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
SISTEM INFORMASI PENGGAJIAN KARYAWAN PT.LIONG EMAS ABADI PERKASA Darson Darson; Dali Santun Naga; Ery Dewayani
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 (283.265 KB) | DOI: 10.24912/jiksi.v8i1.11464

Abstract

The application program "Employee Payroll Information System of PT. Liong Emas Abadi Perkasa" aims to help the payroll system at PT. Liong Emas Abadi Perkasa from manual to computerized. This application program uses the Rapid Application Development (RAD) method which is carried out in several stages, namely the Initial Investigation, Make Prototype, the testing phase, the implementation phase and the maintenance phase. This application program uses several design tools, namely Flowcharts, Data Flow Diagrams, Entity Relationship Diagrams, Context Diagrams and Relationships Between Tables. This application program uses MySQL as a database, XAMPP as a link between the database and display, PHP as a programming language and display settings application Testing this application uses the Black box testing method and User Acceptance Test (UAT). Based on the trials conducted it can be concluded that the program created can be run and can help users in the company's payroll.
PEMETAAN LAHAN TEMPAT PEMAKAMAN UMUM DENGAN METODE K-MEANS WILKS’ LAMBDA (Studi Kasus : Pondok Kelapa) Yoel Haggen Wijaya
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.v2i1.3191

Abstract

Nowadays, computer technology is evolving especially in image processing . One of example is Mapping land based on texture and color characteristic’s. To obtain a texture value used Haar Wavelet Transformation method. From this method get 7 feature vectors. To get value of color we use Color Moments method. from this method get 9 feature vectors from each image block. From Haar Wavelet transformation method and Color Moments method can divide the data to a cluster. We use K-Means method to divide the data to a cluster. For analyzing the significant of data clustering, we use multivariate analyzing using Wilks’ Lambda. The result will be compared to the governor official regulation 1997.  Based on that clustering, the wide of land which used output image, the wide of land has  19.775 . Key wordsImagery, Color Moment, Remote Sensing, Texture, Wavelet, Wilks' Lamda.
APLIKASI RESOURCE MANAGEMENT BERBASIS WEB DAN MOBILE PADA PT ASPIRASI LUHUR Stephanie Budianto; Lely Hiryanto; Janson Hendryli
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 (356.913 KB) | DOI: 10.24912/jiksi.v6i1.2607

Abstract

Every company surely need a competent and full skill emloyees to develop and  follow time progress in the field of Human Resources. The problems of employees recruitment in a company is an important thing. One way to fix the problem is apply a online recruitment system with  curriculum vitae that had been prepared in web application. Because employees recruitment with manual system in a company are considered hard enough. The purpose from a new employees recruitment system is to collect suitor’s data who potensial into organization.  Employees recruitment system do with recommendation system based on criterias which made according companies required and expected to provide a good recommendation. To follow up an employees recruitment, in this web application is also add some features to ease Human Resource Development , that is employees data management who had worked in the company.
PENERAPAN METODE K-NEAREST NEIGHBOR DALAM MEMPREDIKSI WAKTU KELULUSAN MAHASISWA SARJANA YANG BERMAIN GAME Aleksander Nihcolson; Dali Santun Naga; Viny Christanti Mawardi
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 (240.2 KB) | DOI: 10.24912/jiksi.v9i2.13107

Abstract

Graduating from college is something that students really want. By graduating from college, it has become a sign for a student to become a worthy scholar to continue and enter the next level. Graduation time is influenced by the academic value obtained from a student. If a student gets a high score, the student's graduation will be faster or on time. On the other hand, if a student gets a score below the average, the student's graduation time will be longer. At this time, one of the causes of students getting low grades is because students who are so busy playing games neglect their lectures and lose concentration while studying. So this can affect the time of their graduation. Students should be able to control themselves to manage their time playing online games and lectures in order to complete their obligations as a student, and students who get low grades for playing games should also be aware that getting low grades continuously will result in the student being threatened with dropping out (DO).Therefore, an information system program was designed that can be used by students who like to play games to be able to predict their graduation time so that they can find out their graduation time. The design of this program applies the K-Nearest Neighbor method which is a classification technique for objects based on learning data that is closest to the object.The final result of the application of the K-Nearest Neighbor method in the program has its advantages and disadvantages. The classification process is strongly influenced by the large amount of training data, and the determined value of 'K' (neighbors). The more the amount of training data, the level of accuracy can be reduced. The level of accuracy in testing using training data is 230 data, and using test data as much as 30 data with several specified 'K' values, namely, 2, 3, 4, 10. Accuracy results with 4 K values used can reach an accuracy rate of 90% .
PEMBUATAN GAME RPG “Connecting World” Marsel Dwiputra; 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.v3i2.3320

