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Information Technology and Telematics
Published by Universitas Stikubank
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Articles 98 Documents
Search results for , issue "Vol 8 No 2 (2018)" : 98 Documents clear
ANALISA DAN PERANCANGAN SISTEM INFORMASI PEMESANAN SABLON BERBASIS ANDROID (STUDI KASUS SATRIA SABLON KENDAL) Murwatisari, Lisyah Antika; Soelistijadi, R
Information Technology and Telematics Vol 8 No 2 (2018)
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Abstract – Satria Sablon is one of the screen printing order business located in Kendal Regency, which provides varius kinds of screen printing items that can be ordered. The purpose of application. The method used to build syatem development design using object-oriented design analysis with UML (Unified Modeling Language), while for software (Software) used in building systems using the Android Studio program and for database using the MySQL Database. The results of the study produce a usecase and class diagram.
IMPLEMENTASI ALGORITMA FP-GROWTH UNTUK MENCARI POLA PEMBELIAN KONSUMEN (STUDI KASUS TOKO KITA) Raka W, Arnandia; Jananto, Arief
Information Technology and Telematics Vol 8 No 2 (2018)
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Abstract - Data Mining adalah proses pencarian informasi dengan melakukan penggalian dari pola pola data transaksi dengan tujuan dapat memperoleh sebuah informasi yang berharga untuk mengelola data yang sangat besar.Pada Toko Kita setiap harinya terjadi ratusan transaksi. Dalam mempermudah melakukan pengelolaan penyediaan barang maka perlu diketahui produk apa saja dan itemset antar kaitan barangnya untuk membantu menangani penyediaan barang.Dalam kaitannya dalam mengatasi permasalahan penyediaan yang ada pada Toko Kita, data mining memiliki beberapa teknik salah satunya adalah teknik assossiasi. Teknik assossiasi dilakukan untuk menemukan aturan assossiatif antara suatu kombinasi item. Sedangkan beberapa metode algoritma yang dapat digunakan salah satunya adalah algoritma FP-GROWTH yaitu dalam pembangunan frequent itemsetnya algoritma FP-GROWTH menggunakan struktur data tree atau disebut FP-Tree, dari struktur FP-tree ini nantinya frequent itemset dapat langsung diekstrak dan diketahui hasilnya Adapun dalam penelitian ini data yang digunakan adalah data transaksi pada Toko Kita dari rentang waktu bulan November 2016 sampai Oktober 2017. Dimana dalam penelitiannya dihasilkan beberapa aturan assossiasi salah satunya yaitu {item1=899898910012GG FILTER 12} => {frequent=899190610101DJARUM SUPER 12} yang berarti item GG FILTER 12 muncul bersamaan dengan item DJARUM SUPER 12 dengan tingkat dukungan 0.02 dan tingkat kepercayaan 1.00.
PENGEMBANGAN APLIKASI INFORMASI KULINER YOGYAKARTA MENGGUNAKAN METODE LOCATION BASED SERVICE Devie, Erviana; Winarno, Edy
Information Technology and Telematics Vol 8 No 2 (2018)
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Abstark Culinary variety in each region is one of the characteristics that can influence the attractiveness of tourists to visit the area. Yogyakarta is one of the world's tourist destinations. In this study a culinary application was made by using a location based service method to get a location point on the application, an application designed to make it easier for users to visit various types of culinary when visiting Yogyakarta by displaying the estimated distance from the user's initial position to the destination. This study utilizes a global positioning system on android devices. In this design haversine formula is used to calculate the user's mileage from the initial position to the destination location. The results of the tests carried out on one data show the difference from the distance of ± 40km.
IMPLEMENTASI METODE COLLISION DETECTION PADA GAME WASIOR ADVANTURE MENGGUNAKAN CONSTRUCT 2 Krisnawati, Ela; Ardhianto, Eka
Information Technology and Telematics Vol 8 No 2 (2018)
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ABSTRACT Game is one means to refresh the mind after a variety of routines that make fatigue, especially for those who need entertainment and limited time is expected this game in addition to be a means of refreshing also makes an option to improve agility in learning. This study aims to create a kind of Arcade Game that adventure genre with a short level, easy control, varied characters and increasing difficulty level. The research method used in this research is using coliision detection. The results of the study is a game that is expected to be entertainment and learning media for game users.
