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INDONESIA
JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING
Published by Universitas Medan Area
ISSN : 25496247     EISSN : 25496255     DOI : -
JURNAL TEKNIK INFORMATIKA, JITE (Journal of Informatics and Telecommunication Engineering) is a journal that contains articles / publications and research results of scientific work related to the field of science of Informatics Engineering such as Software Engineering, Database, Data Mining, Network, Telecommunication and Artificial Intelligence which published and managed by the Faculty of Informatics Engineering at the University of Medan Area .
Arjuna Subject : -
Articles 436 Documents
Decision Support System Recommended for Position Increased at PD. Air Minum Jaya By Using SMART Method Rudianto Rudianto
JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING Vol 3, No 1 (2019): EDISI JULI
Publisher : Universitas Medan Area

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31289/jite.v3i1.2634

Abstract

Employees are one of the human resources that are very important in determining the success of the company's work. There fore the company must appoint employees into one of the positions according to the expertise desired by the company. There are still many managers to appoint their employees to only see how long they work without being supported by adequate expertise. So that the appointment of employees by managerial is subjective. For this reason, it is necessary to process employee assessment data that can help make it easier for a boss and the Payroll section to take a decision to recommend employees to take office. The method used to solve the problem of recommendation for promotion for employees by using the SMART method (Simple Multi Attribute Rating Technique) is a multi-attribute decision-making method used to support decision making in choosing between several alternatives. The criteria used in calculating the assessment are professional criteria, cooperation, leadership, innovation and ethics at work. Judging from the managerial aspects, the assessment can be developed with other criteria according to the needs of the company
Design of Microstrip Antenna Single Patch Semi Circular at 2.4 GHz Frequency with Inset Feed Method kirza baihaqi
JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING Vol 3, No 1 (2019): EDISI JULI
Publisher : Universitas Medan Area

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31289/jite.v3i1.2463

Abstract

The use of technology using cable has now been replaced by wireless communication technology, where most users use access point devices that have a limited emission range because on omnidirectional radiation, so we need an antenna that has a directional radiation pattern for a more directed emission range. Semi circular single patch microstrip antenna with inset feed method is one that can be used for this problem. In this final project, microstrip antennas can be applied to WLAN systems. The results of the test found that the antenna can work at a frequency of 2.4570000 GHz. And besides that, also obtained a return loss of -25.68 dB, VSWR of 1.122 dB, bandwidth of 84.250000 MHz, Gain of 13.96 dBi, Average LOS (Line Of Sight) of 24.73 Mbps for uploads and 10.37 Mbps for downloads, Average NLOS (Not Light of Sight) of 14.34 Mbps for uploads and 7.78 Mbps for downloads, Distance testing along 130 meters of LOS conditions and 140 meters of Lossess conditions, the results obtained are feasible to be implemented on wifi systems and other communication systems with a 2.4 GHz frequency.
Classification of facial expressions using SVM and HOG Juliansyah Putra Tanjung; Muhathir Muhathir
JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING Vol 3, No 2 (2020): EDISI JANUARI
Publisher : Universitas Medan Area

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31289/jite.v3i2.3182

Abstract

The face is one of the human biometric which is often utilized as an important information of a person. One of the unique information of the face is facial expressions, expressions are information that is given indirectly about an expression of one's feelings. Because facial expressions have a unique pattern for each expression so that the pattern of facial expression will be tested with the computer by utilizing the Histogram of oriented gradient (HOG) descriptor as the extraction of existing features in each expression Face and information acquisition from HOG will be classified by utilizing the Support vector Mechine (SVM) method. The results of facial expression classification by utilizing the Extracaski HOG features reached 76.57% at a value of K = 500 with an average accuracy of 72.57%.
Implementasi Metode Retinex dan Histogram Equalization Pada Kecerahan Citra Digital Fadhillah Azmi; David David; Sherly Sherly; Sirano Lahagu
JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING Vol 2, No 2 (2019): EDISI JANUARI
Publisher : Universitas Medan Area

