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Register: Jurnal Ilmiah Teknologi Sistem Informasi
ISSN : 25030477     EISSN : 25023357     DOI : https://doi.org/10.26594/register
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Register: Scientific Journals of Information System Technology is an international, peer-reviewed journal that publishes the latest research results in Information and Communication Technology (ICT). The journal covers a wide range of topics, including Enterprise Systems, Information Systems Management, Data Acquisition and Information Dissemination, Data Engineering and Business Intelligence, and IT Infrastructure and Security. The journal has been indexed on Scopus (reputated international indexed) and accredited with grade “SINTA 1” by the Director Decree (1438/E5/DT.05.00/2024) as a recognition of its excellent quality in management and publication for international indexed journal.
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Articles 219 Documents
Pengenalan Angka Pada Sistem Operasi Android Dengan Menggunakan Metode Template Matching Kusuma, Abdi Pandu; Darmanto, Darmanto
Register: Jurnal Ilmiah Teknologi Sistem Informasi Vol 2, No 2 (2016): July
Publisher : Information Systems - Universitas Pesantren Tinggi Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26594/register.v2i2.549

Abstract

 Usia dini merupakan usia yang efektif untuk mengembangkan berbagai potensi yang dimiliki oleh anak. Upaya pengembangan potensi dapat dilakukan melalui berbagai cara termasuk dengan cara bermain. Bermain bagi anak merupakan cara yang tepat untuk belajar. Berdasarkan fenomena tersebut, maka perlu dibuat sebuah aplikasi pengenalan angka yang interaktif dengan unsur edukasi. Aplikasi tersebut diharapkan dapat mengambil keputusan secara otomatis apa yang ditulis anak itu bernilai benar atau salah dan juga dapat membangkitkan semangat belajar anak dalam mengenal pola angka. Solusi yang sesuai agar aplikasi tersebut dapat memberikan jawaban salah atau benar digunakan satu metode yaitu template matching. Pengenalan angka dengan menggunakan metode template matching dilakukan dengan cara membandingkan citra masukan dengan citra template. Hasil template matching dihitung dari banyaknya titik pada citra masukan yang sesuai dengan citra template. Template disediakan pada database untuk memberikan contoh cara penulisan pola angka. Uji coba dilakukan pada aplikasi sebanyak 40 kali dengan pola yang berbeda. Dari hasil uji coba didapat prosentase keberhasilan aplikasi ini mencapai 75,75%.Kata kunci: Belajar, bermain, Template Matching, dan pola.  Early childhood is an effective age to develop the potential of the child. Potential development efforts can be done through various ways, including by playing. Playing for children is a great way to learn. Based on this phenomenon, it should be made an introduction to the numbers interactive application with elements of education. The application is expected to take decisions automatically what the child is written is true or false, and also can encourage a child's learning in recognizing number patterns. Appropriate solutions so that the app can give an answer right or wrong to use the methods that template matching. The introduction of the numbers by using template matching is done by comparing the input image with the image of the template. Template matching results are calculated from the number of points in the input image corresponding to the image of the template. Templates are provided in the database to provide an example of how to write a pattern of numbers. Tests performed on the application as much as 40 times with different patterns. From the test results obtained percentage of success of these applications reached 75.75%.Keywords: Early age, playing, study,Template Matching.
Perubahan perilaku Non-Player Character (NPC) pada Game Arabic Hunter menggunakan Jaringan Syaraf Tiruan Perceptron Karim, Syafei
Register: Jurnal Ilmiah Teknologi Sistem Informasi Vol 3, No 1 (2017): January
Publisher : Information Systems - Universitas Pesantren Tinggi Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26594/register.v3i1.622

