cover
Contact Name
ibnu surya
Contact Email
ibnu@pcr.ac.id
Phone
+6285272673321
Journal Mail Official
jurnalkomputerterapan@pcr.ac.id
Editorial Address
Jurnal Komputer Terapan (JKT) Badan Penelitian dan Pengabdian kepada Masyarakat (BP2M) Politeknik Caltex Riau Jl. UmbanSari No. 1 Rumbai - Pekanbaru 28265
Location
Kota pekanbaru,
Riau
INDONESIA
Jurnal Komputer Terapan
Published by Politeknik Caltex Riau
ISSN : 24434159     EISSN : 24605255     DOI : https://doi.org/10.35143/jkt
Core Subject : Science,
Applied Computer Journal Articles from various fields in Informatics, Information Systems and Computer science. Topics included, 1. Informatics 1.1 Software Engineering 1.2 Multimedia 2. Information Systems 2.1 Soft Computing 2.2 Business Analyst 2.3 Data Engineering 3. Computer science 3.1 Operating System 3.2 Computer Network
Articles 223 Documents
Perbandingan Kinerja Kubernetes Cluster dengan Virtualisasi KVM, Vagrant dan LXD Muhammad Arif Fadhly Ridha; Rahmat Suhatman
Jurnal Komputer Terapan  Vol. 8 No. 1 (2022): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (354.288 KB) | DOI: 10.35143/jkt.v8i1.5231

Abstract

The development of technology that can package an application and its needs in a virtualization called a container, therefore we need a software that can manage containers, one of which is docker. However, the need is always increasing, the system is not able to accommodate many applications, therefore we need a software capable of managing clustering containers on a large scale. One such software is Kubernetes. Kubernetes can run in virtualization, virtualization that can run Kubernetes in it include vagrant, LXD and KVM. In this study, a comparison was made between the 3 types of virtualization, the comparison was made to see the success rate of high-availability, scalability and performance testing. The results of the research that was carried out when the Kubernetes cluster was implemented in Vagrant, LXD and KVM virtualization, it was found that KVM virtualization is superior to Vagrant and LXD virtualization, which can be seen from the large difference in latency and performance tests between the two virtualizations.
Mekanisme Peningkatan Reciprocity Channel Probing pada LoRaWAN Menggunakan Savitzky Golay Filter Nurul Istiqomah; Mike Yuliana; Tri Budi Santoso
Jurnal Komputer Terapan Vol. 8 No. 1 (2022): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (397.249 KB) | DOI: 10.35143/jkt.v8i1.5319

Abstract

Pada komunikasi Wireless seperti LoRa perlu adanya pembangkitan kunci untuk pengamanan data. Hal ini dilakukan agar data yang dikirimkan tidak mudah di serang oleh attacker. Salah satu cara mendapatkan kunci yang tepat adalah dengan pengkondisian nilai koefisien korelasi RSSI yang tinggi. Pada penelitian ini dibuat sebuah sistem untuk meningkatkan Reciprocity Channel Probing agar didapatkan nilai koefisien korelasi yang tinggi. Sistem dirancang dengan menggunakan metode Savitzky Golay Filter. Pengujian dilakukan pada dua kondisi yaitu indoor dan outdoor, dan dengan menggunakan nilai Spreading Factor dari SF-7 sampai SF-10. Hasil koefisien korelasi pengukuran menunjukkan bahwa pada kondisi outdoor lebih baik dibandingkan kondisi indoor. Nilai koefisien korelasi pengukuran tertinggi pada kondisi indoor yaitu 0.51 saat SF-10. Sedangkan pada kondisi outdoor nilai koefisien korelasi pengukuran tertinggi yaitu 0.81 saat SF-7. Metode Savitzky Golay Filter mampu meningkatkan koefisien korelasi sampai dengan 67.52% pada pengujian indoor. Rata-rata persentase kenaikan pada kondisi indoor yaitu lebih dari 30% dan kondisi outdoor lebih dari 15%. Dari hasil tersebut dapat diketahui bahwa metode Savitzky Golay Filter cocok digunakan untuk tahap pra proses karena mampu meningkatkan nilai koefisien korelasi secara signifikan.
Identifikasi Jenis Kelamin Secara Real Time Berdasarkan Suara Pada Raspberry Pi Mirza Ardiana; Titon Dutono; Tri Budi Santoso
Jurnal Komputer Terapan Vol. 8 No. 1 (2022): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (264.461 KB) | DOI: 10.35143/jkt.v8i1.5320

