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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
Otomatisasi klasifikasi kematangan buah mengkudu berdasarkan warna dan tekstur Kusuma, Selvia Ferdiana; Pawening, Ratri Enggar; Dijaya, Rohman
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.v3i1.576

Abstract

 Buah Mengkudu merupakan komoditi ekspor yang sedang berkembang di Indonesia. Proses pengklasifikasian kematangan buah Mengkudu perlu dilakukan agar kualitas buah Mengkudu yang di ekspor dapat terjamin. Proses klasifikasi dengan jumlah yang banyak akan sulit apabila dilakukan secara manual. Oleh karena itu, penelitian ini diperlukan untuk menghasilkan proses otomatisasi klasifikasi kematangan buah Mengkudu. Metode yang diusulkan untuk melakukan otomatisasi klasifikasi adalah proses pengenalan karakteristik buah Mengkudu berdasarkan fitur tekstur dan warna. Fitur tektur dan fitur warna didapatkan melalui proses pengolahan citra digital buah Mengkudu. Penelitian ini membuktikan bahwa pengklasifikasian buah Mengkudu dengan algoritma Support Vector Machines (SVM) menghasilkan nilai persentase lebih tinggi dari pada menggunakan algoritma k-Nearest Neighbors (KNN). Hasil persentase tertinggi yang didapatkan yaitu sebesar 87.22%.   Noni fruit is an export commodities that were flourishing in Indonesia. Noni fruit maturity classification process should be done in order the quality of the noni fruit which is exported can be guaranteed. Classification process in large quantities will be difficult if it is done manually. Therefore this research is needed to produce an automation classification process of noni fruit ripeness. The proposed method is characteristic introduction of noni fruit based on texture and color features. Texture and color features are obtained from digital image processing of noni fruit. This research proves that the classification of noni fruit with SVM algorithm produces better accuracy than using KNN algorithm. The highest accuracy is equal to 87.22%.
Community detection in twitter based on tweets similarities in indonesian using cosine similarity and louvain algorithms Irsyad, Akhmad; Rakhmawati, Nur Aini
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.v6i1.1595

Abstract

Twitter is now considered as one of the fastest and most popular communication media and is often used to track current events or news. Many tweets tend to contain semantically identical information. When following an activity or news, sometimes in tweeting people do it in groups. Therefore, it is necessary to have a useful technique for grouping users based on the tweets similarities. In this study, cosine similarity method is used to examine the similarity of tweets between accounts, and a graph-based approach is proposed to detect communities. Graphs are first depicted from similarities between tweets and next community detection techniques are applied in graphs to group accounts that have similar tweets. The reason for using these two methods is that compared to other methods, the accuracy of cosine similarity is higher while Louvain can result a better modularity. From this research, it was concluded that cosine similarity and Louvain algorithm could be used in community detection on social media.
Performance measurement of JP soft application using COBIT 5 framework Wijaya, Riki; Andry, Johanes Fernandes
Register: Jurnal Ilmiah Teknologi Sistem Informasi Vol 3, No 2 (2017): July
Publisher : Information Systems - Universitas Pesantren Tinggi Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26594/register.v3i2.1121