IMPLEMENTASI SAW (SIMPLE ADDITIVE WEIGHTING) UNTUK REKOMENDASI PRODUK TOKO Adi Nugroho, Baskoro; Andreas Sutanto, Felix
Information Technology and Telematics Vol 8 No 2 (2018)
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ABSTRACT Koningsize Shop is a store that sells various clothes and shoes in surabaya city. But since the stands buyers must come to the store to make a purchase. Data collection methods used by the author is the method of observation, interview and literature study. Methodology of system development in this research using Waterfall. The result of this research is the creation of a system used to recommend the product to the buyer when it is logged into Koningsize Store web, and in the making of this research using SAW (Simple Additive Weighting) method which is aimed to facilitate the management of product recommendation at Koningsize Shop. Keywords: Product Recommendations, SAW, Waterfall, PHP
IMPLEMENTASI ALGORITMA DIJKSTRA UNTUK MENCARI RUTE TERPENDEK ANTAR KANTOR DAN ESTIMASI BIAYA PENGGUNAAN BBM (STUDI KASUS PT.TELKOM INDONESIA REGIONAL IV JATENG-DIY) Eka Andiany, Fairuz; Hadikurniawati, Wiwien
Information Technology and Telematics Vol 8 No 2 (2018)
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ABSTRACT Employees get adequate facilities to support working. PT Telkom Indonesia provides car loan facilities for employee mobility. For employees with divisions whose work has high mobility, cars and costs needed to facilitate going to the destination. Borrowing the car with a predetermined procedure. Web was chosen as a means to borrow cars. The web that is created not only requires regular web, but also comes with an algorithm to find costs of petrol. The algorithm that is used is Dijkstra's algorithm. Based on literature study, Dijkstra's algorithm is able to determine the shortest route for a predetermined purpose.
SISTEM INFORMASI KEANGGOTAAN KELUARGA WAYA SURATIRTA MENGGUNAKAN METODE KNUTH MORRIS PRATT (KMP) BERBASIS WEB MOBILE Pratama, Fandi; Husni Al Amin, Imam
Information Technology and Telematics Vol 8 No 2 (2018)
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ABSTRACT Membership system is a system for managing data within an organization, institution, or company. The family as one of the small organizations that manage their members in this case the Family Waya Suratirta Pemalang District. Good data management is needed as an important point in processing the data so that data retrieval can be easily done. By implementing Knuth Morris Pratt (KMP) algorithm, this research has resulted in membership information system that can facilitate the management of member data and speed up data search so that time of data collection becomes more effective and reduce paper usage, because it has been made online and mobile web based.
PENCARIAN GURU LES PRIVAT DI SEMARANG BERBASIS WEB SEARCH PRIVATE TUTORS WEB-BASEDIN SEMARANG Mahardani, Irna; Mariana, Novita
Information Technology and Telematics Vol 8 No 2 (2018)
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ABSTRACK A variety of ways parents get their children to get high marks in their lessons, from starting to buy textbooks to finding private tutors. Private course have become a necessity for parents who want their children to be proficient in a particular lesson. With private lessons, children can better understand difficult material with a more relaxed method, comfortable, easy to understand, not awkward, and not boring. However, there are some problems experienced by parents or students in finding the best private tutors, such as the length of time to find private tutors, locations and schedules for learning processes that are difficult to adapt between students and prospective private tutors, and lack of information about achievement , competence, and educational background of private tutor tutor itself. From these problems comes a web-based system in which there is a lot of information about the data self-complete teacher so that it can be a container for private tutors and students in facilitating the search process. With this private tutor tutoring system is expected to help the search process of private teachers and students to be more effective and efficient. This system is built using prototype system development method, system design that is DFD, as well as PHP programming language and MySQL database.
IMPLEMENTASI CASE BASED REASONING PENYAKIT SAPI DENGAN METODE NEAREST NEIGHBOR BERBASIS WEB LUKITO, ADAM; Nur Wahyudi, Eko
Information Technology and Telematics Vol 8 No 2 (2018)
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Abstract- Cattle is one of the livestock commodities that become the mainstay of the source of animal protein in the form of meat and milk which is quite familiar in the community. In cattle raising, one of the most common constraints is disease. In fact, not infrequently breeders experience losses and no longer livestock due to death in livestock. Healthy cows are usually characterized by the condition in the body of the cattle is functioning properly. Conditions in which the flow of fluid in the body works well in support of the preparation of important cells in it. With regular attention to the condition of the cow and the environment and quick response sehinggan cows will always healthy and normal. System development method used in this research is expert system consisting of identification, conceptualization, formalization, implementation with PHP and MySQL, evaluation. The final result of this research is the implementation of Case Based Reasoning of cow disease with Nearest Neighbor web-based method to produce the final value of similarity between 0 (zero) to 1 (one) and able to provide solution from cow disease
PENGEMBANGAN GAME MEMASAK KULINER TRADISIONAL KHAS PATI “ GaGe Go” MENGGUNAKAN CONSTRUCT 2 Indriani, Indriani; Wibisono, Setyawan
Information Technology and Telematics Vol 8 No 2 (2018)
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Abstract - Today the development of information technology and games among children to adulthood is very rapid, so the game not only as entertainment to play, but now the game can train the power of thought and logic. Adventure education game to save Javanese script is a game created using collision detection method, by doing collision detection process between objects in game, collision detection is very important in making this game and if collision detection is not applied, then the game is not working properly. This study aims to produce the design of educational games let learn Javanese script, and develop games that can provide entertainment as well as learning mediatraditional culinary pati “ ga ge go” using construct 2.

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