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Computatio : Journal of Computer Science and Information Systems
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Core Subject : Science,
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Articles 245 Documents
SISTEM PENDETEKSI PERUBAHAN LAHAN HIJAU DI JABODETABEK Andree Phanderson; Dyah Erny Herwindiati; Bagus Mulyawan
Computatio : Journal of Computer Science and Information Systems Vol 2, No 1 (2018): Computatio : Journal of Computer Science and Information Systems
Publisher : Faculty of Information Technology, Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1779.231 KB) | DOI: 10.24912/computatio.v2i1.1480

Abstract

Change of green area in Jakarta, Bogor, Depok, Tangerang and Bekasi (Jabodetabek) has been something very important. Classification of green area aims to do classification in Jabodetabek using Landsat 8 satellite images, band 1, 2, 3, 4 and 5. Before classification was done, the satellite images will be corrected using Radiometric Correction method called Mini-max algorithm. After doing radiometric correction, the classification will use the NDVI (Normalized Difference Vegetation Index) and SAVI (Soil Adjusted Vegetation Index) method. The selected area will be classified as green when NDVI values similar or has more than 0.3. After perform two categories, Y1 and Y2 are selected by NDVI values using dummy dependent variable. Linear regression method use that dummy dependent variable to classify the selected area in Jabodetabek. To see how can we trust the result, the classified area will be compared with the appearance of selected area in Google Earth. The highest degradation of green area is in Bogor, May 2015, 325.7368 Km2.
IMPLEMENTASI ALGORITMA GOOGLE LATENT SEMANTIC DISTANCE UNTUK EKSTRAKSI RANGKAIAN KATA KUNCI ARTIKEL JURNAL ILMIAH Novario Jaya Perdana
Computatio : Journal of Computer Science and Information Systems Vol 2, No 2 (2018): COMPUTATIO : JOURNAL OF COMPUTER SCIENCE AND INFORMATION SYSTEMS
Publisher : Faculty of Information Technology, Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (321.261 KB) | DOI: 10.24912/computatio.v2i2.2569

Abstract

The accuracy of search result using search engine depends on the keywords that are used. Lack of the information provided on the keywords can lead to reduced accuracy of the search result. This means searching information on the internet is a hard work. In this research, a software has been built to create document keywords sequences. The software uses Google Latent Semantic Distance which can extract relevant information from the document. The information is expressed in the form of specific words sequences which could be used as keyword recommendations in search engines. The result shows that the implementation of the method for creating document keyword recommendation achieved high accuracy and could finds the most relevant information in the top search results.
SMART TOURISM INFORMATION AND MANAGEMENT (SARITEM) KOTA PALEMBANG BERBASIS ANDROID Hafiz Irsyad; Akhsani Taqwiym; Novan Wijaya
Computatio : Journal of Computer Science and Information Systems Vol 2, No 1 (2018): Computatio : Journal of Computer Science and Information Systems
Publisher : Faculty of Information Technology, Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1616.379 KB) | DOI: 10.24912/computatio.v2i1.1325

Abstract

 AbstrakPariwisata adalah fenomena sosial, budaya dan ekonomi yang memerlukan pergerakan orang ke negara-negara atau tempat-tempat di luar lingkungan mereka untuk pribadi atau bisnis/tujuan-tujuan profesional. Pariwisata cerdas (Smart Tourism) dapat dilihat sebagai perkembangan logis dari pariwisata tradisional kearah e-pariwisata di bahwa dasar untuk inovasi dan orientasi teknologi industri dan wisatawan menjadi fokus dengan adopsi luas informasi dan komunikasi teknologi (ICT) di bidang pariwisata. Tujuan informasi wisata pintar (smart tourism informasi) sebagai tujuan wisata yang inovatif, dibangun di atas infrastruktur teknologi state-of-the-art menjamin pembangunan berkelanjutan dari kawasan wisata, diakses oleh semua orang, yang memfasilitasi interaksi pengunjung dengan dan integrasi ke dalam lingkungan nya, meningkatkan kualitas pengalaman di tempat tujuan, dan meningkatkan kualitas hidup penduduk. Dengan berkembang teknologi smartphone, memungkinkan untuk seseorang dalam mengakses sebuah informasi dimanapun dan kapanpun. Kota Palembang merupakan kota yang sering melakukan kegiatan wisata atau event-event yang bersifat nasional maupun internasional (ASIAN GAMES 2018). Dengan adanya wisata atau event diharapkan menambah devisa bagi kota Palembang. Maka dibutuhkan sebuah aplikasi yang bisa membantu para wisatawan baik dari dalam dan luar negeri dalam mengkases informasi mengenai kota Palembang. Kata Kunci – Smart Tourism, ASIAN GAMES, Smartphone
Rancang Bangun Aplikasi Mobile E-KOST Menggunakan Location Based Service (LBS) Berbasis Android Martza Merry Swastikasari; Renee Yosua Hetharie; Eko Sediyono; Anwar S Ardjo
Computatio : Journal of Computer Science and Information Systems Vol 2, No 2 (2018): COMPUTATIO : JOURNAL OF COMPUTER SCIENCE AND INFORMATION SYSTEMS
Publisher : Faculty of Information Technology, Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1101.244 KB) | DOI: 10.24912/computatio.v2i2.2322

