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Contact Name
Wahyudin
Contact Email
Jurnal.tk@bsi.ac.id
Phone
+6285770777011
Journal Mail Official
jurnal.tk@bsi.ac.id
Editorial Address
Jl. Kramat Raya No.98, Kwitang, Kec. Senen, Kota Jakarta Pusat, DKI Jakarta 10450
Location
Kota adm. jakarta barat,
Dki jakarta
INDONESIA
Jurnal Teknik Komputer AMIK BSI
ISSN : 24412436     EISSN : 25500120     DOI : http://dx.doi.org/10.31294/jtk
Core Subject : Science,
Jurnal Teknik Komputer merupakan jurnal ilmiah yang diterbitkan oleh LPPM Universitas Bina Sarana Informatika. Jurnal ini berisi tentang karya ilmiah hasil penelitian yang bertemakan: Networking, Robotika, Aplikasi Sains, Animasi Interaktif, Pengolahan Citra, Sistem Pakar, Sistem Komputer, Soft Computing, Web Programming, Data Mining, dan Sistem Penunjang Keputusan. Jurnal Teknik Komputer berisi pokok-pokok permasalahan baik dalam pengembangan kerangka teoritis, implementasi maupun kemungkinan pengembangan sistem secara keseluruhan. Diharapkan setiap naskah yang diterbitkan di dalam jurnal ini memberikan kontribusi yang nyata bagi peningkatan sumberdaya penelitian di dalam bidang informatika dan komputer. Tim redaksi membuka komunikasi lebih lanjut baik kritik, saran dan pembahasan.
Articles 20 Documents
Search results for , issue "Vol 5, No 2 (2019): JTK - Periode Agustus 2019" : 20 Documents clear
Rancang Bangun Aplikasi Pemesanan Pada Cantika Catering Berbasis Web Sri Muryani; Devie Safika
JURNAL TEKNIK KOMPUTER Vol 5, No 2 (2019): JTK - Periode Agustus 2019
Publisher : Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (589.254 KB) | DOI: 10.31294/jtk.v5i2.4559

Abstract

The system available right now at Cantika Catering is conducted manually, started from recording customer's orders to keep other data related to processes from sales to transactions, keeping the records accurately, and spending less time to search some data. Cantika catering requires information system which can support and deliver satisfactory services for its customers. Therefore, the author tried to compose a research about the sales system in Cantika Catering which was completed by using data collection methods as follows: direct observation, interview, and literature review. Nowadays, Cantika Catering is a business dealing only with food provision service. The design of information system is the best solution to handle problems in this company, and a computerized system will make the company's actvities more effectively and efficiently. Therefore, the researcher has conducted a change of system for Cantika Catering  from manual to computerized and web based order transaction
Analisis Algoritma Klasifikasi C 4.5 Untuk Memprediksi Keberhasilan Immunotherapy Pada Penyakit Kutil Ady Hermawan; Ardi Ramadhan Sukma; Riqardi Halfis
JURNAL TEKNIK KOMPUTER Vol 5, No 2 (2019): JTK - Periode Agustus 2019
Publisher : Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (433.044 KB) | DOI: 10.31294/jtk.v5i2.4851

Abstract

Maintaining skin health is one thing that is also needed. Not only health from inside, health from the outside must also be considered. There are so many skin problems that arise in the human body. Wart disease is characterized by small bumps on the surface of the skin which are generally caused by the Human Papiloma Virus (HPV) virus. One technique for treating wart disease is immunotherapy, this method is a treatment by increasing the immune system to deal with wart disease. Clinical predictions are growing very rapidly by adopting computer science and information technology in managing health and drug data, this clinical prediction can be produced from processing using data mining methods. Data mining is a popular method used to explore patterns or knowledge from large data stacks. C 4.5 algorithm which is one of the decision tree induction algorithms is also a method of data mining algorithms used to classify. This study aims to predict the success rate of immunotherapy treatment methods on wart disease with algorithm C 4.5 using RapidMiner. From the study it was known that the accuracy rate for processing immunotherapy data on wart disease to predict its success using the C 4.5 algorithm of 74.07%.
Implementasi Metode Decision Tree Klasifikasi Data Mining Untuk Prediksi Peminatan Jurusan Robotika oleh Mahasiswa Mugi Raharjo; Ridwan ridwan; Jordy Lasmana Putra; Tommi Alfian Armawan Sandi
JURNAL TEKNIK KOMPUTER Vol 5, No 2 (2019): JTK - Periode Agustus 2019
Publisher : Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (445.881 KB) | DOI: 10.31294/jtk.v5i2.4852

