cover
Contact Name
Rizky Prabowo
Contact Email
jurnalkomputasi@fmipa.unila.ac.id
Phone
+6285840180508
Journal Mail Official
jurnalkomputasi@fmipa.unila.ac.id
Editorial Address
ilmu komputer universitas lampung jalan Prof.Dr. Soemantri Brojonegoro, No.1 Bandar Lampung, Lampung
Location
Kota bandar lampung,
Lampung
INDONESIA
Jurnal Komputasi
Published by Universitas Lampung
ISSN : 25410296     EISSN : 25410350     DOI : https://doi.org/10.23960/komputasi
Jurnal Komputasi E-ISSN 2541-0350 P-ISSN 2541-0296 publised by Departement Computer Science, Faculty of Mathematics and Natural Sciences, University of Lampung. peer-reviewed journal. This journal covers all topics of computer science which includes: Computer Science Information System Software Engineering Data Mining Artificial Intelligence Networking Multimedia Database
Articles 9 Documents
Search results for , issue "Vol. 2 No. 1 (2014)" : 9 Documents clear
Analisis Kinerja Matrix Multiplication pada Lingkungan Komputaasi Berkemampuan Tinggi (CUDA GPU) Machudor Yusman; Anie Rose Irawati; Achmad Yusuf Vidyawan
Jurnal Komputasi Vol. 2 No. 1 (2014)
Publisher : Jurusan Ilmu Komputer Fakultas MIPA Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v2i1.986

Abstract

AbstractThe increase of number and size of data, resulted the increase in the user needs for the ability of a computer to process large data. The new paradigm, parallel computing, is proposed to handle the problems which teaches that substantial-job can be split up into marginal-job by increasing the number of workers. One of the method is cluster computing which is using more than one processor to handle single process. Even it showed a significant increase in computing than the conventional one, the high price to build a cluster system becomes a constraint.This study uses one of parallel computing method that is GPU computing and compares the result to cluster computing. GPU computing uses Graphics Processing Unit (GPU) to compute in parallel. The result of this study shows that by using GPU computing the use of processor can be maximized, and it shows that it has more capability in matrix multiplication than cluster computing.
RANCANG BANGUN PEMANDU VIRTUAL BERBASIS MOBILE UNTUK MUSEUM LAMPUNG MENGGUNAKAN AUGMENTED REALITY Ossy Dwi Endah Wulansari; Anie Rose Irawati; deasy kusuma anggraeny
Jurnal Komputasi Vol. 2 No. 1 (2014)
Publisher : Jurusan Ilmu Komputer Fakultas MIPA Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v2i1.997

Abstract

The Museum is an institution that served to nurture, protect and also as the repository of historic objects. In Indonesia the Museum looks crowded at certain times such as during school holidays and study tours. The Museum can become a means of learning for these students who do research. Mareover, the information provided in the Museum       usually a brief information that is less informative. To provide more detailed information and answer the curiosity of visitors then needed a tour guide. Solutions are developed to improve the services and appeal to the Museum by making use of graphics technology of Augmented Reality (AR). Implementation of AR in the Museum can be used to displays informations about an object as well as a Museum Tour Guide. The results showed that the prototype application helps provide information as a virtual guide for the visitors.
Rancang Bangun Aplikasi Sandi Semaphore pada Perangkat Mobile berbasis Android Rangga Firdaus; Machudor Yusman; Tangguh Pramono
Jurnal Komputasi Vol. 2 No. 1 (2014)
Publisher : Jurusan Ilmu Komputer Fakultas MIPA Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v2i1.1010

Abstract

Semaphore is a medium to communicate from one person to another. The process of studying semaphore codes is quite difficult and requires a relatively long time because of the limited medium for learning this code. This research aims to design and develop the application for learning semaphore code on Android-based mobile devices as well as providing an alternative learning media for semaphore code learners. Android mobile devices selected as the basis of application development considering of the use of those Android technologies.This application was developed with the Java, HTML, CSS and JavaScript programming language. The data used are motion pictures semaphore. The application tests was carried out using the Blackbox Testing method. The testing is done by examining the functional features of the application. The test results of system and application test shows that the Semaphore Code Application is able to run well on Android operating system applied on Ice Cream Sandwich and Jelly Bean version and also able to translate words and sentences in roman letters into motion pictures semaphores.Keywords: Android, learning media, mobile devices, semaphore.
PENGEMBANGAN SISTEM VERIFIKASI MATA KULIAH DENGAN PARSING DATA TEXT TRANSKRIP SIAKAD PADA JURUSAN ILMU KOMPUTER Astria Hijriani; Dwi Sakethi; Rian Pandu
Jurnal Komputasi Vol. 2 No. 1 (2014)
Publisher : Jurusan Ilmu Komputer Fakultas MIPA Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v2i1.1041

Abstract

In this research, the development of verification systems courses. IT  aims to accelerate the process of checking the existing curriculum in computer science majors. Course verification systems was developed with the search string matching method which has two parts programming methods: exact matching and heuristic matching. Exact matching programming method using a brute force algorithm has shortcomings because it does not have the preprocessing phase. Meanwhile, heuristic matching algorithm using n-gram similarity as it can check the detail . The results shows brute-force  algorithm more quickly in running time results. But n-gram similarity algorithm is more efficient in checking if there some difference in one or more character in kopel and course.Keywords: Systems, Verification, transcripts, curriculum, String Matching, Exact Matching, Heuristic Matching, Brute Force, N-gram Similarity.
Pengembangan SMS Gateway Sebagai Pusat Penyebaran Informasi Sekolah Rico Andrian; Didik Kurniawan; Florencia Irena
Jurnal Komputasi Vol. 2 No. 1 (2014)
Publisher : Jurusan Ilmu Komputer Fakultas MIPA Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v2i1.1087

