Journal of Computer Science and Engineering (JCSE)
Computer Architecture, Processor design, operating systems, high-performance computing, parallel processing, computer networks, embedded systems, theory of computation, design and analysis of algorithms, data structures and database systems, theory of computation, design and analysis of algorithms, data structures and database systems, artificial intelligence, machine learning, data science, Information System
Articles
61 Documents
Teknologi Augmented Reality pada Promosi Berbasis Android
Yuli Cahyaningsih
Journal of Computer Science and Engineering (JCSE) Vol 1, No 2: August (2020)
Publisher : ICSE (Institute of Computer Sciences and Engineering)
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DOI: 10.36596/jcse.v1i2.60
Technological advances can be applied in the business world as a medium of promotional media. Augmented Reality (AR) is a technology that combines 2 dimensions and 3 dimensions into a ward, then projecting the virtual objects in real time. Augmented Reality can be utilized in a variety of needs, one of which is the utilization of promotional media on the Honda Genio brochure. The purpose of this research is to develop new interactive media in assisting the promotion media in Astra Motor Majenang with Android based Augmented Reality technology. The methods used are MDLC (Multimedia Development Life Cycle) consisting of six stages, the concept, the design, the material collecting, the assembly, testing, and the distribution (Distribuiton). The result of this research is an Android-based Augmented Reality promotional media app on the Honda Genio brochure that can display 3D motor objects and display specs in both text and audio form. The conclusion of the study was from the test results Alpha Test system developed spared from disability or failure of use. As for test results Beta Test, 91.2% of respondents answered strongly agree that it shows that the Augmented Reality app as a promotional medium on Android-based Honda Genio brochure is very interesting and acceptable for users.
IS Governance Evaluation Using COBIT 5 Framework on the Central Statistics Agency of Banyumas District
Rudy Yaniar Sianida;
Fiby Nur Afiana;
Rizki Wahyudi
Journal of Computer Science and Engineering (JCSE) Vol 1, No 1: February (2020)
Publisher : ICSE (Institute of Computer Sciences and Engineering)
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DOI: 10.36596/jcse.v1i1.9
ABSTRACT: The purpose of this study was to determine the level of capability at the Office of the Central Statistics Agency in Banyumas. Evaluate to find out how well the information system governance can operate at BPS that applies it to improve future performance. After evaluating, it is hoped that BPS will be able to produce higher-quality data because the government will use this data as a foundation for future development and as an evaluation of the results of development that have been carried out. The methodology used is a literature study, observation, interview, questionnaire and documentation by COBIT 5. The results achieved that the current BPS capability level is 3.25, which means it is at level 3 (established process). By being at level 3, BPS Office information system governance has been running well and has been able to achieve competitive and efficient business objectives of the agency in the use of information systems.ABSTRAK: Tujuan penelitian ini adalah untuk mengetahui tingkat kapabilitas pada Kantor Badan Pusat Statistik Kabupaten Banyumas. Melakukan evaluasi untuk mengetahui seberapa baik tata kelola sistem informasi dapat beroperasi pada BPS yang menerapkannya untuk memperbaiki prestasi di masa mendatang. Setelah dilakukan evaluasi, diharapkan nantinya BPS bisa menghasilkan data yang lebih berkualitas, sebab data ini nantinya akan digunakan oleh pemerintah sebagai landasan pembangunan di masa yang akan datang serta sebagai evaluasi hasil pembangunan yang telah dilaksanakan. Metodologi yang digunakan ialah studi pustaka, observasi, wawancara, kuesioner dan dokumentasi yang sesuai dengan COBIT 5. Hasil yang dicapai bahwa tingkat kapabilitas BPS saat ini yaitu 3,25 yang berarti berada pada level 3 (established process). Dengan berada pada level 3 maka tata kelola sistem informasi Kantor BPS sudah berjalan dengan baik dan sudah dapat mencapai tujuan bisnis instansi yang kompetitif dan efisien dalam penggunaan sistem informasi.
Road Offence Information Management System in Nigeria: a Most Needed Technology Intervention
Ndugbu, Leslie Nneji;
Ndugbu, Uzoma Kizito
Journal of Computer Science and Engineering (JCSE) Vol 2, No 1: February (2021)
Publisher : ICSE (Institute of Computer Sciences and Engineering)
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DOI: 10.36596/jcse.v2i1.164
This study is concerned with road traffic offence information management in Nigeria. It focused on trends in road traffic offences information and carried out a critical review of current information and communication and technology compliance state of FRSC with a view to identifying its defects in road traffic offence information management. A system to correct road traffic offence information management failure as identified in the existing system was then proposed. Road traffic offence records and details of current safety measures obtained from FRSC and online in addition to research works, provided the basic data for the study. The system was designed using the object OOAD methodology and implemented using rapid Php IDE on a Windows 7 system, using PHP, HTML,CSS and mySQL technologies and Apache server as the application server. The result showed the high rate of road traffic offence as a result of poor road traffic offence information management and failure to improve on the existing road traffic information management.
