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Contact Name
Brave A. Sugiarso
Contact Email
brave@unsrat.ac.id
Phone
+6282195447295
Journal Mail Official
ejournal.elektro@unsrat.ac.id
Editorial Address
https://ejournal.unsrat.ac.id/index.php/elekdankom/about/editorialTeam
Location
Kota manado,
Sulawesi utara
INDONESIA
Jurnal Teknik Elektro dan Komputer
ISSN : 23018402     EISSN : 2685368X     DOI : 10.35793
This e-journal is a publication and information forum for papers, theses, research, planning, and design concepts, as well as analysis from students, lecturers, or other writers. The scope of the articles published in this journal deal with a broad range of topics, including : Electronics engineering, Computer engineering, Computer science, Power engineering, Control engineering, Artificial Engineering
Articles 455 Documents
Indeks Keandalan Sistem Distribusi Daya Listrik Berdasarkan SAIFI dan SAIDI: Reliability Index of Electrical Power Distribution System Based on SAIFI and SAIDI Silimang, Sartje
Jurnal Teknik Elektro dan Komputer Vol. 12 No. 3 (2023): Jurnal Teknik Elektro dan Komputer
Publisher : Universitas Sam Ratulangi

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

Abstract

Abstract - System reliability becomes an important part in the distribution of electrical energy. Disruptions from both internal and external factors that caused a long duration blackouts and often occured can affect the level of system reliability, in fact the blackouts that occured can cause cost losses due to undistributed energy. Therefore, it needs to calculate the reliability index based on SAIFI (System Average Interruption Frequency Index) and SAIDI (System Average Interruption Duration Index) in North Minahasa area which have 9 feeder from 4 main station and compare the result of calculating with PLN, IEEE, and WCS&WCC standard which has been multiplied with Sulawesi area adjustment factors by 1.3 and the calculation of cost loss experienced due to blackouts in 2019 and 2020. Based on the calculation result and analysis shows that almost all feeder in 2019 and 2020 had SAIFI and SAIDI value exceeding the standard except SW 2 feeder with SAIFI and SAIDI value by 0,00028 times/customer/year and 0,00083 hours/customer/ year in 2019 and in 2020 by 0,00011 times/customer/year and 0,00032 hours/customer/year. With the total of cost loss in 2019 and 2020 is Rp.2.069.227.200 and Rp.859.432.000. All the feeders that do not exceed the standard can be said reliable and the feeders that exceed the standard is unreliable. Keywords - Cost loss; North Minahasa; Reliability; SAIDI; SAIFI. Abstrak - Keandalan sistem menjadi bagian penting dalam pendistribusian energi listrik. Gangguan- gangguan baik oleh faktor internal maupun eksternal yang menyebabkan pemadaman yang durasinya begitu lama dan sering terjadi dapat mempengaruhi tingkat keandalan sistem, bahkan pemadaman yang terjadi dapat menimbulkan kerugian biaya karena energi yang tidak tersalurkan. Untuk itu perlu dilakukan perhitungan indeks keandalan berdasarkan SAIFI (System Avarage Interruption Frequency Index) dan SAIDI (System Avarage Interruption Duration Index) di area Minahasa Utara yang terdapat 9 penyulang dari 4 Gardu Induk dan membandingkan hasil perhitungan dengan standar PLN, IEEE, WCS&WCC yang telah dikalikan dengan faktor   penyesuaian daerah Sulawesi sebesar 1,3 serta perhitungan kerugian biaya yang dialami akibat adanya pemadaman tahun 2019 dan 2020. Berdasarkan hasil perhitungan dan analisa menunjukkan bahwa hampir semua penyulang di tahun 2019 dan 2020 memiliki nilai SAIFI dan SAIDI melebihi standar kecuali penyulang SW 2 dengan nilai SAIFI dan SAIDI tahun 2019 sebesar 0,00028 kali/pelanggan/tahun dan 0,00083 jam/pelanggan/tahun serta tahun 2020 sebesar 0,00011 kali/pelanggan/tahun dan 0,00032 jam/pelanggan/tahun. Dengan total kerugian biaya di tahun 2019 dan 2020 sebesar Rp.2.069.227.200 dan Rp.859.432.000. Semua penyulang yang tidak melebihi standar dapat dikatakan andal dan yang melebihi standar dapat dikatakan tidak andal. Kata kunci – Kerugian Biaya; Minahasa Utara; Keandalan; SAIDI; SAIFI.
Efficiency Comparison of Keyframe Animation and Motion Capture in Computer Graphics: Perbandingan Efisiensi Keyframe Animation dan Motion Capture dalam Grafika Komputer Aulia, Fitri; Umam, Busro Akramul; Qurniawati, Muslimah; Qistubillah, Nabil
Jurnal Teknik Elektro dan Komputer Vol. 14 No. 3 (2025): Jurnal Teknik Elektro dan Komputer
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jtek.v14i3.62255

