cover
Contact Name
Perani Rosyani
Contact Email
journal.mediapublikasi@gmail.com
Phone
+6288210433859
Journal Mail Official
admin@journal.mediapublikasi.id
Editorial Address
Permata Tangerang, Pasar Kemis Tangerang
Location
Kota tangerang,
Banten
INDONESIA
OKTAL : Jurnal Ilmu Komputer dan Sains
Published by CV. Multi Kreasi Media
ISSN : -     EISSN : 28282442     DOI : -
1. Komputasi Lunak, 2. Sistem Cerdas Terdistribusi, Manajemen Basis Data, dan Pengambilan Informasi, 3. Komputasi evolusioner dan komputasi DNA/seluler/molekuler, 4. Deteksi kesalahan, 5. Sistem Energi Hijau dan Terbarukan, 6. Antarmuka Manusia, 7. Interaksi Manusia-Komputer, 8. Hibrida dan Algoritma Terdistribusi Pemrosesan Informasi Manusia, 9. Komputasi Berkinerja Tinggi, 10. Penyimpanan informasi, 11. Keamanan, integritas, privasi, dan kepercayaan, 12. Pemrosesan Sinyal Gambar dan Ucapan, 13. Sistem Berbasis Pengetahuan, 14. Jaringan Pengetahuan, 15. Multimedia dan Aplikasi, 16. Sistem Kontrol Jaringan, 17. Klasifikasi Pola Pemrosesan Bahasa Alami, 18. Pengenalan dan sintesis ucapan, 19. Kecerdasan Robot, 20. Analisis Kekokohan, 21. Kecerdasan Sosial, 22. Statistic 23. Komputasi grid dan kinerja tinggi, 24. Realitas Virtual dalam Aplikasi Rekayasa, 25. Intelijen Web dan Seluler, 26. Data Besar, 27. Manajemen Informatika, 28. Sistem Informasi, 29. Desain Permainan, 30. Sistem Multimedia, 31. Pemrosesan Gambar, 32. IOT 33. Pemrograman Seluler, 34. Desain Basis Data, 35. Pemrograman Jaringan, 36. Sistem Terdistribusi, 37. Sistem Pendukung Keputusan, 38. Sistem Pakar, 39. Kriptografi, 40. Model dan Simulasi, 41. Jaringan 42. Perhitungan 43. Metematika 44. Kimia 45. Teknik Elektro 46. Robotik 47. Fisika
Articles 1,093 Documents
PERANCANGAN SISTEM INFORMASI E-SPORTS DI INDONESIA (KHUSUSNYA MOBILE LEGENDS) BERBASIS WEBSITE MENGGUNAKAN METODE OOAD (OBJECT ORIENTED ANALYSIS DESIGN) Anas Nasrullah Nasrull; Sewaka
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 1 No 05 (2022): OKTAL : Jurnal Ilmu Komputer dan Sains
Publisher : CV. Multi Kreasi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

In this study, the goal is to design a web-based information system for eSports in the Mobile Legends Bang-Bang (MLBB) division in Indonesia. Where the world of eSports is currently in great demand by people in Indonesia, especially teenagers. The method used in this study uses Object Oriented Analysis and Design (OOAD), This method is a new way of thinking about a problem by using a model created according to real-world concepts. The basis of creation is an object which is a combination of data structure and behavior in a Entity Concepts (OOAD) includes the analysis and design of a system with an object approach. So the results of the study can be concluded that a website-based information system on the eSports division of the Mobile Legends Bang-Bang (MLBB) is expected to make it easier for people in Indonesia to know about eSports in the Mobile Legends division. This system displays a list of eSports teams (MLBB), a list of players, schedules and information. On the other hand, the interest in eSports in the Mobile Legends Bang-Bang division is quite high based on predetermined criteria. The suggestion is that those who have an interest in eSports can be guided and directed, so that they can play well.
