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Perancangan Sistem Pakar Pendiagnosis Kerusakan Laptop di "Dinar Comp" Berbasis Web dengan PHP dan MySQL Wandri Okki Saputra; R. Rizal Isnanto; Ike Pertiwi Windasari
Jurnal Teknologi dan Sistem Komputer Volume 2, Nomor 1, Tahun 2014 (Januari 2014)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (278.027 KB) | DOI: 10.14710/jtsiskom.2.1.2014.130-135

Abstract

Saat sekarang ini laptop sudah menjadi kebutuhan di kalangan pelajar, mahasiswa, karyawan dan profesi lainya. Suatu saat laptop tersebut akan mengalami kerusakan dan diperlukan seorang pakar untuk mendiagnosis kerusakan tersebut. Aplikasi sistem pakar merupakan salah satu aplikasi untuk diagnosis kerusakan laptop seperti kemampuan seorang pakar. Dengan adanya sistem pakar, dapat membantu pengguna untuk bisa mendiagnosis kerusakan laptop tanpa harus di diagnosis oleh pakar. Dalam perancangan aplikasi, metode yang digunakan adalah metode waterfall. Metode ini sangat tepat dalam pembuatan aplikasi seperti ini karena mempunyai alur yang memungkinkan perancang untuk mengevaluasi aplikasi tanpa harus mengubah dari dasar. Sedangkan tahapan dalam pembuatan aplikasi ini menggunakan beberapa tahap yaitu studi pustaka dan bimbingan, pengambilan data dan analisa (wawancara, pengamatan dan berkas informasi), perancangan, pembuatan sistem dan terakhir implementasi. Berdasarkan hasil pengujian alpha dan betha, aplikasi yang dibangun sudah berjalan cukup maksimal, tetapi tidak menutup kemungkinan dapat terjadi kesalahan dan kekurangan pada saat aplikasi digunakan.
Perancangan dan Implementasi Presensi Digital Guru dan Karyawan SMA Negeri 9 Semarang Th. Didot Septiawan; 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 (503.457 KB) | DOI: 10.14710/jtsiskom.4.2.2016.215-222

Abstract

Berdasarkan surat edaran dari Kepala Dinas Pendidikan Kota Semarang, terhitung mulai Januari 2015 tiap sekolah dihimbau untuk beralih dari sistem presensi manual menjadi digital. Hingga awal Maret ini, presensi guru dan karyawan di SMA Negeri 9 Semarang masih dilakukan secara manual. Maka diperlukan sebuah penelitian untuk merancang dan menerapkan sistem presensi digital bagi SMA Negeri 9 Semarang. Tahapan penelitian meliputi perencanaan, analisis, perancangan, implementasi, pengujian, dan pemeliharaan. Perangkat lunak dibangun dengan framework PHP Phalcon, basis data MySQL, dan aplikasi webserver Nginx pada sistem operasi Ubuntu 14.04. Mesin presensi dengan metode pengenalan wajah dipilih untuk mendapatkan data kehadiran yang bersifat autentik. Pengujian dilakukan dengan metode kotak hitam dan kotak putih. Semua kebutuhan fungsional telah diimplementasikan pada aplikasi web dan kebutuhan non-fungsional pun telah terpenuhi. Sistem presensi digital ini menjadi solusi bagi SMA Negeri 9 Semarang dalam usaha uji coba penggunaan presensi digital.
Pengembangan Sistem Informasi Pemesanan Layanan Jasa Cleaning Service Berbasis Web Dan Mobile Di Liochita Cleaning Semarang Aulio Romadho Agung; 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 (3276.917 KB) | DOI: 10.14710/jtsiskom.4.1.2016.34-43

Abstract

Liochita cleaning is a company engaged in the field of cleaning services which are located in the city of Semarang. Until now, the existing of information systems on Liochita Cleaning were not sufficiently able to manage the company and thus to make this company as a company that developed and developing its field and can compete with other companies is not possible. Start from recording customer data and order data, which is the became one as income data, so this companies are less aware in detail of the customer data. On the other hand, customers must make a call in advance to order the services that it requires no small cost. Lack of marketing facilities makes this company unable to include all of costumers in the city of Semarang. Data recording is still using paper, so this company were at risk of paper lost which is containing data that has been recorded . Development of an information system in this study using the method of the waterfall. Waterfall model consists of: requirements, design, implementation, testing and maintenance. For the start of the design, developer need to observations or interviews to determine the needs of the system that being developed. Applications developed using the framework CodeIgniter. The results of this final project is an information system that can meet the needs of Liochita Cleaning in the management of these services, customers and orders in accordance with the business processes that Liochita Cleaning have and allow customers to book services .
"Animal Introduction" Application For Children Fadjaruddin Qadr; Agung Budi Prasetijo; Ike Pertiwi Windasari
Ultimatics : Jurnal Teknik Informatika Vol 11 No 2 (2019): Ultimatics : Jurnal Teknik Informatika
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (667.509 KB) | DOI: 10.31937/ti.v11i2.1249