Abstract

PT. XYZ Gold merupakan jenis perusahaan yang berfokus pada bidang perdagangan dan importir produk tinta, kertas, serta ribbon printer cartridge dan sudah melakukan implementasi suatu tipe sistem aplikasi yang digunakan untuk kegiatan operasional perusahaan seperti penjualan, marketing, dan inventori perusahaan. Masalah yang pernah terjadi yaitu ketidaksamaan antara data yang satu dengan data yang dihasilkan oleh aplikasi yang digunakan. Dalam artikel penulisan ini, penulis melakukan audit pada aplikasi JP Soft untuk mengetahui prosedur yang berjalan, apakah sudah sesuai dengan proses bisnis dan juga melihat akurasi data pada bagian transaksi dan inventori. Dan masalah yang ada salah satunya yaitu limit order konsumen di sistem aplikasi dimana para konsumen dibatasi pesanannya karena beberapa faktor yang sebenarnya belum terjadi limit. Penulis melakukan analisis dan memilih untuk menggunakan framework COBIT 5 dalam penelitian ini. Metode yang digunakan penulis dalam proses pengumpulan data yaitu dengan dilakukannya metode wawancara dan observasi langsung di bagian perusahaan yang bersangkutan. Pada penelitian ini, domain yang dipilih yaitu domain Deliver Service and Support (DSS) dengan berfokus pada IT Proses DSS01 dan DSS03. Berdasarkan penelitian ini, penulis menemukan bahwa pada IT Proses DSS01 berada pada nilai 1.8 dan DSS03 nilai rata-ratanya 2.2. Penulis menarik kesimpulan bahwa dari hasil tingkat capability level ini yaitu PT. XYZ Gold masih harus banyak melakukan perbaikan untuk meningkatkan capability level yang ada karena masih cukup jauh dari expected level yang diharapkan oleh perusahaan ini.  PT. XYZ Gold is a company that focuses on trading and importing ink, paper, and ribbon printer cartridge products and has implemented a type of application system used for company operations such as sales, marketing, and inventory. The problem that ever happened is not matched between one data with data generated by the application used. In this writing article, the authors audit the JP Soft application to find out what procedures are running whether they are in accordance with the business process and also look at the accuracy of the data on the transaction and inventory sections. And the problem is one of them is the consumer's limit order in the application system where consumers are limited orders due to several factors that actually have not happened limit. The author analyzed and chose to use the COBIT 5 framework in this study. The method used by the author in the process of data collection is by interview and direct observation in the company concerned. In this study, the selected domain is Deliver Service and Support (DSS) domain by focusing on IT Processes DSS01 and DSS03. Based on this research, the authors found that in the IT Processes DSS01 is in the value of 1.8 and DSS03 the average value 2.2. The author concludes that from the level of capability level is PT. XYZ Gold still has a lot of improvements to improve the capability of the existing level because it is still quite far from expected levels expected by this company.
Movie recommender systems using hybrid model based on graphs with co-rated, genre, and closed caption features Adikara, Putra Pandu; Sari, Yuita Arum; Adinugroho, Sigit; Setiawan, Budi Darma
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.v7i1.2081

Abstract

A movie recommendation is a long-standing challenge. Figuring out the viewer’s interest in movies is still a problem since a huge number of movies are released in no time. In the meantime, people cannot enjoy all available new releases or unseen movies due to their limited time. They also still need to choose which movies to watch when they have spare time. This situation is not good for the movie business too. In order to satisfy people in choosing what movies to watch and to boost movie sales, a system that can recommend suitable movies is required, either unseen in the past or new releases. This paper focuses on the hybrid approach, a combination of content-based and collaborative filtering, using a graph-based model. This hybrid approach is proposed to overcome the drawbacks of combination in the content-based and collaborative filtering. The graph database, Neo4j is used to store the collaborative features, such as movies with its genres, and ratings. Since the movie’s closed caption is rarely considered to be used in a recommendation, the proposed method evaluates the impact of using this syntactic feature. From the early test, the combination of collaborative filtering and content-based using closed caption gives a slightly better result than without closed caption, especially in finding similar movies such as sequel or prequel.
Rancang Bangun Sistem Informasi Pengelolaan Kendaraan di PT PLN (Persero) Area Mojokerto Masrur, Mukhamad; Mustofa, Novan Adi; Sofanni, Misfah
Register: Jurnal Ilmiah Teknologi Sistem Informasi Vol 1, No 1 (2015): January
Publisher : Information Systems - Universitas Pesantren Tinggi Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26594/register.v1i1.403

