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Jurnal Sistem Komputer
Published by Universitas Diponegoro
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Articles 102 Documents
IDENTIFIKASI RETINA MATA MENGGUNAKAN JARAK EUCLIDEAN DENGAN PENCIRIAN MATRIKS KOOKURENSI ARAS KEABUAN (GRAY LEVEL CO-OCCURRENCE MATRIX-GLCM) Widiasmoro, Andi; Isnanto, R Rizal; Suseno, Jatmiko Endro
Jurnal Sistem Komputer Vol 6, No 1 (2016)
Publisher : Jurnal Sistem Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jsk.v6i1.105

Abstract

Retinal vascular pattern is very unique and has very good pattern differences between one individual and the others, so it can be argued that retinal image can be one of the best in the world of biometrics. This research create a system that can recognize retinal images using Gray Level Co-occurrence Matrix (GLCM) feature extraction technique and normalized Euclidean distance measurement techniques, which the image of the sample used was a normal retinal image of Messidor dataset. Based on testing of GLCM parameters (Angular Second Moment, Contrast, Entropy, and Inverse Difference Moment), distance, angle, and the number of images in the database, the largest accuracy of retinal image recognition is equal to 85% at the time of testing by using 45° angle, distance of 5 pixels, and an image in the database.
APLIKASI PENCARIAN RUMAH MAKAN BERBASIS GPS PADA PERANGKAT MOBILE ANDROID Layona, Rita; Yulianto, Budi
Jurnal Sistem Komputer Vol 6, No 1 (2016)
Publisher : Jurnal Sistem Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jsk.v6i1.106

Abstract

Tujuan Penelitian ini adalah merancang sebuah aplikasi untuk membantu pengguna melakukan pencarian rumah makan menggunakan GPS pada perangkat mobile android dan menghasilkan sebuah website yang digunakan untuk proses input, edit, delete seluruh informasi yang diperlukan aplikasi android kedalam database server. Metode Penelitian yang digunakan adalah metode waterfall dengan membangun aplikasi secara sistematis dan sekuensial, studi pustaka melalui buku - buku, serta metode analisa dengan observasi hasil perancangan aplikasi terdahulu. Metode perancangan sistem menggunakan UML yang terdiri dari Use Cases Diagram, State Diagram, Sequence Diagram, dan Class Diagram yang setelahnya digunakan untuk proses perancangan basis data menggunakan ERD. Hasil yang dicapai berupa sebuah aplikasi pencarian rumah makan dengan nama Nomnomfood, menggunakan GPS pada perangkat mobile android yang dapat memberi kemudahan bagi pengguna android untuk menentukan tempat makan yang diinginkan dan sebuah website untuk pemilik rumah makan memasukkan tempat makan kedalam database. Simpulan yang didapat bahwa aplikasi nomnomfood yang dibuat dapat mencari, menyaring, mempermudah pengguna perangkat mobile android dalam mencari rumah makan sesuai dengan kriteria yang diinginkan pengguna.
PERANCANGAN APLIKASI PENCARIAN LAYANAN KESEHATAN BERBASIS HTML 5 GEOLOCATION Purnomo, Hindriyanto Dwi
Jurnal Sistem Komputer Vol 6, No 1 (2016)
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jsk.v6i1.108

Abstract

Kesehatan merupakan kebutuhan primer bagi manusia dan layanan kesehatan masyarakat merupakan suatu elemen penting dalam kehidupan. Di suatu daerah, umumnya terdapat berbagai jenis layanan kesehatan, sehingga informasi tentang jenis, lokasi dan jam operasional suatu layanan kesehatan sangat penting bagi masyarakat.  Dalam penelitian ini dirancang sebuah system informasi layanan kesehatan di kota Salatiga menggunakan HTML 5 berbasis Geolocation. Jarak layanan kesehatan dengan lokasi pengguna dihitung menggunakan metode Haversine dan Euclidian. Hasil eksperiment menunjukkan bahwa akurasi jarak yang dihasilkan menggunakan metode Haversine lebih baik daripada menggunakan merode Euclidian, akan tetapi waktu yang diperlukan lebih lama daripada metode euclidian
PENDEKATAN MODEL ANALITIS UNTUK BROADCAST PADA JARINGAN VANET Prasetijo, Agung Budi
Jurnal Sistem Komputer Vol 6, No 1 (2016)
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jsk.v6i1.111

