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Analisis Tata Kelola Teknologi Informasi menggunakan Kerangka Kerja COBIT 5 pada AMIK JTC Semarang Hadi Hilmawan; Oky Dwi Nurhayati; Ike Pertiwi Windasari
Jurnal Teknologi dan Sistem Komputer Volume 3, Nomor 2, Tahun 2015 (April 2015)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (387.454 KB) | DOI: 10.14710/jtsiskom.3.2.2015.247-252

Abstract

Informations technology has been important elements in an organisation but getting higher information technology implementation cost requires any company or organization to implement an effective operation of information technology. Information technology was expected to help organization in achieveing their business goals and providing not only financial profit but also non-financial profit. To achieve their business goals and ensuring process of information technology works effectively and efficiently, a continuously audit and evaluation of our IT process need to introduced in organization. It will help organization aligning their business process with IT process. One of IT governance framework is COBIT 5. COBIT 5 is a comprehensive framewok that helps organizations to create optimal value from IT by maintaining a balance between realizing benefits and optimizing risk levels and resources use. COBIT 5 enables information and related technology to be governed and managed in a holistic manner for the whole organizations, taking full end to end business and functional area of responsibility, considering the IT-related intererst of internal and external stakeholders.
Pengembangan Permainan Edukatif Ragam Budaya Nusantara Berbasis Android Dony Defrianto; Rinta Kridalukmana; Ike Pertiwi Windasari
Jurnal Teknologi dan Sistem Komputer Volume 3, Nomor 3, Tahun 2015 (Agustus 2015)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (871.252 KB) | DOI: 10.14710/jtsiskom.3.3.2015.379-386

Abstract

This research aims to develop a game software that can be used as an alternative means of learning media in Indonesian local culture for the community in the form of the game in the Android operating system. The methodology used in this study is the Multimedia Development Life Cycle (MDLC) sourced from Luther and has been modified by Sutopo, which consists of six stages, namely the concept, design, collection of material, manufacture, testing, and distribution. Testing applications that have been created using black-box method, which is carried out to check the functions contained in the application. The process of application testing is done by using a questionnaire. The testing is done objectively by asking ratings from users of the application. Therefore, the results of the study that were obtained using black-box method, indicates that the game is already working according to specifications needed to show test results for each application functions and buttons. And the results of the questionnaire data obtained by the average score of all ratings amounted to 84%. And it can be concluded that the applications made are well-qualified.
Perancangan Aplikasi Pembelajaran “Fruvenimal” Berbasis HTML5 Teddy Satria; Adian Fatchur Rochim; Ike Pertiwi Windasari
Jurnal Teknologi dan Sistem Komputer Volume 3, Nomor 4, Tahun 2015 (Oktober 2015)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (417.606 KB) | DOI: 10.14710/jtsiskom.3.4.2015.421-425

Abstract

Golden Age is the time when a child's brain's ability to absorb information is very high. All information supplied will influence the child in later. Technology gives an effect on the progress of children. Computer technology can be a fun learning media and interseted for kid. Therefore, Fruvenimal application is developed as a learning media for introducing fruits, vegetables, and animals from the name, shape, sound, and vitamin via multimedia applications. Fruvenimal application is built using Construct 2. Multimedia aplication development used Multimedia Development Life Cycle (MDLC) which consists of six stages: concept, design, collection of material, manufacture, testing, and distribution /evaluation. For application testing method using the black box Test. Results from this study in the form of a multimedia application named Fruvenimal that can run on HTML5 browser. The application can be a learning media to introduce of fruits, vegetables, and animals for people, especially aged <8 so that kid from an early age is able to recognize the diversity of fruits, vegetables, and animals on earth.
Pembuatan Sistem Informasi Rental Mobil dengan Menggunakan Java dan Mysql Annisa Rahmawati; Rinta Kridalukmana; Ike Pertiwi Windasari
Jurnal Teknologi dan Sistem Komputer Volume 3, Nomor 3, Tahun 2015 (Agustus 2015)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (811.496 KB) | DOI: 10.14710/jtsiskom.3.3.2015.335-342