Abstract

PT Perusahaan Listrik Negara (PT PLN) (Persero) Area Mojokerto merupakan salah satu cabang dari PT PLN (Persero) Distribusi Jawa Timur yang bergerak di bidang pelayanan terhadap pelanggan. Pada PT PLN (Persero) Area Mojokerto terdapat sebuah bagian yang khusus menangani pengelolaan kendaraan. Proses pengelolaan kendaraan pada PT PLN (Persero) Area Mojokerto saat ini masih menggunakan Microsoft Excel, sehingga belum bisa memberikan pelayanan cepat dalam proses peminjaman mobil dan kurang efisien dalam perihal penyimpanan data. Permasalahan yang akan dituntut ada penyelesaiannya agar pegawai mendapat pelayanan secara proporsional akan pelayanan yang tersedia. Solusi dari permasalahan tersebut adalah membuat adanya aplikasi baru. Adapun aplikasi yang dibuat yaitu Aplikasi berbasis Web dengan menggunakan bahasa pemrograman PHP dan database MySQL. Hasil penelitian ini berupa sebuah Aplikasi Pengelolaan Kendaraan. Dengan adanya solusi yang demikian mampu meningkatkan terlaksana proses kerja pada bagian manajemen kendaraan yang lebih maksimal serta mempermudah pelayanan pada proses peminjaman kendaraan
Faktor-faktor kematangan implementasi e-government yang berorientasi kepada masyarakat Wulansari, Anita; Inayati, Immah
Register: Jurnal Ilmiah Teknologi Sistem Informasi Vol 5, No 1 (2019): January
Publisher : Information Systems - Universitas Pesantren Tinggi Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26594/register.v5i1.1288

Abstract

Masyarakat merupakan pemegang kepentingan utama dalam penyelenggaraan e-government. Namun demikian, dalam konteks penelitian e-government, orientasi terhadap masyarakat masih belum banyak dieksploitasi karena sebagian besar proyek e-government hanya mentransformasi layanan dan informasi yang semula masih tradisional menjadi menggunakan teknologi. Model-model penilaian kematangan e-government yang sudah ada pun sebagian besar hanya mengukur kemampuan teknologi e-government. Oleh karena itu, perlu dikembangkan penilaian kematangan e-government yang menempatkan masyarakat sebagai fokus utamanya. Faktor-faktor kematangan didapatkan melalui pendekatan penelitian kualitatif grounded theory. Objek penelitian adalah layanan e-health dan Surabaya Single Window (SSW). Hasil penelitian menunjukkan ada tiga faktor yang diukur dalam penentuan kematangan e-government yang berorientasi kepada masyarakat, yaitu lembaga, interaksi, dan layanan online. Model ini diharapkan dapat digunakan sebagai alternatif alat penilaian implementasi e-government yang lebih komprehensif karena mengukur dari tiga sisi, yaitu lembaga pemerintah, interaksi pegawai pemerintah dengan masyarakat, dan layanan e-government yang disediakan. Society is responsible for implementing e-government. Nevertheless, the context of research on e-government, orientation to society has not been exploited due to numerous projects which are only transformed service and information from previous traditional users to technology. Most of existing models of e-government was only used to determine the ability of the government. Therefore, it is necessary to develop maturity assessment of e-government placing society as major focus. Its factors are derivable from qualitative research approach of ground theory. The objects of research were e-health and Surabaya Single Window (SSW) services. The results of the study indicate that there were three factors measured in determining maturity of e-government oriented to society; the factors are institution, interaction and online services. This model could be used as more comprehensive alternative to assessment tool of e-government implementation because it measured three aspects, namely, institution, interaction of employees and provided e-government services.
Block-hash of blockchain framework against man-in-the-middle attacks Riadi, Imam; Umar, Rusydi; Busthomi, Iqbal; Muhammad, Arif Wirawan
Register: Jurnal Ilmiah Teknologi Sistem Informasi Vol 8, No 1 (2022): In progress (January)
Publisher : Information Systems - Universitas Pesantren Tinggi Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26594/register.v8i1.2190

