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 272 Documents
SISTEM PENDETEKSI PENULISAN KATA PADA DOKUMEN BERBASIS WEB andika Saputra; Dwi Sakethi; Yohana Tri Utami
Jurnal Komputasi Vol. 9 No. 1 (2021)
Publisher : Jurusan Ilmu Komputer Fakultas MIPA Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v9i1.2793

Abstract

The process of detecting writing errors manually takes a lot of time and requires a source of reference to prove the truth of writing words. The efficiency of time required if done manually certainly will not be optimal, so we need a word writing error detection utility that is expected to make it easier to check errors in a document of type word (.docx). In the process of developing this utility through several stages of the process, namely Cleansing, Case Folding, Tokenization, Stemming and Dictionary Lookuup. The result of the docx document being processed is influenced by the completeness of the dictionary used as a reference for word correction and the type of word spelling errors
Sistem Pakar Diagnosa Penyakit Tanaman Kopi Menggunakan Metode Dempster Shafer Boby Riansyah; Didik Kurniawan; Made Same
Jurnal Komputasi Vol. 9 No. 1 (2021)
Publisher : Jurusan Ilmu Komputer Fakultas MIPA Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v9i1.2420

Abstract

At present the total area of Indonesian coffee plantations is ranked second in the world, but for the production and export of Indonesian coffee there is at number four in the world. The low productivity of coffee is caused by inadequate crop cultivation techniques, this encouraging various plant growth disorders. Based on the problems, coffee farmers need a tool that can provide information about coffee plants and diseases that attack coffee plants and provide solutions to handle these diseases. One branch of computer science that can help is the expert system (Expert System). Expert systems use the knowledge of an expert which is intended to increase knowledge into computers. This research used Dempster-Shafer method to diagnose and to knowing the degree of accuracy of the diagnoses results. Information system and expert system of coffee plants diagnose contains information about plants management that begins from planting until harvest. This system built based on the web, with this system is expected to help provide solutions to handle the coffee plants that have disease, that many coffee plants can be saved from disease and can increase the productivity of coffee plants.
PENGEMBANGAN SISTEM INFORMASI GEOGRAFIS PELAPORAN KERUSAKAN DAN KEGIATAN PENINGKATAN RUAS JALAN DI KOTA BANDAR LAMPUNG Dipa Fitra Rachmanda
Jurnal Komputasi Vol. 9 No. 1 (2021)
Publisher : Jurusan Ilmu Komputer Fakultas MIPA Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v9i1.1794

Abstract

Roads are one of the factors that support the development of the region as a whole. Management of reporting of damaged roads at Bandar Lampung Public Works Agency still uses paper documents and the dissemination of road information to the community is not good enough. Therefore, in this study a geographic information system (GIS) will be developed as an innovation to simplify the process of reporting damaged roads to be more efficient and to better disseminate information to the public. GIS is a system designed to work with data that is spatially referenced or geographic coordinates. The design of this system uses Use Case, Activity Diagram, Sequence Diagram, and Class Diagram. The system implementation uses Google Maps API and is developed using PHP and Javascript programming languages and MySQL database. Based on the results of the analysis of system testing, the average value of the overall test obtained was 3,78. Which is looked Based on interval table of the Likert scale, the final value of test shows that GIS was successful. The results of the black box test also show that each function in each menu on the system has been running according to the procedure.
SISTEM IDENTIFKASI PENYAKIT TANAMAN CABAI MENGGUNAKAN METODE SIMPLE ADDITIVE WEIGHTING (SAW) BERBASIS ANDROID Hendire S B; Machudor Yusman
Jurnal Komputasi Vol. 9 No. 1 (2021)
Publisher : Jurusan Ilmu Komputer Fakultas MIPA Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v9i1.2421

