Jurnal Ilmiah Teknik Informatika (TEKINFO) https://journals.upi-yai.ac.id/index.php/TEKINFO <p>Jurnal ilmiah TEKINFO ini adalah Jurnal Ilmiah Teknik Informatika Fakultas Teknik UPI – YAI. Jurnal ilmiah ini merupakan sarana penuangan hasil pemikiran orang-orang yang berkecimpung di bidang Teknologi Informasi khususnya Teknik Informatika.</p> <p><strong>P-ISSN</strong>: <a href="https://issn.brin.go.id/terbit/detail/20220801591151919">1411-3635</a></p> <p><strong>E-ISSN</strong>: <a href="https://issn.brin.go.id/terbit/detail/1180430344">2962-5645</a></p> <p>Doi Jurnal: <a href="https://doi.org/10.37817/Tekinfo">https://doi.org/10.37817/Tekinfo</a></p> Fakultas Teknik Universitas Persada Indonesia YAI en-US Jurnal Ilmiah Teknik Informatika (TEKINFO) 1411-3635 Efisiensi Pendataran Memori pada Komputasi Matriks Padat: Studi Komparatif Rust dan Go https://journals.upi-yai.ac.id/index.php/TEKINFO/article/view/7035 <p>Modern high-performance computing (HPC) demands face the Memory Wall, where<br>memory layout efficiency is now more crucial in determining performance than the number<br>of processor cores. Nested dynamic array structures inherently induce pointer chasing,<br>which breaks hardware-level data locality. This paper presents an architectural comparative<br>study between the concurrency models of Go (M:N scheduling) and Rust (1:1 kernel<br>threads) through the evaluation of intensive matrix computations on the order of 500x500<br>to 2000x2000. Experiments contrast conventional nested memory structures against a flat<br>linear layout (1D Contiguous Memory Layout). Empirical results from isolated tests show<br>that Go's native implementation dominates in efficiency at medium scales due to its low<br>Goroutine initiation overhead. However, in Rust, nested structures induce exponential<br>latency spikes due to high cache miss metrics. Memory flattening in Rust has been shown<br>journals.upi-yai.ac.id/index.php/TEKINFO/issue/archive<br>P-ISSN: 1411-3635<br>E-ISSN: 2962-5645<br>TEKINFO VOL. 27, NO. 2, Oktober 2026 1<br>to eliminate pointer chasing, reduce computational latency by up to 32.3% at the highest<br>order, and trigger the activation of automatic vectorization (SIMD) instructions by the<br>LLVM compiler. In contrast, manual application of linear index transformations in Go<br>actually creates a massive performance degradation of 79% due to the accumulated<br>arithmetic calculation load that the runtime fails to optimize. This research demonstrates<br>that there is no absolute language superiority; architecture selection should be based on the<br>alignment of Data-Oriented Design with compiler capabilities, providing concrete<br>recommendation parameters for designing industrial-scale software systems.</p> Hamdan Yuwafi Mastu Wijaya Ani Dijah Rahajoe Retno Mumpuni Copyright (c) 2026-07-10 2026-07-10 27 2 1 10 Deteksi Tingkat Kematangan Buah Pisang Berdasarkan Citra Digital Menggunakan Metode Convolutional Neural Network (CNN) https://journals.upi-yai.ac.id/index.php/TEKINFO/article/view/7036 <p>color of the fruit's skin. This method often produces different assessment results due<br>to the influence of subjective human factors. This research aims to create a system that<br>can recognize banana ripeness using digital images using a convolutional neural<br>network (CNN) method. Data were collected by photographing bananas using a mobile<br>phone camera, and the bananas were categorized into four categories: unripe, ripe,<br>overripe, and rotten. The research process consisted of several steps: data collection,<br>data labeling, image processing by resizing the images to 224x224 pixels, normalizing<br>pixel values, converting the color format to RGB, data augmentation, training the CNN<br>model, and evaluating model performance. The CNN architecture used consisted of<br>three convolutional layers, three max-pooling layers, a flatten layer, a dropout layer, and<br>a dense layer. Tests demonstrated the model's ability to classify banana ripeness with up to 96% accuracy. Good precision, recall, and F1-score values indicate the CNN<br>method's success in recognizing banana ripeness from digital images.