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
PERANCANGAN SISTEM PENJADWALAN PRODUKSI MENGGUNAKAN PENGGABUNGAN METODE NEH DAN M-MMAS Rionaldy Trisaputra; Lely Hiryanto, ST., M. Sc
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.v2i1.3184

Abstract

The designed system is a scheduling production system with a general flow shop. The purpose of this system is to determine the exact sequence work to minimize makespan and mean flow time by using the combination method Nawaz, Enscore & Ham (NEH) and Mix Max-Min Ant System (M-MMAS). The M-MMAS method requires an initial solution that initial sequence determined by NEH method as one of the best heuristic methods to minimize makespan. Afterwards, it’s continued with M-MMAS method. The testing is done by comparing M-MMAS method with enterprise scheduling system. The result of the testing which uses NEH method gives changes in the objective function that is makespan reduction of 3.12% and mean flow time of 5.23% whereas by using M-MMAS method gives makespan reduction of 3.12% and mean flow time of 20.16% of enterprise system currently. Key wordsGeneral Flow Shop, Makespan, Mean Flow Time, Nawaz Enscore and Ham, Mix Max-Min Ant System
PEMILIHAN CROSSOVER PADA ALGORITMA GENETIKA UNTUK PROGRAM APLIKASI PENGENALAN KARAKTER TULISAN TANGAN Judah Suryaputra; Chairisni Lubis; Tri Sutrisno
Jurnal Ilmu Komputer dan Sistem Informasi Vol 6, No 1 (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 (229.037 KB) | DOI: 10.24912/jiksi.v6i1.2600

Abstract

Handwriting recognition system using genetic algorithm is an Optical Character Recognition system which receives input in the form of handwritten image in scanned box and produces output in the form of characters from the handwriting. Writing can be uppercase, lowercase, or numbers. The designed system consists of five main processes: preprocessing the input image, vertical and horizontal line segmentation, line segmentation and character with automatic cropping, resizing template, and character recognition using genetic algorithm. Preprocessing of input image consists of grayscale process, and thresholding. Genetic algorithm is used to find characters from the character image obtained by comparing the image with the chromosome of the train data. To use the genetic algorithm method, given the process of resizing the template first so that the image size of the characters with the same template. This system has a success rate of character segmentation of 100% and success rate on character recognition with genetic algorithm of 89,027% with one point crossover, 90,43% with two point crossover, 90,72% with uniform crossover.
SISTEM INFORMASI DESA PANEKAN DAN KOMUNITAS WARGANYA DI JAKARTA Francisca Francisca; Wasino wasino; Tony Tony
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 (64.467 KB) | DOI: 10.24912/jiksi.v4i2.98

Abstract

At this time, Information and Communication Technology develops very rapidly. Many people began to use the Internet as a primary source of information. Besides being easier and faster, the information obtained from the Internet is usually more up to date. Panekan is a village in the district Eromoko, Wonogiri, Central Java. Panekan village has not been published due to lack of information that can be searched on the Internet, as well as community residents Panekan village located in Jakarta, so the Panekan village website and His community located in Jakarta is indispensable in order to facilitate communication between village residents and community Panekan. The methodology used in the website designing Information Systems and Communities Panekan Rural Citizens in Jakarta is the method of System Development Life Cycle (SDLC). In website designing Information Systems and Communities Panekan Village Citizens in Jakarta data collection is done by several methods, methods of data collection among others:a. Literature review. Author reading and studying books, journals or scientific papers related to a website designed.b. Observation The author conducted observations to obtain data on Panekan village. Observations using secondary data. The programming language using HTML, PHP, CSS, MySQL database, and the XAMPP Control Panel as a server at localhost. The Collections of data through interviews and observation in Panekan village. K3P-Panekan website has been created so that public can get information about Panekan village and its community, and website K3P – Panekan is a medium of communication between Panekan villagers and its community.
PEMILIHAN LAPANGAN BASKET WILAYAH JAKARTA DENGAN MENGGUNAKAN METODE K-NEAREST NEIGHBOR Andy Wijaya; Desi Arisandi; Bagus Mulyawan
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 (323.276 KB) | DOI: 10.24912/jiksi.v8i1.11460

