring lingkungan pada sektor pertanian, termasuk pada budidaya jamur tiram (Pleurotus ostreatus) yang membutuhkan kondisi suhu dan kelembaban yang stabil agar pertumbuhan dan produktivitas tetap optimal. Penelitian ini bertujuan merancang dan mengimplementasikan sistem monitoring serta kontrol otomatis suhu dan kelembaban pada kumbung jamur tiram berbasis IoT menggunakan mikrokontroler ESP32 yang terintegrasi dengan sensor DHT11. Metode penelitian meliputi tahap identifikasi permasalahan, perancangan sistem, implementasi perangkat keras dan perangkat lunak, serta pengujian kinerja sistem. Sistem bekerja dengan membaca data suhu dan kelembaban secara berkala, kemudian membandingkannya dengan nilai ambang batas untuk mengendalikan aktuator berupa kipas dan humidifier secara otomatis. Data hasil pembacaan sensor dikirim melalui jaringan internet dan ditampilkan pada dashboard monitoring secara real-time. Hasil pengujian menunjukkan bahwa sistem mampu membaca kondisi lingkungan secara stabil serta merespons perubahan suhu dan kelembaban secara otomatis sehingga kondisi lingkungan kumbung tetap berada pada rentang optimal. Sistem ini juga memungkinkan pemantauan jarak jauh sehingga pengelolaan budidaya jamur tiram menjadi lebih efisien.
creator: Kadek Budi Atmaja
creator: Supriadi
creator: dwi titi maesaroh
rights: Copyright (c) 2026 Jurnal Publikasi Ilmu Komputer dan Multimedia https://creativecommons.org/licenses/by-nc-sa/4.0
license: https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2026-05-30
publication date: 2026-05-30
volume: 5
number: 2
starting page: 173
ending page: 190

Analisis Informasi Dan Fitur Audio Pada Spotify Untuk Meningkatkan User Experience
type: item
description: Perkembangan teknologi digital telah mengubah cara masyarakat menikmati musik melalui layanan streaming. Salah satu aplikasi streaming musik yang populer adalah Spotify yang menyediakan berbagai fitur visualisasi informasi dan fitur audio untuk meningkatkan kenyamanan pengguna. Penelitian ini bertujuan untuk menganalisis pengaruh visualisasi informasi dan fitur audio Spotify terhadap peningkatan user experience pengguna. Metode penelitian yang digunakan adalah metode kuantitatif deskriptif dengan teknik pengumpulan data melalui penyebaran kuesioner menggunakan Google Form. Responden penelitian terdiri dari pengguna Spotify dari berbagai perguruan tinggi. Hasil penelitian menunjukkan bahwa mayoritas responden menggunakan Spotify setiap hari dengan jenis akun Gratis (Free). Fitur visual yang paling disukai pengguna adalah tampilan lirik real-time, desain antarmuka sederhana, playlist personal, dan cover album. Sedangkan fitur audio yang paling membantu pengguna adalah kualitas audio, equalizer, crossfade, Discover Weekly, dan Daily Mix. Hasil penelitian menunjukkan bahwa visualisasi informasi dan fitur audio memiliki pengaruh positif terhadap kenyamanan serta kepuasan pengguna Spotify. Namun, beberapa responden menyarankan agar Spotify mengurangi frekuensi iklan, meningkatkan akurasi rekomendasi lagu, serta mempercepat performa aplikasi.
creator: M Khalil Gibran
creator: Maria Ulfa
creator: Hadhirotun Najwa Tazkia
creator: Nur Aisyah Panjaitan
creator: Anggi Rahmadhani Siregar
rights: Copyright (c) 2026 Jurnal Publikasi Ilmu Komputer dan Multimedia https://creativecommons.org/licenses/by-nc-sa/4.0
license: https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2026-05-31
publication date: 2026-05-31
volume: 5
number: 2
starting page: 191
ending page: 199

Sistem Pemantauan Suhu, Kelembaban, dan Gas Dalam Ruangan Berbasis Iot Menggunakan Nodemcu Esp8266
type: item
description: Aktivitas di dalam ruangan berpotensi menyebabkan penurunan kualitas udara akibat ventilasi yang kurang optimal, kelembapan berlebih, serta akumulasi gas di dalam ruangan tertutup. Kondisi tersebut dapat berdampak terhadap kesehatan dan kenyamanan penghuni, terutama pada ruangan dengan sirkulasi udara yang kurang baik. Permasalahan ini menjadi semakin penting karena sebagian besar rumah tangga belum memiliki sistem monitoring lingkungan yang mampu bekerja secara real-time dan dapat diakses secara jarak jauh. Penelitian ini bertujuan untuk merancang dan membangun sistem monitoring kualitas udara dalam ruangan berbasis Internet of Things (IoT) menggunakan NodeMCU ESP8266 yang terintegrasi dengan sensor MQ-135 serta sensor DHT11. Sistem yang dikembangkan digunakan untuk memantau konsentrasi gas, suhu, dan kelembapan sebagai indikator sederhana kondisi udara dalam ruangan. Data hasil pembacaan sensor diproses oleh NodeMCU ESP8266, ditampilkan secara lokal melalui OLED Display, serta dikirimkan melalui jaringan WiFi ke platform cloud ThingSpeak untuk monitoring online secara real-time. Hasil pengujian menunjukkan bahwa sistem mampu mendeteksi perubahan kondisi lingkungan secara konsisten pada berbagai waktu pengamatan. Dengan demikian, sistem yang dikembangkan dapat digunakan sebagai solusi monitoring lingkungan dalam ruangan yang sederhana, real-time, dan mudah diakses.
creator: Haidar Bagas Syarifudin
creator: Agusma Wajiansyah
creator: Didi Susilo Budi Utomo3
rights: Copyright (c) 2026 Jurnal Publikasi Ilmu Komputer dan Multimedia https://creativecommons.org/licenses/by-nc-sa/4.0
license: https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2026-05-31
publication date: 2026-05-31
volume: 5
number: 2
starting page: 200
ending page: 222

