cover
Contact Name
Darius Andana Haris
Contact Email
dariush@fti.untar.ac.id
Phone
+6215676260
Journal Mail Official
jiksi@fti.untar.ac.id
Editorial Address
Gedung R Lantai 9 Kampus 1 Jl. Let. Jend. S. Parman No. 1 Jakarta 11440
Location
Kota adm. jakarta barat,
Dki jakarta
INDONESIA
JIKSI (Jurnal Ilmu Komputer dan Sistem Informasi)
ISSN : 23028769     EISSN : 23032529     DOI : -
Core Subject : Science, Education,
Jurnal Ilmu Komputer dan Sistem Informasi (JIKSI) diterbitkan oleh Fakultas Teknologi Informasi Universitas Tarumanagara (FTI Untar) Jakarta sebagai media publikasi karya ilmiah mahasiswa program studi Teknik Informatika dan Sistem Informasi FTI Untar. Karya-karya ilmiah yang dihasilkan berupa hasil penelitian kualitatif dan kuantitatif, perancangan sistem informasi, analisis dan perancangan progam aplikasi. Jurnal ini terbit dua kali dalam setahun yaitu pada bulan Januari dan Agustus.
Articles 937 Documents
PENGELOMOKKAN DATA MENGGUNAKAN JACKKNIFE RESAMPLING DENGAN UKURAN PUSAT MEAN, MEDIAN DAN KUARTIL Stephen Christian; Tony Tony; Dyah Erny Herwindiati
Jurnal Ilmu Komputer dan Sistem Informasi Vol 3, No 2 (2015): Jurnal Ilmu Komputer dan Sistem Informasi
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/jiksi.v3i2.3327

Abstract

Applications grouping data with a simple measuring devices using Jackknife method is an application used to classify an arbitrary multivariate data and image data using the Jackknife method to measure the value of the center of the mean, median and first quartile. Based on the results of tests performed, the application is successful menyedikan every size value calculation results center mean, median and first quartile in graphical form.  Kata Kunci: Jackknife, Kuartil pertama, Mean, Median, Pengelompokkan Data
PEMBUATAN GAME BURGER MADNESS KHUSUS ANDROID Hendra Hendra; Jeanny Pragantha; Darius Andana H
Jurnal Ilmu Komputer dan Sistem Informasi Vol 1, No 2 (2013): Jurnal Ilmu Komputer dan Sistem Informasi
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/jiksi.v1i2.3131

Abstract

Game Burger Madness dibuat menggunakan Adobe Flash dengan AIR for Android. Burger Madness bertemakan restoran cepat saji penjualan burger. Pemain diposisikan sebagai pembuat dan penjual burger dan diharuskan membayar kembalian. Terdapat komponen – komponen yang menjadi unsur dari game seperti pembeli, pesanan, komponen burger, waktu tunggu pembeli dan waktu  pada setiap level. Pengujian dilakukan dengan kuisioner online yang diisi oleh 32 responden. Hasil yang didapat berupa peningkatan pada beberapa kategori pada percobaan kedua seperti total skor, banyaknya antrian yang berhasil dilayani dan level tertinggi yang berhasil dicapai serta terdapat penurunan terhadap kategori dalam melakukan kesalahan. KeywordsAIR Android, Burger Madness, Flash game, Time management.
CLUSTERING LIRIK LAGU ROHANI MENGGUNAKAN METODE K-MEANS Kevin Prasetio; Viny Christanti Mawardi
Jurnal Ilmu Komputer dan Sistem Informasi Vol 5, No 1 (2017): JURNAL ILMU KOMPUTER DAN SISTEM INFORMASI
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/jiksi.v5i1.776

