cover
Contact Name
Ali Firdaus
Contact Email
alifirdaus1970@gmail.com
Phone
+6281368612779
Journal Mail Official
jurnal.jupiter@polsri.ac.id
Editorial Address
Dewan Editor Editor-in-chief Ali Firdaus, Teknik Komputer, Politeknik Negeri Sriwijaya, Indonesia Managing Editor M. Miftakul Amin Section Editors Slamet Widodo, (Scopus ID=57202841454, Scopus H-Index=2), Teknik Komputer, Politeknik Negeri Sriwijaya, Palembang Adi Sutrisman, (Scopus ID=57201578740, Scopus H-Index=2), Teknik Komputer, Politeknik Negeri Sriwijaya, Palembang Ervi Cofriyanti, (Scopus ID=55848102300, Scopus H-Index=2), Teknik Komputer, Politeknik Negeri Sriwijaya, Palembang, Indonesia Ikhthison Mekongga, (Scopus ID=57194067236; Scopus h-index=1), Teknik Komputer, Politeknik Negeri Sriwijaya, Palembang, Indonesia Yulian Mirza, Teknik Komputer, Politeknik Negeri Sriwijaya, Indonesia Ema Laila, Teknik Komputer, Politeknik Negeri Sriwijaya, Indonesia Mustaziri ,, Teknik Komputer, Politeknik Negeri Sriwijaya, Indonesia Isnainy Azro, Teknik Komputer, Politeknik Negeri Sriwijaya, Indonesia Peer-Reviewers (Mitra Bestari) Muhammad Rahmat Widyanto, (Scopus ID=8921529200, Scopus H-index=6)Ilmu Komputer, Universitas Indonesia, Indonesia Admi Syarif, (Scopus ID=6508046463, Scopus H-index=6), Universitas Lampung, Lampung Andino Maseleno, (Scopus ID=55354910900, Scopus H-index=6), STMIK Pringsewu, Lampung Edy Winarno, (Scopus ID=56049606100, Scopus H-index=3), Universitas STIKUBANK, Semarang Joko Triloka, (Scopus ID=56401829500, Scopus H-index=2), IIB Darmajaya, Lampung Thamrin Latief, Universitas Sriwijaya, Indonesia Herlambang Saputra, Teknik Komputer, Politeknik Negeri Sriwijaya
Location
Kota palembang,
Sumatera selatan
INDONESIA
Jupiter
ISSN : 20852029     EISSN : 2622609X     DOI : -
Tentang Jurnal Ini Fokus dan Ruang Lingkup Bidang kajian yang dapat dimuat pada jurnal Jupiter meliputi dan tidak terbatas pada: Mobile Computing Image Processing Computer Graphic Artificial Intelligence Information Retrieval Computer Vision Algorithm & Complexity Data Mining Information System Distributed System Computer & Network Security Cloud Computing Cryptography Human Computer Interaction Speech Processing Natural Language Processing Pervasive Computing Social Media Semantic Web Technologies Game & Multimedia Proses Peer Review Artikel yang masuk ke dalam Jurnal JUPITER akan dilakukan review oleh editor dalam gaya selingkungnya dalam waktu sekitar maksimal 1 minggu. Dari proses review format maka akan dilanjutkan dengan proses review oleh tim reviewer Jurnal JUPITER. Dalam hal ini membutuhkan waktu sekitar 1 minggu - 2 bulan. Proses review artikel menggunakan Double Peer Review. Jika artikel dinyatakan Diterima, maka penulis tidak perlu untuk melakukan revisi. Namun jika artikel dinyatakan Diterima dengan perbaikan, penulis harus memperbaiki artikel sesuai dengan hasil review dan mengembalikan ke tim redaksi melalui OJS Jurnal JUPITER dalam kurun waktu 1 - 2 minggu. Sejarah Jurnal Jurnal Jupiter merupakan jurnal yang diterbitkan oleh Jurusan Teknik Komputer Politeknik Negeri Sriwijaya. Penerbitan jurnal ini bertujuan sebagai wahana komunikasi dan informasi ilmiah dalam bidang komputer yang diharapkan dapat membantu para dosen, peneliti, mahasiswa, dan para stakeholder untuk mempublikasikan hasil penelitian dan kajian ilmiah yang telah berhasil dilakukan. Sehingga hasilnya dapat dikonsumsi oleh berbagai komunitas ilmiah di seluruh Indonesia.
Articles 424 Documents
Sistem Informasi Absen Karyawan Menggunakan QR Code Berbasis Mobile Pada Kantor Korwil Sanga Desa Yulisa Toyyiba; Rahayu Amalia
JUPITER (Jurnal Penelitian Ilmu dan Teknologi Komputer) Vol 15 No 1c (2023): Jupiter Edisi April 2023
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281./5724/15.jupiter.2023.04