IoT Based Novel Smart Blind Guidance System
khera, Yashvi;
Whig, Pawan
Journal of Computer Science and Engineering (JCSE) Vol 2, No 2: August (2021)
Publisher : ICSE (Institute of Computer Sciences and Engineering)
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DOI: 10.36596/jcse.v2i2.172
In this research paper the system which is proposed that can be used for safe walking for blinds. This system consist of wireless sensor within the stick which provide the information of the obstacle between the way. The main advantage of this system is the safe for the blind people walking on the road, and make them independent while walking. When obstacle is detected an alert will be given to user with the help of buzzer an vibration . The unique feature of the system is to detect the temperature of a person who passes within the range of 6 feet of which helps in maintaining the social distancing in COVID situation. The system contains a wireless sensor that integrates temporary networks that can be made within the navigation stick, which can provide group communication between them, where roaming information and networks can be provided. With the help of IOT the location and alert message shared with family members in case of emergency. The system proposed in this research study is 60% more efficient then conventional system. The information is included in table1 to validate the result.
Evaluasi Penggunaan Sistem Informasi Kearsipan Dinamis (SIKD) Sebagai Sarana Temu Kembali Arsip di Bappeda Provinsi Jawa Tengah
Prasetyo, Arifin Adi;
Husna, Jazimatul
Journal of Computer Science and Engineering (JCSE) Vol 2, No 1: February (2021)
Publisher : ICSE (Institute of Computer Sciences and Engineering)
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DOI: 10.36596/jcse.v2i1.119
Penelitian ini bertujuan untuk menerapkan kegiatan tindakan penggunaan sistem informasi kearsipan dinamis di Badan Perencanaan Pembangunan, Penelitian dan Pengembangan Daerah (Bappeda) Provinsi Jawa Tengah. Penelitian ini menggunakan metode penelitian kualitatif dengan penelitian observasi partisipan. Teknik pengumpulan data yang dilakukan dengan cara observasi partisipan, wawancara. Dengan menggunakan data tabel tambahan agar bisa melengkapi data penelitian. Hasil penelitian ini menunjukkan bahwa kegiatan penggunaan sistem informasi kearsipan dinamis sebagai sarana temu kembali arsip memiliki tujuan agar dapat bisa menanggulangi dalam hilangnya arsip dan bisa ditemukan kembali. Pemasangan aplikasi sistem informasi kearsipan dinamis dilakukan bertujuan untuk memudahkan arsiparis maupun petugas kearsipan yang ada di Bappeda Provinsi Jawa Tengah dalam mengelola arsip masuk maupun arsip keluar. Peneliti melakukan tindakan berupa pendokumentasian pengambilan gambar secara langsung maupun screnshoot. Pendokumentasian ini dilakukan dengan melalui tahap observasi dengan mencari temuan dan merumuskan masalah dengan berdiskusi bersama arsiparis serta staff tata usaha. Tahap tindakan yang menghasilkan pendokumentasian SIKD yang ada di Bappeda Provinsi Jawa Tengah agar bisa sebagai sarana temu kembali arsip.
Pemanfaatan Teknologi Digital Wallet Sebagai Solusi Alternatif Pembayaran Modern: Literature Review
Fadhilah, Jihan;
Layyinna, Cut Aja Anis;
Khatami, Rijal;
Fitroh, Fitroh
Journal of Computer Science and Engineering (JCSE) Vol 2, No 2: August (2021)
Publisher : ICSE (Institute of Computer Sciences and Engineering)
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DOI: 10.36596/jcse.v2i2.219
Abstract: Financial technology innovation in the form of digital wallets is very interesting to the public. The efficiency offered from this payment system makes people start to switch from conventional payments to digital payments. In addition, many other factors influence multi-generational people using digital wallets as an alternative to their daily payments. The use of digital wallets is currently widely applied to online transportation transactions, purchases in e-commerce, to food and beverage delivery services. The method used in this study is a method of literature study with the goals to find out the development of digital wallet usage in the community from various journals sourced from Scopus and several websites that have been analyzed and processed by researchers into a literature review study. From the results obtained, it can be concluded that from year to year there is an increase in the number of digital wallet users, especially in Indonesia. Moreover after the Covid-19 pandemic, the number of digital wallet users is increasing because people have to avoid physical contact so that more transactions with digitally.Abstrak: Inovasi teknologi keuangan berupa digital wallet sangat manarik perhatian masyarakat. Efisiensi yang ditawarkan dari sistem pembayaran ini membuat masyarakat mulai beralih dari pembayaran konvensional ke pembayaran digital. Selain itu banyak faktor lain yang mempengaruhi para multi generasi menggunakan digital wallet sebagai alternatif pembayaran sehari-hari mereka. Penggunaan digital wallet saat ini banyak diterapkan untuk transaksi transportasi online, pembelian di e-commerce, hingga jasa pesan antar makanan dan minuman. Metode yang digunakan pada penelitian ini yaitu metode studi literatur dengan tujuan untuk mengetahui perkembangan penggunaan digital wallet di masyarakat dari berbagai jurnal yang bersumber dari Scopus dan beberapa website yang telah dianalisis dan diolah peneliti menjadi sebuah kajian literature review. Dari hasil yang didapatkan dapat disimpulkan bahwa dari tahun ke tahun terjadi peningkatan jumlah pengguna digital wallet, khususnya di Indonesia. Apalagi setelah pandemi Covid-19, jumlah pengguna digital wallet semakin meningkat karena masyarakat harus menghindari kontak fisik sehingga lebih banyak melakukan transaksi secara digital.