Abstract

In a spiritual worship, choosing the relevant song with theme is very important to reflection for the congregation in the service. In the fact, the people often having a difficult to choose some relevant songs because, they must see, search and read the song one by one. The problem is a motivation that it needs a searching system for the people. In the system, using a Vector Space Model after that the system does a clustering from the relevant songs using K-Means method. In the searching system, It is to search by unigram and bigram with the maximum keywords are six keywords. The system using NKB (Nyanyian Kidung Baru) as data which nuance of hymne. The Result of precision evaluation from the relevant documents  using MAP (Mean Average Precision), was getting the searching with unigram is the good result than bigram with the percentages is 70.41%. While, the clustering evaluation, using purity with the some trials for k values, was getting k = 4 and unigram given the good result with the percentages is 76.88%.
PEMBUATAN GAME INDONESIA MELAWAN SEKUTU Andi Wijaya; Jeanny Pragantha; Darius Andana Haris
Jurnal Ilmu Komputer dan Sistem Informasi Vol 3, No 1 (2015): Jurnal Ilmu Komputer dan Sistem Informasi
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/jiksi.v3i1.3260

Abstract

Indonesia Melawan Sekutu is a real-time strategy games which in the form of tower defense. This game also belong into educational game because the game provide player knowledge about history of Indonesian independence. The game is running well on computer that use Windows operating system. Indonesia Melawan Sekutu was created by Adobe Flash with Actionscript 3.0. This game consist of 6 chapters which have different difficulity. The result from testing phase that the game has good quality and increase knowledge players about Indonesian Independence
PEMBUATAN GAME ADVENTURE “DETECTIVE ADVENTURE” MENGGUNAKAN UNITY VIRTUAL REALITY Yohanes Yohanes; Jeanny Pragantha; Darius Andana Haris
Jurnal Ilmu Komputer dan Sistem Informasi Vol 8, No 2 (2020): Jurnal Ilmu Komputer dan Sistem Informasi
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (346.999 KB) | DOI: 10.24912/jiksi.v8i2.11545

Abstract

“Detective Adventure” is a Virtual Reality game for Android using cardboard. Where the detective must seek clues to reveal a serial killer by investigating crime scene. This game use three-dimensional graphics and virtual reality headset. The game uses a remote Virtual reality to pick up item and move. This game created by Unity game engine with C# as programming language and photoshop to make object, and to edit image. Testing was done with the blackbox testing, alpha testing by lecturer, and beta testing by surveying 30 respondens. Respondens show that the “Detective Adventure” is an interesting game to play.
KLASIFIKASI PERSENTASE IMPERVIOUS SURFACE AREA MENGGUNAKAN METODE BACKPROPAGATION Anni Ratna
Jurnal Ilmu Komputer dan Sistem Informasi Vol 1, No 1 (2013): Jurnal Ilmu Komputer dan Sistem Informasi
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/jiksi.v1i1.3061

Abstract

Classification percentage of impervious surface area is a technique for classifying the percentage of impervious contained in an image. The purpose is to determine how much impervious surface in examined area. The image used is satellite image from OrbView-3. The method used in this design is Backpropagation Neural Network. NN has the ability similar to neural networks in the human brain. NN will learn the classifications such as the brain learn to recognize an object the more it will be learning more intelligent or introduction will be closer to the truth. The input used is the value of pixel R, G, B and NIR of the image, while its output is Vegetation, impervious, and Soil. The output of the program in the form of thematic maps and impervious percentage of the image under study. However, the percentange of error from the program is not known, because there is no accurate data on the percentage of impervious
IDENTIFIKASI KEPRIBADIAN BERDASARKAN TANDA TANGAN MENGGUNAKAN BACKPROPAGATION NEURAL NETWORK (BPNN) Kevin Andryani; Tony Tony; Sidik Mulyono
Jurnal Ilmu Komputer dan Sistem Informasi Vol 4, No 2 (2016): Jurnal Ilmu Komputer dan Sistem Informasi
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (86.356 KB) | DOI: 10.24912/jiksi.v4i2.114

