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
PEMBUATAN GAME 3D SURVIVAL HORROR “HOUSE OF MAZE” DENGAN FITUR VIRTUAL REALITY Ferry Ruben Yudistira; Viny Christanti M; Darius Andana Haris
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.v3i2.3308

Abstract

 “House of Maze” is a survival horror video game. The game is created with the purpose of providing a game that can create a sense of fear and shocking. Where the player also think looking for a way out the maze with various challenges, provide new experiences maze with three-dimensional view and the new feature virtual reality with Oculus Rift. Users positioned as a player who got stuck in a maze with a dog house and ghosts in it. Player must find a way out but can only walk and needed a candle as illumination. This Game created by game engine Unity with C# as programming language.  Key wordsSurvival Horror Game, Maze, Unity, C#, Virtual Reality, Game 3D, House of Maze
KINERJA METODE MAHALANOBIS DISTANCE YANG DIBENTUK DARI DUA UKURAN PUSAT DAN DUA DISPERSI MULTIVARIAT (UNTUK UKURAN SIMILARITAS KLASIFIKASI IMAGE) Tania Kantacarini; Dyah Erny Herwindiati; Janson Hendryli
Jurnal Ilmu Komputer dan Sistem Informasi Vol 9, No 1 (2021): JURNAL ILMU KOMPUTER DAN SISTEM INFORMASI
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1632.666 KB) | DOI: 10.24912/jiksi.v9i1.12667

Abstract

Distance is a space that connects two points or two locations which can be calculated by length and time. Distance is used to measure the similarity of two objects (for example, an image object). An image can be considered to be similar to another image if the similarity size value is small. On the contrary, if the value of the similarity distance between the training object and the object being tested is large, the object can be said to be different or not. In this design, the image classification of Lakes, Forests and Settlements will be carried out by taking the Color feature using the Color Moment extraction method and the Texture feature using the GLCM (Gray Level Co-occurrence Matrix) extraction method and taking the method of calculating the distance between one data and another data that has High similiarity using the Mahalanobis Distance calculation method with two center sizes namely Mean and Median and three multivariate dispersions, namely the covariance matrix formed by the mean center value, the covariance matrix formed by the value of Median, and the covariance matrix formed by the value of Grand Median. From the research conducted, the performance results that can be considered for use are the Mahalanobis Distance with a median center size with a covariance matrix formed by the Median center value with an accuracy of 69.855% and a covariant matrix formed by the Grand Median center value with an accuracy of 69.565%. In this case the percentage is taken from testing images based on color characteristics using the Color Moment extraction method.
KAJIAN TENTANG PERANCANGAN APLIKASI PENDETEKSI SEL DARAH PUTIH MENGGUNAKAN METODE COLOR HISTOGRAM Alvin Christo Tjiptiadi; Lina Lina; Agus Budi Dharmawan
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.v1i2.3112

Abstract

We developed a white blood cell detection system using Color Histogram method. The images which are taken automatically by a servo motor consist of the red blood cells and the white blood cells. The white blood cells’ positions are detected based on their RGB color intensities. The main target of the system is to detect the location of the white blood cells in a given blood cell pictures.
APLIKASI ENKRIPSI DAN DEKRIPSI TEKS DALAM QR CODE MENGGUNAKAN ALGORITMA RIVEST-SHAMIR-ADLEMAN DAN ADVANCED ENCRYPTION SYSTEM Jimmy wijaya; 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

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (9.774 KB) | DOI: 10.24912/jiksi.v4i1.154

Abstract

Encryption and Decryption Application for QR Code using Rivest-Shamir-Adleman method and Advanced Encryption System method is an application using cryptography system, security network. Cryptography is technique-based on mathematics for dealing with information security like secrecy, integrity data and authentication data. In this system consist of plaintext, cipher key, cipher text, encryption algorithm and decryption algorithm. Plaintext is a message or data that can be read. Cipher key is input key that determine the output from encryption process. Cipher text is output from encryption process. This application using features of QR Code as an object to hide the message, using Advanced Encryption System and Rivest-Shamir-Adleman. Besides that, this application also can generate QR Code output with the plaintext inside it, then can translate the value inside QR Code with QR Encoder and processing data in QR Code to transform the plaintext into QR Code with cipher text value. Decryption process can be done until the input of the cipher key is correct so that the cipher text inside the QR Code can be restore to original. The results point that the encryption and decryption application for QR Code is fulfilling its purpose because the application can produce good results that the encrypt output is random and can be decrypt back too and also can be implemented using QR Code features.
APLIKASI BAYESIAN PROBABILITY PADA AKUISISI PENGETAHUAN PENYAKIT KEJIWAAN SKIZOFRENIA Martalisa Martalisa
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.v2i2.3215

Abstract

In the world of mental health, information about the One of the solution to overcome this problem is to create an application information about mental illness Based on the existing knowledge base, the computer program will imitate an expert's reasoning with existing expertise in a particular knowledge base in order to solve a particular problem by providing solutions such as the workings of the experts. The method to be used is Bayesian Probability. Bayesian Probability is also very suitable for use in analyzing the acquired sufficient information and Bayesian Probability which is a method of interpretation of the probability calculus that defines the concept of conditional probability as the degree of confidence of someone who believes that the proposition is true. Testing result get 91.25% for accuracy. Key words Bayesian Probability, Expert System, Forward Chaining
PEMBUATAN GAME 3D FPS PLATFORMER “WARMIND” Tommy Wicaksono; 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 (396.406 KB) | DOI: 10.24912/jiksi.v8i1.11492

