JIKSI (Jurnal Ilmu Komputer dan Sistem Informasi)
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
PEMBUATAN GAME ZOMBIE SHOOTER BERBASIS ANDROID MENGGUNAKAN UNITY 3D
Agus Hendrah Roni;
Darius Andana Haris;
Tony Tony
Jurnal Ilmu Komputer dan Sistem Informasi Vol 4, No 1 (2016): Jurnal Ilmu Komputer dan Sistem Informasi
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara
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DOI: 10.24912/jiksi.v4i1.134
Zombie Shooter is a game with a dual-stick shooter genre, sub-genre of action games. Dual-stick shooter is a game that implements virtual thumbstick to control player character. The game designed using Unity 5.2.0 with C# and JavaScript languages. The 3D graphics and components are designed using Blender 2.73a. The camera angle in the game is using isometric camera. Player must survive and complete the mission while zombie come and attack the player. The player must complete the mission before the time out.This game was tested by using blackbox testing method, alpha testing method, and beta testing method. The results indicate that Zombie Shooter can entertain the players because this game is packed in 3D graphics, can be played anywhere (portable), and have a range of different missions.
PEMBUATAN GAME 3D PLATFORMER “LOOKING FOR TREASURE”
Aditya Dwi Septian;
Jeanny Pragantha;
Darius Andana Haris
Jurnal Ilmu Komputer dan Sistem Informasi Vol 7, No 2 (2019): Jurnal Ilmu Komputer dan Sistem Informasi
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara
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DOI: 10.24912/jiksi.v7i2.7358
Game "Looking For Treasure" adalah game bergenre platformer dengan nuansa tiga dimensi. Game ini dirancang dengan menggunakan Unity3D dan ditargetkan untuk platform Personal Computer. Perancangan game ini menggunakan Unity sebagai game engine, Adobe Photoshop untuk perancangan gambar 2D pada game, dan Blender untuk memanipulasi assets 3D yang dipakai. Game dapat dimainkan dengan menggunakan keyboard dan mouse sebagai controller untuk mengendalikan pemain. Pemain berperan sebagai El yang mempunyai tugas untuk mengumpulkan harta karun di tiap world. Objektif pemain adalah mengumpulkan key untuk membuka stage selanjutnya. Selain itu pemain dapat mengumpulkan gem untuk menambah lives saat sudah terkumpul sebanyak 100 buah. Dalam game ini memiliki 6 stage yang terdiri dari 4 stage biasa dan 2 stage boss. Setiap stage memiliki tingkat kesulitan yang berbeda-beda. Pemain dapat melewati setiap level dengan berjalan, melompat, dan memukul. Di tiap stage terdapat karakter musuh yang memiliki pola serangan yang berbeda-beda. Karakter musuh dibagi menjadi 2 jenis, yaitu Creator dan Guardian. Creator terdapat di semua stage biasa dan Guardian terdapat di stage boss tertentu.
APLIKASI GPS TRACKER UNTUK PEMANTAU AKTIFITAS OLAHRAGA DENGAN API GOOGLE MAPS PADA SMARTPHONE BERBASIS ANDROID
Aditya Aditya
Jurnal Ilmu Komputer dan Sistem Informasi Vol 2, No 1 (2014): Jurnal Ilmu Komputer dan Sistem Informasi
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara
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DOI: 10.24912/jiksi.v2i1.3163
Pada perancangan aplikasi ini penulis berusaha untuk mempelajari sistem dan aplikasi GPS Tracker, dan mencoba membuat aplikasi tersebut dengan menggunakan GPS pada smartphone berbasis Android dan juga API dari Google Maps. Dengan mengolah data pengguna berupa umur, berat badan dan tinggi badan, aplikasi dapat menentukan kesehatan dan kebutuhan kalori dari pengguna. Data kalori tersebut lalu dikombinasikan dengan data kecepatan dan jarak yang diperoleh dari GPS smartphone sehingga aplikasi dapat digunakan untuk memantau aktifitas olahraga yang mesti dilakukan oleh pengguna sehingga aplikasi dapat memberikan informasi kalori yang terbuang saat melakukan olahraga sehingga pada akhirnya pengguna menjadi lebih sehat. Key wordsGPS, Smartphone Android, Google Maps, Tracker, Olahraga.