Abstract

Abstract  — This study aims to analyze the efficiency of two dominant animation methods Motion Capture and Keyframe Animation in contemporary animation production. Using a qualitative descriptive approach supported by a literature review and document observation from 20 academic and industrial sources (2022–2024), this research highlights critical aspects such as production time, motion realism, creative flexibility, and resource allocation. The results show that Motion Capture excels in speed and naturalistic movement reproduction, making it ideal for realistic characters in film and video games. However, Keyframe Animation offers superior stylization and control, suitable for creative storytelling and exaggerated motion. The study concludes that both methods have strategic relevance depending on production context and recommends hybrid workflows as an emerging solution in modern animation pipelines. Keywords — Motion Capture, Keyframe Animation, animation efficiency, character movement, hybrid animation   Abstrak — Penelitian ini bertujuan untuk menganalisis efisiensi dua metode animasi utama Motion Capture dan Keyframe Animation dalam produksi animasi kontemporer. Dengan pendekatan deskriptif kualitatif yang didukung studi pustaka dan observasi dokumentasi dari 20 sumber akademik dan industri (2022–2024), penelitian ini menyoroti aspek penting seperti waktu produksi, realisme gerak, fleksibilitas kreatif, dan alokasi sumber daya. Hasil penelitian menunjukkan bahwa Motion Capture unggul dalam kecepatan dan reproduksi gerakan alami, menjadikannya ideal untuk karakter realistis dalam film dan video game. Namun, Keyframe Animation menawarkan gaya dan kontrol yang lebih ekspresif, cocok untuk penceritaan kreatif dan gerakan yang dilebih-lebihkan. Studi ini menyimpulkan bahwa kedua metode memiliki relevansi strategis sesuai konteks produksi, dan merekomendasikan pendekatan hibrida sebagai solusi inovatif dalam pipeline animasi modern. Kata kunci — Motion Capture, Keyframe Animation, efisiensi animasi, gerakan karakter, animasi hibrida
Virtual Reality As a Media For Introducing Minahasa Traditional Dances: Realitas Virtual Sebagai Media Pengenalan Tari Tradisional Minahasa Akay, Yuri V.
Jurnal Teknik Elektro dan Komputer Vol. 14 No. 3 (2025): Jurnal Teknik Elektro dan Komputer
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jtek.v14i3.63782

Abstract

Traditional dance is an important part of cultural heritage that reflects the identity and values of the community. Minahasa has various traditional dances, such as the Kabasaran, Maengket, and Pisok dances, which are rich in philosophical and historical meaning. However, the younger generation's interest in traditional dances tends to decline due to the lack of interesting and interactive learning media. Virtual Reality (VR) technology offers an innovative solution in cultural preservation by creating an immersive experience that allows users to interact in a three-dimensional environment. This research aims to develop a Virtual Reality-based application as a medium for introducing Minahasan Traditional Dances so that it can be accessed anytime and anywhere. The system design method includes concept, design, material collection, assembly, testing, and distribution. The test results show that the VR application can run well on the device used and can display the dance stably. The result of this research is a Virtual Reality application that can introduce Minahasan dances and support the preservation of Minahasan culture. Keywords – Application; Android; Dances; Minahasa; Traditional; Virtual Reality.   Tarian tradisional merupakan bagian penting dari warisan budaya yang merefleksikan identitas dan nilai masyarakat. Minahasa memiliki berbagai tarian tradisional, seperti Tari Kabasaran, Maengket, dan Pisok, yang sarat makna filosofis dan historis. Namun, minat generasi muda terhadap tarian tradisional cenderung menurun akibat kurangnya media pembelajaran yang menarik dan interaktif. Teknologi Virtual Reality (VR) menawarkan solusi inovatif dalam pelestarian budaya dengan menciptakan pengalaman imersif yang memungkinkan pengguna berinteraksi dalam lingkungan tiga dimensi. Penelitian ini bertujuan mengembangkan aplikasi berbasis Virtual Reality sebagai media pengenalan Tarian Tradisional Minahasa agar dapat diakses kapan saja dan di mana saja. Metode perancangan sistem meliputi konsep, perancangan, pengumpulan materi, pembuatan, pengujian, dan pendistribusian. Hasil uji coba menunjukkan bahwa aplikasi VR dapat berjalan dengan baik pada perangkat yang digunakan dan dapat menampilkan tarian secara stabil. Hasil dari penelitian ini adalah aplikasi Virtual Reality yang dapat mengenalkan tarian minahasa serta mendukung pelestarian budaya Minahasa. Kata kunci – Aplikasi; Android; Minahasa; Realitas Virtual; Tarian; Tradisional;
Implementation of Virtual Reality Technology for Visualization of Moraya Fortress Tondano: Implementasi Virtual Reality Untuk Visualisasi Interaktif Benteng Moraya Tondano Henry Valentino Florensius Kainde; Ruindungan, Dirko G. S
Jurnal Teknik Elektro dan Komputer Vol. 14 No. 3 (2025): Jurnal Teknik Elektro dan Komputer
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jtek.v14i3.64662

