Journal Information System Development
Jurnal Information System Development (ISD) hadir sebagai wadah bagi para Akademisi, Developer, Peneliti, dan Ilmuwan yang hendak menyumbangkan karya ilmiahnya bagi dunia ilmu pengetahuan di bidang Sistem Informasi. Jurnal yang diterbitkan oleh Prodi Sistem Informasi Universitas Pelita Harapan ini menerima publikasi hasil pengembangan atau penelitian terbaru di bidang Sistem Informasi. Topik-topik meliputi pengembangan software desktop, web, mobile, database system, artificial intelligence, data warehouse, data mining, UI/UX programming, IT infrastructure, Internet of Things, Game Development, Cyber Security, dan topik-topik lainnya. Setiap tahunnya, Jurnal ISD terbit dalam dua (2) periode yaitu pada Bulan Januari dan Juli
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RANCANG BANGUN APLIKASI QUICK COUNT PILKADA BERBASIS SMS GATEWAY DENGAN METODE SIMPLE RANDOM SAMPLING (STUDI KASUS KOTA LUBUKLINGGAU)
Saputra, Arie Yandi;
Apriadi, Deni
Journal Information System Development (ISD) Vol 3, No 1 (2018): Journal Information System Development (ISD)
Publisher : UNIVERSITAS PELITA HARAPAN
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Quick Count is a process of gathering information by hundreds or even thousands of volunteers through direct monitoring during voting and vote counting in all or several polling stations (TPS) that exist. Quick Count is not the same as public opinion research or exit polling. Quick Count is not an opinion and does not ask voters who and how they vote, but based on facts because its data is taken directly from TPS based on C1 form that can be accounted for. In the implementation of elections or elections, of course, the interested parties, especially the candidate pair or successful team is in need of information on election results after the election activities closed. This information is needed as a basis for predicting the results of vote counting, identifying fraud and recording inconsistencies between the results obtained and the official results by the election organizers. Of course the benefits of quick count has a strong relationship with the implementation of elections or elections are honest, transparent, fair, and secret. In the execution of quick count activities, many methods can be used and all the methods used must utilize the sampling (sampling frame) based on the existing polution as the data source. The sample can be a list of kelurahan or TPS list in all areas that become the object of research, one of them is Sample Random Sampling technique. Keywords: Quick Count, Simple Random Sampling, sms gateway
SISTEM ENKRIPSI DAN DEKRIPSI SERTA PENYEMBUNYIAN FILE TEKS MENGGUNAKAN ALGORITMA RC4 DAN END OF FILE (EOF) PADA CITRA DIGITAL
Damanik, Romanus
Journal Information System Development (ISD) Vol 3, No 1 (2018): Journal Information System Development (ISD)
Publisher : UNIVERSITAS PELITA HARAPAN
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Basically, confidential data needs to be stored or delivered in a certain way so as not to be known by unauthorized foreign parties. And to overcome the problem then created the science of cryptography and steganography. One example of a cryptographic algorithm is the Rivest Code 4 (RC4) algorithm, and one example of the steganographic algorithm is End Of File (EOF). Cryptographic algorithms can be combined with steganographic algorithms so that the secret messages we have are more secure than foreign interference. First of all secret messages that we have first encrypted using the Rivest Code 4 (RC4) algorithm, then the encrypted ciphertext is hidden / inserted in the image / image media with the End Of File (EOF) steganography method.Keyword: Kriptografi, steganografi, rivest code 4, end of file, cipherteks
RANCANG BANGUN DAN ANALISIS PENGENALAN SAMPAH DALAM BENTUK ANIMASI 3D
Br Sembiring, Evaliata;
Situmorang, Mona Rai
Journal Information System Development (ISD) Vol 3, No 1 (2018): Journal Information System Development (ISD)
Publisher : UNIVERSITAS PELITA HARAPAN
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Nowadays, the development of technology has reached almost all parts of life limitless. Its existence is used for solving the problems which often happen in daily life, for instance, the problem of trash. There are many programs to solve this problem but it does not enough because of the awareness the producer of trash. One of the best approaches is introducing trash and its influence on the early life of children by using 3D animation films. This product was developed by using Godfrey Method and analyzed based on the level of trash recognition by using color parameter, a form of object and duration. The result of this research: (1)3D animation film for introducing the variety of suitable trash to be used for learning media for children based on short duration to attract the children; (2)There are 4 categories and respondents to know more about the color based on clear and bright color. Keywords: Waste, 3D animation, Godfrey, Learning Media
