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Kota yogyakarta,
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INDONESIA
Jurnal Informatika
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Core Subject : Science,
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Articles 9 Documents
Search results for , issue "Vol 9, No 2 (2013): Jurnal Informatika" : 9 Documents clear
PERANCANGAN SISTEM TRANSAKSI ONLINE PADA E-COMMERCE MENGGUNAKAN TEKNOLOGI WEB SERVICE (STUDI KASUS DESA MLATIHARJO KABUPATEN DEMAK) Rendra Bagus Setiawan; Rudy Latuperissa; Suprihadi Suprihadi
Jurnal Informatika Vol 9, No 2 (2013): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (20997.05 KB) | DOI: 10.21460/inf.2013.92.310

Abstract

Economy development policy in Indonesia focuses on increasing local or regional economy, especially the real sector including trade sector. One of the problems today is how to improve and strengthen the region potential, for example cooperatives, SMEs and cluster in using information technology such as e-Commerce. Therefore, this research designs online transaction system on e-Commerce using web service technology. The case study used in the process of design is  Mlatiharjo village in Demak because it has the predicate of innovative village of agriculture. This system is developed using prototyping method and implemented using PHP 5 technology, MySQL database and supported by web service SOAP technology. Thus, online transaction system in the e-Commerce is able to manage and control authority for the village potential. By facilitating this village with the developed system, every people in the village could contribute to the commerce transaction of their products.
IMPLEMENTASI ALGORITMA PRIM SEBAGAI CREATOR JALUR PERMAINAN MAZE Devian Ricko Hutama; R. Gunawan Santosa; Junius Karel
Jurnal Informatika Vol 9, No 2 (2013): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (12956.031 KB) | DOI: 10.21460/inf.2013.92.316

Abstract

In this modern era, computer provides more than mere a computing machine. Game is one of the advancements made, and maze is among the popular computer games. While maze is having a simple goal to exit, creating the maze itself is a challenging matter: creating a single winding and confusing path which connects one entry and one exit. This research implements the Prim Algorithm as a maze generator. User will required to enter certain size of the maze, and the system will automatically create the grids, randoming the entry and exit, and providing the necessary weight data for the grid. The Prim Algorithm will then process the weight data, rendering a maze path. This will provide a variation of maze for each game play. Results of the research shown that maze complexity is not affected by the randoming algorithm used to distribute the grid weights, but dependent to the maze size. Another result is that the number of  path walls deconstructed in an already- formed maze in order to make the correct path is carried on a certain pattern (N x N) - 1, dependent to the size of the maze (N x N).
PERANCANGAN SISTEM INFORMASI GEOGRAFIS SEBARAN TANAMAN PANGAN BERBASIS SPASIAL DAN MULTI TIER MENGGUNAKAN MAP SERVER Kristoko Dwi Hartomo; Andeka Rocky Tanaamah; Gogo Krisatyo
Jurnal Informatika Vol 9, No 2 (2013): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (24328.302 KB) | DOI: 10.21460/inf.2013.92.312

Abstract

The province of Central Java is one of the important national crop producers, therefore its productivity of rice and other crops are always at the highest priority (Central Java in Numbers, 2009). To achieve this, all efforts must be arranged systematically and correctly, and one of the efforts is making an accurate inventory of crop fields and production centres which distributed across the province, to provide a good mapping of produce. The research designs a system which capable to create spatially based crops distribution maps, which in turn helps the planning, operation, monitoring, and evaluation of crop production by departments in charge. The mapping is presented using the multi-tier architecture. The distribution map will include crops produce capacity for each year over the whole province. Implementation results are the system performs successfully, and the process time is reasonable, therefore it is applicable.
IMPLEMENTASI NAÏVE BAYESIAN CLASSIFIER UNTUK KASUS FILTERING SMS SPAM Gilang Jalu Selo W.T.; Budi Susanto
Jurnal Informatika Vol 9, No 2 (2013): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (12228.207 KB) | DOI: 10.21460/inf.2013.92.317

Abstract

In 2011, the circulation of SMS spam in Indonesia was rampant. The SMS can contain promotion of a product which is often unsolicited by the recipient or fraud. This is an overlooked issue in Indonesia. But spam has been a very common topic in other countries. To resolve these problems, we need a system that can recognize SMS spam so the SMS can be diverted or marked prior to the user. In this research, we built a system that implementing the Naive Bayesian classifier for classifying SMS spam, so the user can recognize the SMS spam. The result of this research, the system built is able to classify a SMS into categories spam and not spam. Naïve Bayesian classifier can be implemented effectively in the case of SMS spam filtering. The proper use of text preprocessing can improve the performance of this classification system.
Performance and Scalability Analysis of Node.js and PHP/Nginx Web Application Yoseph Pandji D.; Willy Sudiarto Raharjo
Jurnal Informatika Vol 9, No 2 (2013): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (13624.153 KB) | DOI: 10.21460/inf.2013.92.313