A Perancangan Sistem Informasi Pengelolaan Data Keluarga Miskin Berbasis Web Dengan Metode Extreme Programming: Indonesia Baekuni Baekuni; Fitriyanti
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 1 No 06 (2022): OKTAL : Jurnal Ilmu Komputer Dan Sains
Publisher : CV. Multi Kreasi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The village is one of the government agencies responsible for collecting data on the community, especially the poor. The management of the population data information system in Tapos Village still uses a manual system. This can cause some quite troublesome obstacles. there are often problems when searching for data on the poor. With this in mind, the idea arises of how to take advantage of the convenience and cheapness of a mobile/web technology as a means to facilitate data collection on these poor families with a computerized system. The methods used in making the information system for data collection of the poor are the interview method, the observation method and the library study. For software design, the author uses the extreme programming method and the system built is designed with a simple flow and interface design, so that it can be easily used among villages. Where village officials only input population data and data on providing assistance to residents and then the system will store the data, making it easier for officers to manage population data, both upper, middle and poor level residents. With this web-based information system, it is hoped that it can help sub-district officers to record the number of poverty in Tapos-Bogor Village easily, faster and more efficiently so that the results obtained can be accurate, effective and efficient.
RANCANG RANCANG BANGUN SISTEM PEMBELIAN VOUCHER GAME ONLINE BERBASIS WEBSITE MENGGUNAKAN TEKNOLOGI MERN STACK DENGAN MODEL WATERFALL (Studi Kasus : Good Gaming Store) Fajar Setiawan; Hadi Zakaria
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 1 No 05 (2022): OKTAL : Jurnal Ilmu Komputer dan Sains
Publisher : CV. Multi Kreasi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Games are software that is made to fill free time to play games as entertainment. Each game player can purchase items used to win the game, and items can enhance the abilities of the actor in the game itself. In purchasing game vouchers players want an easy, fast and cheap payment system. Based on the above problems, it is necessary to create a web-based application that can help players buy vouchers in the game. What is done in this system displays game details that suit your needs and can make direct purchases safely, easily and quickly. In the creation of this system uses MERN technology and Visual Studio Code as writing lines of code. The purpose of creating this web-based online game voucher purchase system is to make it easier for users to make game voucher purchases and provide detailed information about the online game voucher, as well as assist the store owner in filling out the game voucher.
Sistem Monitoring Jaringan Melalui Notifikasi Telegram Dengan Application Programming Interface (API) Menggunakan Netwatch Mikrotik Pada Jaringan PT. Solusi Trimegah Persada Mohamad Fathur Janwar Setiadie Wiriaatmadja; Niki Ratama
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 1 No 06 (2022): OKTAL : Jurnal Ilmu Komputer Dan Sains
Publisher : CV. Multi Kreasi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Jaringan Internet menjadi kebutuhan yang sangat mendasar untuk proses memberikan informasi dan pengetahuan. Penelitian ini bertujuan untuk memonitoring sistem koneksi jaringan pada PT. Solusi Trimegah Persada. Saat ini, proses memonitoring kendala jaringan internet masih dilakukan secara manual, sehingga prosesnya menjadi lambat penanganannya dan kurang efisien. Sistem monitoring mengakses Router Mikrotik menggunakan aplikasi Winbox. Kemudian buka aplikasi Winbox pada PC yang akan digunakan untuk meremot akses konfigurasi Netwatch pada Router Mikrotik.Teknik yang digunakan yaitu dengan service API yang terintegrasi dengan telegram. Setelah terkonfigurasi notifikasi telegram akan diterima oleh teknisi, admin dan client. 15 responden diperoleh data Variabel belum efektif 65,3% persen responden sangat setuju bahwa monitoring cara konvensional belum efektif dan Variabel Efektif  90% persen responden sangat setuju menyatakan efektif dan sangat efektif monitoring dengan netwatch mikrotik dengan API Telegram.