Abstract

Abstract —This study aims to develop the Benteng Moraya Virtual Tour application as a digital cultural preservation medium using Virtual Reality (VR) technology. The research was motivated by the need to digitize local historical sites amid the declining interest of younger generations in regional history. The method used refers to the Multimedia Development Life Cycle (MDLC). Data collection was conducted through direct documentation at the Benteng Moraya site, followed by 3D modeling using Blender and integration into Unity 3D. The resulting application allows users to explore a realistic and interactive 360° virtual environment. The black box testing results show that all main features, including navigation, information, and user control, functioned properly as designed. This application serves not only as a virtual exploration tool but also as an educational medium that promotes local cultural heritage preservation in the digital era. Key words— Benteng Moraya; Cultural Preservation; Virtual Reality; Virtual Tour; MDLC   Abstrak —Penelitian ini bertujuan untuk mengembangkan aplikasi Virtual Tour Benteng Moraya sebagai media pelestarian budaya digital menggunakan teknologi Virtual Reality (VR). Latar belakang penelitian ini berangkat dari kebutuhan untuk mendigitalisasi situs bersejarah lokal di tengah rendahnya minat generasi muda terhadap sejarah daerah. Metode yang digunakan mengacu pada Multimedia Development Life Cycle (MDLC). Proses pengumpulan data dilakukan melalui dokumentasi langsung di situs Benteng Moraya yang kemudian dimodelkan dalam bentuk tiga dimensi menggunakan Blender dan diintegrasikan ke dalam Unity 3D. Aplikasi ini memungkinkan pengguna menjelajahi lingkungan virtual dengan tampilan 360° yang realistis dan interaktif. Hasil pengujian black box menunjukkan seluruh fitur utama berjalan dengan baik sesuai rancangan, meliputi fungsi navigasi, informasi, dan kontrol pengguna. Aplikasi yang dihasilkan tidak hanya berfungsi sebagai sarana eksplorasi virtual, tetapi juga sebagai media edukatif yang mendukung pelestarian budaya lokal di era digital. Kata kunci — Benteng Moraya; Pelestarian Budaya; Virtual Reality; Virtual Tour; MDLC
Aligning University Vision–Mission using COBIT 2019 Goals Cascade Palar, Syalomita; Sentinuwo, Steven Ray; Rumagit, Arthur
Jurnal Teknik Elektro dan Komputer Vol. 15 No. 1 (2026): Jurnal Teknik Elektro dan Komputer
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jtek.v15i1.65961

Abstract

Abstract — A university's strategic objectives need to be systematically aligned with InformationTechnology (IT) governance to ensure IT truly supports the achievement of the institution's vision and mission. An effective method to achieve this goal is by using the COBIT 2019 framework. The approach taken is a two-stage mapping process. The first stage involves translating the university's Vision and Mission into COBIT's Enterprise Goals (EG). Then, in the second stage, each EG is mapped to the relevant IT Alignment Goals (AG). This step-by-step mapping process serves as a bridge connecting the university's high-level strategic direction with specific IT management activities and objectives. The result of this method is the creation of a clear and measurable connection between the university's strategic objectives and the main focus areas of IT governance, namely Value, Risk, and Performance. This connection shows how each university objective is influenced or supported by IT governance efforts. The implications are significant, as the mapping results become a strong foundation for developing the university's IT roadmap. Additionally, it helps the institution prioritize which COBIT management and governance domains should be optimized first to align with the institution's most pressing strategic needs. Thus, IT transforms from merely a supporting function into a strategic driver for the university. Key words — COBIT 2019; Enterprise Goals; Alignment Goals; IT Governance; Higher EducationStrategy; Strategic Mapping.

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