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Contact Name
Karona Cahya Susena
Contact Email
admbengkulu5758@gmail.com
Phone
+6281541234500
Journal Mail Official
admbengkulu5758@gmail.com
Editorial Address
JL. Ratu Agung No. 4A, Anggut Bawah, Ratu Samban, Kota Bengkulu
Location
Kab. bantul,
Daerah istimewa yogyakarta
INDONESIA
Jurnal Komputer, Informasi dan Teknologi
ISSN : 2807256     EISSN : 28072588     DOI : https://doi.org/10.53697/jkomitek.v1i2
KOMITEK Journal (Computer, Information and Technology) journal was founded in 2021. It is an interesting and useful national journal for all parties with an interest in research in various fields of, or closely related to, the disciplines of Computer, Information and Technology. KOMITEK Journal aims to provide a highly readable and valuable addition to the literature that will serve as an indispensable reference tool for years to come. The scope of the journal includes all new theoretical and experimental findings in the field of Computers, Information and Technology or any closely related field. The journal also encourages submission of critical review articles covering advances in the latest research in the field of Computers, Information and Technology.
Articles 377 Documents
Decision Support System in The Distribution of Direct Village Cash Assistance (BLT DD) in Bunga Mas Kelurahan, Seluma Regency Using Simple Multi Attribute Rating Technique (SMART) Algorithm Juhardi, Ujang; Diana, Diana; Sunardi, Dandi; Siregar, Jefri Maulana Handika
Jurnal Komputer, Informasi dan Teknologi Vol. 3 No. 1 (2023): Juni
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v3i1.1176

Abstract

Dana Desa as described in Article 1 paragraph 8 of the Regulation of the Minister of Finance No. 190/PMK.7/2021 is a fund sourced from the state revenue and expenditure budget intended for Villages which is transferred through the district/city regional revenue and expenditure budget and is used to finance government administration, development implementation, community development, and community empowerment. Village BLT itself is budgeted for at least 40% of the ceiling value of the Village Fund received by each Village as regulated in Presidential Regulation No. 104 of 2021. For BLT Village recipients, it is regulated in Article 33 paragraph (1) of the Minister of Finance Number 190/PMK.07/ 2021. However, there are not a few mistakes and injustices in receiving BLT Desa. Decision Support System (DSS) is a system that can provide a reference in making decisions based on mathematical calculations of the values ​​of the determining criteria. Therefore, it is necessary to create a "Decision Support System in the Distribution of Direct Cash Assistance (BLTDD) in Bunga Mas Village, Seluma Regency Using the Simple Multi Attribute Rating Technique (SMART) Algorithm" through the calculation of the criteria values ​​that have been regulated in the Minister of Finance Regulation no. 190/PMK.7/2021 and this system will contain Techniques from the Simple Multi-Attribute Rating Technique (SMART) algorithm for the calculation method..
Design and Development of An E-Voting Model for Village Head Elections Based on Android Yanti, Lestri; Wijaya , Ardi; Apridiyansyah , Yovi; Pahrizal, Pahrizal
Jurnal Komputer, Informasi dan Teknologi Vol. 3 No. 1 (2023): Juni
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v3i1.1184

Abstract

Voting or voting in a democratic country is an important part of the means of selecting leaders. Village head elections are generally still carried out conventionally, elections still use paper to elect village heads (Kades) which are carried out by punching one of the candidate images. The problem that arises is that voters must come to the polling place in order to be able to collect data and vote, for Citizens who cannot attend the polling place or do not exercise their right to vote will add to the data on the abstentions list that is present at the election. In village head elections (Pilkades) the vote counting process is still done manually so it takes quite a long time. This study aims to build an e-voting simulation system which is expected to provide knowledge of technological developments in the field of general elections. This system development method uses Waterfall. Furthermore, if you have obtained the results, you will test the system that was built by testing it with the black box testing method to see in terms of functionality all features are running smoothly or not. The results of testing the E-voting application for village head elections show that the system can run well and has been implemented so that it can be used on Android-based smartphone devices.
Miniature Design of Liquid Filling Machine Automatically Using ESP32 Based IOT (Internet of Things) Munandar, Ariski; Veronika , Nuri David Maria; Abdulllah, Dedy; Sahputra , Eka
Jurnal Komputer, Informasi dan Teknologi Vol. 3 No. 1 (2023): Juni
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v3i1.1185