Abstract

Finding a Basketball Court is not easy, especially for those who come from outside Jakarta or have minimal information. There are several factors that can influence players to choose a basketball court such as price, distance and facilities. Therefore, the web was made for the recommendation of the selection of basketball courts in Jakarta using the K-NEAREST NEIGHBOR method. This method can recommend the type of field that matches the criteria entered by the court finder.
APLIKASI PENJADWALAN UJIAN DAN KULIAH PENGGANTI DENGAN METODE ANT COLONY OPTIMIZATION (STUDI KASUS: FTI UNTAR) Vina Tandean; Lely Hiryanto
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.v2i1.3189

Abstract

An exam and substitute class application is made using Ant Colony Optimization algorithm. FTI Untar is used as a study case in this application development The purpose of using this algorithm is to get a schedule that not break constraints.  The results of the tests done for the courses scheduling of odd semester of 2012 / 2013 until odd semester of 2013 / 2014, there is no hard-constraints (constraints that must be satisfied) violation, but there is a violation of soft constraint. It is also concluded that the average number of students who need to participate in more than one exam at the same time is 23 students. The number of students is an average sum of 5 subjects. After evaluating the existing schedule, it is concluded that the number of students who need to participate in more than one exam at the same time in the generated schedule is higher, but the violation of soft constraints is less. Key wordsAnt Colony Optimization,Exam, Substitute Class, University Timetabling Problem 
WEBSITE SISTEM INFORMASI PEMETAAN CAGAR BUDAYA KOTA SERANG, PROVINSI BANTEN Sari Lalita; Ery Dewayani; Bagus Mulyawan
Jurnal Ilmu Komputer dan Sistem Informasi Vol 6, No 1 (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 (936.507 KB) | DOI: 10.24912/jiksi.v6i1.2605

Abstract

Serang city is one of the many cities that are in the region of Indonesia with a variety of attractions, some of which can be regarded as a cultural heritage. But until now, the cultural heritage of Serang City is still not so well known by the wider community. Therefore, required a media that is able to introduce the cultural heritage of Serang City to be better known through the making of the website.A “Serang City Cultural Heritage Mapping Information System Website, Banten Province" was built to assist Balai Pelestarian Cagar Budaya Banten in introducing the cultural heritage of Serang City to the public as well as facilitate the prospective tourists in viewing information about the cultural heritage. The methods used in data collection are observation, interview, and questionnaire. This software development methodology using the SDLC method consists of 5 phases, namely Planning, Analysis, Design, Implementation, and Maintenance. This website is built using using PHP and MYSQL Programming Language as database server. This website has been tested able to display data and map of cultural heritage of Serang city completely.
PERANCANGAN APLIKASI OPTIMALISASI MUATAN PADA KONTAINER DENGAN METODE GRASP Lucky Tjandrawinata
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.v3i2.3318

Abstract

Pemuatan barang kedalam kontainer atau dikenal sebagai Container Loading Problem (CLP) merupakan hal penting dalam dunia logistik modern. Setiap harinya ratusan pengisian kontainer dilakukan oleh distributor besar dan gudang pabrik. Sayangnya kebanyakan dari mereka melakukannya dengan cara manual dimana sering terdapat kesalahan dalam memaksimalkan memuat barang sehingga harus membongkar dan memmuatnya lagi sehingga mebuang waktu yang banyak dan terkadang pemuatan barang belum maksimal. Pada Container loading problem tujuan utamanya adalah untuk memaksimalkan masukkan barang kedalam kontainer serta meminimalkan ruang kosong pada kontainer tersebut. Sangat sulit untuk mencoba mencari cara maksimal untuk memuat barang pada kontainer tanpa simulasi karena belum ada hitungan pasti untuk masalah ini. Cara terbaik yang saat ini digunakan adalah membuat simulasinya dan mencari semua kemungkinan yang ada. Key wordsContainer Loading Problem, Container Loading Optimization, GRASP
Sistem Penentuan Menu Makanan Berdasarkan Bahan Makanan Pilihan Berbasis Web dan Android Franky Yoga; Bagus Mulyawan; Manatap Dolok Lauro
Jurnal Ilmu Komputer dan Sistem Informasi Vol 9, No 2 (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 (165.523 KB) | DOI: 10.24912/jiksi.v9i2.13105