Abstract

The voice of each speaker has a unique specific character, influenced by gender, age, emotion, dialect, etc. The use of voice-based gender identification is growing rapidly, such as in the fields of security systems, speech recognition, artificial intelligence, etc. However, in speech processing, there are difficulties where the characteristics of the speech signal based on increasing age are difficult to determine accuracy, and there are overlapping fundamental frequency values between males and females. In this research, modeling of a gender identification system based on voice in real-time has been carried out on a Raspberry Pi device. This system is implemented by 2 methods, namely the YIN algorithm and feature extraction of Mel-Frequency Cepstral Coefficient (MFCC). The test results showed that the success of identification in the tuning parameters of scheme two is better than the first scheme by narrowing the overlapping frequency parameters. In the female test data in the closed test, the accuracy is from 98% to 100%, then in the open test starts from 92% to 96%. Meanwhile, the test data for the male closed test increased from 92% to 98%, and the open test started at 90% and rose to 94%. It indicates that the data used in this research is more suitable to use the second scheme parameter tuning to increase the accuracy of the results.
Static Forensic Pada USB Mass Storage Menggunakan Forensics Toolkit Imager Banu Santoso Santoso; Pradipta Mahardika Sulaksono
Jurnal Komputer Terapan Vol. 8 No. 1 (2022): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (454.273 KB) | DOI: 10.35143/jkt.v8i1.5334

Abstract

The increase in the use of USB storage devices tends to be massive & exponential due to various aspects, one of which is the size and affordable price of USB storage devices. Currently, the quality of handling cybercrime in Indonesia is still minimal, starting with the problem of collecting evidence that tends to be incomplete, errors during the process of acquiring evidence to the most severe loss and damage to the evidence. Static Forensics is one type of digital forensics method that obtains digital evidence by extracting and analyzing it after an incident occurs, or after the computer system is turned off (post-incident). The NIST Framework is a reference for the digital evidence retrieval and processing process, which was developed by the National Institute of Standards and Technology. The results obtained from the analysis of digital evidence recovery using static forensics methods combined with the NIST framework can be applied properly and optimally. The test was carried out 20 times, with the results of the digital evidence recovery accuracy reaching 100% on the three devices. Therefore, a combination of methods, frameworks and related tools is recommended to process cases related to digital forensics, especially the digital evidence recovery process.
Implementasi Ekstraksi Fitur untuk Pengelompokan Dokumen Proposal Menggunakan Algoritma Naïve Bayes Dini Nurmalasari; Heri Ribut Yuliantoro
Jurnal Komputer Terapan Vol. 8 No. 1 (2022): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (375.908 KB) | DOI: 10.35143/jkt.v8i1.5351

Abstract

Text mining is the process of discovering new, previously unknown information from several text documents. Text mining can be applied to the fields of information extraction, topic tracking, document summarization, document categorization or grouping, concept linking or question answering systems. One thing that is often done in implementing text mining is information extraction. Information extraction aims to extract information from unstructured documents into structured data, with the aim of making it easier to analyze the data. In this study, feature extraction will be used to extract features from the Community Service document, using the Frequent Itemset Mining (FIM) algorithm. The features taken are PKM Title, Abstract, Year of Service, Location, and research topic. After obtaining the features, the service topics will be grouped using the Naive Bayes algorithm. The results of this study were tested using a confusion matrix, with an accuracy of 70%. Factors that affect the accuracy results include the amount of training data, the distribution of training data, and the optimization of the algorithm used
Implementasi Aplikasi E-UMKM pada Beni Scroll Art Triana Sri Gunarti; Baibul Tujni; Imam Solikin Imam Solikin
Jurnal Komputer Terapan Vol. 8 No. 2 (2022): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (397.237 KB) | DOI: 10.35143/jkt.v8i2.5281

Abstract

Micro, Small and Medium Enterprises (MSMEs) are micro businesses that are productive in their activities, and are owned by business entities or individuals. MSMEs at Beni Scroll Art (BSA) are engaged in handicrafts. The process of marketing, selling and buying that occurs in BSA MSMEs is still happening conventionally, between sales and consumers must meet directly physically. Activities that occur conventionally cause sales to be obedient, because many other competitors are selling online, making it easier to process transactions and consumers prefer digital transaction processes. Another problem that arises from the conventional process is that the process of promoting goods is not too broad because the promotion process can only be carried out in affordable areas. The solution to overcome this problem is that BSA MSMEs need to develop a marketing and buying and selling system by utilizing digital technology, namely building a BSA E-UMKM application that can be accessed online. E-UMKM BSA is an application that can be used to facilitate marketing and buying and selling transactions because it can be accessed online without meeting face to face. E-UMKM BSA can promote goods widely without having to do it physically. The waterfall method is a method used to assist in the development of the BSA E-UMKM application. The purpose of building E-UMKM BSA is to expand the range of promotions and increase sales of goods.
Optimalisasi Efek Chroma Key Pada Event E-Sport Live Streaming Menggunakan Color Correction Argiyan Dwi Pritama; Irma Nur Cahyani
Jurnal Komputer Terapan Vol. 8 No. 2 (2022): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (393.057 KB) | DOI: 10.35143/jkt.v8i2.5374