Rancang Bangun Prototype Dongkrak Mekanik Dengan Media Komunikasi Smartphone Aripin Triyanto; Ariyawan Sunardi; Ojak Abdul Rozak; Rendra Sasmita
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 1 No 05 (2022): OKTAL : Jurnal Ilmu Komputer dan Sains
Publisher : CV. Multi Kreasi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

A mechanical jack is one of the tools that is needed for every vehicle owner, especially in car workshops. Smartphone is a modern communication tool and the most widely used today. Some individuals or institution also have to take advantage of technological developments to make work more effective, efficient, and safer. For example, in operating a mechanical jack, although it looks simple, it requires time and energy to operate it. Therefore, a prototype of a mechanical jack controller was made by maximizing the Smartphone as an interface that is connected to the NodeMCU ESP8266 Microcontroller via the internet network which can later be developed in its actual form. The method used is to program NodeMCU for DC motors, current sensors, load cells, with the aim that the jack can be controlled remotely and the current on the DC motor and the load on the jack can be monitored via a smartphone. The results obtained from the study are, the jack can increase and decrease the maximum load of 5kg, with a current when rising is 0.31A, and the average time to rise is 42 seconds. With the effectiveness of the working distance between the jack and the smartphone can be controlled remotely.
PERANCANGAN APLIKASI E-LEARNING BERBASIS WEB DENGAN METODE RAPID APPLICATION DEVELOVMENT STUDI KASUS (SMP PLUS BINA TRAMPIL RUMPIN) Indra Kurniawan; Ferry Agus Sianipar
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 1 No 05 (2022): OKTAL : Jurnal Ilmu Komputer dan Sains
Publisher : CV. Multi Kreasi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The world of education in Indonesia is experiencing difficulties caused by the pandemic, the impact is that the learning mechanism of students is not going well enough. One of the conveniences offered by technology is to present an e-learning system that really helps the learning mechanism in schools throughout Indonesia. SMP Plus Bina Trampil Rumpin is a school that still uses the conventional learning system, namely by meeting face to face. However, since the pandemic, the learning mechanism is no longer carried out face-to-face, instead of using mobile phones, especially in providing material and sending assignments given by the teacher. Making whatsApp groups per class, it is actually not enough to help students overcome their difficulties, because not all students have cellphones as a result, some students cannot follow the online learning mechanism properly. The methods used in data collection are observation, interviews, and literature studies, while the system development uses the rapid application development method. The results that can overcome the existing problems are being able to assist the process of delivering lessons and assisting students in obtaining subject matter via online
PERANCANGAN SISTEM INFORMASI KEUANGAN BERBASIS WEB PADA CV. MITRA WARNATAMA DENGAN METODE WATERFALL Aris Anggara Putra; Ardianto Moenir
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 1 No 06 (2022): OKTAL : Jurnal Ilmu Komputer Dan Sains