Pengukuran Usability Google Classroom pada Mahasiswa UINSU Menggunakan Metode System Usability Scale (SUS)
type: item
description: As one of the digital platforms that is widely used in the world of education, Google Classroom needs to be studied in order to support the teaching and learning process optimally. This study was conducted with the aim of evaluating the extent of the feasibility of using Google Classroom among students using the System Usability Scale (SUS) approach. The study used a quantitative design involving 31 students as respondents. Data collection was carried out through the distribution of a SUS questionnaire containing 10 statements with a Likert scale of 1–5. From the results of data processing, a total score of 2,117.5 was obtained with an average SUS score of 68.30. Referring to the SUS interpretation standard, Google Classroom is classified as acceptable with an adequate level of eligibility. These results indicate that the platform is quite capable of supporting the implementation of online learning in universities. However, a number of aspects still need more attention, especially related to ease of navigation, consistency of interface appearance, and clarity of information delivery. In general, Google Classroom can be recommended as a learning aid, although continuous development is still needed to improve the overall user experience.
creator: Amanda Putri Rizkita Amanda
creator: Nadine Octavianta
creator: Habibah Zahra Siregar
creator: Salsabilla Khairus Syifa
creator: M.Khalil Gibran
rights: Copyright (c) 2026 Jurnal Publikasi Ilmu Komputer dan Multimedia https://creativecommons.org/licenses/by-nc-sa/4.0
license: https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2026-05-31
publication date: 2026-05-31
volume: 5
number: 2
starting page: 223
ending page: 230

Evaluasi Ergonomi Visual: Dampak Penggunaan Dark Mode terhadap Kelelahan Mata (Eye Strain) pada Mahasiswa
type: item
description: The long time students spend using devices on campus makes them more likely to develop Computer Vision Syndrome (CVS). To help lessen eye strain from looking at bright screens, many people are now using the Dark Mode feature. This study was done to check how well the interface helps reduce eye strain in university students by looking at its visual ergonomics. This study used a descriptive quantitative method by giving out a questionnaire with a 1 to 5 scale, and it included 36 students who use their devices for more than five hours each day. The analysis shows that the general level of visual fatigue is moderate, with an average score of 2.43. The main issues users are facing are blurry vision with a score of 2.58 and headaches starting up with a score of 2.50. On the other hand, the indicators for dry eyes and difficulty focusing both had lower scores of 2.30, which puts them in the Low category. In short, Dark Mode works well at reducing glare and helping keep the eyes moist, but it hasn't completely fixed the eye muscle strain that comes from using screens for a long time. So, it's still important to adjust the screen brightness in a balanced way to get the best possible comfort for your eyes.
creator: Wira Adhitya14
creator: alhafiz okliano
creator: radit qoiri
creator: rafli solihin
creator: khalil gibran
rights: Copyright (c) 2026 Jurnal Publikasi Ilmu Komputer dan Multimedia https://creativecommons.org/licenses/by-nc-sa/4.0
license: https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2026-05-31
publication date: 2026-05-31
volume: 5
number: 2
starting page: 231
ending page: 240

Pengembangan User Interface Aplikasi Berbasis Mobile dengan Pendekatan User-Centered Design Untuk Meningkatkan Kegunaan dan Pengalaman Pengguna
type: item
description: The swift advancement of mobile technology compels developers to create user interfaces (UI) that are both practical and user-friendly. This research focuses on creating a mobile application User Interface through the User-Centered Design (UCD) method, emphasizing users as the core of the complete design process. The approach comprises four UCD phases: analyzing usage context, identifying user needs, developing design solutions, and evaluating through usability testing. Testing involved 30 participants utilizing the System Usability Scale (SUS) approach and think-aloud technique. The findings indicated that the created UI design attained an average SUS score of 82.5 (Excellent category), alongside a 67% enhancement in task efficiency relative to the original design. This research demonstrates that the UCD method greatly improves the usability quality and user experience (UX) of mobile apps.
creator: Sindi Mawarni Sindi Mawarni
creator: Mahyuni Nur Salina Harahap
creator: Syahanifah Alma
creator: Andira Bayu Oktaviara
creator: M. Khalil Gibran
rights: Copyright (c) 2026 Jurnal Publikasi Ilmu Komputer dan Multimedia https://creativecommons.org/licenses/by-nc-sa/4.0
license: https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2026-05-31
publication date: 2026-05-31
volume: 5
number: 2
starting page: 241
ending page: 248