Abstract

Payload authentication is vulnerable to Man-in-the-middle (MITM) attack. Blockchain technology offers methods such as peer to peer, block hash, and proof-of-work to secure the payload of authentication process. The implementation uses block hash and proof-of-work methods on blockchain technology and testing is using White-box-testing and security tests distributed to system security practitioners who are competent in MITM attacks. The analyisis results before implementing Blockchain technology show that the authentication payload is still in plain text, so the data confidentiality has not minimize passive voice. After implementing Blockchain technology to the system, white-box testing using the Wireshark gives the result that the authentication payload sent has been well encrypted and safe enough. The percentage of security test results gets 95% which shows that securing the system from MITM attacks is relatively high. Although it has succeeded in securing the system from MITM attacks, it still has a vulnerability from other cyber attacks, so implementation of the Blockchain needs security improvisation.
Game Design Document Format For Video Games With Passive Dynamic Difficulty Adjustment Atmaja, Pratama Wirya; Siahaan, Daniel Oranova; Kuswardayan, Imam
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.v2i2.551

Abstract

 Permainan video adalah perangkat lunak hiburan, sehingga kepuasan pemainnya adalah tolok ukur utama kualitasnya. Satu elemen penting dari kepuasan pemain adalah tingkat kesulitan yang tepat, yang tidak terlalu mudah maupun sukar. Dewasa ini, cara termutakhir untuk menerapkan tingkat kesulitan yang tepat adalah Pengaturan Kesulitan Dinamis (PKD), yang dapat memodifikasi tingkat kesulitan permainan pada saat run-time. Tipe PKD yang paling populer pada saat ini adalah PKD pasif. Di sisi lain, Dokumen Desain Permainan (DDP) adalah artefak penting dalam pengembangan perangkat lunak permainan video, dan belum ditemukan format DDP yang mendukung perancangan mekanisme PKD pasif. Tujuan penelitian ini adalah menemukan format DDP baru yang mendukung perancangan tersebut. Kami memodifikasi sebuah format DDP yang bersifat umum dengan menambahkan bagian-bagian baru untuk perancangan mekanisme PKD pasif. Format hasil modifikasi tersebut diuji dalam proses pengujian yang melibatkan sejumlah pengembang dan sejumlah pemain. Para pengembang mengembangkan sejumlah permainan video menggunakan format DDP yang dimodifikasi dan format yang umum. Proses pengembangan yang mereka jalani diamati dan dinilai kelancarannya. Permainan-permainan video yang dihasilkan dengan kedua format DDP dimainkan oleh para pemain untuk menguji kualitas mekanisme PKD pasifnya. Hasil pengujian oleh para pengembang menyatakan bahwa format DDP yang dimodifikasi lebih baik dari format yang umum. Hasil pengujian oleh para pemain menunjukkan keunggulan permainan-permainan video yang dihasilkan dengan format DDP yang dimodifikasi, walau keunggulan itu tidak signifikan. Berdasarkan hasil tersebut, kami menyatakan bahwa format DDP yang dimodifikasi berhasil mencapai tujuannya.Kata kunci: permainan video, rekayasa kebutuhan, Pengaturan Kesulitan Dinamis, dokumen desain permainan, pengembangan perangkat lunak.  Video game is a type of entertainment software, and therefore the satisfaction of its players is the primary mean to measure its quality. One important element of player’s satisfaction is a proper difficulty level, which is neither too easy nor too hard. The current state-of-the-art way to implement it is with Dynamic Difficulty Adjustment (DDA), which allows the difficulty level of a video game to be adjusted at run-time. Currently, the most popular type of DDA is the passive one. Meanwhile, Game Design Document (GDD) is an important artefact in the development process of a video game software, and there is still no GDD format that supports the design of passive DDA mechanism. The aim of this research was to find a new GDD format that supports the mechanism. We modified a general purpose GDD format by adding new parts for designing passive DDA mechanism. We tested the usefulness of the modified format in a testing process involving developers and players. The developers developed video games using the modified GDD format and the general purpose one. Their development processes were observed and evaluated to know if there were any difficulties. The resulting video games were played by the players to find which are better in terms of passive DDA mechanism. The result of developer testing showed that the modified format is better than the general purpose one. The result of player testing showed that the video games made with the modified format are better than their counterparts, albeit by an insignificant margin. Based on the results, we declare that the modified GDD format is successful.Keywords: Video game, requirement engineering, game design document, dynamic difficulty adjustment, software development.
Pengembangan aplikasi Computer Based Test (CBT) untuk Sekolah Menengah Atas (SMA) Karfindo, Karfindo; Mustafa, Firlan
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.v3i1.715

