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Jurnal ULTIMA Computing
ISSN : 23553286     EISSN : 25494007     DOI : -
urnal ULTIMA Computing merupakan Jurnal Program Studi Sistem Komputer Universitas Multimedia Nusantara yang menyajikan artikel-artikel penelitian ilmiah dalam bidang Sistem Komputer serta isu-isu teoritis dan praktis yang terkini, mencakup komputasi, organisasi dan arsitektur komputer, programming, embedded system, sistem operasi, jaringan dan internet, integrasi sistem, serta topik lainnya di bidang Sistem Komputer. Jurnal ULTIMA Computing terbit secara berkala dua kali dalam setahun(Juni dan Desember) dan dikelola oleh Program Studi Sistem Komputer Universitas Multimedia Nusantara bekerjasama dengan UMN Press.
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Articles 150 Documents
Implementasi Metode Entropy dan Topsis Dalam Sistem Pendukung Keputusan Pemilihan Karyawan Terbaik Mitha Anggreani Rupang; Adhi Kusnadi
Ultima Computing : Jurnal Sistem Komputer Vol 10 No 1 (2018): Ultima Computing : Jurnal Sistem Komputer
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1892.705 KB) | DOI: 10.31937/sk.v10i1.887

Abstract

Employee is a part of the company's most important asset in its efforts to maintain survival, growth, ability to compete and profit. At this time the process of assessment of employees in Jakarta Smart City is still in the form of manual and the decision only from one party only, so the process is still not accurate. So it takes the methods that must be able to replace that system. For that reason, a Decision Support System (SPK) was created to determine the best employees in Jakarta Smart City. In the system implemented the method of Entropy and TOPSIS. Entropy method can be trusted in determining the weight of the criteria to be used. And TOPSIS method can quickly perform the ranking process. Criteria to be used are quality and quantity of work, obedience, cooperation, morale, and work discipline. The index of satisfaction level of respondents to the decision support system ranges from 70% -80%, meaning that the assessment of the system created gives results at a fairly good level. Index Terms—employee, nter key words or phrases in alphabetical order, separated by commas
Pendeteksian Ruang Kosong Parkir di dalam Ruangan Nunik Afriliana; Rosalina Rosalina; Regina Valeria
Ultima Computing : Jurnal Sistem Komputer Vol 10 No 1 (2018): Ultima Computing : Jurnal Sistem Komputer
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2055.885 KB) | DOI: 10.31937/sk.v10i1.888

Abstract

Menemukan tempat parkir kosong di tempat parkir dalam ruangan seperti pusat perbelanjaan menjadi kesulitan banyak pengemudi, terutama saat jam sibuk di kota-kota besar. Dalam makalah ini, sebuah sistem deteksi kekosongan tempat parkir dalam ruangan diusulkan, dengan menggunakan sistem kamera yang melibatkan OpenCV untuk mempercepat waktu dalam mencari tempat parkir bagi pengemudi kendaraan dengan memberi mereka informasi lokasi dan tempat parkir. Sistem ini menggunakan metode deteksi objek statis, yaitu Haar-Like Cascade Classifier yang dikombinasikan dengan Hough Line Detection untuk mengidentifikasi area parkir kosong dari gambar parkir yang diambil secara real time melalui kamera IP atau kamera USB. Sistem ini dirancang untuk disematkan dengan sistem manajemen parkir sebuah bangunan sebagai alat yang menyediakan tempat parkir untuk membantu pengemudi kendaraan memasuki area parkir. Index Terms—Haar-Like Cascade Classifier, Hough Line Detection, Sistem Maanajemen Parkir
Pengenalan Tulisan Tangan Offline Dengan Algoritma Generalized Hough Transform dan Backpropagation Farica Perdana Putri; Adhi Kusnadi
Ultima Computing : Jurnal Sistem Komputer Vol 10 No 1 (2018): Ultima Computing : Jurnal Sistem Komputer
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2376.779 KB) | DOI: 10.31937/sk.v10i1.890

Abstract

Offline handwriting recognition is a technique used to recognize handwriting in paper document which converting it to digital form. Each handwriting has a unique style and shape that can be used to identify the owner. This research aims to develop a method to recognize the digital data handwriting. The method combines two algorithms; the first is Generalized Hough Transform in feature extraction process to detect arbitrary objects on the image; the second algorithm is Backpropagation to train the neural network based on feature values from feature extraction process. Artificial Neural Network (ANN) is used to improve the accuracy of the recognition system. The experiments are performed by using 100 handwriting images of 10 different people. The number of hidden units is defined through experiment to obtain optimal neural network. The experiment result shows that the recognition accuracy is up to 80%. Index Terms—Artificial Neural Network, Backrpopagation, Generalized Hough Transform, Offline handwiritng recognition
Konversi Timbangan Digital untuk Pengukuran Volume pada Aplikasi Wadah Pintar Marcella Astrid; Kanisius Karyono
Ultima Computing : Jurnal Sistem Komputer Vol 10 No 2 (2018): Ultima Computing : Jurnal Sistem Komputer
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1992.406 KB) | DOI: 10.31937/sk.v10i2.865