Abstract

Specialization of majors in a study program becomes something important must be an option for a student, for that they must think carefully before choosing the majors. Because later this thing can determine the success or failure of a student to understand what they learned to apply to during the final project. In the past few years there has been a question about the problem of electing majors in the Computer Technology Study Program. Because almost every year the majority of interest voters in majors are interested in computer network majors rather than robotics majors. majoring in majors, so the authors analyzed and retrieved data from 145 student samples in the electronic practicum course and chose 7 attributes in this study because this course was very influential on the interest in the robotics department in the Computer Technology study program. The author uses the classification tree Decision method to predict interest in students. Therefore, with this research, the authors hope that in the future with the results of this analysis can be found a solution to the problem of why students are more inclined to choose the interests of departments other than robotics, whether due to factors or other factors. Keywords: Computer Technology, Analysis, Classification
Sistem Penunjang Keputusan Penerima Kartu Indonesia Pintar Menggunakan Metode Simple Additive Weighting (SAW) Andi Saryoko; Sholihin Muttaqin; Rahmat Hidayat
JURNAL TEKNIK KOMPUTER Vol 5, No 2 (2019): JTK - Periode Agustus 2019
Publisher : Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (393.667 KB) | DOI: 10.31294/jtk.v5i2.4384

Abstract

Education is very important given the Government programs which require a minimum of 9 years of education, but many societies among medium size down unable to finance the education of their sons and daughters to 9 years. Indonesia Smart program is one of a national program that aims to increase the number of elementary and secondary education participation, increase sustainability education marked with menurunya numbers dropouts, as well as improving secondary education students readiness to enter the job market or proceed to higher education.In this research will be made a decision support system (SPK) to facilitate in the selection criteria for the Smart Card recipient Indonesia students who deserve help, the method used in this research is the Simple Additive Weighting (SAW), this method was chosen because it can determine the value weights for each attribute, and then do the perangkingan process will determine the alternatives to get more accurate results are eligible to receive smart cards help indonesia .By applying the method of Simple Additive Weighting (SAW) hope to provide ease in taking decisions which are appropriate and accurate.
Impelementasi Model Waterfall pada Media Pembelajaran Pengenalan Angka dan Huruf Berbasis Android Sidik Sidik; Muhammad Fajar Syahroni
JURNAL TEKNIK KOMPUTER Vol 5, No 2 (2019): JTK - Periode Agustus 2019
Publisher : Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (645.413 KB) | DOI: 10.31294/jtk.v5i2.5215

Abstract

The era of globalization, information technology is advancing rapidly, one of which is the development of interactive animation. Interactive animation technology is now widely used in various industries, such as advertising, education, tourism, entertainment, and so on. In the world of education, interactive animation can be applied as an effective learning medium. In the preparation of this study, the authors used the Waterfall model to design the system and to design learning media using Adobe Flash Professional CS6 which is considered very suitable in making interactive animation-based learning media. The Waterfall Model, is the most familiar system model and is widely used in designing interactive animation-based applications. In making interactive animation-based learning media can increase learning interest and students' attention to the introduction of numbers and letters and kinds of sounds and images. In addition, students can also learn while playing and train to recognize numbers and letters, with varied images. Respondents in this study consisted of teachers and students. The results of this study 80% stated that this learning media was easy to use, 90% said that respondents liked the application of media learning to recognize numbers and letters based on interactive animation, 70% of respondents said they learned to recognize numbers and letters that were fun. Besides this interactive animation-based learning media helps train students to recognize numbers and letters, with diverse images, and can also facilitate teachers in training students at school.
Animasi Interaktif Untuk Pembelajaran Matematika Dasar Siti Kusnul Wulandari; Eka Rini Yulia
JURNAL TEKNIK KOMPUTER Vol 5, No 2 (2019): JTK - Periode Agustus 2019
Publisher : Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (126.727 KB) | DOI: 10.31294/jtk.v5i2.5340

Abstract

Abstract  - Adobe Flash CS4 is software that is widely used by web and graphic professionals because of its ability to support multimedia, a combination of graphics, animation, sound and interactivity for internet users. The interactive module application has the advantages of interesting facilities such as music, animation and quiz questions consisting of text. Researchers tried a little in the world of education by making interactive animations for basic mathematics learning. The researcher made this interactive animation in the hope that it could help this research be useful and useful in counting and memorizing numbers. This Interactive Module is also equipped with quiz questions so users can use their abilities. Keywords: Animation, Basic Mathematics Learning, Adobe Flash CS4
Optimasi Naïve Bayes Dan Algoritma Genetika Untuk Prediksi Penerimaan Beasiswa Pendidikan Pada SMP Utama Nining Suryani; Evy Priyanti
JURNAL TEKNIK KOMPUTER Vol 5, No 2 (2019): JTK - Periode Agustus 2019
Publisher : Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (676.633 KB) | DOI: 10.31294/jtk.v5i2.5343