Abstract

This research is entitled employee absence information system using a mobile-basedQR Code at the Sanga Desa Korwil office. One of the main components in the world of work isattendance or attendance list. With this presence, work in a company can run in a structuredand orderly manner. Along with high mobility, the use of smartphones is now also used tosupport work activities, one of which is to do attendance. However, not many companies areusing this technology in their companies. This study aims to build a mobile-based employeeattendance system using a QR Code. This application allows users to fill in attendance easily,so employees who have limited time and do not have time to fill out the attendance list form caneasily fill out the attendance list.
Penerapan Quality of Service Dalam Menganalisis Kualitas Kinerja Metode Simple Queue Dan Queue Tree Novita Sari; Febriyanti Panjaitan
JUPITER (Jurnal Penelitian Ilmu dan Teknologi Komputer) Vol 15 No 1c (2023): Jupiter Edisi April 2023
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281./5727/15.jupiter.2023.04

Abstract

Abstract Internet use for employees is a necessity to facilitate work so that it can be completed properly. A good internet connection can be seen from the quality provided to its users. Stable internet is certainly a necessity for work activities to run smoothly without any obstacles. Therefore, this study applies Quality of Service (QoS) in analyzing the quality of computer network performance at the Prabumulih Information and Communications Service. the need for analysis using QoS to manage and optimize network quality, this research was carried out based on the stages of the Action Research method and standardization of TIPHON with wireshark application measurement tools. the results obtained from the simple queue method are in the "very good" category and for the queue tree method in the "good" category
Pengembangan Aplikasi Mobile Untuk Digital Payment Pada Internet of Thing Coffee Vending Machine Arfiandy; Heri Suroyo
JUPITER (Jurnal Penelitian Ilmu dan Teknologi Komputer) Vol 15 No 1c (2023): Jupiter Edisi April 2023
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281./5734/15.jupiter.2023.04

Abstract

Research has produced a Coffee Vending Machine (CVM) by developing an Android-based digital payment mobile application for CVM payment transactions. The digital payment transaction feature that has been developed using the Internet of Things (IoT) where users can make payments with CVM using a mobile application that can scan QR codes, After the user scans the QR code the server will process the transaction whether the balance that the user has is sufficient or not, if the balance is sufficient, the server will send a command to the CVM to issue a copy, the user's balance uses the balance that has been designed using a MySQL database. This research will use C, PHP and Java programming languages. This study uses a research method, namely the Research & Development (R&D) method and the development method used is the Unified Process Method.
Implementasi Data Mining Menggunakan Algoritma C4.5 Untuk Memprediksi Penjualan Alat – Alat Telekomunikasi Dan IT (Information Technology) Pada PT Julian Adiputra Utama Akbar Wijaya; Ahmad Mutatkin Bakti
JUPITER (Jurnal Penelitian Ilmu dan Teknologi Komputer) Vol 15 No 1c (2023): Jupiter Edisi April 2023
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281./5746/15.jupiter.2023.04

Abstract

PT Julian Adiputra Utama is a company with expertise in IT and telecommunications (Information Technology). The application of the C4.5 algorithm to classify the level of sales of telecommunication and IT equipment that is often sold to PT Julian Adiputra Utama, is a strategic step to minimize the problems faced by the company, and also PT Julian Adiputra Utama still sells their products by preorder and cannot sell ready stock. for fear that there will be a buildup of stock that will reduce profits for the company. The research method used is descriptive, conducting case study research by reviewing activities in the field, observing and interviewing related parties. The first step in this research is to select the attributes that will be processed in data mining using the rapidminer tool. The KDD method was applied by the authors of this study as a standardization in the data mining process. The source of data in this study is PT that provides sales data information, namely PT Julian Adiputra Utama. The data will be processed with the C4.5 algorithm to find the accuracy results of the data predictions. Keywords— PT Julian Adiputra Utama, Sales, Data Mining, Algorithm C4.5
Sistem Informasi Agen Perjalanan Pariwisata Di Sumatera Selatan Berbasis Web Dewi Handayani; Suryayusra
JUPITER (Jurnal Penelitian Ilmu dan Teknologi Komputer) Vol 15 No 1c (2023): Jupiter Edisi April 2023
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281./5753/15.jupiter.2023.04

