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
PENGENALAN KARAKTER SIBI MENGGUNAKAN METODE CONVOLUTIONAL NEURAL NETWORK Fadhil Maulana Suryawan; Jeanny Pragantha; Teny Handayani
Jurnal Ilmu Komputer dan Sistem Informasi Vol 10, No 1 (2022): 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.v10i1.17825

Abstract

Communication between humans is an important thing for the activities of daily life. However, Humans were created with the advantages and disadvantages of each person and one of them is the difficulty of establishing or communicating and interacting for people who are deaf and speech impaired. Meanwhile, what solutions can be given about these shortcomings. So that there is no gap in society.This has led to the development of sign language recognition systems, which can automatically translate sign language into text and speech with effective pre-processing and accurate sign classification. According to recent developments in the field of deep learning, neural networks may have broad implications and implementations for sign language analysis. In the proposed system, Convolutional Neural Network (CNN) is used to classify sign language images because convolutional networks are faster in feature extraction and image classification than other classifiers.CNN architecture is carried out in 3 stages, 25 epochs, 50 epochs and 100 epochs. Based on the experiments conducted, the accuracy value obtained continues to increase in each stage, starting from 91.03%, 92.69% to the highest accuracy value in the training process of 94.25%. Likewise, the data prediction process also increases in each stage, starting from 90.62%, 93.75% until the highest accuracy value in data prediction is same 95.83%.
Pembuatan Game Hack-and-Slash dengan Deck Building 2D “Need More Gold” Harley Leo Liman; Jeanny Pragantha; Darius Andana Haris
Jurnal Ilmu Komputer dan Sistem Informasi Vol 10, No 1 (2022): 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.v10i1.17833

Abstract

“Need More Gold” is a hack-and-slash dan deck-building game build for PC platform. Player will play as a boy exploring an abandon castle. “Need More Gold” use keyboard as the main control to move the character, cards dan consumables. In this game, players will play as a character who will explore an old castle and search for abandoned treasures. Players will fight many monsters, collect objects to defeat existing bosses until the player finally reaches the deepest part of the castle and finds the treasure. This game created by Unity game engine with C# as the programming language. Testing has been done by Black Box Testing, Alpha Testing by lecturer and Beta Testing by sharing and filling questionaires to 30 respondents. The result is the game has normal difficulty level for people who have played at least one of the genre and hard difficulty level for those who haven’t played before.
KLASIFIKASI JENIS PENYAKIT PADA DAUN TOMAT DENGAN MENGGUNAKAN CONVOLUTIONAL NEURAL NETWORK El Primo Gemilang; Chairisni Lubis
Jurnal Ilmu Komputer dan Sistem Informasi Vol 10, No 1 (2022): 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.v10i1.17839

Abstract

Tomato is one of the farming commodities in Indonesia, easy to plant but easy to get sick. Analizing the disease in plain view still not yet achieve high accuracy result, so we use the help of Convolutional Neural Network (CNN) algorithm. This research is quantitative, with image of a single tomato leaf that is infected as the input. The constructed model gains an accuracy of 58.33% with 12.716 image consisting of Bacterial Spot, Early Blight, Late Blight, Leaf Mold, Target Spot, Spider Mites, Mosaic Virus, Yellow Leaf Curl Virus, Septoria Leaf Spot and healthy leaf. The conclusion from this research is that classification of Tomato leaf disease using CNN can help achieve a higher accuracy but using LeNet-5 as the model architecture is not very effective.
Pembuatan Aplikasi Berbasis Website Untuk Rekomendasi Fakultas dengan Algoritma C4.5 William Wijaksana; Desi Arisandi; Novario Jaya Perdana
Jurnal Ilmu Komputer dan Sistem Informasi Vol 10, No 1 (2022): 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.v10i1.17853

Abstract

unstable and easily influenced in decision-making, and one of the most frequent occurrences is the mistakes in determining their faculty. In this case, the application in the form of a faculty recommendation website aims to help students make the right decisions, and the teachers take a role as an admin to view the student data. This application is made using ASP.NET and JavaScript for the front-end and Python and C# for the back-end. Using the C4.5 algorithm, the faculty can recommend the students accordingly based on their hobbies and the grade criteria entered into the system. By calculating the C4.5 algorithm, it will produce a Decision Tree. The decision tree will be more accurate if there is more training data, thus making the system better and more accurate. The results generated on this website are still less accurate because the training data used is still small.
PERANCANGAN SISTEM PENUNJANG KEPUTUSAN PENCARIAN JARAK TERPENDEK MENUJU RUMAH SAKIT DAN PUSKESMAS DENGAN METODE DIJKSTRA Stefan Senabudy; Desi Arisandi; Tri Sutrisno
Jurnal Ilmu Komputer dan Sistem Informasi Vol 10, No 1 (2022): 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.v10i1.17858