Abstract

Node.js is an application framework that can be used to build network server and web application. Due to its maturity, Node.js should be tested in various aspects such as performance and scalability to build dynamic web application. For comparison, we use PHP/Nginx web development stack to build web application to compare and analyze Node.js web application performance and scalability. For research purpose, we build dummy applications based on Dijkstra Algorithm to calculate shortest path between nodes, in this case Trans Jogja shelters. Using load generator, we simulate concurrent user requests to test performance and scalability of Node.js and PHP/Nginx web application. The general results of this research showed that Node.js application had higher performance and scalability than PHP/Nginx application.
IMPLEMENTASI ALGORITMA NEGASCOUT PADA PERMAINAN ANIMAL CHESS Sebastian Vincent S.; Joko Purwadi; Nugroho Agus Haryono
Jurnal Informatika Vol 9, No 2 (2013): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (17673.458 KB) | DOI: 10.21460/inf.2013.92.318

Abstract

Aplikasi permainan berbasis ponsel semakin beragam. Catur hewan merupakan permainan yang memanfaatkan logika kecerdasan buatan. Permainan ini mengandalkan kemampuan berpikir secara logis sehingga diperlukan algoritma yang memanfaatkan teknik pencarian untuk memainkan permainan ini. Dalam penelitian ini, peneliti akan mengimplementasikan algoritma NegaScout. Algoritma NegaScout dapat memotong node–node yang tidak perlu, sehingga proses perhitungan dan pencarian node terbaik bisa dilakukan dengan cepat. Peneliti juga membandingkan dengan algoritma Minimax dan algoritma Alpha-Beta dalam hal jumlah node yang dihasilkan dan lamanya waktu yang dibutuhkan. Melalui penelitian ini, disimpulkan bahwa agen komputer cerdas dengan menggunakan algoritma NegaScout membutuhkan waktu yang lebih cepat dan memotong node lebih banyak daripada algoritma Minimax dan Alpha-beta dalam mencari dan menemukan langkah terbaik dalam permainan Animal Chess.
ANALISIS IMPLEMENTASI ALGORITMA A* (A-STAR) PADA GAME RPG (ROLE PLAYING GAME) 3D SEBAGAI DASAR PERGERAKAN NPC (NON-PLAYER CHARACTER) MENDEKATI PLAYER UNTUK MENINGKATKAN REALITAS GAME WORLD Bonifatius Galih K; Rosa Delima; Samuel Gandang G.
Jurnal Informatika Vol 9, No 2 (2013): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (22643.919 KB) | DOI: 10.21460/inf.2013.92.314

Abstract

Game is a form of interactivity where player and game world interact to each other. In a game, one of the elements which can be considered necessary to support the course and the reality of the game is how a NPC (Non-Player Character) in the game moves. A* (A-star) is an algorithm which can be used to perform pathfinding. In this case, A* will be used to find a shortest distance between the NPC and the player character. This research was performed to conduct experiments on the implementation of the A* algorithm in the 3D game. The research will be conducted by implementing an A* algorithm to a game, precisely to the enemy characters that exist in the game. Once the implementation was conducted, an experiment will performed using certain cases as a proving ground for the implementation. As a conclusion, from a hundred experiments, A* algorithm always can find the path for enemy to catch player and 73% of them are optimal paths.
IMPLEMENTASI HYBRID INTELLIGENT INFORMATION SYSTEM UNTUK DIAGNOSIS KEPERAWATAN Ratih Alfionita; Rosa Delima; Antonius Rachmat C.
Jurnal Informatika Vol 9, No 2 (2013): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (14194.489 KB) | DOI: 10.21460/inf.2013.92.319

Abstract

By increasing amounts of data, a system gets more complex in accessing and processing, especially if the system is used to process information and makes a decision. Hybrid Intelligent Information System is a combination of information systems and expert systems. The system is better able to process the data and information, that generated be some knowledge to support decision making. Some application needs to process complex and large data, such as Medical Information Systems. Determination of medical treatment provided by nurses on patients can be obtained from the grievances felt by the patient and the history of medical treatment was ever given. Merger between expert systems and information systems are embedded in a computer is expected to facilitate the nurse in providing medical treatment to patients. Certainty Factor method was chosen to implement the expert system. Certainty Factor calculates the level of trust and user response will determine a nursing diagnosis decisions. After analyzing and testing, it was concluded that the Hybrid Intelligent Information System for Nursing Diagnosis can generate nursing diagnoses with 93.796% accuracy of diagnosis in 20 cases of a given expert.
PENGGUNAAN RIPPLE DOWN RULE UNTUK MENDIAGNOSIS PENYAKIT ANAK Daniel Hutama Putra; Joko Purwadi; Antonius Rachmat Chrismanto
Jurnal Informatika Vol 9, No 2 (2013): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (14423.455 KB) | DOI: 10.21460/inf.2013.92.315

Abstract

This research is implementing Ripple Down Rule method to diagnosing pediatric diseases.  Ripple Down Rule is a method based on tree which formed a representation of expert knowledge. This method is much easier to use and improved knowledge by adding, deleting, and changing the established tree. Research carried out shows that Ripple Down Rule method can be used to diagnose pediatric diseases. Results show that this system is having increase in accuracy of first test to the second test, after the change of knowledge using the Ripple Down Rule.

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