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 ARCADE GAMES 2D ”BAGOUF” PADA PLATFORM WEB Derrick Ivan; Jeanny Pragantha; Darius Andana Haris
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 (559.502 KB) | DOI: 10.24912/jiksi.v9i2.13110

Abstract

“BagouF” is  a game that consists of 6 minigames with Arcade and Single-player genre. This game can be played on the web platform on any gadget that has browsers. This game is developed with Unity2D and game assets created with Adobe Photoshop. Each minigame has their own unique gameplay. Players can share their highscore to twitter to keep their scores. The game is tested using blackbox testing method, alpha testing by advisors and beta testing with 33 respondents. The responses show that “BagouF” has interesting gameplay and easy to play.
SISTEM PAKAR UNTUK MENDIAGNOSIS PENYAKIT KEJIWAAN BIPOLAR DENGAN MENGGUNAKAN METODE BAYESIAN NETWORK Olivia Prima Putri; Chairisni Lubis; Agus Budi Dharmawan
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.v3i2.3323

Abstract

Expert System is one of artificial Intelligence which uses the knowledge of an expert as its knowledge base. In this research, expert system  designed to diagnosing bipolar disorder  using the method of bayesian network. The result of this application is  the type of psychiatric diseases  bipolar and the value of the probability of each disease. In this research, the  probability of bipolar disorder test data according to medical records obtained yield was 39.39% and the results of testing using test data with new symptoms obtained yield was 55.55%. Key words Bayesian network, bipolar disorder,expert system
PERANCANGAN APLIKASI PEMENGGALAN KATA MENGGUNAKAN FINITE STATE AUTOMATA DAN PEMOTONGAN IMBUHAN MENGGUNAKAN ALGORITMA JELITA ASIAN Erikson T; Viny Christanti; Tony Tony
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.v1i2.3127

Abstract

Bahasa Indonesia adalah varian bahasa Melayu, sebuah bahasa Austronesia dari cabang bahasa-bahasa Sunda-Sulawesi, yang digunakan sebagai lingua franca di Nusantara kemungkinan sejak abad-abad awal penanggalan modern.Aksara pertama dalam bahasa Melayu atau Jawi ditemukan di pesisir tenggara Pulau Sumatera, mengindikasikan bahwa bahasa ini menyebar ke berbagai tempat di Nusantara dari wilayah ini, berkat penggunaannya oleh Kerajaan Sriwijaya yang menguasai jalur perdagangan. Dalam penelitian ini Finite State Automata dan Stemming digunakan untuk melakukan pemenggalan kata dan pemotongan imbuhan menggunakan Bahasa Indonesia agar mendapatkan hasi yang optimal.  Kata KunciBahasa Indonesia, Finite State Automata, Jelita Asian Stemming
PEMBUATAN GAME REAL-TIME TACTICS BOX ARENA Alfred Tanuwijaya; Jeanny Pragantha; Rendi Kristyadi
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 (502.593 KB) | DOI: 10.24912/jiksi.v6i2.2620

Abstract

Game Box Arena adalah game yang memiliki genre real-time tactics dengan tampilan dua dimensi yang dapat dimainkan pada komputer dengan sistem operasi Windows. Pembuatan Game Box Arena menggunakan game engine Unity yang menggunakan C# sebagai bahasa pemrogramannya dan Adobe Photoshop untuk membuat tampilan game. Pemain memainkan sebuah karakter robot yang dapat menggunakan berbagai macam serangan untuk mengalahkan berbagai musuh yang memiliki serangan yang berbeda-beda. Pemain harus menentukan taktik dalam menggunakan chip dan menghindari serangan musuh. Pemain dapat memilih tiga dari 32 chip untuk digunakan dalam pertarungan. Pengujian yang dilakukan menggunakan metode blackbox, alpha testing, dan beta testing. Pengujian blackbox dilakukan oleh pembuat game, alpha testing oleh pembimbing, dan beta testing oleh 31 orang dengan mengisi kuesioner yang telah disediakan. Hasil pengujian menunjukkan game Box Arena memiliki fitur yang mudah dipahami dan cukup menarik untuk dimainkan.
PEMBUATAN GAME PARTY MULTIPLAYER 2D “ARCATE MANIA” PADA PLATFORM PC Virginia Virginia; 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 (908.452 KB) | DOI: 10.24912/jiksi.v8i2.11540