Abstract

 Permainan pada smartphone merupakan aplikasi yang banyak digunakan orang untuk menghabiskan waktu ketika orang tersebut sedang dalam keadaan menunggu atau bosan. Industri game merupakan perwujudan pengembangan industri kreatif yang ada pada saat ini. Perkembangan permainan pada smartphone juga didukung dengan kemajuan grafis yang membuat lingkungan dan jalannya permainan terlihat lebih realistis. Game akan terlihat lebih realistis jika memiliki Artificial Intelligence (AI) pada karakternya khususnya pada Non-Player Character (NPC). Ketika sebuah game sudah memiliki AI yang baik, berarti bahwa karakter permainan menunjukkan perilaku yang konsisten dan realistis, bereaksi dengan tepat kepada tindakan pemain dan karakter lain. Pada game AI, ada banyak metode yang bisa digunakan untuk memberikan perilaku pada NPC salah satunya adalah metode Jaringan Saraf Tiruan (JST). Makalah ini memberikan sebuah perubahan perilaku pada NPC dengan menggunakan algoritma Perceptron. Perubahan perilaku akan diproses menyesuaikan jumlah mufradat dan jumlah poin yang didapatkan pemain. Berdasarkan hasil pengujian dapat disimpulkan bahwa implementasi Perceptron untuk memberikan perilaku pada NPC pada Game Arabic Hunter dapat berjalan dengan baik. Dari hasil uji coba algoritma, pada proses learning dapat diketahui bahwa semakin besar nilai learning rate, maka semakin kecil nilai epoch yang didapat. Dari uji coba tersebut dihasilkan learning rate = 1, threshold = 0.6, nilai bias = -1, waktu eksekusi = 1.433 detik. Pada proses learning dihasilkan 93% berhasil dan 7% gagal.                                                                         Games on the smartphone is an application that people use to pass the time when the person is in a state of waiting or bored. Game industry is a manifestation of the development of creative industries that exist at this time. Game development on the smartphone is also supported by the progress of graphics that make the environment and the game more realistic. The game will look more realistic if it has artificial intelligence (AI) on its character especially on Non-Player Character (NPC). When a game already has a good AI, it means that the game characters show consistent and realistic behavior, reacting appropriately to the actions of players and other characters. In the game AI, there are many methods that can be used to give the NPC behavior in one of which is a method of an artificial neural network. This paper provides a behavioral change in the NPC using Perceptron algorithm. Changes in behavior will be processed mufradat adjust the amount and number of points earned player. Based on the test results can be concluded that the implementation of the Perceptron to give the NPC behavior in Arabic game hunter can run well. From the test results of the algorithm, the learning process can be seen that the greater the value of learning rate, the smaller value epoch obtained. From these trials generated learning rate = 1, threshold = 0.6, the value of bias = -1, the execution time = 1.433 seconds. In the learning process produced 93% success and 7% failed.                                                                                  
Implementation DBSCAN algorithm to clustering satellite surface temperature data in Indonesia Kristianto, Ariel; Sediyono, Eko; Hartomo, Kristoko Dwi
Register: Jurnal Ilmiah Teknologi Sistem Informasi Vol 6, No 2 (2020): July
Publisher : Information Systems - Universitas Pesantren Tinggi Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26594/register.v6i2.1913

Abstract

Forest and land fires are national and international problems. The frequency of fires in one of Indonesia's provinces, Riau, is a significant problem. Knowing where to repair the burn is essential to prevent more massive fires. Fires occur because of a fire triangle, namely fuel, oxygen, and heat. The third factor can be seen through remote sensing. Using the Landsat-8 satellite, named the Enhanced Vegetation Index (EVI) variable, Normalized Burn Area (NBR), Normal Difference Humidity Index (NDMI), Normal Difference Difference Vegetation Index (NDVI), Soil Adapted Vegetation Index (SAVI), and Soil Surface Temperature (LST). DBSCAN, as a grouping algorithm that can group the data into several groups based on data density. This is used because of the density of existing fire data, according to the character of this algorithm. The selected cluster is the best cluster that uses Silhouette Coefficients, eps, and minutes value extracted from each variable, so there is no noise in the resulting cluster. The result is more than 0, and the highest is the best cluster result. There are 5 clusters formed by clustering, each of which has its members. This cluster is formed enough to represent the real conditions, cluster which has a high LST value or has an NBR value. A high  LST value indicates an increase in the area's temperature; a high NBR value indicates a fire has occurred in the area. The combination of LST and NBR values indicates the area has experienced forest and land fires. This study shows that DBSCAN clustered fire and surface temperature data following data from the Central Statistics Agency of Riau Province. Proven DBSCAN can cluster satellite imagery data in Riau province into several clusters that have a high incidence of land fires.
Perencanaan strategis sistem informasi menggunakan Enterprise Architecture Planning pada PT. Karya Cipta Buana Sentosa Maumere Robo, Salahudin; Trisno, Trisno; Sunardi, Sunardi; Santosa, Santosa
Register: Jurnal Ilmiah Teknologi Sistem Informasi Vol 4, No 1 (2018): January
Publisher : Information Systems - Universitas Pesantren Tinggi Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26594/register.v4i1.1163