Chatbot pada E-Commerce berbasis Android dengan Pendekatan Natural Language Processing
Ramadhan, Febri Fitra
Journal of Computer Science and Engineering (JCSE) Vol 2, No 1: February (2021)
Publisher : ICSE (Institute of Computer Sciences and Engineering)
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DOI: 10.36596/jcse.v2i1.100
Toko Jago Prima merupakan toko yang menjual obat-batan herbal yang berlokasi di kota Purwokerto. Proses penjualan yang berjalan menggunakan cara konvensional dengan melayani pembelian di toko sedangkan beberapa pelanggan dari luar kota yang melakukan pemesanan melalui telephone, penjualan konvensional ini berdampak pada penjualan yang didominasi pelanggan dalam kota dan pemesanan lewat telephone mengakibatkan transaksi tidak terarsip dengan baik toko tidak leluasa menawarkan produk lain yang jumlahnya banyak. Tujuan penelitian ini adalah menghasilkan aplikasi e-commerce berbasis android dengan memanfaatkan chatbot pada toko jamu jagoprima untuk memperluas jangkauan pemasaran dan pelayanan. Menggunakan chatbot pelanggan akan dapat menemukan jamu sesuai dengan keinginannya. Dalam pengembangan aplikasi ini menggunakan Java sebagai bahasa pemograman dan Firebase sebagai database menggunakan Diagflow sebagai paltform yang menyediakan layanan Natural Language Processing (NLP). Metode pengembangan sistem yang digunakan dalam penelitian ini adalah waterfall dengan tahapan analisis, desain, pengkodean, pengujian. Pengujian dilakukan dengan dua pendekatan Alpha Testing dan Beta Testing, hasil pengujian Alpha Testing semua fungsional sistem berjalan dengan baik, dan Beta Testing dilakukan menggunakan metode kuesioner untuk menguji sistem pada pengguna akhir, didapat prosentase 87,56% sehingga hasil dari penelitian kuesioner yang dilakukan termasuk kategori sangat setuju dan sistem layak di implementasikan.
Punjabi Text Recognition System for Portable Devices: A Comparative Performance Analysis of Cloud Vision API with Tesseract
Kaur, Ravneet;
Sharma, Dharam Veer
Journal of Computer Science and Engineering (JCSE) Vol 2, No 2: August (2021)
Publisher : ICSE (Institute of Computer Sciences and Engineering)
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DOI: 10.36596/jcse.v2i2.195
The increasing availability of high performance, low priced, portable digital imaging devices has created an opportunity for on demand analysis of documents. In this paper, Punjabi Text Recognition System is developed for portable devices using two different approaches that is Google’s Cloud Vision APIs and LSTM based Tesseract OCR Engine. The performance of developed mobile based systems is compared in term of runtime and recognition accuracy. Both Vision API and LSTM based OCR engine provides good results for Roman Based Scripts. Particularly for Gurmukhi text document images, Cloud Vision API recognizes Punjabi with good accuracy as compared to Tesseract. We presented a detailed comparison and computed the character and word level accuracy of both the systems for same set of images.