Abstract

Game “Connecting World” adalah game pertarungan melawan monster di berbagai dunia dalam game pada perangkat personal computer (pc). Game ini dibuat menggunakan game engine Unity3D, notepad++ untuk membuat script, dan paint untuk membuat komponen grafis dua dimensi (2D). User diposisikan sebagai karakter utama, yaitu seorang pemuda yang berpetualang mengalahkan setiap boss monster di lima dunia berbeda dengan menggunakan tiga jenis senjata berbeda. Senjata yang digunakan terdiri dari katana, two handed sword, dan dual sword. Terdapat pula lima kemampuan yang dapat digunakan user untuk mengalahkan monster. Skenario yang dapat ditemui pada game ini antara lain menyerang monster, membeli dan menjual barang, menyelesaikan quest, dan perpindahan tiap dunia. Pengujian dilakukan dengan metode blackbox, alpha testing oleh pembimbing, dan beta testing melalui survey pada 30 user. Hasil pengujian menunjukkan game ini sudah cukup menantang untuk dimainkan, namun terdapat kekurangan pada animasi serangan karakter utama yang masih terlihat sedikit kaku. Key wordsJavascript, C#, Game 3D, Unity3D, Role-Playing Game, Connecting World
PERANCANGAN PROGRAM APLIKASI SISTEM BASIS DATA KUESIONER PENELITIAN BERBASIS WEB Dodi Putra; Bagus Mulyawan
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.v1i2.3124

Abstract

In today's modern era computers were instrumental to the advancement of an organization, which for the process is done by using a computer can be very helpful in shortening the time. At one of them is on the IS and STS lab, where there are researchers who are in the lab. They do research and process and store data, processing and storage of data is done is still done by hand, they get the data to be processed by distributing questionnaires, after getting past the data they process and store, processing and storage is still manual is by using micrfosoft excel therefore need to be made designing a database system application program questionnaire web-based research to assist in processing and storing as well as generate a report questionnaire with time quickly and accurately.Key wordsdatabase, research, questionnaries
KAJIAN TENTANG SISTEM PENGINGAT LOKASI PINTU AKSES MALL BERBASIS PENGENALAN LOGO OUTLET Erwin Erwin; Lina Lina
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.v5i1.769

Abstract

Mall have a lot of access to the parking lot, which can leads visitor of the mall to forget where they park their car and how to get there. This paper presents a system to tackle this problem by logo recognition using a modified method, Modified Line Segment Hausdorff Distance (MLHD). The system takes image of a shop with the shop logo, captured so that the shop logo is on the top of the image as input.  The system cuts the top area of the image, where the shop logo supposed to be, and do the preprocessing which consist of edge detection using Canny and thinning using Zhang-Suen method before recognize the shop logo using MLHD.
PEMBUATAN GAME 2D VIRTUAL PET “BARCOMON” DENGAN FITUR BARCODE SCANNER Hendy Sofjan; 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 (423.446 KB) | DOI: 10.24912/jiksi.v8i2.11529

Abstract

“Barcomon” is a virtual pet game for smartphone with an Android Operating System. This game was made using C# programming language and Unity as the development program. In this game, player will act as a Coder with a goal to achieve the Code Master title by winning all the battle on The Forum. Coder must take care and train the monsters. Player can get the monsters by scanning any barcode from any daily product. The testing of this game is done by using a blackbox testing method, alpha testing, and beta testing with a survey distributed to 39 respondents. The survey shows that Barcomon is a game with an interesting gameplay, easy to play, and has a unique barcode scanning feature that is rarely found in other games.
APLIKASI E-COMMERCE BERBASIS DSS PADA TOKO KUE KUMALA Stephen Prihandana
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.v2i2.3227

Abstract

Making E-Commerce application program based cake shop jade DSS is a computerized system of Ecommerce. Making E-Commerce application program based on Pastry Shop Kumala DSS was created to address the problems found in the manual of sale system that can slow the performance of a business. The method used is the SDLC (System Development Life Cycle) which consists of four phases: planning, analysis phase, design phase and implementation phase. The programming language used is PHP and the database used is MySQL.. Key words E-Commerce, DSS, dan SDLC
PEMBUATAN GAME ACTION “I AM ...” MENGGUNAKAN GYROSCOPE DAN AUGMENTED REALITY PADA ANDROID Ricky Yulianto; 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 (490.623 KB) | DOI: 10.24912/jiksi.v8i2.11537

Abstract

“I am” is an action game with Gyroscope to directing player according to smartphone’s orientation and Augmented Reality to scan markers to obtain skills and items. “I am” is made with Unity Game Engine, C# to program, Adobe Photoshop and Illustrator to design User Interface and buttons. “I am” tells the story of a witch named Rogana which lost his memories with severe wounds. Rogana was defeated by Karan who can leap through dimension as he wish to. Karan has the ambition to become the strongest magician. Rogana survived and tried to take revenge on Karan. Testing on this game done by blackbox, alpha testing and beta testing through a questionnaire conducted by 31 people. Test results show that the game I am has a unique gameplay with Gyroscope and Augmented Reality features

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