Abstract

Educational scholarships are one of the efforts to sustain students in getting a better education. Not a few students drop out in the middle of the road or cannot continue their education at the same level or higher level. Selection according to the criteria for scholarship recipients is important so that scholarships are on target. Similar to Depok Primary Middle School, educational scholarships are provided by schools based on 9 criteria for scholarship recipients, namely parent status, parent work, rented house, home appliances, vehicles, parents 'savings, parents' jewelry, cellphones and pocket money. With the number of prospective scholarship recipients there is an algorithm needed to accurately predict students who are entitled to scholarships. With the naïve bayes algorithm, accuracy is 77.50% in predicting scholarship recipients based on the criteria found in students. The use of genetic algorithms is done to get a more optimal level of accuracy. This is evidenced by the accuracy of 83.33%.
Aplikasi Pengukuran Tingkat Kecemasan Berdasarkan Skala Hars Berbasis Android Giatika Chrisnawati; Tutuk Aldino
JURNAL TEKNIK KOMPUTER Vol 5, No 2 (2019): JTK - Periode Agustus 2019
Publisher : Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (535.035 KB) | DOI: 10.31294/jtk.v5i2.6312

Abstract

Abstract  - The development of technology that getting increasingly has an impact on a mobile device. In this era, mobile phone is a communication tool that is flexible, easy to carry anywhere, and its function is almost the same as the computer. The operating system that mobile phone has got increasingly. One of them is that Android operating system has grown rapidly and almost dominates the mobile market. The development of technology and the increase of necessities life make people have to work harder to sufficient their life. People compete to sufficient the needs and keep up the development that exists, but not everyone is able to sufficient it. It makes people want to do crimes like theft, corruption, murder, etc. This happens because someone is too obsessed with their desire. so they are afraid and anxious if they cannot sufficient and achieve their desire. Anxiety can be interpreted as an uncertain fear with a feeling of uncertainty and helplessness that can cause an uncomfortable feeling. So, it triggers their self to do bad things. In this phenomenon is needed an application that can be used to determine the level of anxiety because knowing the level of anxiety early can prevent people to do bad things. The measurement applications of anxiety levels with HARS scale are made based on the Hamilton Anxiety Rating Scale (HARS).
Pengenalan Benda-benda Bersejarah Museum Fatahillah Melalui Pemanfaatan Media Animasi Interaktif Untuk Anak Sekolah Dasar Ummi Ulfah; Syarif Hidayatulloh
JURNAL TEKNIK KOMPUTER Vol 5, No 2 (2019): JTK - Periode Agustus 2019
Publisher : Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (590.499 KB) | DOI: 10.31294/jtk.v5i2.5469

Abstract

- Interactive animation is a learning media that is quite interesting for children. This is because learning how to use animation is not difficult and more fun for elementary school children than learning to use printed picture books or encyclopedias. This interactive animation was created to introduce Fatahillah museum objects to children. This animation was made to provide knowledge for children about objects in the Fatahillah museum. In addition, this can also be a more interesting and new learning method for school children. In developing existing material, in this study three methods of data collection techniques will be used including observation, interviews and literature. Then for the system development model, it has been tested using software requirements analysis, design, coding, testing, and support. In this study also used some software to build interactive animations to be created including Adobe Flash CS 3 and Adobe Photoshop CS 6. The results of the analysis showed that the introduction process through interactive animation media had a major influence in improving the understanding of elementary school children about introductory material object of Fatahillah museum, this is because children's understanding will be better with explanations that use images, sound effects, and visuals.
Perancangan Jaringan VPN Menggunakan Metode Point To Point Tunneling Protocol Bambang Supriyanto; Suharyanto Suharyanto
JURNAL TEKNIK KOMPUTER Vol 5, No 2 (2019): JTK - Periode Agustus 2019
Publisher : Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (439.057 KB) | DOI: 10.31294/jtk.v5i2.5452

Abstract

PT. Hail Otis Logistics is a Forwarding and Expedition Company that provides Custom Clearence Export and Import services as well as Shipping or Delivery from Partner Companies to Tanjung Priuk Port and vice versa. Currently PT. Hail Otis Logistics is sending company data using e-mail, so the company cannot yet ensure the security of the data sent. Due to the company's problems, designing a VPN is a means of communicating and transferring data securely and maintaining data validity. In this study VPN was built using the PPTP (Point To Point Tunneling Protocol) method to build a VPN network at PT. Hail Otis Logistics. Use PPTP because this method uses a protocol that allows point to point relationships that pass through the IP network. Results obtained in VPN development at PT. Hail Otis Logistics are VPN networks that can connect between headquarters and branch offices to transfer data safely. VPN development can provide security with encryption in every data communication.Keywords: PPTP, Network, VPN

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