Abstract

The broadcast storm problem in VANETs can be addressed by the use of single-hop and/or two-hop information in VANET’s broadcast decision. Most studies had been obtained from experiment and only few of them were from analytical analysis. This study attempts to approach analytically the one-hop information based broadcast. A combination of multiple broadcast schemes can also be analytically derived from the individual analysis. However, one must take a great care of using both speed and vehicular density at once, as analytically, the speed is linearly related to the vehicular density.
PENGEMBANGAN SISTEM PENJADWALAN KULIAH MENGGUNAKAN ALGORITMA STEEPEST ASCENT HILL CLIMBING Saifullah, Shoffan; Hermawan, Arief
Jurnal Sistem Komputer Vol 6, No 2 (2016)
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jsk.v6i2.113

Abstract

University of Technology Yogyakarta is a private university in Yogyakarta, it has several purposes, one of them is utilizing the maximum potential of technology to improve the effectiveness and efficiency of learning and dissemination of science and technology. One of the factors that can improve academic services are scheduling courses. Scheduling proses isn’t easy because they have to consider the possibility in scheduling, include subjects, times, lecturers, and lecture halls. Now, subject scheduling is still using Ms. Excel, the process is to input lecturer’s name one by one, to teach to the prescribed schedule and also to check whether the data is conflicting or not, so it takes long time. Therefore, we need a system that is able to perform scheduling more quickly, effectively and optimally. Subject scheduling system can be done by using the optimization system. For the case of optimization can be done using the steepest ascent hill climbing algorithm. Steepest ascent hill climbing algorithm is a search algorithm (heuristic), it is able to solve the problems of optimization with estimates to be produced in accordance with the desired criteria or rules. Subject scheduling process produces a schedule that takes less time compared to a system that is currently running. Although it is able to minimize the level of clashing schedules, its application needs to be re-checked on the level of conflicting schedules.
Rancang Bangun Robot Pengering Lantai Otomatis Menggunakan Metode Fuzzy derisma, derisma
Jurnal Sistem Komputer Vol 6, No 2 (2016)
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jsk.v6i2.114

Abstract

The purpose of this research is to design and build a robot to dryer floor with automatic and moving regulary based on set of poin already control until can move like zig-zag. The robot is consist of mikrokontroler, motor shield as like driver motor, 2 sensor of ultrasonic, and motor of mop to dryer the floor. To control the movement use fuzzy logic with segeno method. Input from fuzzy logic and there are two kind of fuzzy logic, first is “error” and the second is “ ∆ error”. It’s from sensor of ultrasonic, after procure of data so the mikrokontroler will process it, and then the output it’s like value of PWM in order to moves and organize DC motor in order to be able to move straight, turn right, and turn left. After done testing and analysis, the level of success from motor of mop to moves with automatic as big as 80% because of effect the extent of the liquid found.
Penerapan Supervised Emerging Patterns Untuk Multi Atribut Pada Data Online Izin Usaha Pertambangan di Indonesia (Studi Kasus: EITI Indonesia) utami, yohana tri; Harco Leslie Hendric, Spit Warnars
Jurnal Sistem Komputer Vol 6, No 2 (2016)
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jsk.v6i2.120

