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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 8 Documents
Search results for , issue "Vol. 8, No. 3 Desember 2017" : 8 Documents clear
Aplikasi Game Cerita Rakyat Bali Sebagai Sarana Pendidikan Karakter Anak Berbasis Mobile Dewa Putu Yudhi Ardiana; I Dewa Gede Agung Pandawana
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 8, No. 3 Desember 2017
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (383.921 KB) | DOI: 10.24843/LKJITI.2017.v08.i03.p07

Abstract

Folklore has a value of local wisdom that can be used in character learning for children. the delivery of folklore to children is mostly done by parents through telling stories. the phenomenon of less popular folklore by children one of them due to lack of time parents to convey the story. This study goals to transform Balinese folklore into mobile-based game applications, in order to make it more interesting, further, it could be use as a means of character education teaching gained from the local wisdom of folklore and introducing local culture to children. Moral messages that want to be presented in this game is the right promise, honest and helpful through crukcuk kuning story, i kekua and i lacur. Based on the questionnaires as the assessment method could obtained the application of the Bali Folk Story Game categorized well.
Ekstrak Hirarki Data Dari Situs Web A-Z Animals Menggunakan Web Scraping I Putu Arditya Darmawan; I Nyoman Piarsa; I Putu Arya Dharmaadi
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 8, No. 3 Desember 2017
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (875.84 KB) | DOI: 10.24843/LKJITI.2017.v08.i03.p03

Abstract

A-Z Animals is a website that presents data about Kingdom Animalia. The Kingdom Animalia data has a hierarchy or level called the taxon level, which starts from kingdom to species. The problems encountered are the data contained on the website can be reuse for other purposes, such as creating dictionaries, learning media and others, but it takes a long time to enter data into the database due to the many and the complexity of the data. The solution of the problem is to create an application that can automatically retrieve data from the website to speed up data collection.Web Scraping is a method to retrieve documents from a website from the internet, in the form of HTML, next analyzed to retrieve certain data from the document. The results of tests sowed applications can retrieve content or data required from the website a-z-animal.com. The application takes an average time to process one page of a-z-animal.com is about 16.13 seconds.
Identifikasi Komentar Spam Pada Instagram Antonius Rachmat Chrismanto; Yuan Lukito
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 8, No. 3 Desember 2017
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (476.532 KB) | DOI: 10.24843/LKJITI.2017.v08.i03.p08

Abstract

Spam on Instagram (IG) is generally a comment that is considered as irritating because it does not relate to the photos or videos which were commented. Spam on comment section can cause some negative impacts such as making it difficult to follow the discussion on the posted status and making someone’s photo or video looks very popular, commented by a lot of followers despite the fact that most of the comments are actually spam. This research tries to build a model that can identify spam comments on IG. The comment on IG is in text format, so in this research, we use text processing methods. We use Support Vector Machine (SVM) for spam identification. The comment data used in this study were collected from Indonesian actors and artists who are the most followed accounts in IG. We have tested the spam identification model using SVM method resulted in 78.49% of accuracy. This result is better than the baseline model using NB method (77.25%). This research also tested some of the different training data proportions and SVM remains better than NB. Another result of this research are some adaptations needed for preprocessing and stemming stages that must be customized to support Unicode characters and unique symbols that commonly found in IG comments section.
Implementasi Diagram Tree pada Rancang Bangun Sistem Informasi Bebayuhan Oton Berbasis Web Ni Putu Ratna Gangga Dewi; Oka Sudana; Made Sukarsa
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 8, No. 3 Desember 2017
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (974.514 KB) | DOI: 10.24843/LKJITI.2017.v08.i03.p04

Abstract

Bebayuhan Oton is a ceremony that is believed to Hindu in Bali can neutralize the negative influence of someone's birth day including the character, nature and behaviour according to the Balinese Calendar. This ceremony uses a kind of upakara (ceremony tools and equipment) called banten. Banten bayuh oton or bayuh oton ceremony equipments can be knownby asking bayuh oton expert or Sulinggih (Religious Leader in Bali). However, the time needed to prepare this ceremony is less effective and efficient. The reason is the difficulty of arranging the meeting time with the Sulinggih and the lack of knowledge about bayuh oton ceremony, so it needed an application that can facilitate the search of information related to bayuh oton ceremony also can be used as guidance in the implementation of the ceremony. The information system about bebayuhan was built to facilitate Hindus' community to obtain information about bebayuhan oton. The modeling system used is a tree diagram to connect the procession of bebayuhan oton ceremony with banten and other necessary tools. This system displays the data including the procession, banten as well as the facilities as a complement ceremony
Pengembangan Virtual Reality Pengenalan Binatang Buas Untuk Anak Usia Dini I Made Ardwi Pradnyana; I Ketut Resika Arthana; I Gusti Bagus Hari Sastrawan
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 8, No. 3 Desember 2017
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (260.277 KB) | DOI: 10.24843/LKJITI.2017.v08.i03.p05

