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Contact Name
Yusuf Ramadhan Nasution
Contact Email
jirsi.jurnal@gmail.com
Phone
+6285297473212
Journal Mail Official
jirsi.jurnal@gmail.com
Editorial Address
Jl. Kapten M. Jamil Lubis No.45, Bandar Selamat, Kec. Medan Tembung, Kota Medan, Sumatera Utara 20223
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Kota medan,
Sumatera utara
INDONESIA
Jurnal Ilmu Komputer dan Sistem Informasi
Published by Unity Academy
ISSN : 28306031     EISSN : 28303954     DOI : -
Core Subject : Science,
Jurnal Ilmu Komputer dan Sistem Informasi (JIRSI) dikelola secara profesional oleh LKP UNITY Academy dalam membantu para akademisi, peneliti dan praktisi untuk menyebarkan hasil penelitiannya dalam panduan Kemendikbud Ristek Dikti. Jurnal Ilmu Komputer dan Sistem Informasi (JIRSI) Adalah sebuah Jurnal blind peer-review yang didedikasikan untuk publikasi hasil karya ilmiah yang berkualitas di bidang Ilmu Komputer dan Teknologi Informasi (bidang rekayasa perangkat lunak, ilmu komputer, sistem informasi, teknologi informasi dan komunikasi, meachine learning, mikrokontroller, artificial intelligence, computer vision, jaringan komputer). Jurnal Ilmu Komputer dan Sistem Informasi (JIRSI) Terbit 3 kali setahun (Januari, Mei, September).
Articles 95 Documents
Aplikasi Pembelajaran Interaktif Berbasis Adobe Animate Pada Pembelajaran Moral Etika di Sekolah Metta Maitreya Kartika, Mega; Desnelita, Yenny
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 4 No. 3 (2025): September 2025
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v4i3.218

Abstract

The advancement of information technology has created significant opportunities in the field of education, particularly in the development of interactive learning media. This research aims to design and develop an interactive learning application based on Adobe Animate to support the teaching of Moral Ethics at Metta Maitreya School. The development method employed in this study is the waterfall model, which encompasses stages of needs analysis, system design, implementation, testing, and maintenance. The application is designed to provide a more engaging and interactive learning experience for first-grade elementary students, featuring digital materials, interactive quizzes, and educational games. Testing is conducted using black box testing methods to ensure that each function operates effectively. Additionally, the effectiveness of the application is evaluated through questionnaires distributed to teachers. The results of the testing and evaluation indicate that this application is effective in enhancing students' understanding of Moral Ethics concepts. With an average user satisfaction score of 93.4%, the application is regarded as user-friendly, engaging, and capable of increasing student interaction during learning. In conclusion, this application represents an innovative solution to support technology-based teaching methods, particularly in the area of Moral Ethics education at the elementary school level.
Research Article Prediksi Harga Daging Sapi Menggunakan Regresi Linear Berganda Setiawan, Rio; Ajuirai, Ajuirai; Azka R, Rifqy; Hasibuan, Arnawan; Fhonna, Rizky Putra
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 4 No. 3 (2025): September 2025
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v4i3.223

Abstract

Beef prices in the market tend to experience unpredictable changes influenced by various factors, such as consumer demand and feed costs. This instability can make it difficult for business actors and farmers to determine the right pricing strategy. This study aims to build a beef price prediction system using the multiple linear regression method with input variables in the form of the amount of demand and feed costs. Data were obtained from the National Food Price Panel and processed using a statistical approach to form a predictive model. The Root Mean Square Error (RMSE) value is used as an indicator of model accuracy. The model results are then implemented into a website-based application using the PHP programming language and MySQL database. This application allows users to enter input data and get real-time price prediction results. With this system, it is expected to help farmers, traders, and policy makers in making more accurate and efficient decisions based on historical data. This system can also be further developed by adding other related variables to increase the level of accuracy of beef price predictions.
Mengenal Dinosaurus Dengan Memanfaatkan Game Edukasi Museum Virtual Hasibuan, Agung Bardansyah; Sundari, Siti
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 4 No. 3 (2025): September 2025
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v4i3.234