Abstract

AbstractIndonesian EITI (Extractive Industries Transparency Initiative) is an organization under Ministry of Economic Coordination which used to increase the transparency of extractive industry in Indonesia. EITI Indonesia manage a lot of data about mining, one of the managed data is data Mining Business License in Indonesia. The data has many records that require large storage allocation and difficult process data that is used by the EITI for decision making. .This data Mining Business License will be used for the processing of data mining that aims to help look for interesting patterns to determine a learning and two itemsets (attributes) that exist. Application Data Mining with Emerging Patterns Supervised methods will be used as a solution for managing data such large, so it is easy to produce a decision in the form of an interesting pattern information to determine the transparency of mining license in Indonesia. System development methods using CRISP-DM. The design of data mining applications using the programming language Java, NetBeans and MySQL database tools used to build a technology Supervised Emerging Patterns in multi-attribute decision making.
SIMULASI DAN UJI KINERJA ALGORITMA JOHNSON UNTUK PENENTUAN RUTE TERBAIK PADA JARINGAN SOFTWARE DEFINED NETWORK Ilhamsyah, Muhammad; Mangkudjaja, Rumani; Hertiana, Sofia Naning
Jurnal Sistem Komputer Vol 6, No 2 (2016)
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jsk.v6i2.121

Abstract

Since the development of computer network technology is larger and more complex, computer network technology which is more flexible and easier to configure is now required. SDN (Software Defined Network) is one of the solutions for the computer network requirement which is now larger and more complex. SDN offers the network concept which is different from the traditional network. In the traditional network, control plane and data plane are in one device; it is different from the concept offered by SDN in which control plane and data plane are designed separately on SDN. SDN concept has simplified the existing network concept since the network control on a controller is programmable and it makes the network easy to configure and more flexible. In this research, the researcher applied the routing service using the shortest path-searching method of Johnson algorithm on SDN network and analyzed the network performance. The implementation of Johnson algorithm was used on the network created on mininet emulator. The OpenFlow protocol will be used on this network. The result of performance test on SDN network in which the routing service has been applied with Johnson algorithm shows that the larger the network, the more time required for convergence; routing is flexible since it can adapt to the change on network.
APLIKASI MOBILE KARTU MENUJU SEHAT (M-KMS) Windasari, Ike Pertiwi
Jurnal Sistem Komputer Vol 6, No 2 (2016)
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jsk.v6i2.123

Abstract

Satu hal yang sederhana tetapi sering dilupakan oleh para ibu dan kader kesehatan adalah Kartu Menuju Sehat (KMS), yang merupakan kartu yang memuat kurva pertumbuhan normal anak berdasarkan indeks antropometri berat badan menurut umur.  KMS seringkali tidak dimanfaatkan oleh ibu balita karena seringkali KMS disimpan pada kader dengan alasan takut hilang. Pemahaman para ibu terhadap grafik pertambahan berat badan ini penting agar ibu bisa melakukan tindakan sedini mungkin jika pertumbuhan anak tidak sesuai dengan usianya. Penelitian ini bertujuan untuk mengembangkan sebuah aplikasi mobile Kartu Menuju Sehat (M-KMS) berbasis Android untuk orang tua balita agar dapat memantau riwayat kesehatan balita. Pengembangan aplikasi dilakukan menggunakan bahasa C# dan framework Xamarin. Hasil penelitian ini adalah sebuah aplikasi menyimpan riwayat kesehatan balita pada perangkat bergerak berbasis android.
Pengembangan Multimedia 3 Dimensi Sebagai Sarana Pembelajaran Eridani, Dania; Arfan, M
Jurnal Sistem Komputer Vol 6, No 2 (2016)
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jsk.v6i2.127

Abstract

The rapid development of technology makes computer and gadget change into devices used to solve almost all of people activities. The use of multimedia as a learning tools is getting more popular as the development of technology. Nowadays, every people has computer and gadget, we can see people always holding gadget everywhere. One type of multimedia is a game. Game is a set of rules that have a goal which purpose is to make its user having fun. Game has positive and negative influence for it user. People love to play game. By this habit, we can use game as multimedia to be a learning tool to make positive use of computer and gadget. Multimedia as a learning tool can be built using 3D based model to gain the interest of its learner. This research shows the process of developing 3D multimedia as a learning tool by using Blender and Unity 3D.

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