</p> Faidatul Hanafiyah Farihin Lazim Firman Santoso Copyright (c) 2026-07-10 2026-07-10 27 2 11 14 RANCANG BANGUN SISTEM ANALISIS NILAI SISWA SDN 13 PAGI DUREN SAWIT BERBASIS ETL DAN OLAP https://journals.upi-yai.ac.id/index.php/TEKINFO/article/view/7037 <p>Rapid information technology growth prompts the integration of information systems for managing<br>student grades as a basis for learning evaluation. Currently, SDN 13 Pagi Duren Sawit manages these<br>grades manually, separating the odd and even semesters, which hinders teachers from performing<br>systematic analysis and comparisons. This study designs an analytical system using Extract, Transform,<br>Load (ETL) and Online Analytical Processing (OLAP) to integrate and structure student grade<br>management. Utilizing an applied research method with the Waterfall SDLC approach, the ETL process<br>ensures data consistency, while OLAP enables multidimensional analysis by student, subject, and<br>semester. The web-based system was verified through Black Box Testing and evaluated using the System<br>Usability Scale (SUS)</p> Agus Wismo Widodo Dian Gustina Muhammad Ichsan Fikri Copyright (c) 2026-07-10 2026-07-10 27 2 15 27 Rancang Bangun Game Edukasi Santri Quest Berbasis Unity 3D Sebagai Media Pembelajaran Interaktif Bagi Santri https://journals.upi-yai.ac.id/index.php/TEKINFO/article/view/7038 <p>The development of digital technology has significantly influenced various sectors,<br>including education. One form of technology utilization in education is the implementation<br>of educational games as interactive learning media. Educational games can improve<br>learning motivation by combining entertainment and educational elements into a single<br>platform. Salafiyah Syafiiyah Sukorejo Islamic Boarding School has various regulations<br>that must be understood by students. However, the delivery of these regulations is still<br>mostly conducted through conventional methods, making it less attractive for today's<br>digital generation. This study aims to design and develop a Unity 3D-based educational game called Santri<br>Quest as an interactive learning medium for students. The research method used is Research<br>and Development (R&amp;D), while the system development method adopts Rapid Application<br>Development (RAD). The game was developed using Unity Engine and C# programming<br>language. In this game, players act as students who must overcome obstacles, avoid<br>hazards, and answer educational quizzes related to Islamic jurisprudence and science to<br>reach the Freedom Finish as the final objective.<br>The results show that the game has been successfully implemented with features such as<br>Loading Screen, Main Menu, Select Quiz, Select Hero, Hero Controller, hero characters,<br>monster characters, and quiz-based educational gameplay. Based on Black Box Testing, all<br>major features function according to system requirements. Santri Quest is expected to<br>become an attractive learning medium that enhances students’ understanding of<br>educational materials and boarding school regulations</p> Widya Safitri Farihin Lazim Firman Santoso Copyright (c) 2026-07-10 2026-07-10 27 2 28 35 Sistem Pendukung Keputusan Pemilihan Program Studi Mahasiswa Baru Menggunakan Metode SAW Di Universitas Ibrahimy https://journals.upi-yai.ac.id/index.php/TEKINFO/article/view/7040 <p>The selection of a study program is a strategic step for prospective new students, as it<br>influences long-term academic success and career outcomes. However, many prospective<br>students find it difficult to choose a study program that aligns with their interests and<br>abilities, which can reduce their motivation to learn and increase the likelihood of dropping<br>out. This study aims to develop a web-based decision support system capable of providing<br>objective study program recommendations using the Simple Additive