Sistem Pemanfaatan Hashtag(#) untuk Berbagi Informasi dan Pengaturan Grup pada Media Sosial Hasktag
Titus Sutio Fanpula
Jurnal Ilmu Komputer dan Sistem Informasi Vol 5, No 2 (2017): Jurnal Ilmu Komputer dan Sistem Informasi
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara
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DOI: 10.24912/jiksi.v5i2.1131
The hashtag (#) system for sharing information and group settings on hasktag social media is a system that can be used to share information using hashtags. The system also allows users to not only use hashtags in sharing information, but can also be used to group some people who have the same intent and purpose commonly called group hasktag. From the results of tests conducted on the system that has been made, the test results obtained is the features that exist on the system that made has functioned in accordance with the expected, it just needs to be improved or need to be improved in order to provide maximum results when used by people Others who still do not understand about technology though
PEMBUATAN GAME PERTEMPURAN SURABAYA
Sanchez Haryon Rohani;
Jeanny Pragantha
Jurnal Ilmu Komputer dan Sistem Informasi Vol 3, No 1 (2015): Jurnal Ilmu Komputer dan Sistem Informasi
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara
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DOI: 10.24912/jiksi.v3i1.3285
Pertempuran Surabaya game is an educational games that aims to increase knowledge about the history of struggle for Indonesia’s independence day on November 10, 1945. This game provides knowledge about the history of Indonesian independence to the players. This game can only played on a windows operating system. Pertempuran Surabaya game was created using Adobe Flash CS 6 software using Actionscript 3.0.This game consist of 10 mini games. Each games have different type of games which has different gameplay and stages. By testing phase, it can be concluded that Pertempuran Surabaya game has good quality and is running well. By playing the games, players knowledge about history of Pertempuran Surabaya can increase . Key wordsIndonesia, Pertempuran Surabaya, minigame, tradisional
PENGAMANAN WEBSITE E-COMMERCE MENGGUNAKAN MULTI-FACTOR AUTHENTICATION
Muhammad Adi Nugraha;
Desi Arisandi;
Novario Jaya Perdana
Jurnal Ilmu Komputer dan Sistem Informasi Vol 9, No 1 (2021): JURNAL ILMU KOMPUTER DAN SISTEM INFORMASI
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara
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DOI: 10.24912/jiksi.v9i1.11588
Data security is very important and privacy for every user because there is sensitive information so it must be safe from irresponsible parties. One method that can secure user account data is Multi-Factor Authentication. E-commerce applications using Multi-Factor Authentication can secure their user accounts. This discussion is about creating website-based e-commerce applications that users can use to buy smart phone products. This E-commerce website application can secure users through 3 login steps. The login mechanism presented in this e-commerce website application is login with password, login with OTP code, and finally login with personal questions. The experimental results show that using the multi-factor authentication method provides good security for user accounts
ALAT MONITORING DAN PENGENDALI SAKLAR PERALATAN LISTRIK JARAK JAUH
Sindy Sindy;
Chairisni Lubis;
Tony Tony
Jurnal Ilmu Komputer dan Sistem Informasi Vol 1, No 1 (2013): Jurnal Ilmu Komputer dan Sistem Informasi
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara
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DOI: 10.24912/jiksi.v1i1.3089
This design, use the mobile phone as a controller and microcontroller as a central control system. Microcontroller will be executed on the orders received from the modem which connected to the microcontroller. Several types of sensors are used to monitor them, such as LDR sensors to detect light, LM35 sensor to detects the room temperature and the MQ-2 sensor to detect gas leaks. The test results show that the system is already capable of controlling electrical equipment and monitor the lights and temperature conditions. In addition, the system can report a gas leak and fire to the phone number that has been saved.