Abstract

Perkembangan perangkat mobile, teknologi-teknologi yang canggih serta gaya hidup yang semakin modern, membuat setiap manusia ingin terus berinovasi dalam menggunakan sebuah aplikasi yang bertujuan untuk mempermudah serta mengefisiensi waktu yang ada, diantaranya adalah membuat atau menggunakan sebuah sistem yang dapat membuat segala sesuatu menjadi serba instant dan cepat. Sejalan dengan fakta tersebut, penulis bertujuan membuat sebuah aplikasi mobile pencarian rumah kost berbasis android dengan mengunakan teknologi Located Based Service (LBS), sehingga memudahkan mahasiswa khususnya dalam mencari kost yang di butuhkan, serta tak lupa untuk pemilik/pengelola kost dalam mempromosikan serta menawarkan usahanya kepada orang lain. Metode yang digunakan adalah metodologi Object Oriented Business Application Development dan menjadikan Codeigniter sebagai framework sistem. Hasil akhir dari penelitian ini adalah sebuah prototype aplikasi mobile berbasis android, sehingga dalam penelitian selanjutnya dapat digunakan sebagai acuan dalam pembuatan dan pengembangan lebih lanjut, sehingga dapat di aplikasikan dan digunakan sesuai kebutuhan user.
DETEKSI KEMIRIPAN SOURCE CODE DENGAN METODE FINGERPRINT BASED DISTANCE DAN LEVENSHTEIN DISTANCE Jimmy Jimmy; Viny Christanti Mawardi; Agus Budi Dharmawan
Computatio : Journal of Computer Science and Information Systems Vol 2, No 1 (2018): Computatio : Journal of Computer Science and Information Systems
Publisher : Faculty of Information Technology, Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (253.433 KB) | DOI: 10.24912/computatio.v2i1.1478

Abstract

The ease of accessing information makes easier to do plagiarism. Plagiarism not only applied to written essay, but these day copying other people’s program is also considered as plagiarism. This paper will researching an method to automatically calculating the similarity of pair of source code. The method used are fingerprint based distance and Levenshtein Distance. The result will be measured in accuracy, precision, and recall. The result is in some dataset, levenshtein distance is better than fingerprint based distance for detecting plagiarism in student’s code especially beginner in C++.
IMPLEMENTASI PAPAN INFORMASI DIGITAL MENGGUNAKAN RASPBERRY PI 3 PADA STIPER SRIWIGAMA PALEMBANG Rahmat Novrianda Dasmen; Nasrul Halim
Computatio : Journal of Computer Science and Information Systems Vol 2, No 2 (2018): COMPUTATIO : JOURNAL OF COMPUTER SCIENCE AND INFORMATION SYSTEMS
Publisher : Faculty of Information Technology, Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (323.797 KB) | DOI: 10.24912/computatio.v2i2.2570

Abstract

STIPER Sriwigama Palembang is one of the high school agricultural sciences located in the city of Palembang. As with other universities, in the STIPER Sriwigama Palembang environment there are lecturers, staff and students. STIPER Sriwigama Palembang in informing about the presence of lecturers is currently still using a simple manual information board to display the names of lecturers present or not with a static, unattractive and inaccurate display. The purpose of this research is to build a dynamic digital information board where information in it can be arranged according to needs, which can be managed by the information section. This research uses Raspberry Pi which will connect the LED TV with the computer part information. This research will produce an information board that contains interesting features such as the use of running images and text and provide information about the presence of lecturers who are teaching or not teaching which can be arranged through the computer information section. Because it is still in the research process, the current output will be explained limited to the display design and also explained about the configuration of the Raspberry Pi 3 model B so that it can modify the LED TV into a digital information board.
IMPLEMENTASI METODE VLSM (VARIABLE LENGTH SUBNET MASK) PADA PEMETAAN IP ADDRESS LAN (LOCAL AREA NETWORK) STIPER SRWIGAMA PALEMBANG Rahmat Novrianda Dasmen
Computatio : Journal of Computer Science and Information Systems Vol 2, No 2 (2018): COMPUTATIO : JOURNAL OF COMPUTER SCIENCE AND INFORMATION SYSTEMS
Publisher : Faculty of Information Technology, Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (574.397 KB) | DOI: 10.24912/computatio.v2i2.1703