SISTEM PENDUKUNG KEPUTUSAN REWARD BONUS KARYAWAN DENGAN METODE TOPSIS
Nababan, Darsono;
Rahim, Robi
Journal Information System Development (ISD) Vol 3, No 1 (2018): Journal Information System Development (ISD)
Publisher : UNIVERSITAS PELITA HARAPAN
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ABSTRAKSistem pendukung keputusan atau dikenal dengan Decision Support System, pada tahun 1970-an sebagai pengganti istilah management Information System, Sistem pendukung keputusan penentuan bonus kedisiplinan, merupakan salah satu bentuk dari sistem pendukung keputusan biasa dipakai guna membantu memberikan keputusan sesuai kriteria-kriteria tertentu, Masalah yang terjadi banyaknya karyawan pada suatu instansi menyulitkan untuk menentukan karyawan yang berhak menerima bonus kedisiplinan.Penelitian ini bertujuan merancang dan membuat sistem untuk menentukan karywan yang berhak menerima bonus kedisiplinan yang lebih baik dari sistem sebelumnya dimana masih bersifat manual, untuk itu diperlukan suatu konsep pendukung keputusan yang memudahkan memberikan keputusan pemberian reward bonus, pada penelitian ini menggunakan metode Technique Order Preference By Similarity To Ideal Solution (TOPSIS) dimana akan memudahkan dalam proses pengambilan keputusan. Kata Kunci: TOPSIS, Reward , SPK TOPSISÂ
SIMULASI ANTRIAN PELAYANAN NASABAH BANK MENGGUNAKAN METODE HYPEREXPONENTIAL
Pardede, Akim Manaor Hara
Journal Information System Development (ISD) Vol 3, No 1 (2018): Journal Information System Development (ISD)
Publisher : UNIVERSITAS PELITA HARAPAN
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Waiting is a boring thing for some people, let alone having to queue up in long queues. In everyday life waiting in a queue is a common thing, for example the queue at the bank teller. This queue can occur due to the arrival of the increasingly enlarged and can not be offset by existing services. A long queue will keep people waiting until they get bored and even leave. This will make the bank losers due to loss of customers, on the contrary if there is no queue then the service facility (teller) many unemployed will cause losses for the bank. So needed a solution to overcome this, one of them is by simulation. Simulations are performed to simulate real existing queuing systems with properties that are easier to observe than the original system, to determine the performance of the system. In this research, Hyperexponential method is used to calculate service time with single channel to observe how system performance. Based on the results of the study, the server obtained adequate to serve is as much as 3 servers, if only 1 or 2 servers will result in the average waiting time is too long which resulted in customers will be bored waiting while while using 4 servers will result in the average waiting time zero so the server is idle
KAJIAN ALGORITMA CRAIG RAYNOLD PADA KERUMUNAN (FLOCKING)
Ginting, Lit Malem;
Siahaan, Binsar;
Situmorang, Bastian;
Manik, Riris
Journal Information System Development (ISD) Vol 3, No 1 (2018): Journal Information System Development (ISD)
Publisher : UNIVERSITAS PELITA HARAPAN
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Artificial Intelligence (AI) is a study of making computers that do things that today can be done better by humans. One application in the game is to mimic the behavior of animals in the wild. Set of animal in the wild are often called crowds, herds, schools and swarms. Crowds are animals that gather together in an irregular and unfocused way [4]. In 1987, Craig Reynolds [6] with his book "Flock, Herd, Schools: A Distributed Behavioral Model" invented a technique for simulating animal crowds in the wild. The technique is called flocking which is commonly known as "boids". In this study, an observation about the comparison of boids with the amount of resources used in a simulation game that will be given a device. The number of boid that will be used is 1-500 boid with cohession radius distance = 10 and 15, radius separator = 4 and save radius = 6 with the observation at the angle of 300 and 1800. Based on the results done, then the result is boids neighbor detection radius has a major effect on resource usage. Keywords: Artificial Intelligence (AI), Flocking, Craig Raynold, resource device
PERAN MEDIA PEMBELAJARAN DALAM PENINGKATAN PEMAHAMAN SISWA SEKOLAH DASAR PADA MATAPELAJARAN MATEMATIKA
NIT, Nita Syahputri;
Indriani, Ulfah
Journal Information System Development (ISD) Vol 3, No 1 (2018): Journal Information System Development (ISD)
Publisher : UNIVERSITAS PELITA HARAPAN