Abstract

 Perkembangan teknologi informasi membuat banyak aspek mengalami perubahan, seperti penerapan Ujian Nasional (UN) bagi siswa Sekolah Menengah Atas (SMA). Sebelumnya, UN diselenggarakan dengan menggunakan media kertas, saat ini beralih menggunakan media komputer. Hal ini memang membawa banyak dampak positif bagi perkembangan dunia pendidikan. Adanya peralihan media ujian ini membuat banyak muncul berbagai aplikasi Ujian Berbasis Komputer (UBK) atau Computer Based Test (CBT), tapi barulah sebatas siswa mengerjakan soal, setelah selesai muncullah hasil ujiannya. Dengan menerapkan ilmu statistik pada aplikasi UBK, pihak sekolah tidak hanya bisa mengetahui hasil akhir dari ujian siswa, tetapi juga dapat melihat berapa jumlah soal yang sulit untuk dikerjakan, pilihan opsi jawaban apa yang banyak dipilih siswa. Dengan adanya perhitungan secara statistik ini, dapat membantu pihak sekolah dalam menganalisa kemampuan para siswa, sehingga bisa mengambil keputusan untuk meningkatkan kemampuan siswa dengan lebih efektif.  The development of information technology makes many aspects of the changes, such as the implementation of national examinations for high school students. Previous national exam held using paper media now switched to using computer media. It does bring a lot of positive impact on the development of education. Their intermediate exams media makes many emerging various applications of the computer-based exam, but then the extent of the students do the problems, after completion comes to the test results. By applying the science of statistics on the application of computer-based test not only the school can determine the outcome of the exam students but could see a calculation of how the amount of matter that is difficult to do, choice answer options selected what many students. Given the statistical calculation can help the school in analyzing the ability of the students, so they can make decisions to improve students' ability to more effectively.
Typo handling in searching of Quran verse based on phonetic similarities Purwita, Naila Iffah; Bijaksana, Moch Arif; Lhaksmana, Kemas Muslim; Naf’an, Muhammad Zidny
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.v6i2.2065

Abstract

The Quran search system is a search system that was built to make it easier for Indonesians to find a verse with text by Indonesian pronunciation, this is a solution for users who have difficulty writing or typing Arabic characters. Quran search system with phonetic similarity can make it easier for Indonesian Muslims to find a particular verse.  Lafzi was one of the systems that developed the search, then Lafzi was further developed under the name Lafzi+. The Lafzi+ system can handle searches with typo queries but there are still fewer variations regarding typing error types. In this research Lafzi++, an improvement from previous development to handle typographical error types was carried out by applying typo correction using the autocomplete method to correct incorrect queries and Damerau Levenshtein distance to calculate the edit distance, so that the system can provide query suggestions when a user mistypes a search, either in the form of substitution, insertion, deletion, or transposition. Users can also search easily because they use Latin characters according to pronunciation in Indonesian. Based on the evaluation results it is known that the system can be better developed, this can be seen from the accuracy value in each query that is tested can surpass the accuracy of the previous system, by getting the highest recall of 96.20% and the highest Mean Average Precision (MAP) reaching 90.69%. The Lafzi++ system can improve the previous system.