Analisis Pengaruh Desain Antarmuka Terhadap Keamanan Data Pengguna Pada Sistem Digital
type: item
description: The development of digital technology has increased the use of web-based and mobile systems, but it has also posed challenges related to the security of user data. This study aims to analyze the influence of user interface design on data protection in digital systems. The method used is a descriptive quantitative approach by collecting data through a Likert scale-based questionnaire to 20–30 respondents who actively use digital services. The data is analyzed to see the tendency of user perception of the relationship between interface design and data security. The results show that the majority of respondents agree and strongly agree that a clear, structured, and easy-to-understand interface design can improve understanding of security features and a sense of security in using digital systems. In addition, poor or confusing design has the potential to cause users to ignore the security aspect. These findings suggest that interface design has an important role not only in terms of convenience, but also in supporting the protection of user data. Therefore, the development of digital systems needs to integrate security aspects in interface design to increase user trust and vigilance.
creator: Risya Sahdaini
creator: Zharah Paramitha
creator: Tengku Nidaul Husna
creator: Elvira Ramadhani
creator: M. Khalil Gibran
rights: Copyright (c) 2026 Jurnal Publikasi Ilmu Komputer dan Multimedia https://creativecommons.org/licenses/by-nc-sa/4.0
license: https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2026-05-31
publication date: 2026-05-31
volume: 5
number: 2
starting page: 249
ending page: 255

Evaluasi Usability Aplikasi Dompet Digital Memakai Metode System Usability Scale pada Mahasiswa Penghuni Indekos
type: item
description: Digital financial service developments have also increased the use of digital wallet applications among university students, especially boarding house residents who have relatively high daily transaction needs. This study was conducted to examine the ease of use level of digital wallet applications by applying the System Usability Scale (SUS) approach. The research data were obtained through questionnaire distribution to 20 respondents who actively use digital wallet applications. Furthermore, the collected data were processed to determine the system usability level based on the SUS score obtained. The results showed an average SUS score of 74, which falls into the acceptable category with grade B and adjective rating Good. Although the application has been able to provide a fairly positive user experience, several aspects still require improvement, particularly in navigation arrangement and interface consistency.
creator: Tasya Aulia Fitri
creator: Agnia Sri Ayu
creator: Kamila Rosa Br. Bukit
creator: Sazwani Ardhia Sahira
creator: M. Khalil Gibran
rights: Copyright (c) 2026 Jurnal Publikasi Ilmu Komputer dan Multimedia https://creativecommons.org/licenses/by-nc-sa/4.0
license: https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2026-05-31
publication date: 2026-05-31
volume: 5
number: 2
starting page: 256
ending page: 263

Evaluasi Tingkat Usability Sistem E-Learning UINSU Ber-dasarkan Pengalaman Pengguna Menggunakan Metode System Usability Scale (SUS)
type: item
description: Sistem E-Learning ialah media pendidikan digital yang digunakan Universitas Islam Negara Sumatera Utara( UINSU) buat menunjang proses pendidikan daring. Keberhasilan pemakaian sistem tidak cuma didetetapkan oleh lengkapnya fitur yang ada, namun pula tingkatan usability yang dialami pengguna. Tujuan riset ini mengevaluasi usability sistem E- Learning UINSU memakai tata cara System Usability Scale (SUS) bersumber pada pengalaman pengguna. Riset dicoba dengan pendekatan kuantitatif lewat penyebaran kuesioner SUS kepada 30 mahasiswa dari bermacam program riset serta angkatan. Hasil riset menampilkan kalau sistem mendapatkan Nilai rata-rata SUS sebesar 77, 33. Bersumber pada pemaknaan SUS, skor tersebut tercantum jenis Acceptable serta terletak pada grade B. Hasil ini menampilkan kalau sistem E-Learning UINSU mempunyai tingkatan usability yang baik serta bisa diterima oleh pengguna. Tetapi, masih terdapat sebagian aspek yang butuh ditingkatkan, paling utama pada konsistensi sistem, kemudahan navigasi, serta pemakaian fitur tertentu.
creator: haviz02 haviz02
creator: Haviz Rayza
creator: M. Khalil Gibran
creator: Nazhiful Abid
creator: Nabil Nailul Abrar
rights: Copyright (c) 2026 Jurnal Publikasi Ilmu Komputer dan Multimedia https://creativecommons.org/licenses/by-nc-sa/4.0
license: https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2026-05-31
publication date: 2026-05-31
volume: 5
number: 2
starting page: 264
ending page: 272