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Mathematics is one of the subjects that tend to be less favored by students, especially the students of grade 1 primary school. The students prefer to draw or other mathematics that are visual compared to mathematics. Therefore, in this research try to combine the mathematical material in the form of visual which is animation and also use the character of drawing which is liked by the children, so that the student is more interested in the learning process of mathematics. Selection of programming in writing this research using macromedia flash application. With the help of information technology and programming languages, especially animation, there will be many benefits that can be obtained. In this case the teacher is easier in delivering the material and students more easily in absorbing the material delivered so that the learning process can run more effectively and efficiently. And with the role of this learning media can overcome the problem of lack of interest in learning students of mathematics subject matter and of course increase the value of students in exercises or exams conducted in schools. Keywords: Role; Media; Learning; Math
KLASIFIKASI DATA TIDAK SEIMBANG MENGGUNAKAN ALGORITMA SMOTE DAN k-NEAREST NEIGHBOR
Siringoringo, Rimbun
Journal Information System Development (ISD) Vol 3, No 1 (2018): Journal Information System Development (ISD)
Publisher : UNIVERSITAS PELITA HARAPAN
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Unbalanced data classification is a crucial problem in the field of machine learning and data mining. Data imbalances have a poor impact on classification results where minority classes are often misclassified as a majority class. k-Nearest Neighbor is one of the most popular and simple classification methods but it is not equipped with the ability to work on unbalanced datasets. In this study, the Synthetic Minority Over-Sampling Technique (SMOTE) was applied to solve the class imbalance problem on the Credit Card Fraud dataset. By applying the 10-cross-validation evaluation scheme, it was found that SMOTE increases the mean of G-Mean by 53.4% to 81.0% and the mean of F-Measure by 38.7 to 81.8%Keywords: Class imbalance, Synthetic Minority Over-sampling Technique, k-Nearest Neighbor
SISTEM PENDUKUNG KEPUTUSAN UNTUK PEMILIHAN SMARTPHONE TERBAIK DENGAN MENGGUNAKAN METODE BAYES
Barus, Okky Putra;
Gultom, Diana Astria
Journal Information System Development (ISD) Vol 3, No 1 (2018): Journal Information System Development (ISD)
Publisher : UNIVERSITAS PELITA HARAPAN
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Perkembangan smartphone yang sangat pesat di zaman ini menjadikan hampir semua orang menggunakan smartphone. Orang-orang selalu ingin mengganti smartphone mereka dengan yang baru. Namun, karena kurangnya informasi yang dimiliki pengguna disertai banyaknya jenis smartphone yang beredar dengan berbagai fitur-fitur yang berbeda dan ditambah dengan berbagai hal lainnya yang menjadi pertimbangan dalam membeli smartphone yang membuat konsumen atau pengguna kesulitan dan bingung dalam memutuskan smartphone yang diinginkan dan dibutuhkan. Berdasarkan masalah tersebut, maka dapat diberikan solusi yaitu membangun suatu sistem yang terkomputerisasi untuk dapat membantu pengambil keputusan dalam mendapatkan suatu hasil keputusan untuk memilih smartphone yang terbaik. Sistem yang dibangun adalah suatu sistem pendukung keputusan untuk menghasilkan sebuah hasil keputusan untuk pengambil keputusan. Salah satu metode untuk menyelesaikan pemilihan keputusan dari berbagai kriteria dan alternatif adalah Metode Bayes. Metode Bayes dapat memberikan sebuah prediksi hasil keputusan dari hasil perhitungan yang melibatkan beberapa kriteria dan alternatif-alternatif yang tersedia.Kata Kunci: Sistem Pendukung Keputusan, smartphone, Bayes
SISTEM INFORMASI BIMBINGAN SKRIPSI BERBASIS WEB DI UNIVERSITAS PELITA HARAPAN
Kusuma, Benz Edy
Journal Information System Development (ISD) Vol 3, No 1 (2018): Journal Information System Development (ISD)
Publisher : UNIVERSITAS PELITA HARAPAN
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Setiap mahasiswa program studi sistem informasi di Universitas Pelita Harapan dapat memulai penulisan skripsi jika telah memenuhi ketentuan dan persyaratan penulisan skripsi. Dalam menyelesaikan skripsi, mahasiswa akan didampingi oleh seorang dosen pembimbing. Pembimbing memiliki tanggung jawab akademik terhadap skripsi yang dihasilkan oleh mahasiswa bimbingannya, dalam hal kebenaran ilmiah dan teknik penulisannya selama pelaksanaan proses bimbingan. Proses bimbingan skripsi ini tidak dapat berjalan lancar dan tepat waktu ketika dosen dan mahasiswa memiliki kesibukan masing-masing yang menyebabkan tidak adanya kecocokan waktu untuk bertemu. Kendala ini dapat membuat masalah yang ada dalam menulis skripsi tidak dapat dipecahkan secepatnya. Selain itu dosen juga menjadi kesulitan untuk memantau mahasiswa bimbingannya karena tidak sedikit jumlah mahasiswa yang dibimbing. Untuk menghindari hal tersebut, maka dalam penelitian ini dirancang dan dibangun suatu sistem informasi bimbingan skripsi berbasis web di Universitas Pelita Harapan. Hasil dari perancangan dan pembangunan sistem informasi bimbingan skripsi berbasis web ini adalah web yang diberi nama UPH Thesis Center. Sistem informasi berbasis web ini terdiri dari lima pengguna yaitu administrator, staf, kaprodi, dosen dan mahasiswa dan terdiri dari dua belas fungsi utama, dimana setiap penggunanya memiliki akses yang berbeda-beda.Kata Kunci: sistem informasi, Universitas Pelita Harapan, bimbingan skripsi