Abstract

Nowadays, information is no longer a complementary product but a major requairement especially in some institutions such as schools. Dissemination of information on the school system is still using paper. Dissemination of information can be facilitated by making an SMS-based information system center for announcing some school activities to parents, teachers, and students by SMS gateway as school information dissemination center. SMS gateway system is implemented by using a MySQL database, GAMMU as SMS gateway tools and programming language PHP.Keywords: Information, SMS Center, SMS Gateway, GAMMU 
MEMBANGUN RULE DENGAN ALGORITMA ITERATIVE DICHOTOMISER 3 (ID3) UNTUK PENJURUSAN SISWA SMA Didik Kurniawan; Anie Rose Irawati; Hilman Hudaya
Jurnal Komputasi Vol. 2 No. 1 (2014)
Publisher : Jurusan Ilmu Komputer Fakultas MIPA Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v2i1.1020

Abstract

Indonesian Senior High School has a policy to decide the majors for the student that match their interests, talents and abilities. By developing an auto learning decision support system with iterative dichotomiser 3 (ID3) algorithms help the teachers to make decision for student majoring. ID3 algorithms is a part of learning techniques of artificial intelligence. By using data sample from the past as training data, the system then will be able to give a decision support that can be used as a reference for teachers to majoring students. To get a good decision accuracy required training data with wide variation. The result showed the more vary of training data the higher accuracy of the decision result.
Pengembangan Utility Pembuatan Grafik Data Penyelesaian Skripsi Pada Sistem Surat Jurusan Ilmu Komputer Fmipa Universitas Lampung Dwi Sakethi; Didik Kurniawan; Laurentika Lanova Pandiangan
Jurnal Komputasi Vol. 2 No. 1 (2014)
Publisher : Jurusan Ilmu Komputer Fakultas MIPA Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v2i1.1002

Abstract

This research was conducted on the development of information systems supporting the completion of a thesis in the form of graphics on the letter System. Development is done by adding the Menu Duration of Study, Old Settlement thesis, recapitulation data as well as data guidance thesis. The development aims to improve the performance of the Secretary of the Department in managing student thesis data. In this development using the PHP programming language function library Kendo and MySQL as the database. This application has been applied to the Information Systems Department of Computer Science, University of Lampung. Key Word: Letter System, Graphics Menu, kendo.
perbandingan kompleksitas algoritma prim, algoritma kruskal, dan algoritma sollin untuk menyelesaikan masalah minimum spanning tree Didik Kurniawan; Wamiliana Wamiliana; Cut Shavitri Nursanti Fauzi
Jurnal Komputasi Vol. 2 No. 1 (2014)
Publisher : Jurusan Ilmu Komputer Fakultas MIPA Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v2i1.1005

Abstract

Pada penelitian ini didiskusikan tentang kempleksitas algoritma dari tiga algoritma yaitu Algoritma Prim, Algoritma Kruskal, dan Algoritma Sollin. Graf yang digunakan untuk implementasi adalah graf lengkap dengan jumlah vertex 10 sampai dengan 100 dengan increment 10 dan data yang digunakan dibangkitkan secara random dengan bobot nilai antara 1 sampai dengan 1000. Untuk implementasi data dikembangkan source code dengan menggunakan Bahasa Pemrograman C++ dan dari hasil implementasi didapat hasil dan dapat dibuktikan bahwa ketiga algoritma tersebut mempunyai kompleksitas O(n2). Kata kunci: Algoritma, Kompleksitas Algoritma, Algoritma Kruskal, Algoritma Prim, Algoritma Sollin.
Rancang Bangun Aplikasi Penyelaras Nada Gitar pada Platform Android Machudor Yusman; yuda teja elanda ali
Jurnal Komputasi Vol. 2 No. 1 (2014)
Publisher : Jurusan Ilmu Komputer Fakultas MIPA Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v2i1.1001

Abstract

 ABSTRAK  RANCANG BANGUN APLIKASI PENYELARAS NADA GITARPADA PLATFORM ANDROID OlehYuda Teja Elanda Ali  Musik merupakan suatu kesenian yang sangat indah dan tidak dapat dilepaskan dari kehidupan manusia, karena dengan bermain musik pemain dapat mencurahkan segala perasaan dan emosi yang sedang dirasakan dalam sebuah bentuk karya atau komposisi yang dapat dinikmati sendiri maupun dinikmati oleh orang lain. Setiap alat musik memiliki ciri musiknya sendiri yang menjadi ciri khas. Gitar adalah salah satu alat musik yang sering dipakai pada semua aliran musik.Pada penelitian ini dikembangkan sistem rancang bangun aplikasi penyelaras nada gitar pada platform android. Sistem ini dibuat dengan menggunakan bahasa pemrograman Java dengan IDE eclipse untuk Java yang disertai plugin android di dalamnya dan hanya diperuntukkan bagi perangkat atau smartphone android 4.0 ICS (Ice Cream Sandwich) ke atas sehingga dapat membantu menyelaraskan nada pada gitar bagi para pengguna gitar.Kata kunci  : Android, Gitar, IDE eclipse, Java.

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