Abstract

Advances in technology and information offer various conveniences and alternatives in every activity and community activity. There are various types of activities and community activities that do not escape the role of technology and information. Of course, this makes it easier for the community to make decisions in every activity and activity. In fact, in determining the fastest route, people are faced with a choice of available routes and are required to make the right decision regarding the alternative shortest route. One of them is in determining the route/path to hospitals and health centers. To take the shortest route/path, you can use public transportation, such as buses, which are often the people's choice compared to other modes of transportation. The existence of hospitals and health centers is very important because they can help treat people who are sick and provide 24-hour Emergency Unit (ER) services. In particular, immigrants who still don't know where the hospitals and health centers are and have to take which route is closer to where they are. Dijkstra's method is very effectively used to map alternative paths, if the main route experiences obstacles. In addition, it can be used to solve the problem of the shortest route/path and maximum flow, the elements (weights) of the route are the distance traveled and the cost. Dijkstra's method does not solve the problem of negative lines and only looks for the minimum value from one node to another that is related to each other. In its implementation, the Dijkstra method can use dynamic or changing data.
APLIKASI BOOKING FITTING PAKAIAN PADA TOKO REKHAS TEXTILE BERBASIS WEB Angeline Alviona Meilyta; Tony Tony; Manatap Dolok Lauro
Jurnal Ilmu Komputer dan Sistem Informasi Vol 10, No 1 (2022): 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.v10i1.17863

Abstract

The Apparel Booking Fitting Application on the Web-Based Rekhas Textile Store is an application designed to make easier for customers to book fittings because through this application, customers can see products and determine their own fitting schedule without having to go directly to the store and also help the store in recording and processing booking fitting data efficiently and effectively. The process of booking fittings at the Rekhas Textile Store is still using the manual method, namely the customer comes directly to the store to make a booking fitting by selecting the desired product and the management of the booking fitting data at the Rekhas Textile Store is done by recording via excel files, scheduling booking fittings is still done by the employees. This application uses the Waterfall System Development Life Cycle (SDLC) development methodology. The database used in this application is MySQL. The programming languages used are HTML and PHP with the CodeIgniter framework.
Perancangan Game Platformer 2D “Seasonal” Pada Web Silvana Aprilia; Jeanny Pragantha; Darius Andana Haris
Jurnal Ilmu Komputer dan Sistem Informasi Vol 10, No 1 (2022): 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.v10i1.17795

Abstract

“Seasonal” is a 2D game with platformer and single player genres. This game can be played on the web or devices that can access the browser. Game is developed using Unity 2019.4.14f1. Players are required to collect 4 treasure boxes from 4 seasons. Those seasons are Spring, Summer, Autumn and Winter. Testing is done by blackbox testing, alpha testing and beta testing. Alpha testing is tested by the supervisor while beta testing is tested by 48 respondents. The results of beta testing show that "Seasonal" is a game that can be enjoyed by all groups from teenagers to adults. “Seasonal” also playable on Google Chrome, Microsoft Edge, Safari, and Opera browsers. In addition, "Seasonal" has interesting gameplay but has level of difficulty between normal to difficult.
PENGGUNAAN APRIORI PADA REKOMENDASI PAKET MENU DAN DILENGKAPI FITUR CHATBOT Yosua Pandapotan Sianipar; Viny Christanti Mawardi; Tri Sutrisno
Jurnal Ilmu Komputer dan Sistem Informasi Vol 10, No 1 (2022): 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.v10i1.17821

Abstract

The growth of the food and beverage industry is the pillar of national and manufacturing economic growth. At present the food and beverage sector continues to be excellent, especially in the tourism industry sector which develops culinary tourism. In the sale of food and beverages in the world of tourism, it is made to attract the attention of consumers by making promotional packages. This promotional package aims to attract buyers to want to buy products from a restaurant. One way to make a promotion is by using association rules. Association rules are the results that will issue a combination of numbers from each transaction data. This was done to help increase the sales of Ling Ling Restaurant. To find the results of association rules whose combinations are used for promotion, here we use the Apriori method. The results that come out will be in the form of a food or drink menu that has been combined into two, three, or more according to the number of association rules that came out by going through the Apriori method. The results of the association rules that come out later will be displayed on the chatbot display contained in the program. The chatbot here will display the results of the association rules obtained using the Apriori method and also display several question options using questions that have been created in the chatbot.
Perancangan Game Virtual Pet “My Lonely Tofu” Sacchio Orlando; Jeanny Pragantha; Darius Andana Haris
Jurnal Ilmu Komputer dan Sistem Informasi Vol 10, No 1 (2022): 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.v10i1.17826

Abstract

The game "My Lonely Tofu" is a mini-game combined with a Virtual Pet game. This is a PC-based, offline and single player game. In this game, there are 5 mini-games, which are Tofu Quiz, Tap Tofu, Sad Tofu, Tofu Think Alike and Spot Tofu. The goal of this game is to evolve the virtual pet, Lonely Tofu, by taking care of it. Alpha testing is tested by the supervisor while beta testing is tested by 46 respondents. The results of beta testing show that “My Lonely Tofu” is an enjoyable game suitable for all ages, all 5 minigames have different difficulties, the easiest is Tap Tofu and Tofu Quiz is the hardest.
PEMBUATAN GAME TOWER DEFENSE “DEFKNIGHTS” PADA WEB James Feriady Sulistiyo; Jeanny Pragantha; Darius Andana Haris
Jurnal Ilmu Komputer dan Sistem Informasi Vol 10, No 1 (2022): 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.v10i1.17832

Abstract

“DefKnights” is a three-dimensional game that can be accessed using internet browser with the address https://galeri.fti.untar.ac.id/gamedevuntar/defknights/. This game was developed with Unity Game Engine. The player will build towers to defeat enemies. Testing methods was done by Blackbox testing, Alpha testing, and Beta Testing by survey form given to 30 respondents. Testing results show that “DefKnights” is an interesting game with an easy-to-understand gameplay.

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