Abstract

“Arcate Mania” is a two-dimenional arcade party game which contains 10 minigames that can be played by two to four players. The game was created using Unity 2D game engine for PC platform. Rewired are used as plugins to configure multiplayer feature and control for minigames. Photoshop were used to design characters and other 2D images for the game. Each minigames have different gameplay and theme. Players have to compete to collect points by winning minigames. Testing was done by blackbox testing method, alpha testing method by lecturers, and beta testing method by survey form given to 44 respondents. The results show that “Arcate Mania” is a multiplayer game with interesting graphic that is easy to play for people with range from teenage to adult and support different kinds of controllers.
ANALISIS DAN PERANCANGAN SISTEM INFORMASI PADA PT MAJA AGUNG ELEKTRINDO Yoshua Christianto
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.v2i2.3235

Abstract

The purpose of this system analysis and design is to find the problems and weaknesses that exist in the company and designing a new information system to support all activities of the company. The old system in the company is still run manually that causes recording errors, calculation errors, difficulty in accessing the data, data loss, and reduce the quality of the information needed by the company for decision making. The methodology used in this system analysis and design is SDLC (System Development Life Cycle) method which consists of a planning and selection phase, analysis phase, design phase, implementation and operation phase. This system analysis and design be able to manage the sales, purchasing, finance processes, warehousing data, employee data, and production data with computerized data management and a database. Key words Computerized system, Database, Information system, System analysis and design.
KAJIAN TENTANG SISTEM PENGENALAN AIR MINERAL KEMASAN GELAS BERDASARKAN LOGO DENGAN METODE HISTOGRAM OF ORIENTED GRADIENTS Yudhistira Anggara D; Lina Lina
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 (317.149 KB) | DOI: 10.24912/jiksi.v6i2.2661

Abstract

Application System for the Introduction of Mineral Water Glass Packaging Based on the Logo with the Histogram of Oriented Gradients method is an application used to carry out brand recognition or the logo of glass packaging mineral water. This game is designed on Windows operating systems and uses Python software, and OpenCV. The methods used in this design are the Histogram of Oriented Gradients as a method for feature extraction, the Euclidean Distance method as a method for measuring similarity distances, and k-Nearest Neighbor as a method of recognizing logos or brands.
Perancangan Program Aplikasi Appointment pada Labrows Berbasis Website Florentina Martha; Ery Dewayani; Zyad Rusdi
Jurnal Ilmu Komputer dan Sistem Informasi Vol 5, No 2 (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.v5i2.1118

Abstract

The purpose of writing this thesis is to build an appointment systems at Labrows based on website. This program makes customer easier in scheduling and managing appointments at Labrows. In the absence of such information systems make more difficult customers to research and product maintenance services desired. Using methods of SDLC (System Develompment Life Cycle) is a development life cycle is expected to result in a more perfect system because it allows a re-evaluation of the system development process due to the rotation of the system as well as web development, information system was developed using PHP, HTML, and MySql. On testing the system information is based on using the black box. Conclusions and suggestions that there is need for dissemination of research information service system of registration, appointment reservation, ordering and other products need to be done by Labrows to customers, may be developed and utilized properly and can be used by Labrows, to simplify and speed service to customers
APLIKASI PENGUKUR KELAYAKAN TEMPAT TINGGAL MENGGUNAKAN METODE NAIVE BAYES Ivan Andrew Yoshua; Jeanny Pragantha; Tri Sutrisno
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 (430.39 KB) | DOI: 10.24912/jiksi.v8i1.11473

Abstract

Application for measuring the feasibility of residence by using the Naive Bayes method is a method for measuring the feasibilty of a house. This method was created for PT. Ady Karya Raya Nusantara employees to replace the PT Ady Karya Raya method which still uses manual method. There are 2 programming languages used to make this application, namely PHP and Python. PHP for the user interface and python for the calculation. Testing was done by User Acceptence Testing (UAT) and count testing. UAT testing to check buttons and features and count testing to check whether the results of the manual method are the same as the Naive Bayes method. From the two tests conducted it can be seen that the Naive Bayes method can be applied to replace the manual method and also all buttons and features in the application function properly.
Analisis Estimasi Pembuatan Perangkat Lunak Dengan Menggunakan Metode Constructive Cost Model (COCOMO) Daniel Ivan; Zyad Rusdi; Bobby Tumbelaka
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.v2i2.3199

Abstract

The COnstructive COst MOdel, COCOMO, was developed to estimate the effort and cost to complete a software project. All business enterprises involved in developing software must know their costs to maintain their long-term viability. COCOMO measures the size of the project is lines of code. When the size of the project is measured in function points, COCOMO uses a function points to lines of code converter. However, function points is the better metric of project size. We present a new model which uses function points as a direct input into the model. We show that the software project data can be analyzed on a programming language basis. We claim that our proposed model is superior because it eliminates the errors introduced by arbitrary function point indices and replaces them with constants that are scientifically verifiable. Key words COCOMO, Constructive Cost Model, Estimasi Usaha

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