Abstract

Chili is an important commodity in Indoneisa’s economy. The fluctuating price  causes chili to contribute to inflation for national economy. Chili’s price could increase because of demand in high level and production of chili in low level. The emergence of disease causes production of chili decreas. To solve the problem in chili disease, the disease needs to be diagnose as soon as possible. To diagnose the disease as soon as possible there is a need of chili expert system using android. Chili’s disease will be indentificated by inputting the symptoms which are shown by the plan. Expert system of chili plant disease identification design is based Android. Android Mobile is used as a device to insert the symptoms which are shown by the plant. The system will manage the symptoms that have been selected and show the diagnoses of the disease and how to control the disease. This system was designed using the Simple Additive Weighting (SAW) method and tested using Blackbox method. Testing using Blackbox method to show the system is able to identify the diseases of chili plant
APLIKASI PERMAINAN SEBAGAI MEDIA PEMBELAJARAN PETA DAN BUDAYA SUMATERA UNTUK SISWA SEKOLAH DASAR Dyah Ayu Megawaty; Damayanti Damayanti; Zakaria Sani Assubhi; Maulana Aziz Assuja
Jurnal Komputasi Vol. 9 No. 1 (2021)
Publisher : Jurusan Ilmu Komputer Fakultas MIPA Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v9i1.2779

Abstract

Indonesia secara umum mempunyai banyak keanekaragaman budaya dari berbagai pulau. Pulau Sumatera termasuk dalam pulau-pulau terbesar di Indonesia. Seiring dengan perkembangan zaman, kebudayaan yang ada di Indonesia pada saat ini secara perlahan mulai terlupakan. Oleh karena itu tujuan dari penelitian ini adalah memberikan alternatif lain untuk mengenalkan pulau Sumatera pada pelajar sekolah dasar melalui aplikasi permainan sehingga siswa tidak mudah bosan dan tertarik untuk mengetahui sejarah masing-masing provinsi, rumah adat dan pakaian adatnya. Penelitian ini dikembangkan dengan menggunakan construct 2 dan metode pengembangan Multimedia Development Life Cycle. Hasil penelitian ini berupa aplikasi permainan pengenalan peta dan budaya Sumatera yang dapat dijalankan melalui smartphone berbasis android dengan disertakan latihan soal, untuk mengetahui sejauh mana kemampuan siswa mendalami materi yang didapat dari game ini. Aplikasi ini telah diuji kepada siswa sekolah dasar dengan rata-rata hasil 94% atau sangat baik.
PENGEMBANGAN SISTEM ADMINISTRASI PEMBAYARAN SUMBANGAN PEMBINAAN PENDIDIKAN (SPP) SEKOLAH MENENGAH ATAS BERBASIS WEB Ridho Ronaldi Eka Putra; Dwi Sakethi
Jurnal Komputasi Vol. 9 No. 1 (2021)
Publisher : Jurusan Ilmu Komputer Fakultas MIPA Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v9i1.2410

Abstract

School is a level and continuous education unit for organizing teaching and learning activities. The system of financial administration of students at schools such as SPP (tuition) payments is one example of administration system that most of the data writing still use manual system. Writing data using a manual system sometimes has errors (human error) and data loss, this is because the writing and storage is done as well and less precision when entering data. Developing a Web-based school's financial administration information system using the Laravel Framework resolves these issues. In this study, system development used the PHP programming language and the Laravel Framework. Functional testing System using Black Box testing with Equivalence Partitioning (EP) method. The result of the developed system provides the school's ease of logging the student SPP (tuition) payment.
Studi Mobile Commerce Di Bandar Lampung Tristiyanto Tristiyanto; Syintia Dwi Nurrahmi; Yunda Heningtyas
Jurnal Komputasi Vol. 9 No. 1 (2021)
Publisher : Jurusan Ilmu Komputer Fakultas MIPA Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v9i1.2741

Abstract

The online shopping process in Bandar Lampung is facilitating by mobile commerce online shopping. The factor of using online shopping mobile commerce has never been analyzed based on the public perception in Bandar Lampung. This research discusses using mobile-commerce online shopping using the UTAUT2 model with Perceived Risk manifestations, namely Security Risk and Privacy Risk. The mobile commerce applications analyzed were Shopee, Lazada, Tokopedia, Bukalapak, and Blibli. The purpose of this research was to determine the UTAUT2 variable with the manifestation of Perceived Risk, namely Security Risk and Privacy Risk, which affect the use of online shopping mobile commerce. The data analysis method used is Structural Equation Modeling (SEM) with Partial Least Square (PLS) approach. The total number of respondents obtained was 183 respondents. The data tested were 373 data. This research results from the factors that most influence the behavioral intention and use behavior of mobile commerce online shopping is a habit.
Klasifikasi Tanaman Jarak Pagar Menggunakan Algoritme Deep Learning H2O Muhammad Itqan Mazdadi; Rahmat Ramadhani; Triando Hamonangan Saragih; Muhammad Haekal
Jurnal Komputasi Vol. 9 No. 1 (2021)
Publisher : Jurusan Ilmu Komputer Fakultas MIPA Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v9i1.2774