Abstract

Teknologi informasi semakin lama semakin maju dan setiap saat selalu ada perkembangannya yang berpengaruh terhadap berbagai aspek kehidupan. Salah satu diantaranya adalah aspek perekonomian yang berdampak positif bagi perusahaan. Oleh karena itu, setiap perusahaan berusaha untuk menerapkan teknologi informasi dengan tujuan meningkatkan efektifitas dalam proses bisnis, agar perusahan mampu memberikan nilai tambah yaitu berupa keunggulan dalam persaingan bisnis. Enterprise Architecture Planning (EAP) merupakan suatu metode pendekatan dalam perencanaan kualitas data yang berorientasi pada kebutuhan bisnis, perencanaan ini terdiri dari arsitektur data, aplikasi dan infrastruktur teknologi. Tujuan dari penelitian ini untuk menghasilkan proses bisnis perusahaan agar berjalan lebih efektif. Pemodelan bisnis yang digunakan pada penelitian menggunakan analisis value chain. Penggunaan value chain untuk mengetahui jenis-jenis kegiatan serta aktifitas yang ada dalam perusahaan, usulan atau rekomendasi sistem informasi tersebut ditunjukan untuk manager perusahaan terkait sesuai dengan visinya. Hasil dari penelitian ini untuk meningkatkan penyelarasan bisnis dan teknologi informasi pada perusahaan. Information technology is getting more advanced and always have a developing affects to various aspects of life. One of them is the aspect of economy that positively impacts the company. As the results, each company attempts to apply the information technology to improve the effectiveness in the business processing, so that company can give the added value such as the predominance in business competition. Enterprise Architecture Planning or EAP is a method of data quality planning approach that is oriented to business needs consisting of data architecture, application and technology infrastructure. The purpose of this study is to produce business processes of the company to run it more effectively. Business modeling that applied in this research is value chain analysis. The used of value chain is to know the type of activities that exist within the company. The proposed information system is addressed to the manager of related company in accordance with its vision.  
E-commerce website service quality and customer loyalty using WebQual 4.0 with importance performances analysis, and structural equation model: An empirical study in Shopee Wijaya, I Gusti Ngurah Satria; Triandini, Evi; Kabnani, Ezra Tifanie Gabriela; Arifin, Syamsul
Register: Jurnal Ilmiah Teknologi Sistem Informasi Vol 7, No 2 (2021): July
Publisher : Information Systems - Universitas Pesantren Tinggi Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26594/register.v7i2.2266