Publisher : CV. Multi Kreasi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Asmara, J. (2019). Rancang Bangun Sistem Informasi Desa Berbasis Website (Studi Kasus Desa Netpala). Jurnal Pendidikan Teknologi Informasi (JUKANTI) Volume (2) No (1) Mei 2019 , 1-7. Bambang Hermanto, M. Y. (2019). SISTEM INFORMASI MANAJEMEN KEUANGAN PADA PT. HULU BALANG MANDIRI MENGGUNAKAN FRAMEWORK LARAVEL. Jurnal Komputasi Vol 7 No.1 ,2019 , 17-26. Billy Marentek, A. S. (2017). Rancang Bangun Web Service Sistem Informasi Keuangan GMIM Wilayah Tomohon 3. E-Journal Teknik Informatika Vol.12, No.1 (2017), 1-7. Buhori Muslim, L. D. (2016). SISTEM INFORMASI PERATURAN DAERAH (PERDA)KOTA PAGAR ALAM BERBASIS WEB. Jurnal Ilmiah Betrik, Vol. 07, No.01, April 2016, 7, 36-49. Hamid Kurniawan, W. A. (2020). PENERAPAN METODE WATERFALL DALAM PERANCANGAN SISTEM INFORMASI PENGGAJIAN PADA SMK BINA KARYA KARAWANG. Jurnal Interkom Vol. 14 No. 4 –Januari 2020 , 13-23. Hendini, A. (2016). PEMODELAN UML SISTEM INFORMASI MONITORINGPENJUALAN DAN STOK BARANG(STUDI KASUS: DISTROZHEZHAPONTIANAK). JURNAL KHATULISTIWA INFORMATIKA, VOL. IV, NO.2 DESEMBER 2016, IV, 107-116. Iskandar, J. (2019). IMPLEMENTASI SISTEM MANAJEMEN KEUANGAN PENDIDIKAN. JURNAL IDAARAH, VOL. III, NO. 1, JUNI 2019, III, 114-123. Josi, A. (2017). PENERAPAN METODE PROTOTIPING DALAM PEMBANGUNAN WEBSITE DESA (STUDI KASUS DESA SUGIHAN KECAMATAN RAMBANG). JTI, Vol 9No.1, Juni2017, 9, 50-57. Moch Zawaruddin Abdullah, M. A. (2020). Rancang Bangun Sistem Informasi Akuntansi Berbasis Websitemenggunakan Framework Laravel (Studi kasus pada UKM Batik dan Bordir Desa Pakisaji Kabupaten Malang). Jurnal Sains, Teknologi dan Industri, Vol. 18, No. 1, Desember 2020, 49-56. Sari, Y. P. (2017). RANCANG BANGUN APLIKASI PENJUALAN DAN PERSEDIAAN OBAT PADA APOTEK MERBEN DI KOTA PRABUMULIH. JSK, Vol. 1, No. 1, Juni 2017, 1, 81-88. Yanuard, A. A. (2018). RANCANG BANGUN SISTEM INFORMASI KEUANGAN PADA PT. SECRET DISCOVERIES TRAVEL AND LEISURE BERBASIS WEB. Jurnal Teknik Informatika (JIKA) Universitas Muhammadiyah Tangerang Oktober 2018, 1-7. Yoki Firmansyah, P. (2017). Penerapan Metode SDLC WaterfallDalam Pembuatan Aplikasi Pelayanan Anggota Pada CU Duta Usaha Bersama Pontianak . Jurnal Bianglala Informatika Vol 5 No 2 –Tahun 2017, 53-61.
REKOMENDASI JURUSAN TERBAIK SEKOLAH MENENGAH KEJURUAN (SMK) KOTA CILEGON DENGAN METODE SIMPLE ADDITIVE WEIGHTING Haris Triono Sigit; Sulistiyono; Suherman
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 1 No 05 (2022): OKTAL : Jurnal Ilmu Komputer dan Sains
Publisher : CV. Multi Kreasi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research will help students in choosing majors at SMK Cilegon City, namely by creating a website application by providing choices of majors criteria that have been determined by the Admin. The method used is Simple Additive Weighting (SAW). The advantage of this SAW method lies in its ability to make a more precise assessment because it is based on the value of the criteria and the weight of the level of importance required. The SAW method can also select the best alternative from a number of available alternatives, then a ranking process is carried out in which the total weight values ​​of all criteria are added up after determining the weight value of each criterion. The way this method works is to search for majors based on the selected criteria so that it will display in detail about the majors.