Abstract

This study aims to create a travel agent information system to facilitate the booking andpayment center for tours. The author here takes the place to conduct research in one of thecities in South Sumatra, namely Pagaralam City. The research method used is observation,interviews, and literature study. With this website, it is hoped that tourists can help, simplify,and speed up in finding and obtaining information about the location of tourist attractions inPagaralam City. Pagaralam City is one of the cities in South Sumatra Province which is famousfor its charming tourist attractions. Tourist destinations such as mountains, as well as varioustypes of waterfalls, artificial tourism, historical tourism, and religious tourism. The researchwas carried out in several tourist attractions in the city of Pagaralam. In this presentationabout tourism, it is easier for tourists to determine travel planning and easy to determine whichtour to visit in Pagaralam City, South Sumatra. But there are still many tourists who do notknow or there are still many tourists who are still confused in determining tourist attractions.which one to visit. In addition, travel agents in South Sumatra Province, especially Pagaralam City, can develop. Therefore, it is necessary to develop a website for this web-based tourismagent information system to support tourism in Pagaralam City and as a medium for travelagents in making tour packages. The development of this application consists of several stages,namely planning, design, coding, testing with the Extreme Programming method and systemtesting with the blackbox method. This website can be used to view, search, and find outinformation on tour packages and make it easier for tourists to see tour packages in PagaralamCity, South Sumatra.
Studi Studi Eksperimental dan Kuantitatif Pengaruh Musik Lobi Permainan Terhadap Performa Bermain dan Niat Bermain Siswa: Kasus Kota Batam: Studi Eksperimental dan Kuantitatif Pengaruh Musik Lobi Permainan Terhadap Performa Bermain dan Niat Bermain Siswa: Kasus Kota Batam Vincent Vincent; Muhammad Ardiansyah
JUPITER (Jurnal Penelitian Ilmu dan Teknologi Komputer) Vol 15 No 1d (2023): Jupiter Edisi April 2023
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281./6154/15.jupiter.2023.04

Abstract

Music has been widely used in the game development in the form of in-game music, soundtracks and lobby music. As a waiting room for players, musical accompaniment in the game lobby is intended to invite and influence players' moods when playing. The purpose of this study was to collect data related to playing experience to study the relationship of music in the lobby game to the performance and playing intention. This study uses a hybrid method that combines experimental methods with questionnaire methods which are analyzed with the help of statistical applications. The conclusions obtained in this study include that lobby music can cause changes in players' playing performance and also indirectly affect changes in playing intention. This research provides knowledge for game developers about the effective application of music in a game.
Perangkat Lunak Edukasi Berbahasa Jepang dengan Pendekatan UI Framework Menggunakan React Native Apriyo Fadli; Rahayu Amalia
JUPITER (Jurnal Penelitian Ilmu dan Teknologi Komputer) Vol 15 No 1c (2023): Jupiter Edisi April 2023
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281./6184/15.jupiter.2023.04

Abstract

The rapid development of technology has brought about changes in the field of education, one of which is the ease of accessing information. Thanks to this convenience, foreign cultures and even their languages also enter the country. The incoming language will sound and look foreign to us. To understand it, of course, we have to learn the language. A survey conducted by The Japan Foundation proves that interest in learning Japanese in Indonesia is still high. However, it is not easy to learn Japanese because of the differences in the alphabets used. This difference in letters is sometimes the biggest obstacle for someone in learning Japanese. To overcome this problem, the author wants to create an application to introduce Japanese letters according to the concept of user interface. This application will also be made using the react native framework and the waterfall method, whose stages consist of display design, prototype, coding, testing, and maintenance. The result of this research is an application to introduce Japanese letters that provides material about Japanese letters and quiz questions.
Analisis Kualitatif Terhadap Persepsi Efektivitas Gamifikasi e-Marketplace di Indonesia: Studi Kasus Kota Batam Jose Manuel Budiman; Tony Wibowo
JUPITER (Jurnal Penelitian Ilmu dan Teknologi Komputer) Vol 15 No 1d (2023): Jupiter Edisi April 2023
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281./6310/15.jupiter.2023.04