Abstract

The rapid growth of business models in the form of online shops, Business to Consumer (B2C) and the Consumer to Consumer (C2C) concept, has an impact in the form of intense competition between online business owners. It is not easy to find a solution to this problem. The owner must provide good or even excellent service by improving the website quality so that customers can achieve satisfaction and loyalty. This research aimed to specify the influence of website quality on customer loyalty with satisfaction as an e-commerce website moderation variable and to investigate the WebQual 4.0 attributes that affect this relationship of the model. This study used 104 respondents of Shopee Consumer and analyzed with the WebQual with Importance Performance Analysis (IPA) method and Structural Equation Model (SEM). The result is that the service quality variable significantly influence e-commerce website customer satisfaction variable, customer satisfaction variable has no significant effect on e-commerce website customer loyalty variables, and website service quality variable significantly influence e-commerce website customer loyalty variable. The attributes of WebQual 4.0 that need to be considered by e-commerce management to impact the level of user satisfaction and customer loyalty are “design by the type of website”, “provide simple-to-understand information”, “provide information following the format”, “feel safe to complete transactions”, “the website makes the positive/absolute experience for me”, and “provide detailed information”. The research implications can be taken into consideration for e-commerce management.
Analisis Aplikasi Integrated Postal Operations System (IPOS) Pada PT. Pos Indonesia (Persero) KPRK Jombang Menggunakan Metode PIECES Suyono, Ayu Adelina; Indianiati, Ulfiatin Nur; Rizki, Enes Maulia; Hamidah, Siti; Jannah, Erliyah Nurul
Register: Jurnal Ilmiah Teknologi Sistem Informasi Vol 2, No 1 (2016): January
Publisher : Information Systems - Universitas Pesantren Tinggi Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26594/register.v2i1.442

Abstract

PT. Pos Indonesia (Persero) Kantor Pemeriksa (KPRK) Jombang atau Kantor Pos Jombang merupakan Badan Usaha Milik Negara (BUMN) yang bergerak dalam bidang jasa pengiriman. Dalam proses bisnisnya, Kantor Pos Jombang menggunakan sebuah aplikasi bernama Integrated Postal Operations System (IPOS). Dalam artikel ini, penulis melakukan analisis pada Aplikasi IPOS untuk mengetahui penerapannya pada transaksi pengiriman surat dan barang di Loket Retail Kantor Pos Jombang dan mengetahui aspek PIECES (Performance, Information/Data, Economic, Control/Security, Efficiency, dan Service) dari Aplikasi IPOS. Metode pengumpulan data yang digunakan penulis adalah wawancara, observasi, dan studi pustaka. Dari hasil analisis yang telah dilakukan, dapat disimpulkan bahwa Aplikasi IPOS sangat mendukung Kantor Pos Jombang dalam transaksi pengiriman surat dan barang. Aplikasi IPOS dapat mempercepat dan mempermudah proses transaksi pengiriman, serta dapat memberikan informasi yang akurat, tepat waktu, dan relevan.Kata kunci: Proses Transaksi Pengiriman, Aplikasi IPOS, Metode PIECES. PT. Pos Indonesia (Persero) Kantor Pemeriksa (KPRK) Jombang or Jombang Post Office was the State Owned Enterprises (SOEs) which is engaged in delivery services. In its business processes, Jombang Post Office uses an application called Integrated Postal Operations System (IPOS). In this paper, authors analyzed IPOS to observe the PIECES (Performance, Information/Data, Economic, Control/Security, Efficiency, and Service) aspects of IPOS in the task of mail and goods delivery transaction in Retail Locket of Post Office Jombang. The, data collection methods used by the author are interview, observation, and literature study. From the analysis that has been done, it can be concluded that IPOS strongly supports Jombang Post Office in transaction of mail and goods delivery. IPOS can speed up and simplify the transaction of mail and goods delivery, and it can provide information that is accurate, timely, and relevant. Keywords: Transaction of Mail and Goods Delivery, IPOS, PIECES Methods.
Manajemen jpeg/exif file fingerprint dengan algoritma Brute Force string matching dan Hash Function SHA256 Fitriyanto, Rachmad; Yudhana, Anton; Sunardi, Sunardi
Register: Jurnal Ilmiah Teknologi Sistem Informasi Vol 5, No 2 (2019): July
Publisher : Information Systems - Universitas Pesantren Tinggi Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26594/register.v5i2.1707