Abstract

From the beginning until now, people try to get to know him. That is why people try to develop methods to identify themselves, and one of them is graphology. In Graphology, handwriting is  analyzed in order to obtain information about the personality of the author. Development of image processing and pattern recognition led to the introduction of the signature can be identified automatically by using neural networks. One of the development is the creation of applications based signature identification personality using Backpropagation Neural Network (BPNN). First step is doing feature extraction on the image of the signature with the method of Principal Component Analysis (PCA), the training stage made to the image that dimensions has been reduced to obtain optimal weights connectedness with BPNN. Tests performed on image data that has been trained and not trained previously. The results of personality identification is in the form of brain dominance and learning modalities from the signature.
PEMBUATAN GAME RHYTHM “RHYTHM HOLIC!” PADA PLATFORM ANDROID Jastin Ng; Jeanny Pragantha; Darius Andana Haris
Jurnal Ilmu Komputer dan Sistem Informasi Vol 8, No 1 (2020): Jurnal Ilmu Komputer dan Sistem Informasi
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (553.477 KB) | DOI: 10.24912/jiksi.v8i1.11477

Abstract

“Rhythm Holic” is a 2D Rhythm game for Android. This game uses Unity2D as it game engine and targeted to Android mobile phone. The game design are designed using Unity as it platform and Microsoft Visual Studio for the game script. Player can select all of the 10 song in-game that include EDM, Pop, Art and indie song. In the game the song Beats Per Minute(BPM) varies from as low as 85BPM to as high as 179BPM. All of the song inside the game were unlocked so player can choose which song the player want to play. Player can save the high score by offline service and can be reset via option menu to reset it. Testing was done by the blackbox testing, alpha testing by lecturer, and beta testing by surveying 32 respondens. Test results show that responden got interest while playing because the game was fun, entertaining and the background is interesting. Although the game are fun and entertaining for some player it got some cons that was the tap area was not strategic enough and the appearing not was too little and scroll speed was not fast enough.
PROGRAM WEBSITE RESERVASI HOTEL SECARA ONLINE HOTEL CAPITOL PLAZA SUKABUMI Diana Tanu Wijaya; Tony Tony
Jurnal Ilmu Komputer dan Sistem Informasi Vol 2, No 2 (2014): Jurnal Ilmu Komputer dan Sistem Informasi
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/jiksi.v2i2.3203

Abstract

For one development of technology is internet, a global online network without limit that serve a million kind of information. With internet is make simple to all people to search important information that all needed. For internet there’s a website that a static page can accessed during connected into internet network. Hotel Capitol Plaza is a hotel locate in the city of Sukabumi, West Java. This hotel is still use the running manual system. Therefore Hotel Capitol Plaza need the computerization system like website. This case that Hotel Capitol Plaza want to reach as hotel that run for section room reservation service. Therefore is need to create online reservation hotel. Implement with System Development Life Cycle. This Reservation Online Website use HTML,PHP, and MySQL. Keyword Hotel, Capitol Plaza, Sukabumi, West Java, SDLC, HTML, PHP, MYSQL
SISTEM INFORMASI DISTRIBUSI KERUPUK PABRIK AB DI KABUPATEN BANGKA Denis Gunawan; Ery Dewayani; Wasino Wasino
Jurnal Ilmu Komputer dan Sistem Informasi Vol 6, No 2 (2018): JURNAL ILMU KOMPUTER DAN SISTEM INFORMASI
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (616.083 KB) | DOI: 10.24912/jiksi.v6i2.2629

Abstract

Kabupaten Bangka merupakan daerah dimana pabrik AB menjual produk kerupuk ke toko-toko. Pabrik AB tidak mempunyai catatan distribusi. Oleh sebab itu “Sistem Informasi Distribusi Kerupuk Pabrik AB di Kabupaten Bangka” mengelola data distribusi yang meliputi pengiriman penjualan, dan penukaran(retur) produk dan menghasilkan informasi laporan manajemen kepada Pabrik AB. Metode yang digunakan untuk mendapatkan kebutuhan data adalah metode observasi dan metode wawancara. Metode perancangan sistem perangkat lunak digunakan System Developemnt Life Cycle (SDLC) dan bahasa pemrograman yang digunakan untuk pembuatan program adalah PHP dan untuk mengelola database digunakan PhpMyAdmin. Hasil “Sistem Informasi Distribusi Kerupuk Pabrik AB di Kabupaten Bangka” memudahkan pencatatan distribusi produk krupuk, dapat mengelola data distribusi pabrik AB, dan memberikan informasi laporan total penjualan, jumlah produk yang terjual, jumlah penjualan perkecamatan, produk yang paling sering di retur.

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