Pengembangan dan Pengujian Aplikasi Pemesanan Makanan berbasis Website Menggunakan Metode Waterfall
Sholichin, Sholichin
Journal of Computer Science and Engineering (JCSE) Vol 2, No 1: February (2021)
Publisher : ICSE (Institute of Computer Sciences and Engineering)
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DOI: 10.36596/jcse.v2i1.178
Abstrak: Tujuan dari penelitian ini adalah mengembangkan dan menguji aplikasi pemesanan makanan sehingga dapat memudahkan pelanggan dalam melakukan pemesanan. Aplikasi ini dikembangkan menggunakan bahasa pemograman PHP dan MySQL database. Metode pengembangan sistem yang digunakan dalam penelitian ini adalah waterfall dengan tahapan analisis, desain, pengkodean, pengujian. Metode waterfall cocok untuk pengembangan aplikasi skala menengah dan dengan pengembangan bertahap akan dapat mengurangi kesalahan. Pengujian dilakukan dengan dua pendekatan Alpha Testing dan Beta Testing. hasil Alpha Testing semua fungsional sistem berjalan dengan baik, dan Beta Testing dilakukan menggunakan kuesioner untuk menguji sistem pada pengguna akhir, didapat prosentase 87,56% sehingga hasil dari kuesioner termasuk dalam kategori sangat setuju dan sistem layak sudah di implementasikan.Abstract: The purpose of this research is to develop and test food ordering applications so as to make it easier for customers to place orders. The application was developed using PHP programming language and MySQL database. The system development method used in this research is a waterfall with stages of analysis, design, coding, testing. The waterfall method is suitable for mid-scale application development and with gradual development will be able to reduce errors. Testing is done with two approaches Alpha Testing and Beta Testing. Alpha Testing results in all functional systems went well, and Beta Testing was conducted using questionnaires to test the system on the end-user, obtained a percentage of 87.56% so that the results of the questionnaire fall into the category of strongly agreed and the system deserves to have been implemented.
Animasi Cerita Wayang Sebagai Media Pembelajaran Bahasa Jawa
Aji, Gilang Baskoro;
Waluyo, Retno
Journal of Computer Science and Engineering (JCSE) Vol 2, No 1: February (2021)
Publisher : ICSE (Institute of Computer Sciences and Engineering)
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DOI: 10.36596/jcse.v2i1.79
Abstract: Javanese culture is one of the cultures that existed in Indonesia. One of the many Javanese culture is a puppet. The role of Education in preserving the Puppet that is by implementing subject puppet stories Junior High School syllabus in subjects of the Java language. Animated puppet stories "Drona Rangsang" is an animation that was created as a means of information learning more innovative and interesting. The idea of establishing this animated arise as solutions of problems faced by teachers of subjects Language Java SMP Negeri 2 Binangun, where in the delivery of the material teachers have difficulty because of the lack of interest and the interest of students towards subjects. This animation has been applied and used in SMP Negeri 2 Binangun in the process of teaching and learning. In making this animation method using MDLC (Multimedia Development Live Cycle) using the 6 (six) in the form of concept system development phase, designing, gathering materials, manufacturing, testing and distribution. The main software used to manipulate this animations are Proffesional Adobe Flash CS6. From the results of testing conducted through interviews with the Java language teachers claimed that animation is in compliance and can be used as well as the questionnaire against the 30 students produced a formula index of 83.50% strongly agree with categories. The conclusion of this animation is the process of learning students can be more interesting and full potential.Abstrak: Kebudayaan jawa merupakan salah satu kebudayaan yang ada di Indonesia. Salah satu dari sekian banyak kebudayaan Jawa adalah kesenian Wayang. Peran Dinas Pendidikan dalam melestarikan Kesenian Wayang yaitu dengan diterapkannya pokok bahasan cerita perwayangan pada silabus SMP mata pelajaran Bahasa Jawa. Animasi cerita wayang “Drona Rangsang” adalah suatu animasi yang dibuat sebagai sarana informasi pembelajaran yang lebih inovatif dan menarik. Gagasan dibuatnya animasi ini timbul sebagai solusi dari permasalahan yang dihadapi oleh guru mata pelajaran Bahasa Jawa SMP Negeri 02 Binangun, dimana dalam penyampaian materi guru mengalami kesulitan karena kurangnya minat dan ketertarikan siswa terhadap mata pelajaran. Animasi ini telah diterapkan dan digunakan di SMP Negeri 02 Binangun dalam proses belajar mengajar. Dalam pembuatannya animasi ini menggunakan metode MDLC (Multimedia Development Live Cycle) yang menggunakan 6 (enam) tahap pengembangan sistem berupa pengonsepan, perancangan, pengumpulan bahan, pembuatan, pengujian dan pendistribusian. Perangkat lunak utama yang digunakan untuk mengolah animasi ini adalah Adobe Flash Proffesional CS6. Dari hasil testing yang dilakukan melalui wawancara dengan guru Bahasa Jawa menyatakan bahwa animasi sudah sesuai dan dapat digunakan serta kuesioner terhadap 30 siswa dihasilkan rumus index sebesar 83,50% dengan kategori sangat setuju. Kesimpulan yang diperoleh dari animasi ini adalah proses belajar siswa dapat lebih menarik dan maksimal.