Abstract

Tanaman jarak pagar merupakan tanaman multi fungsi yang memiliki banyak manfaat dari daun hingga buah. Tanaman jarak pagar sering digunakan untuk produk kecantikan hingga pengganti biodiesel. Penyakit yang menyerang tanaman jarak pagar dapat mengganggu hasil dari tanaman jarak pagar. Kurangnya pakar dibidang ini dan pengetahuan yang dimiliki petani menyebabkan sesuatu yang buruk. Persoalan ini dapat diselesaikan dengan metode Deep Learning. Metode Deep Learning yang digunakan adalah H2O. H2O digunakan karena dapat memberikan hasil komputasi yang cepat dan bisa memberikan akurasi yang baik. Pada penelitian ini bisa kita lihat bahwa H2O memberikan akurasi rata-rata maksimal sebesar 96,066% dengan parameter uji kombinasi data latih dan data uji 60:40, menggunakan satu layer dan jumlah epoch sebanyak 100. Pada penelitian ini membuktikan bahwa H2O bisa digunakan untuk identifikasi penyakit tanaman jarak pagar.
Signature Identification Menggunakan Metode Template Matching dan Fuzzy K-Nearest Neighbor Andi Farmadi; Ahmad Faris Asy’arie; 3Irwan Budiman; Dwi Kartini; Ahmad Rusadi Arrahimi; muliadi muliadi
Jurnal Komputasi Vol. 9 No. 1 (2021)
Publisher : Jurusan Ilmu Komputer Fakultas MIPA Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v9i1.2776

Abstract

Abstract — Signature is the result of the process of writing a person of a particular nature as a symbolic substance, which means a symbol or mark. Signature is usually used as an identifying mark of a person, each person must have his own signature in a different pattern. Because it's used as a person's identifying badge, Signatures now become particularly susceptible to counterfeiting and abuse that require check with a signature pattern recognition. This research has created a signature pattern recognition system using methods Template Matching and Fuzzy K-Nearest Neighbor to help recognize a person's signature pattern. The number of signatures used is 110 in two categories: the original signature with 100 data and the false signature with 10 data, and there were 10 classes taken using smartphone cameras. From this research, it was found that the best value from the image size of 200x200 pixels was 92% of the class that owned the signature legible, Positive Predictive Value (PPV) 88% and False Rejection Rate (FRR) 12%, with a k=3 on the original signature, and 90% of the class that owned the signature legible, Negative Predictive Value (NPV) 90% dan False Acceptance Rate (FAR) 10% with a k=9 on the false signature. From these results, it could be concluded that methods Template Matching and Fuzzy K-Nearest Neighbor could be used for signature pattern recognition.Keywords: Pattern, Signature, Template Matching, Fuzzy K-Nearest Neighbor
Aplikasi HijaiyahKu Berbasis Android Muhamad Bahrul Ulum; Anik Hanifatul Azizah; Sandfreni Sandfreni
Jurnal Komputasi Vol. 10 No. 2 (2022)
Publisher : Jurusan Ilmu Komputer Fakultas MIPA Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v10i2.3148

Abstract

Early introduction to hijaiyah letter to children is important, for it is the basic of Al-Qur’an reading as Moslem’s guidance in life. Al-Qur’an reading learning method is often given in direct teaching by teachers with the help of books introducing and teaching hijaiyah letters. Introducing hijaiyah letters to children requires effective and engaging teaching method, one of them is by teaching by playing. Using games as medium will create fun atmosphere for an interactive teaching process. This Android based introducing method utilized prototype method, from research stage to application test stage. The result of this application design is an application that may help ease children in learning hijaiyah letters. With this application, children can learn about hijaiyah letters while playing, and train their memories and concentrations with the help of smartphone technology.