Abstract

Indonesian National Sports Committee (KONI) officially confess esports as one of competitive sports in Indonesia in 2020 for develop the potential to Digital Industry in the field of sports, especially Electronics Sport. In this regard, the competition in the esports industry is getting more passionate for industry players in this field to compete for the attention of Indonesian eport lovers by competing to hold interesting and quality esports events. PT Ampu Kreatif Studio which has an E-Sport subdivision as EO & Media will also compete in this industry. Furthermore, competition will be maximized on the live streaming visual display presented, therefore, in this study entitled Optimizing the Chroma Key Effect on Live Streaming E-Sport Events Using the Color Correction Method is expected to improve the quality of visual displays in the live streaming process of esport events by using the Color Correction Method. The goal of attracting large audiences and esport lovers is of course maximizing the Chroma Key Effect using the Color Correction Method which is applied at the esport event held to produce an attractive visual appearance.
Penentuan Penerima Bantuan Sosial Dana Desa Dengan Sistem Pendukung Keputusan Menggunakan Simple Additive Weighting Method Muhamad Awiet Wiedanto Prasetyo; Devi Yunita Saputri; Afilda Trisetya Riziana
Jurnal Komputer Terapan Vol. 8 No. 2 (2022): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (255.082 KB) | DOI: 10.35143/jkt.v8i2.5407

Abstract

The government has prepared social assistance for those affected by Covid-19, such as subsidized electricity tariffs for 450VA and 900VA, pre-employment card program, presidential assistance for productive micro-enterprises, subsidized assistance for workers' wages below Rp. 5,000,000., - as a BPJSTK participant, Jabodetabek basic food assistance, cash assistance outside Jabodetabek, Non PKH basic food card program assistance, distribution of cooperative loans through the KUMKM Revolving Fund Management Agency, as well as direct cash assistance from village funds. The main requirements are that the head of the neighborhood association and community unit has registered, lost their livelihood in the midst of the Covid-19 pandemic and is not registered as a recipient of other social assistance from the central government. However, in the field, it does not meet the expectations of the community, because it is considered not right on target. There needs to be a re-evaluation of the assistance program so that it is more targeted because it is not in accordance with the previous government's planning. by utilizing the Simple Additive Weighting Method, it can make it easier for the village government to determine the recipients of village fund social assistance. The results of existing calculations can be implemented on the previous platform (Web Based).
Pengembangan Game 2D Pembelajaran Tentang Covid-19 Sebagai Media Pembelajaran Untuk Masyarakat Berbasis Android: Game 2D meilany dewi; Anggy Trisnadoli; ibnu surya
Jurnal Komputer Terapan Vol. 8 No. 2 (2022): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (441.012 KB) | DOI: 10.35143/jkt.v8i2.5409

Abstract

Covid-19 is an acronym for the English words “Corona Virus Disease – 2019”. The high growth of community mobile game users in Indonesia is quite large with the total number of mobile game players in Indonesia reaching 100 million in 2020. With the high growth of community mobile game users in Indonesia, alternative learning media in the form of games can be applied to appeal to the public about the dangers, modes of transmission and consequences of covid. This educational game was built as a learning medium for the public to be able to understand about covid-19, understand about covid-19, its consequences, how to spread it and how to prevent it. In this study, a survey was conducted to 30 respondents with quite diverse from various circles of students and students, entrepreneurs, employees, housewives and so on. The results of the study show that with this game, it can be an alternative to increase knowledge and understanding about COVID-19 as well as game-based learning media for the community. The entertainment provided by mobile-based learning games can be an interesting learning tool for the community.
Analisis Efektifitas Rigging Karakter Animasi “Teater Merah Putih” Menggunakan Dua Metode ilham albana; Hellik Hermawan; Muhammad Abdul Kafi Thosien
Jurnal Komputer Terapan Vol. 8 No. 2 (2022): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (434.425 KB) | DOI: 10.35143/jkt.v8i2.5411

Abstract

Many animation industry players, especially animated films, are oriented toward the television industry. Therefore, the term "catch up" requires animation film industry players to produce animated films quickly. Industry players are certainly looking for various ways to speed up the process of making animated films, but they still want good and consistent quality. Rigging is an important part of the animated film process, as it is difficult for animators to animate without rigs in animated characters. Rigging isn't just about adding rigs to characters. In the process of making rigs, it is not just making rigs, but the animators can easily animate 3D characters to speed up the animation process. This will speed up your production process by speeding up the animation process because of the convenient controls. Researchers tested two commonly used rigging methods for 3D characters. From this test, it can be shown which rigging method is more effective and faster, to be used on animated characters so that it is faster in the production stage.