Abstract

Salah satu penerapan Internet of Things adalah wadah pintar. Wadah pintar yang dibuat memiliki fitur dapat mengirimkan informasi mengenai stok makanan atau bahan lainnya yang tersisa. Pengukuran volume stok dapat dilakukan dengan pengukuran berat. Akan tetapi, massa jenis setiap benda yang dapat ditampung di wadah dapat berbeda-beda sehingga diterapkan sistem persentase. Pengukuran berat dapat menggunakan strain gauge yang terdapat pada timbangan digital yang kemudian diolah dengan mikrokontroler ATMega8535. Batas bawah (nilai 0%) dan batas atas (nilai 100%) diinput oleh pengguna dengan external interrupt. Uji coba dilakukan dengan melihat keakuratan persentase bacaan yang tersimpan di database dengan persentase perhitungan. Hasil bacaan lebih akurat saat nilai 100% berada di tengah-tengah range strain gauge dibandingkan dengan yang berada di dekat batas bawah dan batas atas range strain gauge.
Analisis Pola Radiasi Antena Dipole pada aplikasi Wireless Sensor Networks di Industrial Site Nabila Husna Shabrina; Samuel Samuel
Ultima Computing : Jurnal Sistem Komputer Vol 10 No 2 (2018): Ultima Computing : Jurnal Sistem Komputer
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2190.491 KB) | DOI: 10.31937/sk.v10i2.929

Abstract

In industry 4.0, a complex system was needed to automatically control and communicate between devices. One component that often used in industrial automation is Wireless Sensor Networks (WSN), which is worked by transmitting the data needed through electromagnetic waves. The electromagnetic propagation in industrial process encounter challenges which caused by reflection or scattering from the object inside the industrial site. Therefore, in this research, the author will conduct a simulation to determine the characteristic of electromagnetic propagation in industrial site. The simulation was done by simulating antenna dipole with frequency 2.4 GHz in the simple 3D industrial site consist of some component. The result shows that simulating antena dipole in industrial site will affect the characteristic of the antena such as gain, directivity, and S parameter.
Aplikasi Asesmen Anak Berkebutuhan Khusus di SLB Rafaha Arjasari Menggunakan Progressive Web App Nawan Tutu Syah Lampah; Eko Budi Setiawan
Ultima Computing : Jurnal Sistem Komputer Vol 10 No 2 (2018): Ultima Computing : Jurnal Sistem Komputer
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2367.098 KB) | DOI: 10.31937/sk.v10i2.958

Abstract

Rafaha Arjasari Special School is one of the schools that provide special education for children with special needs. Learning in Rafaha Arjasari Special School refers to the applicable national curriculum then adapted to the abilities, barriers and needs of each child. Education will not run optimally if the educator does not know the obstacles, risks, and potential of each student. Assessment is the process of collecting, analyzing and interpreting data or information about students and their environment. Based on interviews with the headmaster of Rafaha Special School, the assessment is an absolute process that must be done so teachers can find out the obstacles, risks, and potential of each children. The purpose of this research is to build assessment applications that can help teachers in carrying out the assessment process. This system provides features for assessing visual perceptions and perceived perceptions by utilizing the flash and vibrate features on the Android smartphone. The features that provided can help teachers make the assessment process easier.
Dampak Gamifikasi Tangga Interaktif untuk Mengubah Kebiasaan Manusia Studi Kasus Universitas Multimedia Nusantara Andrey Andoko; Kanisius Karyono; Ellianto Ellianto
Ultima Computing : Jurnal Sistem Komputer Vol 10 No 2 (2018): Ultima Computing : Jurnal Sistem Komputer
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1514.835 KB) | DOI: 10.31937/sk.v10i2.1011

Abstract

Gamifikasi merupakan proses yang ditempuh untuk menambahkan elemen permainan di dalam suatu aktifitas, untuk meningkatkan partisipasi dan kepuasan (user experience/UX). Gamifikasi juga dapat dilakukan untuk mengubah kebiasaan seseorang sehingga dapat dicapai penghematan penggunaan energi dan membuat pengguna lebih sehat. Paper ini membahas dampak pembuatan tangga interaktif dengan unsur gamifikasi berupa tangga yang dapat mengeluarkan suara/musik yang jenisnya dapat dipilih oleh pengguna tangga. Pemilihan suara tersebut disimpan pada basis data sistem dengan memanfaatkan ID yang dientri dengan kartu RFID. Responden penggunanya adalah mahasiswa, dosen dan karyawan yang biasa memanfaatkan tangga dan lift/elevator. Apabila pengguna melewatkan kartu pengenal RFID ke sistem, tangga akan memainkan tangga nada dengan pilihan suara gitar, piano atau saxophone. Tinggi atau rendahnya suara akan tergantung dari posisi anak tangga yang dipijak. Tujuan dari gamifikasi ini adalah mengetahui seberapa besar pengaruh gamifikasi dengan elemen suara. Dari proses studi yang dilakukan dapat diambil kesimpulan bahwa unsur gamifikasi suara yang berupa anak tangga interaktif yang memainkan tangga nada telah menimbulkan keinginan orang untuk mencoba dengan melewati tangga dibandingkan dengan menggunakan lift. Hanya saja hal ini berlangsung singkat karena selanjutnya tidak dapat meningkatkan penggunaan tangga. Dari penelitian ini belum terbukti bahwa gamifikasi dapat memodifikasi perilaku pengguna yang mencari kenyamanan dengan menambahkan elemen gamifikasi berbentuk suara, tanpa menimbulkan keluhan dari pengguna. Pengguna hanya mau menggunakan pada saat awal saja pada saat sistem masih baru karena rasa keingintahuan pengguna, untuk kemudian kembali ke aktifitas atau kenyamanan semula.
Pengenalan Pola Tulang Daun Dengan Jaringan Syaraf Tiruan Backpropagation Alvin Hanjaya Tandrian; Adhi Kusnadi
Ultima Computing : Jurnal Sistem Komputer Vol 10 No 2 (2018): Ultima Computing : Jurnal Sistem Komputer
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1677.857 KB) | DOI: 10.31937/sk.v10i2.1063