Abstract

Introducing animals in early childhood can foster children's love for animals. Some media for introducing animals to children are diverse, one of which is a book about animals. Books about animals display various types of animals and information on these animals. But books about animals are less effective in helping parents teach children about animals because they are less interactive. With the development of technology, especially smart phones can help users spread information. Smartphones can load images, videos& text. To help parents introduce animals to children, an animal recognition application on smart phones was developed. The development method used is MDLC, which consists of 6 stages: concept, design, material collection, merging, testing, and distribution. This application is made using the Java programming language on Android with Android Studio. This applications can be used as an interactive learning media to introduce animals to children. This application can display images, videos, animal information and some quizes.
Implementasi Analytic Network Process untuk Penentuan Tempat Pembuangan Akhir Yudi Eko Windarto; Ike Pertiwi Windasari; Oki Winarto
Jurnal Komputer Terapan  Vol. 6 No. 1 (2020): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (530.32 KB) | DOI: 10.35143/jkt.v6i1.3480

Abstract

The development of life style has a negative impact that the more waste generated every day, no exception conditions in Pemalang city therefore it is necessary to focusing in the processing of waste good and efficient waste in landfill. The process of choosing landfill location is one of the important aspects and many things to be aware of. To get an objective and accurate decision is now required the processing of computerized data with modern methods using a decision support system. The method used in this system is the Analytic Network Process or abbreviated ANP. This method will be implemented on the data processing to determine the best end disposal area in a region and will be displayed visually using the map Carto. With the existence of this system will give results of ranking and overview of the best area to be built a landfill in the area. The system is built using the PHP programming language and SQL database.
Sistem Informasi Geografis berbasis Web untuk Penentuan Prioritas Pembangunan Embung Kornelius Satria Budiyanto; Ike Pertiwi Windasari; Yudi Eko Windarto; Desyta Ulfiana
Jurnal Komputer Terapan  Vol. 6 No. 2 (2020): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (557.057 KB) | DOI: 10.35143/jkt.v6i2.3642

Abstract

Spring water is a human need for daily life. One of the benefits is to irrigate agricultural land. Agricultural land in Semarang Regency dried up every dry season in the last few years. Semarang Regency local government had identified 8 areas as the candidate of small dam construction locations for short term priority. The selection of small dam locations becomes a special issue in data processing in the Water Resources Sector which has many criteria to be aware of.  The obtained data can be stored in database of GIS. Therefore,  decision support system is needed to determine the best small dams priority. The method used in this system is the TOPSIS. Data that has been processed will be implemented to determine the best small dams priority in a region and displayed visually using Carto Map. System are built using the Codeigniter framework based PHP and MySQL database. In its implementation, the Rapid Application Development (RAD) method is used. Based on the calculation results obtained the first three sequences that have the largest live storage and the lowest water cost that can be prioritized are Mluweh, Lebak, and Pakis.
Internet of things based attendance system design and development in a smart classroom Dania Eridani; Eko Didik Widianto; Ike Pertiwi Windasari; Wildan Budi Bawono; Nadia Febrianita Gunarto
Indonesian Journal of Electrical Engineering and Computer Science Vol 23, No 3: September 2021
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v23.i3.pp1432-1439

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Attendance records are one of the main administrative roles on campuses. Therefore, several technologies can be used on an attendance system, including barcode, radio frequency identification (RFID), fingerprint, and faceprint. The main functions of attendance systems on campuses are mainly focused on how to obtain the attendee data list, store on the database, and display the list on the information system. This research proposes an attendance system in the smart classroom which supports the system’s previous activities as well as its integration with security and classroom management. In this system, the NodeMCU which was connected to the Wi-Fi router served as the controller, while the fingerspot revo FF-153BNC functioned as the system input. In addition, the database server was used to allocate attendee and classroom management data. This system is connected with the information system and classroom display unit, and component and system testing were applied in this research. The results showed that each system unit successfully integrated and managed the attendance, security, and classroom schedule.
Audit Tata Kelola Teknologi Informasi Domain Monitor, Evaluate, and Asses dan Deliver, Service, Support Berdasarkan Framework COBIT 2019 Ike Pertiwi Windasari; Adian Fatchur Rochim; Septi Nurna Alfiani; Azizah Kamalia
JSINBIS (Jurnal Sistem Informasi Bisnis) Vol 11, No 2 (2021): Volume 11 Nomor 2 Tahun 2021
Publisher : Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21456/vol11iss2pp131-138