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31289/jite.v2i2.2157

Abstract

Citra digital memiliki noise yang menyebabkan citra menjadi kurang halus, kesalahan dalam mengambil citra yang menyebabkan citra terlalu terang atau gelap, serta ketidakjelasan gambar. Oleh sebab itu perlu ada perbaikan citra yang merupakan bagian dari pengolahan citra, yaitu salah satu algoritma retinex yang digunakan untuk memperbaiki ketetapan warna (color constancy), dan histogram equalization digunakan untuk memodifikasi histogram citra, yaitu dengan mengubah derajat keabuan citra dengan pixel baru. Dengan algoritma retinex diperoleh nilai SNR adalah 14.5157 dan dengan menggunakan histogram equalization nilai SNR adalah 10.7565.
IMPLEMENTASI APLIKASI DESAIN KITA UNTUK MENAMBAH INCOME DAN PENDAPATAN PERCETAKAN INDONESIA henny febriana harumy
JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING Vol 2, No 1 (2018): EDISI JULI
Publisher : Universitas Medan Area

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31289/jite.v2i1.1624

Abstract

Abstrak— Di era perkembangan jaman ini, seseorang sudah tidak ingin melakukan hal-hal yang membuang waktunya sia-sia lagi. Mereka akan lebih memilih sesuatu yang instan karena hampir rata-rata orang sekarang akan sibuk dengan pekerjaan nya dan tidak memiliki waktu untuk mengurus hal-hal kecil seperti menempah baju. Maka dari itulah kami membuat Aplikasi Desain Baju Sesuka Hati Berbasis Android  berfungsi  memberikan kemudahan bagi pengguna untuk mendesain bajunya sendiri sesuai dengan tema dan warna yang diinginkan tanpa harus pergi ke percetakan  dan percetakan memberikan desain berulang  - ulang kepada User sehingga lebih efisien dan efektif. Pada Penelitian ini, dikembangkan perangkat lunak pada telepon seluler pintar berbasis Android. Penelitian ini lebih mengkhususkan pengembangan pada sistem operasi Android, karena memiliki teknologi yang sesuai dan tersedia dalam berbagai jenis dan merk telepon seluler pintar.Kata Kunci—Android, Aplikasi, Desain, percetakan
Designing Applications For Dictionary Of Indonesian Law Based On Android Arlin Nurliyani
JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING Vol 3, No 1 (2019): EDISI JULI
Publisher : Universitas Medan Area

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31289/jite.v3i1.2624

Abstract

There is no legal dictionary application and to answer this, the mobile legal dictionary application is created. Indonesian law dictionary-based Android is an application that provides information about the law in Indonesia. This dictionary contains information such as Pancasila law, the Constitution of 1945, the terms of the law in Indonesia, the Book of Law - Criminal Code, and the Book of Civil Law Act. The application also comes with a memo that can be used to record. System development methodology in Indonesia this law dictionary application using RUP methodology (Rational Unified Process) which is a development system using a model of UML (Unified Model Language). This application is made by using a system that supports the application of the Eclipse ADT (Android Development Tools) which is an eclipse plugin that connects IDE and Android SDK. From testing the application, the application's performance can be used according to its functions and needs.
Music Effect Studies in The Experience of Playing Video Games with Qualitative and Quantitative Approaches Tony Wibowo
JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING Vol 3, No 1 (2019): EDISI JULI
Publisher : Universitas Medan Area

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31289/jite.v3i1.2598

Abstract

This research is conducted to determine how music affects the video game experience. Effect of music in video game is considered important in building emotion and scene in video game but always considered below graphics and gameplay importance, moreover they are rarely a scientific approach to prove how music of video game affect its player. This research uses qualitative approach using experimental method; and quantitative approach to further prove the correlation. The experiment uses three games with four music variation, each consisting of 30 participants. The game we used are agar.io, Dots, Typing Challenge. Result of the experiment shows that music is able affects gaming performance is positively depending on genre of video game. Questionnaire response from every participant indicate that music has a strong correlation to video game experience and gamer’s performance. Music affect significantly performance in Games that design to be fast paced and quick reaction; but not really shown in slow paced and tactical approached games. Further study needs to be conducted to see how the video game music affecting player combined with other elements of video game.
Implementasi Algoritma Apriori Pada Data Benchmark Kosarak Dan Mushrooms Rizki muliono
JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING Vol 1, No 1 (2017): Edisi Juli
Publisher : Universitas Medan Area