Abstract

The development of technology has affected many areas of life. Progress in the field of Computer Science can reach other aspect of science. This research apply the knowledge of Computer Science in Biological Science, the one is the morphology of leaf venation. Leaf venation is an important aspect in the process of identification. Therefore, in this research developed thesystem that classify the type of leaf venation. This application is used as means of research on the performance of pattern recognition on backpropagation neural network. The system designed using the Java programming and socket programming to transfer data from the mobile device into the computer. Data testing is implemented using Android to facilitate process oftaking the picture. While in the process of training data for the optimal weight applied directly on the server computer by using Java Eclipse. In the stage of image processing is implemented by using the library of Canny edge detection. Data consisted of five categories of leaf vein pattern, with a sample of three leaves for each pattern. Training data using two of the three leaves for each pattern, with 10 images each leaf so that there are 20 images for each pattern, with a total of 100 images for all patterns. Data testing use 10 images from the third leaf to count the accuracy. The system managed to getthe best accuracy by using an image size of 200 x 200 with 100 hidden node with the average accuracy of 76%. Index Terms— Android, Canny Edge Detection, Java, Neural Networks Backpropagation, Socket Programming
Algoritma Fisher-Yates Shuffle dan Flood Fill sebagai Maze Generator pada Game Labirin D.J. Owen Hoetama; Farica Perdana Putri; P.M. Winarno
Ultima Computing : Jurnal Sistem Komputer Vol 10 No 2 (2018): Ultima Computing : Jurnal Sistem Komputer
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1592.456 KB) | DOI: 10.31937/sk.v10i2.1064

Abstract

Maze game is an interesting game and used to spend time. However, in the maze game, the level used forthis game still uses static levels. Static levels make the maze shape stay the same if we play the same level. Thus, players will quickly feel bored because it finds the same complexity. Maze generator is a static level problem solution on the maze game. This research uses Fisher-Yates Shuffle algorithm and Flood Fill algorithm to make maze generator. Fisher-Yates Shuffle algorithm is used for wall position randomization and Flood Fill algorithm to keep the maze results to remain resolved. The results of the application implementation yielded 30 mazes and were tested using the Hamming Distance algorithm, yielding that the result of the maze formed is always different. The average percentage rate difference produced 48% each time the maze was formed. The results of the maze that was formed performed perfect maze checking with the result of 83.33% percentage. Index Terms— Fisher-Yates Shuffle, Flood Fill, MazeGenerator, Hamming Distance
Perbandingan Algoritma C-Means Clustering dan Fuzzy C-Means Clustering adhi kusnadi; Abi Kabisah Maulillah
Ultima Computing : Jurnal Sistem Komputer Vol 11 No 1 (2019): Ultima Computing : Jurnal Sistem Komputer
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1313.538 KB) | DOI: 10.31937/sk.v11i1.953

Abstract

Salah satu operasi di dalam analisis citra adalah segmentasi citra. Pada mulanya proses segmentasi dilakukan untuk memisahkan objek dari latar belakangnya, sehingga segmentasi merupakan bagian penting dalam pengenalan objek. Saat ini segmentasi sudah mengalami perkembangan yang sangat pesat, bukan hanya untuk tujuan pengenalan objek saja tetapi juga untuk persoalan interpretasi citra, yaitu untuk mengetahui objek-objek yang termuat dalam suatu citra. Banyak algoritma sudah dikembangkan untuk proses segmentasi citra. Beberapa di antaranya adalah algoritma C-Means Clustering dan Fuzzy C-Means Clustering. Pada peneltian ini, dilakukan perbandingan antara algoritma C-Means Clustering dan Fuzzy C-Means Clustering dalam segmentasi citra. Dari beberapa hasil percobaan yang didapat dalam penelitian ini berupa sisi waktu atau kecepatan, ketelitian dan pengulangan, maka dapat disimpulkan algoritma Fuzzy C-Means Clustering adalah algoritma yang terbaik yang dapat digunakan dalam segmentasi citra karena dalam algoritma Fuzzy C-Means Clustering terdapat nilai keanggotaan atau fuzzy yang secara iteratif diperbaiki hingga mencapai keadaan konvergen.

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