Rancang Bangun Aplikasi Sistem Pakar Penentuan Perawatan Kecantikan Dengan Menggunakan Metode Certainty Factor Berbasis Web Amelia Septi Aisyah; Saprudin
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 1 No 06 (2022): OKTAL : Jurnal Ilmu Komputer Dan Sains
Publisher : CV. Multi Kreasi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Umumnya yang dilakukan orang awam apabila mengalami gejala kondisi kulit wajah adalah konsultasi dengan dokter/pakar kecantikan. Namun, dalam melakukan perawatan ke klinik kecantikan tersebut terdapat permasalahan yang dialami oleh sebagian orang yaitu biaya konsultasi yang relatif mahal serta kurangnya infromasi pengetahuan masyarakat tentang saran produk dan perawatan yang sesuai dengan kondisi kulit wajah. Berdasarkan fakta tersebut penulis ingin merancang sebuah sistem pakar yang dapat membantu masyarakat dalam melakukan konsultasi tentang perawatan kecantikan serta memberikan informasi tentang saran produk kecantikan yang cocok untuk kebutuhan kulit wajah. Sistem pakar yang dirancang menggunakan metode certainty factor, dan transformasi pengetahuan dari pakar ke dalam bentuk interprestasi pengetahuan berbasis web.
Perancangan Dan Impelementasi Sistem Penjualan Berbasis Web Menggunakan Metode Prototype (Studi Kasus : Allawn Archery) Muhammad Fazil Abdillah Fazil; Pari Purnaningsih
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 1 No 06 (2022): OKTAL : Jurnal Ilmu Komputer Dan Sains
Publisher : CV. Multi Kreasi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Allawn Archery is a traditional archery shop. On the other hand, Allawn archery wants to make the store wider in its scope of business. Currently, Allawn archery does not have a special website for selling their products. Product orders are made by sending a message via Whatsapp (WA) and the order data collection is recorded in hard copy format and then inputted into application spreadsheet. This is certainly less effective in terms of time because the sales department of Allawn archery is currently only managed by one (1) person. The method used to design this web-based online store information system is Prototype. The first stage is to analyze the system requirements and then the design stage using UML diagrams. This web-based online store information system is designed and built using the CodeIgniter v.4 framework and MySQL database as data storage. The result of this research is an information system designed to be able to process information related to the sale of Allawn archery products and to process all purchase transaction data for Allawn archery products

Page 7 of 110 | Total Record : 1093


Filter by Year

2022 2025


Filter By Issues
All Issue Vol 4 No 12 (2025): OKTAL : Jurnal Ilmu Komputer Dan Sains (INPRESS) Vol 4 No 11 (2025): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 4 No 10 (2025): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 4 No 09 (2025): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 4 No 08 (2025): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 4 No 07 (2025): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 4 No 06 (2025): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 4 No 05 (2025): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 4 No 04 (2025): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 4 No 03 (2025): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 3 No 12 (2024): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 3 No 11 (2024): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 3 No 10 (2024): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 3 No 09 (2024): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 3 No 08 (2024): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 3 No 07 (2024): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 3 No 06 (2024): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 3 No 05 (2024): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 3 No 04 (2024): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 3 No 03 (2024): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 3 No 02 (2024): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 3 No 01 (2024): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 2 No 12 (2023): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 2 No 11 (2023): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 2 No 10 (2023): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 2 No 09 (2023): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 2 No 08 (2023): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 2 No 07 (2023): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 2 No 06 (2023): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 2 No 05 (2023): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 2 No 04 (2023): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 2 No 03 (2023): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 2 No 02 (2023): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 2 No 01 (2023): OKTAL : Jurnal Ilmu Komputer dan Sains Vol 1 No 12 (2022): OKTAL : Jurnal Ilmu Komputer dan Sains Vol 1 No 11 (2022): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 1 No 10 (2022): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 1 No 09 (2022): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 1 No 08 (2022): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 1 No 07 (2022): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 1 No 06 (2022): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 1 No 05 (2022): OKTAL : Jurnal Ilmu Komputer dan Sains Vol 1 No 04 (2022): OKTAL : Jurnal Ilmu Komputer dan Sains Vol 1 No 03 (2022): OKTAL : Jurnal Ilmu Komputer dan Sains Vol 1 No 02 (2022): OKTAL : Jurnal Ilmu Komputer Dan Sains Vol 1 No 01 (2022): OKTAL : Jurnal Ilmu Komputer Dan Sains More Issue