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31289/jite.v1i1.572

Abstract

Algoritma apriori saat ini lebih banyak digunakan untuk mencari frequent itemsets dan mencari aturan asosiasi untuk menemukan knowledge. Proses mencari frequent itemsets pada data secara berulang-ulang yang ada didalam database dan diakhiri ketika kandidat itemsets sampai K+1 tidak ada lagi. Algorima Apriori menggunakan secara umum menggunakan banyak jumlah memori dan waktu eksekusi dalam menemukan kombinasi dan perbandingan frequent itemsets. Hasil yang di dapatkan dengan menggunakan algoritma apriori bisa di katakan akurat saat menseleksi kombinasi itemset yang ada pada dataset sesuai dengan nilai support dan confidens nya. Untuk mengetahui seberapa akurat dan berapa jumlah sumberdaya yang di gunakan serta bagaimana perilaku algoritma apriori terhadap dataset dengan jumlah kolom data yang berbeda, maka implementasi agoritma apriori di ujikan dengan data benchmark kosarak.dat dan mushrooms.dat dengan nilai minimum support yang sama. Kedua data sets tersebut memiliki format yang berbeda pada jumlah kolom datanya yaitu data pada semua baris memiliki jumlah kolom karakter data, pada datasets kosarak.datmemiliki kolom karakter dengan panjang berbeda-beda pada setiap barisnya sedangkan pada datasets mushrooms.dat memiliki kolom karakter sebanyak 23 karakter data, artinya datasets tersebut memiliki model blok data linear atau sama. Hasil dari implementasi algoritma apriori terhadap kedua datasets tersebut didapatkan perilaku proses pada apriori yang ditampilkan dari hasil waktu eksekusi dan memori yang dipakai bahwa datasets kosarak lebih sedikit menggunakan waktu dibandingkan dengan datasets mushrooms namun penggunaan memori lebih boros, semakin kecil nilai minimum support semakin banyak komparasi kandidat yang dicari. Kata Kunci : apriori; datamining; implementasi; kosarak; mushrooms
The e-Business Community Model is Used to Improve Communication Between Businesses by Utilizing Union Principles Fauzi Fauzi; Al-Khowarizmi Al-Khowarizmi; Muhathir Muhathir
JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING Vol 3, No 2 (2020): EDISI JANUARI
Publisher : Universitas Medan Area

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31289/jite.v3i2.3260

Abstract

Business is an interpersonal and organizational activity that involves the process of selling, purchasing both goods and services with the aim of making a profit. But to get a large profit, it takes many partners who have a high desire to move forward. Information technology provides services for business people so that media information is available as a sign of obstacles. In addition it is necessary to do modeling where the process of communication between businesses running on information technology has a different profit from the business being run. Thus the union has the principle of kinship and has the principle of profitability divided by the amount of contribution given so that the creation of a model in electronic business (e-business) in the hope of having a family principle that is able to provide special profits for businesses other than the profits that run on certain businesses.
Pengenalan Alat Musik Batak Toba Menggunakan Discrete Cosine Transform (DCT) Buchari Herza; Reyhan Achmad Rizal
JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING Vol 2, No 2 (2019): EDISI JANUARI
Publisher : Universitas Medan Area

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31289/jite.v2i2.2163

Abstract

Pengenalan suara merupakan suatu teknik terapan bidang ilmu dari proses pengolahan sinyal digital yang telah banyak digunakan saat ini untuk berbagai macam keperluan, misalnya saja teknologi di bidang telekomunikasi sudah tidak hanya mampu menyediakan layanan pengiriman data text, tetapi juga sudah mampu melayani pengiriman data dengan menggunakan suara.  Suara adalah fenomena fisik yang dihasilkan oleh getaran suatu benda yang berupa sinyal analog dengan amplitudo yang berubah secara kontinyu terhadap waktu. Artikel ini memaparkan pengenalan alat musik Batak Toba yang terdiri dari: alat musik taganing, serune, hasapi dan seruling. Adapun tujuan dilakukanya proses sampling suara yaitu untuk mendapatkan karakteristik dari suara tersebut yang akan digunakan sebagai pola acuan. Hasil percobaan menggunakan metode discrete cosine transform mampu mengenali 86% untuk kategori suara taganing, 77% untuk suara serune, 81% untuk suara hasapi, dan 79% suara seruling. Rata-rata hasil pengujian pada percobaan ini adalah 82% True Detection dan 18% False Detection.