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
PENGEMBANGAN PROTOTYPE MENGGAMBAR SEDERHANA MENGGUNAKAN TEORI ENGAGEMENT DENGAN PENGUJIAN TAM UNTUK ANAK PRASEKOLAH Shelvia Tressia
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.v2i2.3224

Abstract

Information Communication Technology (ICT) plays an important role in the development and terms of the education needs of preschool children. Not inevitable that in this modern age, older children need technology that will accompany her in the process of learning and teaching. Drawing is a process of learning that can be supported by technology. In fact the technology is there to help the process of learning to draw is not easy to use by preschoolers. Therefore, it takes a prototype that can assist children in learning to use technology such as computers. This research aims to develop a simple drawing using the prototype theory of Engagement by testing the Technology Acceptance Model. Research methods include two stages. The first stage was the creation of the prototype and the second stage is testing prototypes. In the stage production of prototype research participants amounted to two teachers namely kindergarten teacher A and B. Interview given to obtain data about how to learn to draw in children kindergarten. Second stage, testing prototype using participants totalling 21 kindergarten students A and B. Test color and image recognition is given to know the child's knowledge before and after using the prototype. A questionnaire given to calculate the data reception prototype. The research results obtained are drawing a simple prototype can increase understanding of the application of drawing, perceived ease of use and perceived usefulness can affect behavioral intention to use prototype. Key words Preschoolers, engagement, drawing, prototype, technology acceptance models.
PROGRAM INVENTARISASI ASET DAN MAPPING CAGAR BUDAYA KOTA SERANG, PROVINSI BANTEN BERBASIS WEBSITE Rachmat Rachmat; Ery Dewayani; Bagus Mulyawan
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 (759.282 KB) | DOI: 10.24912/jiksi.v6i2.2650

Abstract

Kota Serang memiliki berbagai Cagar budaya yang menarik, dan perlu dikunjungi akan tetapi dalam penyampaian informasinya masih hanya berupa buku-buku,dan brosur. Tujuan dibuat progam ini adalah sebagai sebuah alternatif untuk membantu masyarakat dan dapat membantu Dinas Pariwisata memajukan pariwisata di Kota Serang. Metode yang digunakan dalam pengumpulan data adalah metode observasi dan metode wawancara. Metode pengembangan perangkat lunak yang digunakan adalah System Development Life Cycle (SDLC) dan bahasa pemrograman yang digunakan adalah PHP dan untuk mengelola database digunakan PhpMyAdmin. Hasil pembuatan Progam Inventarisasi Asset Dan Mapping Cagar Budaya Kota Serang,Provinsi Banten berbasis website mempermudah masyarakat untuk mengetahui informasi seperti deskripsi cagar budaya, alamat cagar budaya, dan lokasi cagar budaya pada kota Serang dengan peta melalui google maps.
KINERJA METODE RESAMPLING JAKKNIFE UNTUK PEMETAAN LAHAN Reinhart Reinhart
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 (796.175 KB) | DOI: 10.24912/jiksi.v6i1.2604

Abstract

Classifications of impervious land and non impervious land using resampling Jackknife method are meant  to test the method in land mapping.  Area  that being used in this research are Jakarta, Bogor, Depok, Tangerang, and Bekasi.  Image data that being used are from satellite images Landsat-8 band 1, 2, 3, 4, 5, 6 and 7. The image data that used are from 2014, 2015, and 2016. The results of classifications will show how many land belong to impervious land and how many belong to non impervious land. The resampling Jackknife method that being used are resampling Jackknife mean, Jackknife median, and Jackknife first quartile. To test the detection the result will be compared to the real data. In Jakarta the Impervious land is bigger than non impervious land. While in Bogor, Depok, Tangerang, and Bekasi the non impervious land is bigger than the impervious land. The accuracy of resampling Jackknife method in land mapping is considerably good, it can detect which area is impervious, forest, river, or empty land .
Pembuatan Game Musical Puzzle “Music Puzzle” Pada Platform Android Ewaldo Filbert; 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 (372.678 KB) | DOI: 10.24912/jiksi.v8i2.11527

Abstract

“Music Puzzle” is a musical puzzle game for Android. Player will try to arrange the puzzle piece by listening to the music in each puzzle and correct the order of the music. This game use classical music as the theme of the game. This game is developed by Unity game engine with C# as the programming language. Testing has been done with Black Box Testing, Alpha Testing by lecturer and Beta Testing by survey to 30 respondents. The results show that the “Music Puzzle” is an interesting game to play and encourage respondents to interest in classical music.
PROGRAM APLIKASI SISTEM INFROMASI PELAYANAN SERVICE PADA BENGKEL MAJU MOTOR Tonny Jaya Putra
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.v2i2.3229

