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 TOWER DEFENSE "DEFENSE PUSH" DENGAN UNITY Martindo Martindo; Jeanny Pragantha; Darius Andana Haris
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 | DOI: 10.24912/jiksi.v6i1.2603

Abstract

Game “Defense Push” adalah game dengan genre Tower Defense. Game ini bertujuan untuk menghancurkan tower milik musuh dengan cara mendorong dan menghancurkan pasukan musuh hingga mencapai tower utama milik musuh dan dapat menghancurkannya.Pemain berperan sebagai raja yang dapat menurunkan pasukan untuk menghancurkan musuhnya. Selain itu, pemain akan menikmati game yang sederhana dan tidak sulit untuk dimainkan. Tantangan utama dari game ini adalah kesulitan untuk melewati pasukan musuh agar dapat menghancurkan tower utama milik musuh.Game ini dirancang dengan menggunakan game engine Unity dan bahasa pemrograman C# dan dapat dimainkan pada PC atau Laptop.Game yang dibuat telah berjalan dengan baik dan sesuai dengan rancangan yang sudah dibuat.
APLIKASI PERINGKAS OTOMATIS UNTUK MULTI DOCUMENT INDONESIA DENGAN WEIGHT OF FEATURES Robertus Budihalim; Jeanny Pragantha; Viny Christanti
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.v2i2.3223

Abstract

Automatic Text Summarization is a computer-based application that produces text that is shorter than the original text, but still keep the important sentences of the text. This application is designed to perform summarization for Indonesian sociology documents. The purpose of this application is to design a system which can classify documents according to the contents similarities with Complete Linkage Clustering method, to design a system to generate a summary of some sociology documents with Weight Of Features method, helping the reader to get the important sentences of some of the documents, and shorten the time in obtaining the important sentences of several documents. This application was tested by Black Box Testing method, Purity and Question & Answer Evaluation. Based on the testing that has been conducted shows that all of the functions contained in the application program has been going well. The system has been designed to automatically classify documents with the best threshold value on 0.00005 with a 75 804% value of accuracy, and the system can generate a summary of some sociology documents with compression value of 25%, 50% and 75%. The greater value chosen, compression results summary will be more complete. The accuracy of the summary value of compression 25%, 50% and 75% respectively are 50%, 61%, and 81%. Key words Automatic Text Summarization, Complete Linkage Clustering, Multi Document, Weight of Features
PEMBUATAN ARCADE GAME “GUESS THE ALPHABET!” BERBASIS ANDROID Linda Sari; 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 | DOI: 10.24912/jiksi.v8i2.11534

Abstract

Game “Guess The Alphabets!” is designed using Unity and C# Sharp for the game’s script. This game has 2 Modes, namely Monster Mode and Learn Monster Mode. Monster Mode is a Mode where players are asked to guess the letters that are on the body of a Monster. Learn Monster Mode is a Mode where players are asked to type the English words. The player must complete the first stage in Monster Mode then proceed to the easy stage in Learn Monster Mode. And so on until the last stage in Monster Mode and Learn Monster Mode. Monster Mode consists of 4 stages. Each stage in Monster Mode consists of 5 levels. Learn Monster Mode consists of 4 stages, namely easy, normal, hard, and extreme stages. Testing is done by this method blackbox testing, alpha testing, and beta testing through a survey of 31 respondents. Test results show that the game “Guess The Alphabet!” is an interesting and challenging game because the players keep trying until it's finish the game.
APLIKASI ONLINESHOP PADA WARUNG AKSESORIS BERBASIS WEB DAN MOBILE MENGGUNAKAN METODE TOPSIS Putri Shafira; Bagus Mulyawan; Manatap Dolok Lauro
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 | DOI: 10.24912/jiksi.v6i2.2649

Abstract

Onlineshop Applications On Warunk Accessories Web-Based and Mobile Using Topsis Method is an application that aims to facilitate the process of selling, recording products and decision support in the selection of suppliers at Warunk Accessories Stores. Applications are used by owners to assess suppliers using Topsis methods and store staff to manage Warunk Accessories stores online and customers to see what products are sold in Warunk Accessories stores, and place orders online. Applications are designed using the PHP and Android programming languages. Application design method using System Development Life Cycle by using Waterfall model. The test results were conducted using User Acceptance Test method and user satisfaction test using questionnaire. With this application can simplify the process of recording data items and buying and selling at Warunk Accessories store. Testing is done using 3 supplier data, after testing the results obtained for the highest value through the system 0.7959 and 0.795 manual. From the test results can be concluded that the application has been running according to the design and the results of application calculations with Topsis method there is little difference with the results of manual calculations.
SISTEM INVENTORI DAN PENGGAJIAN TOKO METRO ELEKTRONIK BERBASIS WEB DAN DESKTOP Davin Iskandar
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.v5i1.764