Abstract

Currently, gamification and appearance are one of the main things that users pay attention to when visiting an e-Marketplace website. This is because the appearance is one of the main things user sees when visiting the website. Meanwhile, gamification helps in beautifying e-Marketplace websites with various features such as mini-games, ranks, and points. With the development of the game industry in Indonesia, the demand for game products such as top-ups, game-related merchandise, and some services such as game boosting is increasing. Seeing the relationship between the appearance of a website by users and the increasing popularity of e-Marketplace games that are full of potential, researchers researched to see user perceptions of the appearance of e-Marketplace games that implement gamification. The results of the study show that the implementation of this gamification can work properly. Other result include user perceptions also showing an interest in the interaction and experience of using display gamification of an e-Marketplace game.
Analisis Tata Kelola Cobit 2019 Aplikasi ANBK Tri Al Al An Sori; Joy Nashar Utamajaya
JUPITER (Jurnal Penelitian Ilmu dan Teknologi Komputer) Vol 15 No 1d (2023): Jupiter Edisi April 2023
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281./6377/15.jupiter.2023.04

Abstract

Teknologi yang berkembang di era globalisasi modern ini dapat diterapkan pada dunia perpendidikan salah satunya di SMP Negeri 3 Penajam Paser Utara. Penelitian menggunakan metode kualitatif dan kuantitatif. Data kualitatif pada penelitian ini adalah data hasil observasi dan data hasil wawancara, sementara data kuantitatif berupa data perhitungan hasil kuesioner yang didistribusikan pada responden dengan menggunakan perhitungan skala Guttman dan capability levels. Di karenakan Capability Level 2 objektif APO04 hanya mencapai 75,97% (Largely Achieved) dengan status evaluasi tidak tercapai, maka APO04 tidak dapat dilanjutkan ke perhitungan Capability Level 3. Sehingga disimpulkan objektif APO04 diperoleh nilai capability yang berada pada level 2. Dikarenakan Capability Level 2 objektif BAI05 hanya mencapai 77,24% (Largely Achieved) dengan status evaluasi tidak tercapai, maka BAI05 tidak dapat dilanjutkan ke perhitungan Capability Level 3. Sehingga disimpulkan objektif BAI05 diperoleh nilai capability yang berada pada level 2, diperoleh nilai tingkat capability untuk setiap objektif yaitu APO04 yang memiliki capability pada level 2 dengan nilai pencapaian sebesar 75,97%. Tingkat kemampuan yang diperoleh dengan APO04 adalah tingkat kemampuan objektif proses, Dan BAI05 mencapai nilai tingkat capability level 2 karena pada tes capability level 2, sesuai tonggak level yang terdapat pada COBIT 2019. Kata kunci— Analisis, Tata Kelola, COBIT 2019
Analisa Tingkat Kepuasan Penggunaan E-learning Pada SMAN 2 Lahat Menggunakan Metode EUCS (End User Computing Satisfactionm) Yosita fadila Yosita; Nia Oktaviani
JUPITER (Jurnal Penelitian Ilmu dan Teknologi Komputer) Vol 15 No 1d (2023): Jupiter Edisi April 2023
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281./6459/15.jupiter.2023.04

Abstract

In carrying out its a activities ,SMAN 2 Lahat is Under the auspices of the ministry of Education and Culture.The school provides internet acces facilities that can be used to support teaching and learning activitties more easily.And SMAN 2 Lahat is one of the schools that has e-learning to support learning needs.End User Computing Satisfaction (EUCS) is a method used to measure the satisfaction level of user .In this study,5 EUCS indicators were measure which would determine the level of satisfaction of E-Learning users,namely content,accuracy,form ease of use and timeliness.Fron the results of this study if was found that the content variable satisfaction level was at 82% the accuracy variable satisfaction level was at 83%,the format variable satisfaction level was at 89%,the ease of use variable satisfaction level was at 87% the satisfaction level the timeless variable is at 88%,for the level of user satisfaction with E-Learning at SMAN 2 Lahat as a whole it is at 84%,that is,users are satisfied.For the level of satisfaction of E-learning as a whole is at 84% namely satisfied.

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