Abstract

University is a form of tertiary institution that has a tridharma task to assist the government in handling and implementing development in all fields, especially education. Information technology and information systems tools are important to support the achievement of the university's vision and mission. University information technology governance is an activity used to measure existing information technology to support the achievement of university activity goals. The obstacle faced by the university is that every year it spends a large budget with activities related to information technology (IT) ranging from design, implementation, IT training for the entire academic community, but the results obtained cannot be measured. This research was conducted to measure the maturity of IT implementation at universities. In this study, using COBIT 2019 as a framework on the two domains of MEA and DSS in the research object university (PTOP). Two of these domains are expected to be able to measure the target Capability Level, Capability Level current and gaps (gap) The data source used is the results of interviews with IT governance authorities. The research object case study at one of the universities in Semarang, hereinafter referred to as the research object college (PTOP). Based on the research results, it was found that the PTOP capability level in the MEA and DSS domains was at level 1 or performed, which means that the process carried out had more or less reached the goal, but through the implementation of a series of activities that were less organized.
Game Edukasi Pembelajaran Aksara Jawa Menggunakan Teknologi Augmented Reality Berbasis Android di SD Negeri Sinomwidodo Tambakromo Pati Gumiwang, Dimas Putu; Windasari, Ike Pertiwi; Septiana, Risma
Jurnal Ilmu Teknik dan Komputer Vol 6, No 2 (2022)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/jitkom.v6i2.010

Abstract

Java Island is one of the regions in Indonesia that has a variety of cultures, one of which is the Javanese script. Javanese script or better known as Hanacaraka or Carakan is a noble cultural heritage of the Indonesian nation, namely the Javanese tribe which has a license and has been officially recognized by UNESCO. Although it has received recognition by UNESCO, it does not necessarily cause Javanese script to be known and in demand by many people. Elementary school students are expected to have the skills to read and write Javanese script to preserve Javanese script. Many elementary school students think that the material for Javanese script is quite difficult, because it is new material, considering that elementary school-aged children are new to the alphabet and do not know other letters, such as Javanese script. The use of Javanese script learning media at SD Negeri Sinomwidodo itself is currently still lacking, namely still using printed media such as textbooks, student activity sheets, Javanese language and writing on the blackboard which looks less attractive to students. From these problems, a solution was obtained to create an educational game of Javanese script using augmented reality technology. The purpose of making this game is to provide learning about Javanese script through educational games for students of SD Negeri Sinomwidodo. This educational game of Javanese script was designed using the game engine unity and developed using the MDLC (Multimedia Development Life Cycle) method. The development of this method is carried out based on six stages, namely concept, design, material collection, assembly, testing and distribution. According to Luther in Binanto, these six stages do not have to be sequential in practice, these stages can exchange positions with each other. Even so, the concept stage should be the first thing to do. This educational game of Javanese script was tested using 3 tests, namely black box, usability and pre-test and post-test. Based on the results of the study, the results of black box testing can run smoothly according to the expected function. In usability testing, the overall average score is 90.60% in terms of usability, convenience and satisfaction in using this game and getting a sig value. (2-tailed) of 0.003 on the paired sample t test method, which means it can have a significant effect, which means this game can have an effect on increasing understanding of Javanese script in SD Negeri Sinomwidodo.
YoloV8, EfficientNetv2, and CSP Darknet Comparison as Recognition Model’s Backbone for Drone-Captured Images Kridalukmana, Rinta; Eridani, Dania; Septiana, Risma; Windasari, Ike Pertiwi
JOIV : International Journal on Informatics Visualization Vol 9, No 2 (2025)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.9.2.2880

Abstract

Artificial intelligence (AI) has recently empowered drones to support smart city apps and recognize on-the-ground objects or events. Various pre-trained backbones are available to develop object recognition models, and some of them could boost the models’ accuracy. Consequently, it becomes difficult for practitioners to select a suitable backbone as a feature extractor during recognition model development. Hence, this research aims to provide a benchmark examining the performance of three popular backbones in supporting recognition models using images captured by drones as the dataset. This research used the UAV-AUAIR dataset and compared three deep learning backbone architectures as the feature extractor, namely YoloV8_s, EfficientNetv2_s, and CSP_DarkNet_l. The head part of each selected backbone was replaced with YoloV8Detector architecture, provided by Keras-CV, to perform the inference tasks. The models generated during training were evaluated against four measurement methods: loss function, intersection over union (IOU), across-scale mean average precision (mAP), and computational performance. The results showed that the model generated using EfficientNetv2_s backbone outperformed the others in most criteria, except the computational performance and detecting small objects, which was won by YOLOV8_s and CSP_Darknet_l, respectively. Thus, EfficientNetv2_s and CSP_DarkNet_l can be considered if app development concerns accuracy. Meanwhile, YoloV8_s is far better when computational performance is essential, as its prediction time achieved 0.8 seconds per image. This study is essential as a reference for practitioners, particularly those who want to develop an object-recognition model based on a pre-trained backbone.