Abstract

Pemetaan IP (Internet Protocol) Address pada setiap user yang ada di LAN (Local Area Network) STIPER Sriwigama Palembang saat ini masih dilakukan secara manual dan terkadang tanpa mencatat IP address yang telah diberikan pada user-user sebelumnya sehingga terjadi kesamaan IP address yang menyebabkan bentrokan saat pengiriman data. Hal inilah yang menjadi penyebab dasar sehingga peneliti bermaksud mengimplementasikan metode VLSM (Variable Length Subnet Mask) sehingga dapat memetakan IP address untuk user ke dalam beberapa bagian. Pada STIPER Sriwigama Palembang dibagi beberapa bagian user yaitu : Ketua, Wakil Ketua, LPPM, Administrasi, Dosen, Staff, Perpustakaan dan Mahasiswa. Perhitungan pemetaan IP address dengan metode VLSM ini diawali dari jumlah user yang terbanyak dari beberapa bagian yang telah dibagi di atas. Pemetaan IP ini menjadi solusi dari permasalahan yang terjadi pada STIPER Sriwigama Palembang sehingga dengan metode VLSM tidak lagi terjadi bentrokan IP address karena setiap user telah memperoleh IP address dan subnet mask yang berbeda-beda.
PEMBUATAN GAME FIRST PERSON SHOOTER “FIND ME! SHOOT ME!” DENGAN FITUR SPLIT SCREEN Dominic Oscar; Jeanny Pragantha; Darius Andana Haris
Computatio : Journal of Computer Science and Information Systems Vol 2, No 1 (2018): Computatio : Journal of Computer Science and Information Systems
Publisher : Faculty of Information Technology, Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (401.03 KB) | DOI: 10.24912/computatio.v2i1.1479

Abstract

Game “Find Me! Shoot Me!” is a game that has First Person Shooter Genre with split screen feature in one screen and invisible character that is visual of the character is not visible. This game was created with the aim of providing a First Person Shooter game experience that is different than usual. This game has a 3D display and played using a windows based computer or laptop and using joystick controller for the control tool.This game was created using Unity with C# as a programming language. Player are assigned to search and kill other players. The game will end if one the player has reached a predetermined point. This multiplayer game feature is played at least two players and maximum of four players.
IMPLEMENTASI APLIKASI PENALARAN BERBASIS KASUS UNTUK IDENTIFIKASI PENYAKIT KEDELAI Adriana Sari Aryani; Dian Kartika Utami
Computatio : Journal of Computer Science and Information Systems Vol 2, No 2 (2018): COMPUTATIO : JOURNAL OF COMPUTER SCIENCE AND INFORMATION SYSTEMS
Publisher : Faculty of Information Technology, Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (229.991 KB) | DOI: 10.24912/computatio.v2i2.2473

Abstract

Sistem Penalaran Untuk Identifikasi Penyakit Tanaman Kedelai berbasis Case Based Reasoning dapat dimanfaatkan untuk para pengguna umum. Sistem Penalaran Untuk Klasifikasi Data Tanaman Kedelai berbasis CBR dapat mengetahui nama penyakit dari tanaman Kacang Kedelai yang telah teridentifikasi serta mengetahui cara penanggulangannya. Sistem penalaran untuk klasifikasi data penyakit tanaman kacang kedelai berbasis CBR dibuat berbasis web agar dapat diakses oleh kalangan masyarakat luas kapanpun  dan dimanapun mereka berada. Kacang Kedelai yang telah teridentifikasi serta mengetahui solusi atau penanggulangan penyakit yang disarankan (direkomendasikan) dari hasil perhitungan similarity. Implementasi aplikasi penalaran berbasis kasus untuk identifikasi penyakit kedelai menggunakan bahasa pemrograman PHP (Hypertext Prepocessor) dan basisdata yang digunakan adalah MySQL. PHP benar-benar sederhana untuk dipahami dibandingkan dengan bahasa pemrograman lain. Sejak itu PHP adalah bahasa yang mudah dan kuat, telah banyak digunakan untuk membuat aplikasi berbasis web yang membutuhkan fungsionalitas maksimal dengan minimal coding. MySQL memiliki keunggulan yang pertama, yaitu merupakan salah satu jenis software yang protable, Software portable ini berarti MySQL bisa dijalankan untuk mengolah database multi platform.
MODEL JARINGAN SARAF TIRUAN UNTUK EVALUASI RESIKO KREDIT Novan Wijaya
Computatio : Journal of Computer Science and Information Systems Vol 2, No 1 (2018): Computatio : Journal of Computer Science and Information Systems
Publisher : Faculty of Information Technology, Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (984.891 KB) | DOI: 10.24912/computatio.v2i1.1915

Abstract

Credit risk evaluation is an importanttopic in financial risk management and become a major focus in the banking sector. This research discusses a credit risk evaluation system using an artificial neural network model based on backpropagation algorithm. This system is to train and test the neural network to determine the predictive value of credit risk, whether high riskorlow risk. This neural network uses 14 input layers, nine hidden layers and an output layer, and the data used comes from the bank that has branches in EastJakarta. The results showed that neural network can be used effectively in the evaluation of credit risk with accuracy of 88% from 100 test data

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