Abstract

Pangsa pasar yang semakin berkembang di berbagai bidang usaha khususnya pada jasa, membuat sistem pembukuan penjualan yang belum menggunakan komputer menjadi tidak efektif. Salah satu contoh bidang usaha tersebut adalah usaha rental mobil. Proses pengolahan data transaksi perusahaan tersebut semakin tidak akurat dan lambat seiring dengan meningkatnya transaksi yang dilakukan. Atas dasar tersebut digunakan Sistem Informasi Rental Mobil yang berbasis komputer sehingga lebih cepat dan akurat. Sistem Informasi tersebut dibuat dengan menggunakan bahasa pemrograman Java dan menggunakan database MySQL yang tertanam langsung pada aplikasi. Proses pembuatan dan pengembangan Sistem Informasi Rental Mobil ini menggunakan metode SDLC (Software Development Life Cycle) model air terjun. Hasil dari perancangan aplikasi ini adalah suatu aplikasi desktop yang dapat memudahkan pengguna dalam pencarian mobil yang sedang tersedia, penagihan pembayaran dan pengembalian mobil jika batas waktu pengembalian sudah tiba.
Penyisipan Media Teks dan Citra Menggunakan Teknik Steganografi pada Media Pembawa Citra Digital Alim Muadzani; Oky Dwi Nurhayati; Ike Pertiwi Windasari
Jurnal Teknologi dan Sistem Komputer Volume 4, Nomor 3, Tahun 2016 (Agustus 2016)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (728.279 KB) | DOI: 10.14710/jtsiskom.4.3.2016.470-478

Abstract

Information has now become an  important comodity in human life, with the rapid development of communications technology has enable people to communicate and exchange information more easily. Internet is very popular and used by billions users worldwide, the information passing through the internet is very large, and some certain people trying to get this information for profit. The information need to be secured to prevent the others to get the information that send through the internet, steganography can be used to  hide the information before sending it and the receiver can recover the hidden data. Digital steganography using computer can use a variety of digital file, digital image file is one of them. With the infomation being hidden inside the image-carrier, the others will not aware about the hidden information. Application created using C# programming leanguage and the steganoraphy method using Least Significant Bit Insertion (LSBI). Microsoft Visual Studio used as Integrated Development Environtment (IDE) to code and design the user interface. Software develpment model using Extreme Programming, and the testing using black box method. Application designed to hide text or image inside an image-carrier and the hidden text or image can be recovered. The result of this research are an application that can hide text or image into  image-carrier, and the hidden text or image can be recovered. Based on the testing application can run as expected and fulfill all the requirements. 
Perancangan Game Math Adventure Sebagai Media Pembelajaran Matematika Berbasis Android Muhammad Rizky Rahadi; Kodrat Iman Satoto; Ike Pertiwi Windasari
Jurnal Teknologi dan Sistem Komputer Volume 4, Nomor 1, Tahun 2016 (Januari 2016)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (320.939 KB) | DOI: 10.14710/jtsiskom.4.1.2016.44-49