Abstract

The importance of introducing knowledge about dinosaurs as part of prehistoric life history to children from an early age cannot be overlooked. This understanding equips them with a foundational perspective on Earth's evolution and ancient biodiversity. Unfortunately, conventional teaching methods often fail to capture children's interest, appearing monotonous and lacking immersive learning experiences. This limits their potential to deeply explore and appreciate the wonders of the prehistoric world. Recognizing these limitations, an innovative study was conducted to develop an educational game based on multimedia technology, specifically designed to address these challenges. The primary objective of this game is to enable users—especially children—to learn about various types of dinosaurs through a first-person perspective within a detailed and interactive virtual museum environment. The development method used in this project is the Multimedia Development Life Cycle (MDLC), a systematic framework consisting of six essential stages: concept, design, material collection, creation, testing, and distribution. The game is carefully designed to allow users to explore the museum interactively, as if they were physically present. Users are free to interact with realistic 3D models of dinosaurs and receive educational information through easily understandable visual and audio formats. Test results show that the game successfully provides an enjoyable learning experience, significantly enhances children's interest in dinosaur history, and supports a more interactive and effective learning process. Therefore, this innovative media is expected to serve as a fresh and effective alternative for delivering educational content based on history and science to children, opening doors to deeper understanding and excitement in learning. The game also demonstrated increased learning interest, with 93.8% of users providing positive feedback.
Implementasi dan Analisi Image Scalling Menggunakan Bilinier Interpolation pada Citra Kendaraan Ramadhan, Fahmi
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 4 No. 3 (2025): September 2025
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v4i3.235

Abstract

Digital image processing is an essential area in computer science, particularly in manipulating and transforming images for analysis and visualization purposes. One of the fundamental techniques is image scaling, which involves enlarging or reducing the dimensions of an imageThe tests indicate that extreme downscaling leads to a significant decrease in image quality, reflected by lower PSNR and higher MSE. In contrast, moderate upscaling tends to preserve more visual quality, although it cannot enhance image details beyond the original resolution. In conclusion, the bilinear interpolation method can be effectively applied for image scaling in light to moderate scenarios. The evaluation using PSNR and MSE provides a clear quantitative insight into image degradation caused by scaling. This application can serve as a foundation for further development in image processing systems, such as object detection, vehicle classification, or visual surveillance systems.
Analisis Perbandingan Kapasitas Penyisipan Data dan Kualitas Citra Dalam Teknik Steganografi LSB dan MSB Menggunakan Peak to Signal to Noise Ratio dan Mean Squared Error Fauzi, Ilham; Khairani, Mufida
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 4 No. 3 (2025): September 2025
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v4i3.236

Abstract

This study discusses a comparison between the Least Significant Bit (LSB) and Most Significant Bit (MSB) methods in digital image steganography based on image quality parameters using the Mean Squared Error (MSE) value. The LSB method embeds secret information in the least significant bits of each pixel, while the MSB method embeds information in the most significant bits. The test results show that the LSB method produces very low MSE values, ranging from 0.1 to 2, thereby maintaining image quality with changes that are visually imperceptible. In contrast, the MSB method produces high MSE values, reaching 40 and above, indicating significant pixel intensity changes and a considerable decline in image quality. Based on these results, it can be concluded that the LSB method is more effective and secure for hiding data in digital images, as it preserves visual quality and is difficult to detect. Meanwhile, the MSB method is less recommended due to its susceptibility to detection and noticeable degradation of image quality.
Perancangan Sistem pencatatan progres harian proyek berbasis web di estungkara digital Prayoga, Moh. Noval; Baijuri, Achmad
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 4 No. 3 (2025): September 2025
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v4i3.240

Abstract

This research aims to design a Web-Based Daily Project Progress Recording System at Estungkara Digital Malang using the Object-Oriented Analysis and Design (OOAD) approach. The type of research conducted is applied research, focusing on system requirements analysis and design without proceeding to the implementation stage. Data were collected through observation, interviews, and literature review to obtain a clear understanding of the ongoing project progress recording process and the challenges encountered. System analysis was carried out using Unified Modeling Language (UML) modeling tools, including use case diagrams, activity diagrams, sequence diagrams, and class diagrams. In addition, database design was developed using the Conceptual Data Model (CDM) and Physical Data Model (PDM). The result of this research is a system blueprint that can serve as a reference for further application development. The designed system is expected to provide flexibility in data management, simplify monitoring processes, enhance reporting transparency, and support project management effectiveness at Estungkara Digital Malang.
Perancangan Perancangan Sistem Penjadwalan Otomasi Petugas Vidiotron di Dinas Komunikasi dan Informatika Situbondo Agil, Mohammad; Homaidi, Ahmad.; Hamdani W.M, Iqbal
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 4 No. 3 (2025): September 2025
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v4i3.243