Abstract

Warmind adalah game bergenre First-Person Shooter Platformer dengan grafik 3 dimensi. Game ini dapat berjalan di sistem operasi Windows dan dibuat dengan menggunakan game engine Unity dengan bahasa pemrograman yang digunakan adalah C#. Game ini merupakan game single player offline. Dalam game ini terdapat platform spesial untuk melewati rintangan dan jebakan yang ada. Level dalam game ini ada 5 level dengan desain rintangan dan puzzle yang berbeda setiap levelnya. Pengujian dilakukan dengan menggunakan metode blackbox testing, alpha testing, dan beta testing. Untuk beta testing dilakukan dengan cara survei pada 30 responden. Hasil dari pengujian adalah rintangan dan puzzle yang diberikan cukup sulit dengan level 4 menjadi yang terseulit diantara 5 level yang ada.. Memiliki tampilan UI cukup menarik, dan sebagian besar pemain berhasil mencapai level 5. Terdapat beberapa kekurangan seperti tidak ada fitur skor dan perlunya penambahan beberapa tekstur dan efek pada game
PLAGIARISME ABSTRAK MENGGUNAKAN ALGORITMA WINNOWING DAN SYNSETS Julius Evan Harya Chandra; Viny Christanti M; Dali S Naga
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 (536.064 KB) | DOI: 10.24912/jiksi.v6i2.2641

Abstract

Plagiarism checker is a tool or media that useful to detect whether a document is a plagiarism or not. In most cases, plagiarism checker system only detect plagiarism between 2 documents tested. This would be a problem if you want to detect multiple documents at once. Abstract Plagiarism checker is designed to have ”one to one” feature that is checking only between 2 abstract documents and other feature is ”one to many” that is  checking multiple abstract documents at once.This Plagiarism checker is used Winnowing algorithm to used to check the similarity of words in the document. For the result of the percentage of similarity between 2 documents, the system are used 2 methods that is Dice similarity and Jaccard similarity. The test result performed to determine the value of k-gram, base and window that are used in Winnowing algorithm. For the testing of the k-gram, base and window values,the results are 8, 13 and 6.In the system calculation test, the Jaccard method is closer to the real value by 5%. In the evaluation test, the abstract data used are 9 abstracts with Game interest. The 9 abstracts are obtained precision value 1, recall value 1, and the accuracy is 100%.
KLASIFIKASI KESUBURAN TANAH DENGAN METODE PRINCIPAL COMPONENT REGRESSION Calvin Calvin; Janson Hendryli
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 (8.28 KB) | DOI: 10.24912/jiksi.v4i2.88

Abstract

Land be a pleasant to plant life and a layer of earth most outer derived from weathering rocks a have the depth and its own characteristic and organic matter land was the result of weathering plant remains and the animal that mingled with mineral matter another out of the ground at the top layer of soil. The aim of this research is to predict the soil fertility. In this research, the data training and testing is from Landsat 7 Image in Jakarta and Bogor with 6 bands. There are two steps in doing the experiment, training and testing. We use Principal Component Regression in training to find the best model that will be used in testing and return it in the form images in testing. For the evaluation we used Analysis of Variance. Principal Component Regression got 37,35% average error in Jakarta and 35,8% average error in Bogor.
SISTEM PENDUKUNG KEPUTUSAN UNTUK MENENTUKAN BIJI KOPI BERKUALITAS MENGGUNAKAN (SIMPLE ADDITIVE WEIGHTING) Kelvin Julian Tannius; Jap Tji Beng; Dedi Trisnawarman
Jurnal Ilmu Komputer dan Sistem Informasi Vol 7, No 2 (2019): Jurnal Ilmu Komputer dan Sistem Informasi
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (209.494 KB) | DOI: 10.24912/jiksi.v7i2.7382

Abstract

The purpose of this paper is to develop a Decision Support System for determining quality coffee beans based on existing criteria. The method used is the Simple Additive Weighting (SAW). The results obtained are Decision Support Systems that can be accessed by Admin and Customer to select the desired coffee beans that are run by using XAMPP as Localhost and PHPMyAdmin as a Database. Based on the experiments conducted, it can be concluded that the system created can be run and can help customers in making decisions to determine quality coffee beans
IMPERVIOUS AREA ESTIMATION of BOGOR USING LANDSAT-7 ETM+ Nicolas Christanto
Jurnal Ilmu Komputer dan Sistem Informasi Vol 2, No 1 (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.v2i1.3178

Abstract

Classification percentage of impervious surface area is a technique for classifying the percentage of impervious contained in an image. The purpose to determine how much impervious surface in examined area. The image used is satellite image from Landsat-7 ETM+. The method used in this design is Principal Component Regression (PCR). PCR will optimize the variables that           have an important role in the formation of the model classifier. The input used is the value of pixel grayscale of each image and also the values of NDVI and NDBI. 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. Key Words:PCR, Impervious Surface Area, Regression, Remote Sensing.

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