Weighting (SAW)<br>approach at Ibrahimy University Sukorejo Situbondo. The SAW method was chosen<br>because it is simple, efficient, and capable of ranking alternatives based on predetermined<br>criteria weights. The criteria used include Academic Potential Test (TPA) with a weight of<br>20%, General Knowledge Test (TPU) 20%, Arabic Language 10%, English Language<br>10%, Study Program Competency Test 30%, and Psychology Test 10%. The system<br>development follows the waterfall model, including the stages of requirements analysis, system design, implementation using PHP and MySQL, testing, and maintenance. The<br>results show that the developed system is able to perform matrix normalization, calculate<br>the preference score (Vi) for each study program alternative, and generate accurate and<br>efficient recommendation rankings. This system makes it easier for prospective new<br>students to choose a study program that matches their potential, while also assisting<br>Ibrahimy University in carrying out a more structured, transparent, and measurable<br>selection process.</p> Siti Maulidatul Hasanah Farihin Lazim Firman Santoso Copyright (c) 2026-07-10 2026-07-10 27 2 36 46 Perbandingan Kinerja YOLOv8 dan SSD MobileNet untuk Deteksi Kelengkapan Atribut Seragam Siswa https://journals.upi-yai.ac.id/index.php/TEKINFO/article/view/7041 <p>Inspecting the completeness of student uniform attributes is challenging because several items, such<br>as epaulettes, name tags, belts, black shoes, and caps, may appear small, partially occluded, or<br>visually unclear. This study compares YOLOv8n and SSD MobileNet for detecting student uniform<br>attributes using a self-collected dataset. The dataset contains 1,532 augmented images, five object<br>classes, and 5,294 YOLO-format bounding box annotations. The experimental procedure included<br>dataset preparation, object annotation, train-validation-test splitting, model training, and final<br>evaluation on the test set. The evaluation used precision, recall, mAP@50, mAP@50-95, inference<br>time, and FPS. On the test set, YOLOv8n achieved a precision of 0.8966, recall of 0.8689, mAP@50<br>of 0.9276, mAP@50-95 of 0.6723, inference time of 10.36 ms, and 96.47 FPS. SSD MobileNet<br>achieved a precision of 0.5140, recall of 0.5169, mAP@50 of 0.6034, mAP@50-95 of 0.3171,<br>inference time of 11.00 ms, and 90.87 FPS. These findings indicate that YOLOv8n performed better<br>in the tested dataset and experimental setting.</p> Argi Ginanjar Adhi Kusnadi Copyright (c) 2026-07-10 2026-07-10 27 2 47 55 MARKET BASKET ANALYSIS MENGGUNAKAN ALGORITMA APRIORI UNTUK STRATEGI PENJUALAN PRODUK BAHAN BANGUNAN DI CV ALBA https://journals.upi-yai.ac.id/index.php/TEKINFO/article/view/7382 <p>This research is motivated by the decline in sales of HMD brand Concrete Roof tiles and the lack of<br>digitalization systems at CV ALBA during the period of 2024–2025. The decrease in sales indicates a<br>reduction in consumer purchasing interest toward HMD concrete roof tile products. Based on the results of<br>observations, the researcher applies Market Basket Analysis to address the purchasing decline in building<br>material products, and incorporates the concept of Quantitative Association Rules, as the dataset consists not<br>only of per-item product transactions but also includes purchase quantities integrated into the model. The<br>application of Market Basket Analysis is expected to provide solutions to the identified problem. The data<br>analyzed in this study comprises 1.000 transactions along with their purchase quantities, collected from<br>January 2024 to June 2025. The Apriori algorithm was applied using minimum support of 3%, minimum<br>confidence of 30%, and lift ratio &gt; 1, resulting in 6.421 generated rules. From all the rules formed, the<br>researcher selected the top 3 best rules from 2-itemset to 7-itemset as key insights for product bundling sales<br>recommendations.</p> Husein Zidan Ionia Veritawati Copyright (c) 2026-07-10 2026-07-10 27 2 56 65