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Lontar Komputer: Jurnal Ilmiah Teknologi Informasi
Published by Universitas Udayana
ISSN : 20881541     EISSN : 25415832     DOI : 10.24843/LKJITI
Core Subject : Science,
Lontar Komputer [ISSN Print 2088-1541] [ISSN Online 2541-5832] is a journal that focuses on the theory, practice, and methodology of all aspects of technology in the field of computer science and engineering as well as productive and innovative ideas related to new technology and information systems. This journal covers research original of paper that has not been published and has been through the double-blind reviewed journal. Lontar Komputer published three times a year by Research institutions and community service, University of Udayana. Lontar Komputer already indexing in Scientific Journal Impact Factor with impact Value 3.968. Lontar Komputer already indexing in SINTA with score S2 and H-index 5.
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Articles 7 Documents
Search results for , issue "Vol. 6, No.3 Desember 2015" : 7 Documents clear
Perancangan Sistem Informasi Manajemen Modul Layanan Pada Rumah Sakit Primanggara Gamaswara; A.A.K Oka Sudana; Ni Made Ika Marini Mandenni
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 6, No.3 Desember 2015
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (616.773 KB) | DOI: 10.24843/LKJITI.2015.v06.i03.p03

Abstract

Management System Information is one of tools used by organizations or companies to provide information for support several function of operation, management, and problem solver immediately and appropriately. Management System Information is needed by an organization or a large company such as hospital. Management System Information had designed for hospital necessary is formed by several modules in accordance with their respective functions, such as the Service Module. Management System Information of Hospital Service Module is expected to reduce hospital employees for working which several services still going manually paperbased, such as recording a patient's medical record. A method is used for this project called TAS Method who had five stages of design. Design of Management System Information of Hospital Service Module has been connected to six others module through exchanged data between module so that produce a integrated. Some process can be explained from this Service Module is Master Data Management, Treatment, Emergency Unit, Medical support, Medical Record, Scheduling, and Report. The result from designing this system is Exchanged Data Between Module Design, Context Diagram, Data Flow Diagram, Hierarchy Chart, Physical Data Model, and Graphical User Interface.
Perancangan Sistem Informasi Manajemen Rumah Sakit Modul Akuntansi Dan Keuangan Tantoni Hardiwinata; Putu Wira Buana; Ni Kadek Ayu Wirdiani
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 6, No.3 Desember 2015
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (641.274 KB) | DOI: 10.24843/LKJITI.2015.v06.i03.p01

Abstract

Module Management Information System of Accounting and Finance in a hospital is required, because the transactions that occur in a company already so much. Transactions that are not recorded properly, there’s no chance in making judgments and decisions well. Module of Accounting and Finance to increase its benefits, the data must be systematically recorded, summarized and grouped, and presented in the report. Manually recording transactions is still a constraint to get a good recording results because of errors in recording transactions often occur as well as the time required to obtain a sufficiently long financial statements. In this study will be made of a system of management accounting and financial information that is useful to overcome obstacles in the accounting process is done manually. The management system includes recording in journalizing, ledgers, and report generation. The management information system in the form of context diagram, diagram Tiered, Overview Diagram, Data Flow Diagrams, Database, and GUI.
Game Edukasi Mengenal Huruf Katakana dan Hiragana Berbasis Android Agus Gede Adi Prayoga; I Putu Agung Bayupati; A.A.K. Agung Cahyawan Wiranatha
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 6, No.3 Desember 2015
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (632.539 KB) | DOI: 10.24843/LKJITI.2015.v06.i03.p02