Abstract

Makanan menjadi salah satu kebutuhan hidup utama dari individu. Makanan yang dikonsumsi terdiri dari berbagai macam menu yang kaya akan rasa dan nutrisi yang melimpah. Untuk menentukan menu makanan, maka diperlukan bahan makanan yang digunakan sebagai bahan dasar pembuatan menu tersebut. Bahan makanan yang digunakan dapat dihasilkan secara pribadi maupun disediakan oleh alam. Untuk langsung memasak menu makanan yang diolah dari bahan makanan yang dipilih, tentunya memberikan banyak manfaat seperti dapat mengkonsumsi makanan yang bersih dan higienis, serta dapat mengurangi biaya pengeluaran makanan instan. Namun, sebagian besar masyarakat masih memiliki rasa kebingungan dalam menentukan menu makanan yang tepat berdasarkan bahan makanan yang tersedia. Hal ini tak luput dari peranan teknologi informasi dalam mempermudah aktivitas dan kegiatan manusia, bahkan dalam menentukan menu makanan sehari-hari. Masyarakat dapat memilih bahan-bahan makanan yang disediakan dan dapat mengetahui menu makanan apa saja yang dapat diolah dari bahan-bahan makanan tesebut.
PENGGUNAAN AUTOMATIC CROPPING DAN PROPAGASI BALIK NEURAL NETWORK PADA PENGENALAN KARAKTER DAN FONT Dewi Sartika; Chairisni Lubis
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.v1i2.3122

Abstract

Program aplikasi yang dibuat adalah sebuah program pengenalan teks berbasis jaringan saraf tiruan dengan menggunakan metode Backpropagation Neural Network. Data input berupa file citra grayscale yang merupakan hasil scan dengan format bitmap (.bmp). Setelah proses grayscale, tahap selanjutnya melakukan proses threshold. Kemudian setelah proses threshold selesai, tahap selanjutnya adalah automatic cropping. Automatic cropping yang digunakan adalah automatic cropping dengan histogram. Digunakan automatic cropping agar proses segmentasi menghasilkan potongan yang tepat dengan objek yang ingin dipotong. Ekstraksi ciri yang dipakai adalah Global Histogram yang juga sebagai input dari metode backpropagation neural network. Hasil pengenalan menggunakan metode BackPropagation menghasilkan persentase keberhasilan lebih dari 96%. Kata Kunci : Automatic Cropping, Backpropagation, Global Histogram .
PEMBUATAN GAME EDUKASI “HAFIZ QURAN” PADA PLATFORM ANDROID Kirey Larasati; 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 (415.393 KB) | DOI: 10.24912/jiksi.v8i2.11532

Abstract

This game was made using Unity Game Engine with C# as a programming language and Photoshop for animation. This game consist of 5 mini games that are: Drag and Drop, Memory, Connect Verses, Guess Pictures and Puzzles. In the drag and drop game, the player must match the questions in the form of the existing Al-Quran writing with the existing picture. In the Memory, the player can only open the clue twice to choose the same picture. In the Connect Verse game, the player must connect the verse by selecting one of the multiple choices. In the Guessing Games, players must match an image with the corresponding name. In the Puzzle Game, players must completed the Al-Quran verses by choosing the right picture. This game is designed for Muslim children aged 3 to 8 years who are in the process of learning the Al-Quran. The testing of this game is done by using black box testing, alpha testing and beta testing with a survey distributed to 23 children under 8 years. The test results show "Hafiz Quran" game has an attractive design, and is easy to use.

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