Abstract

Management of jpeg/exif file fingerprint with Brute Force string matching algorithm and Hash Function SHA256Metode pengamanan berkas gambar jpeg/exif saat ini hanya mencakup aspek pencegahan, belum pada aspek deteksi integritas data. Digital Signature Algorithm (DSA) adalah metode kriptografi yang digunakan untuk memverifikasi integritas data menggunakan hash value. SHA256 merupakan hash function yang menghasilkan 256-bit hash value yang berfungsi sebagai file fingerprint. Penelitian ini bertujuan untuk menyusun file fingerprint dari berkas jpeg/exif menggunakan SHA256 dan algoritma Brute Force string matching untuk verifikasi integritas berkas jpeg/exif. Penelitian dilakukan dalam lima tahap. Tahap pertama adalah identifikasi struktur berkas jpeg/exif. Tahap kedua adalah akuisisi konten segmen. Tahap ketiga penghitungan hash value. Tahap keempat adalah eksperimen modifikasi berkas jpeg/exif. Tahap kelima adalah pemilihan elemen dan penyusunan file fingerprint. Hasil penelitian menunjukkan sebuah jpeg/exif file fingerprint tersusun atas tiga hash value. SOI (Start of Image) segment hash value digunakan untuk mendeteksi terjadinya modifikasi berkas dalam bentuk perubahan tipe berkas dan penambahan objek pada konten gambar. Hash value segmen APP1 digunakan untuk mendeteksi modifikasi pada metadata berkas. Hash value segmen SOF0 digunakan untuk mendeteksi gambar yang dimodifikasi dengan teknik recoloring, resizing, dan cropping. The method of securing jpeg/exif image files currently has covered only the prevention aspect instead of the data integrity detection aspect. Digital Signature Algorithm is a cryptographic method used to verify the data integrity using hash value. SHA256 is a hash function that produces a 256-bit hash value functioning as a fingerprint file. This study aimed at compiling fingerprint files from jpeg/exif files using SHA256 and Brute Force string matching algorithm to verify the integrity of jpeg/exif files. The research was conducted in five steps. The first step was identifying the jpeg/exif file structure. The second step was the acquisition of the segment content. The third step was calculating the hash value. The fourth step was the jpeg/exif file modification experiment. The fifth step was the selection of elements and compilation of fingerprint files. The obtained results showed a jpeg/exif fingerprint file which was compiled in three hash values. The hash value of SOI segment was used to detect the occurrence of file modification in the form of file type changing and object addition on the image content. The hash value of APP1 segment was used to detect the metadata file modification. The hash value of SOF0 segment was used to detect the images modified by recoloring, resizing, and cropping techniques.
Combination of fast hybrid classification and k value optimization in k-nn for video face recognition Septiana, Nuning; Suciati, Nanik
Register: Jurnal Ilmiah Teknologi Sistem Informasi Vol 6, No 1 (2020): January
Publisher : Information Systems - Universitas Pesantren Tinggi Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26594/register.v6i1.1668

Abstract

Nowadays, the need for face recognition is no longer include images only but also videos. However, there are some challenges associated with the addition of this new technique such as how to determine the right pre-processing, feature extraction, and classification methods to obtain excellent performance. Although nowadays the k-Nearest Neighbor (k-NN) is widely used, high computational costs due to numerous features of the dataset and large amount of training data makes adequate processing difficult. Several studies have been conducted to improve the performance of k-NN using the FHC (Fast Hybrid Classification) method by optimizing the local k values. One of the disadvantages of the FHC Method is that the k value used is still in the default form. Therefore, this research proposes the use of k-NN value optimization methods in FHC, thereby, increasing its accuracy. The Fast Hybrid Classification which combines the k-means clustering with k-NN, groups the training data into several prototypes called TLDS (Two Level Data Structure). Furthermore, two classification levels are applied to label test data, with the first used to determine the n number of prototypes with the same class in the test data. The second classification using the optimized k value in the k-NN method, is employed to sharpen the accuracy, when the same number of prototypes does not reach n. The evaluation results show that this method provides 86% accuracy and time performance of 3.3 seconds.
Implementasi metode Simple Multi Attribute Rating Technique untuk penentuan prioritas rehabilitasi dan rekonstruksi pascabencana alam Cholil, Saifur Rohman; Pinem, Agusta Praba Ristadi; Vydia, Vensy
Register: Jurnal Ilmiah Teknologi Sistem Informasi Vol 4, No 1 (2018): January
Publisher : Information Systems - Universitas Pesantren Tinggi Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26594/register.v4i1.1133