Abstract

This study aimed to design automatic liquid filling on miniature machines to make it easier to use by making volume control innovations on automatic liquid filling machines, and design an IOT system for filling automatic liquid machines by using esp32. The data collection method of this study was literature or literature studies. The data processing of this study was qualitative processing of performing data centering. Presentation of data was done in order to easily draw conclusions and take further action. The overall discussion of the tool was the final test after all components run smoothly. The components were placed based on the function of each component so that the tool can look neater and function properly. As an application for testing ESP32 microcontrollers, push buttons, ultrasonic sensors, and relays. The tool released liquid when the push button was pressed according to the desired volume selection. The overall test was carried out with 2 variations of liquid volume, namely 350 ml and 450 ml. The result of testing the liquid output from the tool show that from the 350 ml volume test which was the output of the push button/button 1. It can be seen from the results of measurements by using a measuring cup which was not much different from the setpoint of 350 ml and had a liquid filling time of about 7 seconds out of 10 experiments. It means that the input button 1 with a setpoint of 350 ml is successful and very close to the setpoint given. The test results for a volume of 450 ml which is the output of push button / button 1. It can be seen that the results of measurements by using a measuring cup are not much different with a setpoint. of 450 ml and a liquid filling time of about 9 seconds out of 10 experiments. Based on the results of the study can be concluded that from the input button 1 with a setpoint of 450 ml is successful and very close to the given setpoint. The liquid that has been using the manual method. The liquid volume control innovation is designed by using two push button buttons. With one push button for 350 ml liquid variations and another push button for 450 ml liquid variations. The IoT monitoring works well by using an ultrasonic sensor as a liquid level meter and the blynk application as a liquid level display.
Presence System Using QR Code at MAN 02 Kepahiang Web Based Witriyono, Harry; Reswan , Yuza; Giova, Giova; Khairullah, Khairullah
Jurnal Komputer, Informasi dan Teknologi Vol. 3 No. 1 (2023): Juni
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v3i1.1186

Abstract

MAN 02 Kepahiang is one of the schools in Kepahiang Regency which still uses a manual attendance process. In the process of teaching and learning activities students need a daily attendance process to process student attendance data which will be made as an attendance report which is one component of the assessment of the teaching and learning process. In implementing the manual attendance system carried out by students there are still deficiencies in terms of time efficiency in the process of recording attendance and preparing attendance reports for each class. In designing an attendance system using a QR Code in the form of a web base and using the PHP programming language with MySQL database processing also using the Waterfall method. This study aims to build an attendance system using the QR Code as a media for inputting student absentee data and in preparing student daily attendance reports it is made easier by having an attendance system built.
Application Of 3-Dimensional Modeling In Android-Based Adventure Game Applications Wibowo, Ari Satrio; Hidayah, Agung Kharisma; Reswan, Yuza; Sunardi, Dandi
Jurnal Komputer, Informasi dan Teknologi Vol. 3 No. 1 (2023): Juni
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v3i1.1187

Abstract

Role Playing Game (RPG) is a game that has complex story elements and acting that makes a person feel like a character in the game. One of the RPG editing engines is RPG Maker MV, where a 2D RPG can be a standalone program that can be played directly without the help of this program or other programs. Quests are assigned to players by non-player characters (NPCs) that the player cannot control and interact with them through dialogue. In the game mode each player can collect things into an inventory which contains the things needed to solve certain tasks during gameplay. In addition, game objects that represent learning objects have been assigned locations which can be NPCs or other objects. In addition, game objects that represent learning objects have been assigned locations which can be NPCs or other objects. Can apply 3-dimensional modeling to role-playing game applications by placing objects on characters that can walk up, down, left and right. NPC objects can be applied to weapon objects, namely axes, if gold points are collected then the NPC object will appear. It is hoped that this implementation can be a reference not only for 3-dimensional modeling in complex role-playing game applications but also for all circles as the development of Android and IOS-based RPG games.
Classification Of Accident Proposed Road Data Traffic In Bengkulu City Using K-Means Algorithm Anggara, Muhammad Andre; Sonita , Anisya; Rifqo, Muhammad Husni; Wijaya, Ardi
Jurnal Komputer, Informasi dan Teknologi Vol. 3 No. 2 (2023): Desember
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v3i2.1188

Abstract

A traffic accident is an event where a motorized vehicle collides with another object and causes damage. Traffic accident data at the Bengkulu City Police LAKA LANTAS (Traffic Accident) Unit is only used as data reporting where the accident data can actually help to reduce the number of traffic accidents by grouping to facilitate the police in proper handling efforts to reduce the number of traffic accidents. traffic accidents by classifying accident-prone roads. One of the approaches used in developing the clustering method is the K-Means Clustering method, where this method is a data grouping method that attempts to partition data into two or more groups (clusters) with the same characteristics into the same group. The results and discussion of the research obtained a system capable of classifying accident-prone roads using the k-means method. From the tests carried out this system can be used by the POLRESTA in helping these problems.
ST-DBSCAN Algorithm Implementation At Riau Province Forest Fire Points (2015-2022) Faraouk, Kemal El; Witriyono, Harry; Deslianti, Dwita; Veronika, Nuri David Maria
Jurnal Komputer, Informasi dan Teknologi Vol. 3 No. 1 (2023): Juni
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v3i1.1191

