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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 226 Documents
Optimasi Naive Bayes Dengan Pemilihan Fitur Dan Pembobotan Gain Ratio I Guna Adi Socrates; Afrizal Laksita Akbar; Mohammad Sonhaji Akbar; Agus Zainal Arifin; Darlis Herumurti
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 7, No. 1 April 2016
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (533.93 KB) | DOI: 10.24843/LKJITI.2016.v07.i01.p03

Abstract

Naïve Bayes is one of data mining methods that are commonly used in text-based document classification. The advantage of this method is a simple algorithm with low computation complexity. However, there is weaknesses on Naïve Bayes methods where independence of Naïve Bayes features can’t be always implemented that would affect the accuracy of the calculation. Therefore, Naïve Bayes methods need to be optimized by assigning weights using Gain Ratio on its features. However, assigning weights on Naïve Bayes’s features cause problems in calculating the probability of each document which is caused by there are many features in the document that not represent the tested class. Therefore, the weighting Naïve Bayes is still not optimal. This paper proposes optimization of Naïve Bayes method using weighted by Gain Ratio and feature selection method in the case of text classification. Results of this study pointed-out that Naïve Bayes optimization using feature selection and weighting produces accuracy of 94%.
Rancang Bangun Aplikasi Tryout Ujian Nasional Sekolah Menengah Pertama (SMP) Berbasis Android Mentari Harmadya; Gusti Made AryaSasmita; Ni Kadek Ayu Wirdiani
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 6, No.2 Agustus 2015
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (660.247 KB)

Abstract

Evaluation of learning outcomes focus on the National Examination aims to assess the achievement of students of junior high school nationally in Indonesian Language, Mathematics, English and Science. Tryout activities held to train students in answering the questions of the National Exam. This study aims to create an application National Exam Tryout for Android. The development of this application using hybrid application development with a website as a back-end system and an Android applications as a front-end system that works like a client-server process on a computer network. Tryout types that exist in this application adjusting to Tryout conventional with added features with more and varied question.Based on the results of application testing followed by 30 students of Junior High School, the results of the Tryout application for Android is appropriate and declared eligible with 93% percentage to be used as tools to help students of Junior High School in preparation for the National Exam.
Implementation of Parallel Processing on Multi-Object Recognition System Software Midriem Mirdanies
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 9, No. 3 December 2018
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (590.66 KB) | DOI: 10.24843/LKJITI.2018.v09.i03.p02

Abstract

Multi-object recognition software on Remote Controlled Weapon Station (RCWS) had been implemented in previous paper using Scale Invariant Feature Transform (SIFT) and Speeded Up Robust Features (SURF) methods, but the processing time in one cycle is quite slow so it is need to be optimized using parallel processing. In this paper, implementation of parallel processing on multi-object recognition software has been done on a multicore processor. The Openmp Application Programming Interface (API), C programming language, and Visual studio Integrated Development Environment (IDE) is used to implement the parallel processing in this paper. The parallel processing was implemented in the for loop of the matching process between the capturing object from the camera and the database under two conditions, i.e., the original of the for loop syntax and after optimization of the for loop syntax. Experiments have been done on the core processor i7-4790 @ 3.60Ghz, 8 GB DDR3 of memory, windows 8.1 os using two, four, six, and eight cores to recognize one, two, three and four objects at once using SIFT and SURF methods. Based on the experiments, it was found that the processing time in parallel is faster than sequential process, where the fastest of the processing time is obtained after optimization in the loop syntax, with the processing time in recognizing one to four objects using SIFT method is 927.13 ms (8 core), 1019.31 ms (6 core), 1190.72 ms (8 core), and 1283.05 ms (4 core), where the sequential processing time in recognizing one to four objects is 1067.35 ms, 1164.78 ms, 1352.93 ms, and 1497.35 ms, while the processing time in recognizing one to four objects using SURF method is 1157.13 ms (8 core), 1517.83 ms (6 core), 1572.14 ms (4 core), dan 1472.64 ms (6 core), where the sequential processing time in recognizing one to four objects is 5635.99 ms, 6268.47 ms, 3256.63 ms, dan 3883.78 ms.
RANCANG BANGUN APLIKASI SMART CARD INTERFACE I Putu Agus Swastika; Siti Saibah Pua Luka; Yanno Dwi Ananda
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 1, No. 1 Desember 2010
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (457.111 KB)

Abstract

Opportunity to development smart card -based application is quite large as the need forsmart card technology in various fields of both business and government agencies and BUMN.One brand that is widely used smart card is a smart card type from a vendor production NFCACR122U ACS (Advanced Card System Limited) because prices are relatively affordable, butfairly tough.At the Thesis is done, the ACS (Advanced Card System Limited) as a manufacturer ofsmart card vendor type ACR122U NFC only supports several programming languages fordevelopment, among other Borland Delphi 7, Java, Microsoft Visual Basic 6.0, Microsoft VisualBasic.NET 2005, Microsoft .2005 Visual C #, Microsoft Visual C + + 6.0 Microsoft Visual C + +2005. And what about other programming languages?, It will certainly be an obstacle for smartcard application developers to develop applications based NFC smart cards 122U ACR,especially for developers who owned the programming language competence beyond theprogramming language that supported the current ACR NFC 122U. Constraints are primarilycompatibility as well as the development time will be relatively longer.For that application development interface between a PC with Smart Card is flexible,able to communicate the smart card, smart card reader with the application to be developed with various programming languages (multiprogramming) that differ will help ease in thedevelopment of other applications based on smart ACR card 122U.
Pertukaran Data Antar Database Dengan Menggunakan Teknologi API Ahmad Hanafi; I Made Sukarsa; A.A. Ketut Agung Cahyawan Wiranatha
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 8, No. 1 April 2017
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (977.182 KB) | DOI: 10.24843/LKJITI.2017.v08.i01.p03