Abstract

Penanganan bencana alam di Indonesia menjadi hal yang sangat penting untuk segera dilakukan dalam menentukan prioritas rehabilitasi dan rekonstruksi wilayah pascabencana alam. Penentuan prioritas rehabilitasi dan rekonstruksi pascabencana alam dilakukan dengan pendekatan metodologi Sistem Pendukung Keputusan (SPK) untuk membantu menyelesaikan permasalahan dalam proses pengambilan keputusan. Metode Simple Multi Attribute Rating Technique (SMART) akan diterapkan untuk menentukan prioritas wilayah pada rencana aksi rehabilitasi dan rekonstruksi pascabencana alam karena kesederhanaannya pada proses perhitungan dalam pemilihan alternatif yang telah dirumuskan. Tujuan penelitian ini adalah menghasilkan SPK dengan mengimplementasikan metode SMART untuk menentukan prioritas rehabilitasi dan rekonstruksi wilayah pascabencana, sehingga proses penanggulangan bencana akan tepat sasaran dan sesuai dengan peraturan penanggulangan bencana alam. Proses validasi pada penelitian ini adalah dengan membandingkan hasil metode dengan data fakta atau data kejadian (data histori). Koefisien Korelasi Rank Spearman yang diperoleh yaitu 0,95. Hal ini menunjukan bahwa, metode SMART bisa digunakan untuk menentukan prioritas rehabilitasi dan rekonstruksi pascabencana alam.The handling of natural disasters in Indonesia becomes a very important thing to be done in determining the priority of rehabilitation and reconstruction of post-disaster natural areas. The prioritization of post-disaster natural rehabilitation and reconstruction is done by methodology of Decision Support System (DSS) to help solve problems in decision making process. The Simple Multi Attribute Rating Technique (SMART) method will be applied to determine the priority of the region in the post-disaster natural rehabilitation and reconstruction action plan because of its simplicity in the calculation process in the alternative selection that has been formulated. The purpose of this research is to produce SPK by implementing SMART method to determine priority of rehabilitation and reconstruction of post disaster area, so that disaster management process will be appropriate target and in accordance with natural disaster management regulation. The validation process in this research is by comparing the method result with fact data or event data (historical data). Spearman Rank Correlation Coefficient obtained is 0.95. This indicates that the SMART method can be used to determine priorities for post-disaster rehabilitation and reconstruction.
An in-depth performance analysis of the oversampling techniques for high-class imbalanced dataset Wibowo, Prasetyo; Fatichah, Chastine
Register: Jurnal Ilmiah Teknologi Sistem Informasi Vol 7, No 1 (2021): January
Publisher : Information Systems - Universitas Pesantren Tinggi Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26594/register.v7i1.2206

Abstract

Class imbalance occurs when the distribution of classes between the majority and the minority classes is not the same. The data on imbalanced classes may vary from mild to severe. The effect of high-class imbalance may affect the overall classification accuracy since the model is most likely to predict most of the data that fall within the majority class.  Such a model will give biased results, and the performance predictions for the minority class often have no impact on the model. The use of the oversampling technique is one way to deal with high-class imbalance, but only a few are used to solve data imbalance. This study aims for an in-depth performance analysis of the oversampling techniques to address the high-class imbalance problem. The addition of the oversampling technique will balance each class’s data to provide unbiased evaluation results in modeling. We compared the performance of Random Oversampling (ROS), ADASYN, SMOTE, and Borderline-SMOTE techniques. All oversampling techniques will be combined with machine learning methods such as Random Forest, Logistic Regression, and k-Nearest Neighbor (KNN). The test results show that Random Forest with Borderline-SMOTE gives the best value with an accuracy value of 0.9997, 0.9474 precision, 0.8571 recall, 0.9000 F1-score, 0.9388 ROC-AUC, and 0.8581 PRAUC of the overall oversampling technique.