Abstract

Perancangan program aplikasi pelayanan Service mobil adalah sistem informasi pelayanan service yang terkomputerisasi menggunakan komputer berbasis online. Program aplikasi Pelayanan Service pada Bengkel Maju Motor ini dirancang untuk mengatasi masalah-masalah penerimaan service yang mengalami kendala yang memperlambat kinerja bengkel Maju Motor, memberikan fasilitas booking service, dan meningkatkan kinerja dari Maju Motor. Metode yang digunakan yaitu SDLC (System Development Life Cycle) yang berfungsi untuk perancangan, analisis, desain dan implementasinya. Bahasa Pemrograman yang digunakan adalah PHP dan basis data yang digunakan adalah wampp service. Perancangan program aplikasi tersebut bertujuan untuk meningkatkan kinerja Maju Motor dan memberikan kemudahan dalam customer melakukan booking service Key words SDLC, booking service, Perancangan Program Aplikasi pelayanan Service, PHP dan PHP MySql
ANALISIS REKOMENDASI PEMINATAN MENGGUNAKAN METODE DECISION TREE DENGAN ALGORITMA C4.5 Stefanny Claudia; Tri Sutrisno
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 (239.165 KB) | DOI: 10.24912/jiksi.v6i2.2655

Abstract

The application created are used to analyze which thesis preference subject suits students academic performance based on their academic grades. The application also provide online academic consultations features which students can use for their academic consultations. To find their thesis preference, the application use decision tree method with C4.5 algorithm. Testing prediction system using students data from 2012 to 2015 who have found their thesis preference. The value data used is 32 mandatory courses in the Faculty of Information Technology before thesis preference. The application can run , use and perform well in accordance with the design made. Testing is to compare the accuracy of the selected tree model build from training data and the thesis preference students have selected. The average accuracy percentage of this a 72,6227%.
WEBSITE SISTEM INFORMASI PEMETAAN BANGUNAN BERSEJARAH KOTA SERANG, PROVINSI BANTEN Yenita Candra Sari; 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 (565.171 KB) | DOI: 10.24912/jiksi.v6i1.2609

Abstract

Banten is located in Tatar Pasundan, which has many historical buildings. To overcome the limitations of the information historical buildings in Kota Serang, it was designed and built a system that can provide information on the presence of historical buildings in Kota Serang so that people can know more about the history, the events that occurred in these buildings.The methods used for collecting data are observation and interview. The research method used is SDLC (System Development Lyfe Cycle). The programming language used is PHP and PHPMyAdmin for database management.
APLIKASI SISTEM INFERENSI FUZZY UNTUK MENDIAGNOSIS PENYAKIT MATA BERBASIS WEBSITE Fabrian Ivan Prasetya; Chairisni Lubis
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 (371.69 KB) | DOI: 10.24912/jiksi.v8i1.11467

Abstract

On this research a fuzzy inference system application program will be designed to diagnose web-based diseases. In addition to diagnosing the disease, this research was conducted to increase the severity of the disease. Data collection in this study uses the literature method, documentation method, and interview method. The inference engine used is the forward chaining method and the calculation of the severity using the Sugeno’s fuzzy method with triangular and trapezoidal membership functions. Fuzzy Inference System Application Program created can be used to diagnose diseases in general that can contain various types of diseases, symptoms, rule bases and diagnosis results of a disease and its symptoms based on the symptoms of the disease suffered. In this study, the application was created by using ASP.NET and SQL Server 2019. Data testing was carried out there were two types of testing. The results of the percentage of truth in diagnosing the severity of the disease reached 92.30% and in diagnosing the disease using the triangle function reached 52.56% in the first test and by using the trapezoidal function reached 53.84% in the first test. For the second test result, the percentage of truth in diagnosing the severity of the disease was 89.65% and in diagnosing the disease using the triangle function reached 41.37% and by using the trapezoidal function reached 41.37%
PERANCANGAN PROGRAM APLIKASI PENGIRIMAN BARANG BERBASIS WEB PADA PERUSAHAAN PT NEXT COURIER Abijan Abijan; Zyad Rusdi
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.v2i2.3193

Abstract

Supply Chain Management is the management of the flow of goods. It includes the movement and storage of raw materials, work-in process inventory, and finished goods from point of origin to point of consumption. Interconecred or interlinked networks, channels and node businesses are involved in the provision of products and service required by end customers in a supply chain. Supply chain management has been defined as the “design, Planning, execution, control, and monitoring of supply chain activities with the objective of creating net value, building a competitive infrastructure, leveraging worldwide logistics, synchronizing supply with deman and measuring performance globally Keywords Supply chain, business , product and services
PERANCANGAN APLIKASI PENYISIPAN CITRA BERWARNA PADA QR CODE DENGAN METODE HALFTONE indrafani J. Panjaitan; Tony Tony
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.v5i1.771

Abstract

The project is made in the form of a software application that accepts input color image to be processed into Halftone QR-Code. Halftone QR-Code is a composite image of the QR-Code and halftone image that can be recognized by QR-Code Scanner. QR-Code image generated using the Library Massagingtoolkit-QRCode with alphanumeric text input degan various versions QR-Code in accordance with a lot of character input. The input image is processed into a halftone image with methods Ordered Dithering variation dither matrix 4 x 4 and 8 x 8. The image of the QR-Code and halftone images will be processed into QR-Code Halftone Pattern Assignment method. Output generated by the application Halftone QR-Code tested with QR-Code ZXing Library and QRAFTER application on Iphone 6s Plus and QR. The average rate of overall success with the test scenario ZXing QR-Code Library by 94%. The average rate of overall success with the test scenario QRAFTER application on Iphone 6s Plus from the laptop screen and hardcopy respectively by 100%.

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