Abstract

Upaya meningkatkan efisiensi penyediaan aplikasi yang mengandung unsur pendidikan diperlukan berbagai alternatif dan inovasi baru dalam hal pemrograman untuk bisa diterapkan sebagai alat untuk mempermudah proses pembelajaran. Adanya game edukasi matematika ini diharapkan dapat meningkatkan kemampuan berhitung anak dalam proses pembelajaran matematika, dan menghilangkan rasa jenuh dan takut bagi anak-anak untuk belajar matematika. Game edukasi ini sangat berguna dibidang pendidikan khususnya matematika. Penulis memilih anak berusia 6 tahun sampai 9 tahun sebagai pengguna dalam game edukasi ini, karena akan lebih efektif jika mulai belajar matematika dari kecil karena di usia itulah anak-anak bisa dengan mudah mengingat dalam belajar menghitung. Metodologi yang digunakan dalam penelitian ini adalah Multimedia Development Life Cycle (MDLC) yang bersumber dari Luther dan sudah dimodifikasi oleh Sutopo. Alat bantu yang digunakan untuk menganalisis penyusun menggunakan Unified Modeling Language (UML). Sedangkan aplikasi yang digunakan dalam pembuatam skripsi ini adalah construct 2. Penerapan game edukasi matematika ini diharapkan dapat mengatasi masalah tersebut. Jadi disaat anak memainkan game ini anak tidak bosan dan tidak takut untuk belajar matematika, dengan harapan semangat anak untuk belajar akan lebih terpacu dan meningkatkan kualitas belajar anak. Untuk game edukasi ini sendiri diharapkan dapat dikembangkan lagi dalam hal animasi, desain, fitur, dan music sehingga menjadi semakin atraktif.
Sistem Informasi Antropometri Terintegrasi Dengan Sistem Tertanam Sebagai Pengukur Berat Dan Tinggi Balita Nugroho Budi Wicaksono; Rinta Kridalukmana; Ike Pertiwi Windasari
Jurnal Teknologi dan Sistem Komputer Volume 4, Nomor 1, Tahun 2016 (Januari 2016)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1166.673 KB) | DOI: 10.14710/jtsiskom.4.1.2016.187-201

Abstract

Indonesian children’s growth are monitored monthly and can be seen by the KMS graphic and posyandu cadre’s book. The data from posyandu activity will be evaluated by the government health department. In practice, there are many obstacles to make posyandu works ideally. First, the cadres of posyandu have a difficulty to use the conventional anthropometric equipment, so the measurement data may not be valid and precise. Second, noting the KMS graphic needs an accuracy. Third, the measurement result in posyandu is not rapidly integrated to the central health data. A technology innovation of automatization anthropometry measurement called OTOTIM designed for infants that supported by an integrated information system is needed to solve those problems. OTOTIM designed to make anthropometric measurement for infants more fast, valid, and accurate. The measurement result will be stored in the database and transferred to an image that describe the nutrition status in the KMS. Microcontroller will process the data from load sensor that measure baby’s weight and ping sensor that measure baby’s height. Then those raw data will be sent to main component of OTOTIM, which is the software itself to gain informative result of measurement, that consist of right suggestion on what kind of treatment used to take care various nutrition condition of infant and comparison against the previous measurement. OTOTIM will also generate statistics which group the infant by nutritional condition for each month. Those statistics will also include information on how percentage of male and female babies which have certain nutritional condition. However those statistic will provide information which is relevant only for specific district as OTOTIM used in regional manner. In order to create statistic which is relevant to consumed by public, those measurement data must be processed in central server which can calculate whole data and grouped them by nutritional condition. OTOTIM introduces the central server that bring synchronization service between OTOTIM software which is installed locally on client PC and the server itself. OTOTIM software have to establish a connection to server to publish subdistrict-specific statistic, however this connection is not mandatory to run primary function. So if client have trouble to connect, this will not interrupt the primary function as OTOTIM supposed to run in less-signal environment.
Pengembangan Sistem Informasi Penjualan dan Pembelian pada Toko PC Tablet Nur Setyo Permatasasi Putri W; R. Rizal Isnanto; Ike Pertiwi Windasari
Jurnal Teknologi dan Sistem Komputer Volume 2, Nomor 2, Tahun 2014 (April 2014)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (361.017 KB) | DOI: 10.14710/jtsiskom.2.2.2014.181-186