Abstract

Submission of learning materials with animal themes, especially wild animals to early childhood becomes a challenge for teachers. Two-dimensional displacement media in the form of a monotonous image has the potential to decrease interest in children's learning. Bringing wild animals directly or bringing the children to the zoo requires considerable cost and time and harm. Based on these problems, the authors develop android-based applications that contain fourteen species of wild animals in 3D format that is packed with Virtual Reality (VR) technology. The authors develop applications using development research methods with the ADDIE model. The developed VR application is capable of displaying wild animal animations complete with the sounds and environment of the habitat, as well as the description narrative features and food that can be viewed in 3D and VR modes. The test results showed that the application received a positive response from users, especially children in TK Negeri Pembina Singaraja. The average percentage for the user response test is 88.50%, which means it is very good where children can know the types of wild animals, the movements of wild animals, the sounds of wild animals, the habitats of wild animals and can use them easily.
Pencarian Informasi Wisata Daerah Bali Menggunakan Teknologi Chatbot I Nyoman Satria Paliwahet; I Made Sukarsa; I Ketut Gede Darma Putra
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 8, No. 3 Desember 2017
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (451.469 KB) | DOI: 10.24843/LKJITI.2017.v08.i03.p01

Abstract

Bali is famous for its culture, tradition, natural beauty in it. Domestic and foreign tourists are interested to visit the island of Bali as a tourist destination. Information about tourism on the island of Bali is often found from various media such as websites, newspapers, advertisements and so on that takes time in the search. Chatbot is a system based on chat that is able to answer questions in accordance with the ability implanted in it. The implementation of chatbot provides more efficient information in getting information. Chatbot designed using a matching question scheme with an existing pattern on chatbot knowledge. Pattern matching in this chatbot using one feature of MySQL that is Fulltext Search Boolean Mode. The results achieved is the application of chatbot tourist information using Fulltext Search Boolean Mode successfully applied well.
Aplikasi Identifikasi Wajah Berbasis Android I Kadek Surya Widiakumara; I Ketut Gede Darma Putra; Kadek Suar Wibawa
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 8, No. 3 Desember 2017
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (459.64 KB) | DOI: 10.24843/LKJITI.2017.v08.i03.p06

Abstract

Identification technology has been widely developed today, such as fingerprint identification, palms and face. Identification is the determination of a person's identity and the process of identifying is an activity in determining or establishing a person's identity. Development of this identification technology has been applied to various devices one of them on Android based smartphone. Most of the development of Android based identification is still use storage technology on the device itself. The Eigenface method is used to extract the relevant information from a face image, then convert it into the most efficient set of codes and the code is compared to the code from the properties it has stored in the database. Face Identification Application Android Based is built by using storage technology on the server (MySQL) and also use the Eigenface Method. The success rate of face identification test results was 68% and the false accept rate of 32%, of the total trial was 25 times identification. Some important factors that influence the success rate of identification are the position of the face and the intensity of light during enrollment.
Intelligent Fuzzy Logic - Cuckoo Search Algorithm Method for Short-Term Electric Load Forecasting in 150 kV Sulselrabar System Muhammad Ruswandi Djalal; Faisal Faisal
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 8, No. 3 Desember 2017
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (589.76 KB) | DOI: 10.24843/LKJITI.2017.v08.i03.p02

Abstract

Forecasting the electrical load becomes important, because it can estimate electricity consumption over a certain time range. Accuracy in electric load forecasting can improve safety and reliability in the operation of power systems such as load flow, maintenance of generating units and scheduling of generating units. In this study used case study system Sulselrabar, which is currently growing, but still not much to discuss about the condition of the current system and which will come. Several methods for predicting electrical loads have been widely used, ranging from conventional to smart-based methods. In this research will be proposed method of artificial intelligence for forecasting Short Term load on Sulselrabar system. The method used is based Fuzzy Logic and Cuckoo Search Algorithm. The combination of Fuzzy logic and Cuckoo Search methods is chosen because the combination of both optimizes optimum fuzzy logic membership, so the forecasting results have a very small error. From the results of the research can be concluded that the result of load forecasting using Fuzzy Logic method optimized using Cuckoo Search Algorithm (FL-CSA) is better than Fuzzy Logic that is not optimized. The analysis results using input data 3 months before day H, to predict the load for one week on January 1 to 7 january 2014, and as a comparison used the predicted day H data. From the simulation results, the mean absolute percentage error (MAPE) is smaller using FLCSA, for the smallest MAPE on 1 January 2014 of 0.06785208%. While the highest MAPE on January 4, 2014 amounted to -0.44973%.

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