PERANCANGAN PROGRAM APLIKASI PENJUALAN TAS BERBASIS WEBSITE PADA LUCIANO
Arfianto Panitra;
Dedi Trisnawarman
Jurnal Ilmu Komputer dan Sistem Informasi Vol 4, No 1 (2016): Jurnal Ilmu Komputer dan Sistem Informasi
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara
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DOI: 10.24912/jiksi.v4i1.139
Luciano importir tas adalah perusahaan yang bergerak dalam bidang import dan penjualan tas. Luciano membutuhkan sebuah sistem untuk memasarkan produk secara luas dengan membuat aplikasi sistem informasi berbasis website. Dengan keberadaan aplikasi sistem informasi berbasis website pada Luciano, diharapkan dapat meningkatkan penjualan dan mendatangkan pelanggan baru, serta memudahkan pelanggan untuk mencari informasi seputar produk yang dijual oleh Luciano. Metode yang digunakan untuk rancangan website adalah System Development Life Cycle (SDLC), database yang digunakan adalah XAMPP dan PHP, bahasa pemrograman php, perangkat keras berupa komputer atau laptop untuk menjalankan program aplikasi berbasis website. Hasil uji coba melalui blackbox testing dan kuesioner menyatakan bahwa program sudah berjalan dengan baik dan mudah digunakan.
PERANCANGAN SISTEM INFORMASI KECAMATAN PRACIMANTORO BERBASIS WEB
Wahyu Tri Putra;
Wasino Wasino
Jurnal Ilmu Komputer dan Sistem Informasi Vol 3, No 1 (2015): Jurnal Ilmu Komputer dan Sistem Informasi
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara
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DOI: 10.24912/jiksi.v3i1.3290
Pracimantoro is a sub-districts located in districts wonogiri and directly adjacent to the Special Region of Yogyakarta, Central Java. Pracimantoro until now has not had an official website, so that people had trouble getting information related Pracimantoro. The goal made a website for the public to obtain information related to Pracimantoro and facilitate Pracimantoro for overall information dissemination to the wider community. Key words Kecamatan, Pracimantoro, Website, Wonogiri
PENDETEKSIAN KEMIRIPAN TEKS DESKRIPSI DIRI PADA E-RECRUITMENT KARYAWAN DENGAN METODE RABIN KARP DAN JARO WINKLER DISTANCE
Stephanie Stephanie;
Dali Santun Naga;
Viny Christanti Mawardi
Jurnal Ilmu Komputer dan Sistem Informasi Vol 9, No 1 (2021): JURNAL ILMU KOMPUTER DAN SISTEM INFORMASI
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara
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DOI: 10.24912/jiksi.v9i1.11593
E-recruitment is a web-based application that is used to recruit employees for several available companies. The e-recruitment system has a plagiarism checker feature. Plagiarism itself has the meaning of actions that are considered fraud by taking someone's idea or writing without mentioning a reference and claiming it as their own. So that the e-recruitment application requires a plagiarism detector which functions to make it easier for companies to assess the characteristics of their prospective employees. The plagiarism checker feature applies a string matching algorithm to a text to search for common words between texts. There are several algorithms used for string matching, two of which are the Rabin-Karp and Jaro-Winkler algorithms. The Rabin-Karp algorithm is one of the algorithms that is suitable for solving multi-string pattern problems, while the Jaro Winkler Distance algorithm has advantages in terms of accuracy. An e-recruitment application with a plagiarism detection feature is developed and tested on various types of text, namely in the form of a self-description text of the prospective employee. From the experimental results, it was found that the two algorithms can be used to detect plagiarism in the applicant's self-description text, but it still has shortcomings in checking it.