Abstract

Sistem informasi penjualan dan pembelian yang dimiliki oleh perusahaan masih mempunyai beberapa kekurangan yang menyebabkan terjadinya kesalahan data pada laporan yang dihasilkan. Dan juga meskipun perusahaan telah memiliki sistem informasi namun perusahaan masih sering melakukan proses transaksi dan pencatatan transaksi secara manual, sehingga kesalahan data tidak dapat terhindarkan lagi. Oleh karena itu, perusahaan membutuhkan sebuah sistem informasi penjualan dan pembelian yang memadai, untuk dapat menampilkan data lebih akurat dan lebih mudah dipahami dalam penggunaannya. Pengembangan sistem informasi penjualan dan pembelian diawali dengan analisis kebutuhan sistem. Hal ini ditujukan untuk mendapatkan spesifikasi sistem yang sesuai. Kemudian dari data yang ada, dilakukan perancangan sistem informasi penjualan dan pembelian yang disesuaikan dengan kebutuhan perusahaan. Dalam tahapan perancangan, penggambaran proses bisnis sistem informasi dijelaskan dengan menggunakan DFD (Data Flow Diagram) dan untuk merepresentasikan data dalam sistem secara logis dilakukan dengan menggunakan ERD (Entity Relationship Diagram). Hasil dari perancangan kemudian diimplementasikan dengan menggunakan bahasa pemrograman PHP dan menggunakan sistem basis data MySQL. Perangkat yang digunakan adalah perangkat lunak Adobe Dreamweaver CS6 dan XAMPP. Hasil pengujian sistem informasi penjualan dan pembelian menunjukkan bahwa semua fitur yang terdapat dalam sistem informasi dapat bekerja dengan baik seperti mengelola data transaksi, mengelola data admin, mengelola data barang dan mengelola data lainnya yang berhubungan dengan kegiatan pokok dalam transaksi ini. Pada sistem informasi penjualan dan pembelian juga disertakan fungsi untuk menampilkan laporan dari proses transaksi yang dilakukan oleh pengguna.
Pengembangan Sistem Pakar Untuk Diagnosis Penyakit Hepatitis Berbasis Web Menggunakan Metode Certainty Factor Ahmad Ramdhani; R. Rizal Isnanto; Ike Pertiwi Windasari
Jurnal Teknologi dan Sistem Komputer Volume 3, Nomor 1, Tahun 2015 (Januari 2015)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (532.546 KB) | DOI: 10.14710/jtsiskom.3.1.2015.58-64

Abstract

Expert System is a computer technology that can help people solving problems which are mostly applied in medicine. Expert System is system that trying to adopt human knowledge to the computer, so the computer can resolve the issue as done by an expert.. In this study, an Expert System to diagnose hepatitis disease consisting of Hepatitis A, Hepatitis B, and Hepatitis C will be created. This expert system to diagnose hepatitis disease is created using PHP programing language and MySQL database using Certainty Factor method. This expert system will ask for an input such as symtomps and blood test, then the result is the possibility of the disease suffered by the patient and an explanation of the disease and its treatment solution. This expert system is able to issue diagnosis results for Hepatitis A, Hepatitis B, and Hepatitis C.. Certainty Factor method can be applied to expert systems with simple disease or not complex, such as acute hepatitis disease that is done in this study.
Sistem Informasi Geografis Tour Dan Travel Berbasis Android Di Kabupaten Tegal Farijz Milzan; Rinta Kridalukmana; Ike Pertiwi Windasari
Jurnal Teknologi dan Sistem Komputer Volume 4, Nomor 2, Tahun 2016 (April 2016)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (266.089 KB) | DOI: 10.14710/jtsiskom.4.2.2016.276-281

Abstract

The development of a device move technology , facilitate human life in undergo kesehariannya .To progress , technology device move could determine the existence of users , find out which address want to intended , and give a route to the location .The use of devices movement for the district government tegal , and students tegal in particular made them in the visits to the agent travel and tourism tegal spread across the country .Needed a system that help you in seeking information on travel agent and tourist tegal especially for students and the tegal problems that hampered by the agent the location. The geographic information system created using the Java programming language with SDK (Software Development Kit) Android and using MySQL and SQLite databases, the system is a client-server. The process of making and development of Geographic Information System using SDLC (Software Development Life Cycle) using prototyping life cycle. By using the life cycle of prototyping, the design can be quickly created and tested by users. Users can participate in helping the development of a system to provide feedback on the prototype that has been tried before, so that the system be made better. The result of design this program is a system for the geographic information on device move that would facilitate users in find information and to travel agent and tourist attractions contained in district tegal .Information systems geographical location use technology LBS ( location based service ) , this technology allows users to find the location of travel agent and tourist destinations want to visited .This system will developed in a move that runs the android operating system.