Abstract

The forest conditions in Indonesia require more serious attention as they are constantly disturbed, including incidents of forest fires. Clustering or grouping using the ST-DBSCAN algorithm will group forest fire points based on distance and time. This data can be obtained from the FIRMS (Fire Information for Resource Management System) website, which utilizes MODIS sensor data. The research implements the ST-DBSCAN algorithm using the R language, focusing on a case study in the Riau Province from 2015 to 2022. The parameters used in this research for the ST-DBSCAN algorithm are Eps1 = 0.7, Eps2 = 2, and MinPts = 2. The algorithm generates several types of clustering patterns, including Stationary, Reappearing Regular, Irregular, Occasional, and Tracks. The fire point data used in this research covers the years 2015, 2016, 2017, 2018, 2019, 2020, 2021, and 2022 in the Riau Province. The results obtained from this research include 1 Reappearing Regular pattern, 5 Tracks patterns, 1 Reappearing Irregular pattern, and 1 Stationary pattern. Within the time frame of 2015, 2016, 2017, 2018, 2019, 2020, 2021, and 2022, the highest occurrence of forest fire spots happened in the month of November 2015, reaching a total of 573 fire spots.
Application Of Data Mining Using The Naïve Bayes Classification Method To Predict Public Interest Participation In The 2024 Elections Zarti, Marcelina Novi; Sahputra, Eka; Sonita, Anisya; Apridiansyah, Yovi
Jurnal Komputer, Informasi dan Teknologi Vol. 3 No. 1 (2023): Juni
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v3i1.1192

Abstract

A big data processing process using a Data Mining technique that will be used in a study in the Application of Data Mining Using the Naïve Bayes classification to predict the participation of the Public Interest in the 2024 election. The data was obtained from the General Election Commission (KPU). The data was tested using the Naïve Bayes classification method with Weka Tools and 7 predetermined attributes. The dataset was taken as much as 96.67% of 11,406 training data, namely 2014 election data and 99.90% of 11,908 testing data, namely 2020 election data. Results It is known that the number of participants in Central Bengkulu Regency for the 2024 election based on participant data in 2020 and the 2014 election results is likely to increase by up to 3.23%, from 96.67% per 11,406 participants to 99.90% per 11,908 participants and the results predictions are likely to increase.
Implementation Of Mapping Temporary Landsfills In Bengkulu City Based On Android Padila, Kurnia; Marhalim, Marhalim; Khairullah, Khairullah; Darnita, Yulia
Jurnal Komputer, Informasi dan Teknologi Vol. 3 No. 1 (2023): Juni
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v3i1.1193

Abstract

Garbage is a disaster that can cause a lot of harm both in terms of the environment and health. In this incident there were many factors that affected the surrounding community, such as population density and insufficient public awareness. These factors are the main reasons for illegal waste disposal. By utilizing a Geographic Information System (GIS) implemented with Google Maps in the chaos of an Android-based temporary landfill. Data collection methods are by interview, and observation. The data obtained is to facilitate system analysis and design. The results of this study are that it can make it easier for the people of Bengkulu City to find the nearest TPS.
Interactive Multimedia Introduction To 3D Animation-Based Body Management Procedures For Muhammadiyah 1 Elementary School Students Bengkulu City Franata, Heru; Sahputra, Eka; Wijaya, Ardi; Marhalim, Marhalim
Jurnal Komputer, Informasi dan Teknologi Vol. 3 No. 1 (2023): Juni
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v3i1.1194

Abstract

This research was conducted in order to be able to further assist teachers in providing material related to procedures for managing corpses based on 3D animation. In this study the authors used empirical methods, in which data collection was carried out in several steps, namely: Observation and Library Studies. In addition, the system design has 2 (two), namely: First Marker Check (Washing the Body) and Initialization. Then there are 4 (four) paths in application design, namely: Interface Design, Splashscreen Menu, Main Menu, Prayer Movement AR Menu. And the last one is testing, where testing of the process book augmented reality application for children is carried out. Before the application is tested on users, it is first carried out using the white box testing method, testing the application on devices with the Android operating system. From this study it can be concluded that the stages involved in developing a 3D multimedia in the form of augmented reality consist of the process of modeling, texturing, ringing, animation, rendering, making APKs. The results of the animation making process are then arranged in a single unit using vuforia and unity so as to produce a 3D animation-based corpse management movement guide application.