Abstract

This study discusses the design of an automated scheduling system for vidiotron staff at the Department of Communication and Informatics of Situbondo, with the aim of developing a web-based system that simplifies scheduling, task distribution, and staff data management in a structured and efficient manner. The research method includes requirements analysis, input design, process design, application architecture, and system modeling using Unified Modeling Language (UML). The results of this study produce a system design featuring user login, staff data input, activity scheduling, automated scheduling, report and documentation storage, as well as the ability to download schedules in PDF format. In conclusion, this automated scheduling system can reduce delays, irregular task assignments, and support the smooth operation of vidiotron activities, while future research is expected to continue to the coding stage to produce a fully functional web-based application.
Perancangan Sistem Peminjaman Barang Inventaris di Dinas Komunikasi dan Informatika Kabupaten Situbondo Hasan, Fiki; Homaidi, A.; Hamdani WM , Iqbal
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 4 No. 3 (2025): September 2025
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v4i3.244

Abstract

The management of inventory at the Department of Communication and Informatics of Situbondo Regency is still carried out manually, which often leads to various problems such as recording errors, loss of important information, and difficulties in monitoring the status of borrowed or available items. This condition results in suboptimal utilization of inventory, decreased work efficiency, and disruption of overall public service performance. To address these issues, this study designs and implements an integrated web-based inventory loan information system. The system development adopts the System Development Life Cycle (SDLC) method with the Waterfall model, consisting of requirements analysis, design, implementation, testing, and continuous maintenance. Research data were collected through direct field observations, interviews with related staff, and literature review of relevant references. The developed information system is designed to facilitate the entire process of borrowing, including loan requests, approval by officers, transaction recording, item returns, and automated report generation. With the implementation of this web-based system, all processes can be centrally managed, thereby improving the speed and accuracy of data recording, simplifying monitoring of item status, and significantly reducing the risk of information loss. In addition, the system is expected to enhance transparency, accuracy, and accountability in inventory management while providing tangible positive contributions to improving performance and service quality within the Department of Communication and Informatics of Situbondo Regency.
Perancangan Antarmuka Web Visualisasi Grafik Susut Listrik PT PLN UP3 Lubuk Pakam dengan Design Thinking Anugraha, Daffa; Santoso, Heri
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 4 No. 3 (2025): September 2025
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v4i3.255

Abstract

The development of information technology encourages PT PLN (Persero) UP3 Lubuk Pakam to improve efficiency in monitoring electricity loss and cumulative energy data. Currently, data presentation is still manual and less interactive, making the analysis and decision-making process more difficult. This study aims to design a web interface that presents loss data visualization dynamically and comprehensibly. The method used is Design Thinking, which consists of five stages: Empathize, Define, Ideate, Prototype, and Test. These stages are carried out iteratively and focus on user needs. The final result is a web interface prototype featuring interactive charts, simple navigation, and a login system to restrict data input access. The trial results show that the design is simple, responsive, and helps users quickly understand the data. This design is expected to support work efficiency and improve the quality of decision-making within PLN UP3 Lubuk Pakam.
Implementasi Komputer Vision untuk Mendeteksi Ruang Parkir Kosong pada Kendaraan Roda 4 Berbasis Canny Edge Detection Al Rasyid, Harun; Aulia , Rachmat
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 4 No. 3 (2025): September 2025
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v4i3.238

Abstract

An automatic parking slot detection system based on image processing offers an innovative solution to overcome parking space limitations and enhance vehicle parking efficiency. This study aims to implement and evaluate the accuracy of a visual-based parking slot detection method. The detection process involves a series of image processing stages, from preprocessing to segmentation of parking slot areas. Based on four tests conducted, the system successfully detected parking slots in all tested scenarios. These results indicate that the implemented algorithm has a high success rate in recognizing empty parking slots. The consistent success across all trials confirms the system's stability and reliability under various visual conditions. These findings provide a strong foundation for further development toward more complex and real-time automated parking systems in real-world environments. Keywords: Parking detection, image processing, empty slot, segmentation, automation.

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