Abstract

Metro Elektronik is a shop that selling various kinds of electronic goods such as refrigerator, air conditioner, television, etc. The current system that run in metro elektronik now has many flaws and reduce the overall performance of store mainly because of data integrity and inconsistency. Using php and java today I built a application that can help Metro Elektronik solve it’s problem.
SISTEM INFORMASI MONITORING AKTIVITAS ANAK BERBASIS WEB DAN MOBILE Alexander Samuel; Lina Lina; Desi Arisandi
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 | DOI: 10.24912/jiksi.v8i1.11260

Abstract

Before entering elementary school level, children will learn through PAUD (Early Childhood Education). Paud activities are various. Seeing from this PAUD activity, of  course parents need to see and monitor the activities of their children if parents cannot accompany them at school. The information system for monitoring PAUD children’s activities is expected to be able to help parens to see the children’s activities carried out while at school. This system is made using two platforms, namely web-based whose main feature monitoring children’s activities, and mobile-based to view data that has been entered from the web
CLUSTERING K-MEANS UNTUK SISTEM TANYA JAWAB BAHASA INDONESIA BIDANG KESEHATAN Steven Muliadi; Viny Christanti
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.v2i2.3228

Abstract

Question and Answering (QA) system is a system to answer question based on collections of unstructured text documents in the form of natural language or human language. In general, QA system consists of four stages, i.e. question analysis, document selection, passage retrieval, and answer extraction. In this study, we added two processes, i.e. documents clustering and passage clustering. Clustering K-Means is used for this study. Naive Bayes Classification is used for document or passage selection. Passage building is done with Dynamic Passage Partitioning. Document selection is done with Lucene. The experiments was done using 100 questions from 1000 Indonesian Health Documents. Test results show that system without clustering has the best accuracy 63 %. System produces the best result with the use of 5 of the most relevant documents, 5 passage with the highest score, and 10 answer with the closest distance. Key words Clustering K-Means, Dynamic Passage Partitioning, Health, Information Retrieval, Naive Bayes Classification, Question Answering
PEMBUATAN GAME ANDROID TOWER DEFENSE “MYTH OF JAVA” Hendaryie Hendaryie; 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 | DOI: 10.24912/jiksi.v8i2.11528

Abstract

This game was designed using Unity Game Engine and is targeted to Android smartphone. Aseprite is used to design the sprite in this game. There are 8 stages in this game. Each stage has a different level of difficulty. The aim of this game is to destroy the opponent's tower while protecting the player's tower from being destroyed by the opponent’s. The win condition is when the opponent's tower has destroyed. Testing is done by blackbox testing, alpha testing by the supervisor, and beta testing through a survey of 40 respondents. The test results show that “Myth of Java” is a game that is quite interesting. This is because “Myth of Java” has several stages with different levels of difficulties. It also has a background story that takes from the mystical beliefs that exist in Java Island.
PEMBUATAN GAME 2D ACTION ADVENTURE "MAGIC MAZE ESCAPE" Serliana Serliana; Lina Lina; Darius Andana Haris
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 | DOI: 10.24912/jiksi.v6i2.2654

Abstract

Game “Magic Maze Escape” adalah game dengan genre action-adventure dengan animasi 2D. Game ini dirancang dengan menggunakan Game Engine Unity2D dengan C# sebagai bahasa pemograman dan Photoshop untuk pembuatan animasinya. Pemain harus menyelesaikan game sebelum waktu habis dan melawan semua monster untuk dapat keluar dari maze. Game “Magic Maze Escape” menggunakan kontrol accelerometer. Pengujian dilakukan dengan kuesioner yang telah diisi oleh 30 responden.
PERANCANGAN APLIKASI PENGGAJIAN DAN PENILAIAN KINERJA BERBASIS WEB DAN MOBILE (Studi kasus : PT Colliba Chemical) Hefdy Wiguna Elprama
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.v5i1.770

Abstract

Aplikasi berbasis website dan mobile yang membantu perhitungan gaji dan memberikan rekomendasi terkait kinerja karyawan. Pada aplikasi web fitur unggulan yaitu terdapat pada pengambilan presensi pegawai di ambil dari file excel absensi fingerprint dan aplikasi web kemudian mengambil data tersebut sebagai acuan untuk perhitungan jam lembur dan jam keterlambatan. Aplikasi yang dibuat juga memiliki fitur rekomendasi pegawai dengan kinerja baik yang berkaitan dengan kedisiplinan waktu kerja. Bagi Karyawan fitur ini akan diberikan di aplikasi berbasis mobile application, yang berguna untuk melihat slip gaji dan laporan kinerja bulanan karyawan. Berdasarkan hasil Kuesioner responden user berpendapat aplikasi penggajian ini, data yang ditampilkan terhadap kedua aplikasi sudah dapat terintegrasi dan terdistribusi dengan baik dan memenuhi kebutuhan untuk menghitung gaji. Serta mempermudah distribusi slip gaji dan rekomendasi kinerja karyawan pada PT Colliba Chemical

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