Abstract

Japanese language is different from other language in general, because in its writing is using Katakana and Hiragana letter. The use of Japanese is in various need, especially in communication for example entertaining tourists. Japanese language learning in Indonesia facing several problems among other are lack of infrastructure in practicing and also boring atmosphere which make students having difficulty in learning. Educational game application for mobile device is a new learning method is considered as a tool to attract one’s interest to learn. Educational Games to Indentify Katakana and Hiragana Letter is created in order to help to overcome the difficulty in learning Japanese Language relate to mastery Katakana and Hiragana letter. Learning material which is implied in the game came from Ni Hon Go 1 and Ni Hon Go No Kyoukasho curriculum. Game have three learning features such as table, letter writing and guessing, there are also entertaining addition features. Based on questionnaire data result on 30 students having difficulty in learning Japanese language, as much as 60% of respondents say that the game was easily understood as a Japanese language learning media.
Penerapan Fuzzy C-Means Untuk Penentuan Besar Uang Kuliah Tunggal Mahasiswa Baru Ariyady Kurniawan Muchsin; Made Sudarma
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 6, No.3 Desember 2015
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (857.002 KB) | DOI: 10.24843/LKJITI.2015.v06.i03.p04

Abstract

In accordance with the mandate of the 1945 Constitution article 31 concerning the education authorities have issued various policies to realize the cost of education is getting cheaper and affordable to all people, one of which is the system UKT (Tuition Single) which is partially Tuition Single (BKT) which were passed to each student based on their economic capabilities. UKT grouping mechanism is still done manually by Udayana University which resulted in the value of equity for prospective new students to their economic capacity is still lacking. Therefore, it needs a mechanism for charging and determination UKT which can be done online, so as to improve efficiency and effectiveness. The next solution that can be done is by using classification techniques using Fuzzy C-Means (FCM) and Beni Xie Index to determine the optimum clusters in the process of determining the type UKT so as to meet the values ??of justice for prospective new students.
Implementasi Metode Clustering DBSCAN pada Proses Pengambilan Keputusan Anindya Santika Devi; I Ketut Gede Darma Putra; I Made Sukarsa
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 6, No.3 Desember 2015
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (286.002 KB) | DOI: 10.24843/LKJITI.2015.v06.i03.p05

Abstract

Spatial Data Clustering is one of the significant techniques in data mining which used to obtain information or knowledge in a large number of spatial data from various applications. One technique that being a pioneer in the development of spatial data clustering algorithm is DBSCAN. This study is focused on implementation of DBSCAN method in decision making process in order to help a company to decide its potential customer. The trial results in this study show that DBSCAN method has been successfully conduct clustering process to support decision making process in determination of potential customer by forming several number of clusters.
Pedoman Tata Kelola Teknologi Informasi Menggunakan It Governance Design Frame Work (Cobit) Pada PT. X I Ketut Adi Purnawan
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 6, No.3 Desember 2015
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (210.605 KB) | DOI: 10.24843/LKJITI.2015.v06.i03.p07

Abstract

Implementation of Information Technology (IT) in an organization require significant costs with high risk of failure [3]. Managing data is a matter that must be done continuously by the organization and accompanied by monitoring and measurement of achievement that has been done as to meet the aspect of integrity, availablility. In this study using COBIT as a frame work in preparing the guidelines for information technology governance at PT. X on DS11, which focuses on management of data about the level of concern for management (management awareness) and maturity level (maturity level). The study and analysis indicates that the level of concern for management (management awareness) PT. X already on a fairly level and maturity level for the current maturity level (as is) at level 3 (defined process) and to the expected level of maturity located at level 5 (optimized). From the overall study results showed that PT. X has recognized that the data is an important organizational asset.
Game “Wayang Fighter” pada Platform Android menggunakan Algoritma Basic Probability Nyoman Adi Muliawan; A.A.K. Agung Cahyawan Wiranatha; Kadek Suar Wibawa
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 6, No.3 Desember 2015
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (435.395 KB) | DOI: 10.24843/LKJITI.2015.v06.i03.p06

Abstract

Culture is a habit which contains important values ??and fundamentals that are passed from generation to generation. Puppet is one of Indonesian culture defined by UNESCO as world heritage on 7 November 2003. Game Wayang Fighter is a fighting game was adapted from story of Mahabharata. Game created by applying the Basic Probability Algorithm, which is an algorithm that assesses all the possibilities that computers do, before the player taking a decision. Game Wayang Fighter built using Corona SDK with Lua Programming Language that was applied to the Android Smartphone. The results obtained by questionnaire for this game is 66% of users said their knowledge of the story of Mahabharata increase and 55% of users say interested in Puppet Culture.

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