Abstract

Electronically data interchange between institutions or companies must be supported with appropriate data storage media capacity. MySQL is a database engine that is used to perform data storage in the form of information, where the data can be utilized as needed. MYSQL has the advantage of which is to provide convenience in terms of usage, and able to work on different platforms. System requirements that must be reliable and multitasking capable of making the database not only as a data storage medium, but can also be utilized as a means of data exchange. Dropbox API is the best solution that can be utilized as a technology that supports the database to be able to Exchange data. The combination of the Dropbox API and database can be used as a very cheap solution for small companies to implement data exchange, because it only requires a relatively small Internet connection.
SEGMENTASI GAMBAR WARNA MENGGUNAKAN SAUVOLA MODIFIKASI FUZZY C-MEANS (SMFCM) Gilang Adhi; Irawan Wahyono
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 5, No. 2 Agustus 2014
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (654 KB)

Abstract

Dalam proses segmentasi citra berwarna, beberapa metode memiliki kelebihan dan kekurangan. Ada satu metode segmentasi citra berwarna yang dapat mensegmentasi warna dengan baik, akan tetapi memiliki kekurangan yaitu memiliki peak dan valley kecil pada histogramnya yang menyebabkan hasil segmentasi kurang homogen. Untuk mengatasi permasalahan peak dan valley kecil ini, maka penulis ingin mencoba suatu metode baru dengan menggunakan metode Sauvola Modifikasi Fuzzy C-Means hybrid (SMFCM). Metode ini menggabungkan algoritma Modifikasi Sauvola yang telah dimodifikasi dengan algoritma Fuzzy C-means. Hasil penelitian menunjukkan bahwa metode ini dapat mengurangi peak dan valley kecil sampai 25%, sehingga warna yang serupa pada citra berwarna lebih homogen. Jumlah region warna juga berkurang sebanyak 54%. Hasil penelitian ini menunjukkan persentase kegagalan atau error rate sebesar 21%.
Poisonous Shrimp Detection System for Litopenaeus Vannamei using k-Nearest Neighbor Method Abdullah Husin; Othman Mahmod; Lisa Afrinanda
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 9, No. 1 April 2018
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (372.003 KB) | DOI: 10.24843/LKJITI.2018.v09.i01.p03

Abstract

One of the important seafoods in the food consumption of humans is shrimp. Although shrimp contains proteins that are needed by the human body, sometimes it contains toxins. This is due to environmental factors or catching processes that may use toxins. Therefore, the community should take precautions when consuming shrimp. White shrimp (Litopenaeus vannamei) is one type of shrimp that is preferred because of its delicious taste. The purpose of this research is to develop a computerized system for poisonous white shrimp detection. The category of white shrimps consists of two kinds, i.e., fresh white shrimps that are caught in a natural way (class A), and poisonous white shrimps that are caught by using toxin (class B). The features used are RGB colors (red, green, and blue) and texture (energy, contrast, correlation, and homogeneity). A similarity-based classification is performed by the k-Nearest Neighbor (k-NN) algorithm. The experiment was conducted on a dataset consisting of 90 white shrimp images. The holdout validation method was used to evaluate the system. The original dataset was divided into two parts, whereby 60 images were used as training samples and 30 images were used as testing images. Based on the evaluation results, it can be concluded that the classification accuracy is 73.33%. The benefit of the developed system is to help the community in selecting good and safe white shrimps.
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.
Buildings Cracks Classification Using Zoning and Invariant Moment Features and Quadratic Discriminant Analysis Classifier I Gede Pasek Suta Wijaya; Ida Bagus Ketut Widiartha; Fitri Bimantoro; Aldian Wahyu Septiadi
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 10, No. 3 December 2019
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (8739.257 KB) | DOI: 10.24843/LKJITI.2019.v10.i03.p04

Abstract

Natural disasters such as earthquake often cause cracks in buildings and even demolish them. The cracked building must be assessed by an expert to determine whether the building is still suitable for use or not. The feasibility of a building is assessed based on the width, depth, and length of cracks in walls, beams, columns, and even the floor of the building. Only experienced experts can do such kind of task so that building assessment requires many structural engineering experts when an earthquake has happened. However, structural engineering experts are limited which able to do buildings assessment in the area affected. Therefore, the research based on a pattern recognition approach is conducted to classify cracks in buildings to be mild, moderate, or severe. It will be part of automatic building assessment based on the crack analysis. An alternative pattern recognition approach for classifying buildings cracks is a scheme based on zoning and shape features and Quadratic discriminant analysis (QDA) classifier. Based on the experimental results the proposed scheme gives reasonable achievement more than 80% of accuracy.
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

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