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Jurnal Teknologi dan Sistem Komputer
Published by Universitas Diponegoro
ISSN : 26204002     EISSN : 23380403     DOI : -
Jurnal Teknologi dan Sistem Komputer (JTSiskom, e-ISSN: 2338-0403) adalah terbitan berkala online nasional yang diterbitkan oleh Departemen Teknik Sistem Komputer, Universitas Diponegoro, Indonesia. JTSiskom menyediakan media untuk mendiseminasikan hasil-hasil penelitian, pengembangan dan penerapannya di bidang teknologi dan sistem komputer, meliputi sistem embedded, robotika, rekayasa perangkat lunak dan jaringan komputer. Lihat fokus dan ruang lingkup JTSiskom. JTSiskom terbit 4 (empat) nomor dalam satu tahun, yaitu bulan Januari, April, Juli dan Oktober (lihat Tanggal Penting). Artikel yang dikirimkan ke jurnal ini akan ditelaah setidaknya oleh 2 (dua) orang reviewer. Pengecekan plagiasi artikel dilakukan dengan Google Scholar dan Turnitin. Artikel yang telah dinyatakan diterima akan diterbitkan dalam nomor In-Press sebelum nomor regular terbit. JTSiskom telah terindeks DOAJ, BASE, Google Scholar dan OneSearch.id Perpusnas. Lihat daftar pengindeks. Artikel yang dikirimkan harus sesuai dengan Petunjuk Penulisan JTSiskom. JTSiskom menganjurkan Penulis menggunakan aplikasi manajemen referensi, seperti Mendeley, Endnote atau lainnya. Penulis harus register ke jurnal atau jika telah teregister, dapat langsung log in dan melakukan lima langkah submisi artikel. Penulis harus mengupload Pernyataan Pengalihan Hak Cipta saat submisi. Artikel yang terbit di JTSiskom akan diberikan nomer identifier unik (DOI/Digital Object Identifier) dan tersedia serta bebas diunduh dari portal JTSiskom ini. Penulis tidak dipungut biaya baik untuk pengiriman artikel maupun pemrosesan artikel (lihat APC/Article Processing Charge). Jurnal ini mengimplementasikan sistem LOCKSS untuk pengarsipan secara terdistribusi di jaringan LOCKSS privat.
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Articles 398 Documents
Front Matter - JTSiskom Vol.3 No.1 Tahun 2015 JTSiskom, Ketua Editor
Jurnal Teknologi dan Sistem Komputer Volume 3, Nomor 1, Tahun 2015 (Januari 2015)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (207.168 KB)

Abstract

Artikel ini berisi front-matter JTSiskom Volume 3 Nomor 1 Tahun 2016, yaitu meliputi halaman sampul, halaman judul, susunan tim penyunting dan daftar isi.
Sistem Pengamanan Pintu Rumah Otomatis via SMS Berbasis Mikrokontroller ATMega328P Muhammad Ridwan Asad; Oky Dwi Nurhayati; Eko Didik Widianto
Jurnal Teknologi dan Sistem Komputer Volume 3, Nomor 1, Tahun 2015 (Januari 2015)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (553.088 KB) | DOI: 10.14710/jtsiskom.3.1.2015.1-7

Abstract

In this article, an automatic door security was designed used SMS, which serves as security for a microcontroller based door. This system was designed to facilitate the home user to lock the door and notice the condition of the house when the doors were left empty. The medium used is a phone by using SMS facility. This device consists of a sensor that is a “push button” that serves as input to inform the condition of the door to the microcontroller, microcontroller used is ATmega328P. Then Wavecom GSM Modem M1306B which serves as the sender and recipient SMS, using a solenoid to lock the door, and use the buzzer for alarm. The security system has been built with the working principles if there are people who want to try to enter and then numbers uninitialized on the microcontroller, the system will give a warning SMS notification to the user that "THERE ARE TRYING SIGN", and when the system is forcibly opened, the system will activate alarm as a warning sign and send SMS alert notification text of "alarm" to the phone number programmed into microcontroller.
Sistem Informasi Geografis Asrama Mahasiswa Aceh Berbasis LBS (Location Based Service) “Saweue Syedara” Berbasis Android Alwie Augusra T. A; Kodrat Iman Satoto; Ike Pertiwi Windasari
Jurnal Teknologi dan Sistem Komputer Volume 3, Nomor 1, Tahun 2015 (Januari 2015)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (811.108 KB) | DOI: 10.14710/jtsiskom.3.1.2015.8-12

Abstract

Student Dormitory is a desirable place to live for all overseas Aceh students that far from home, Student Dormitory be exclusive if the existence of a dormitory is located very far from the government and from the student's hometown, so the presence of dormitory is felt not exist and far from elegant impression , there are many Aceh students dormitory are not recorded by the Regional Government , that recorded only dormitory under the auspices of the government, when in fact the most dormitory are located under other institutions. Along with the development of, make it even easier people's lives in their daily live. During its development, mobile technology can determine the position of users, find the location you want to target, and provide a route to that location. The use of mobile devices for the Aceh Government, Society, and students in particular is to facilitate them in the course of a visit to Student Dormitory. The geographic information system created using the Java programming language with SDK (Software Development Kit) Android and using MySQL and SQLite databases, the system is a client-server. The process of making and development of Geographic Information System using SDLC (Software Development Life Cycle) using prototyping life cycle. By using the life cycle of prototyping, the design can be quickly created and tested by users. Users can participate in helping the development of a system to provide feedback on the prototype that has been tried before, so that the system be made better. The result of this application design is the realization of a mobile application that can allow users to find information and search for Aceh Student Dormitory in Java Island, Indonesia. The Geographic Information System uses technology of LBS (Location Based Service), this allows users to find the location of dormitory that wish to visit. This system will be developed on mobile devices using the Android operating system.
Ensiklopedi Rumah Adat di Pulau Jawa Menggunakan Teknologi Augmented Reality sebagai Media Pembelajaran yang Interaktif Wijaya Wahyudi Akbar; Oky Dwi Nurhayati; Kurniawan Teguh Martono
Jurnal Teknologi dan Sistem Komputer Volume 3, Nomor 1, Tahun 2015 (Januari 2015)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1014.027 KB) | DOI: 10.14710/jtsiskom.3.1.2015.13-19

Abstract

Technological advances become one of the important moments in human life, because the technology effect on all areas related to human. Both in the military, health, community services, education, and much more. Education is the key factor in the progress of a nation. Education that is integrated with the technological advances of course be one of the driving force of the nation's progress. One of them using augmented reality technology. Applications Java Encyclopedia Traditional House is the result of the combined two essential components, namely education and technology. Using augmented reality-based technology that can facilitate learning in a familiar custom home on the island of Java. There are 6 custom homes in every province of the island of Java, namely kebaya in jakarta, kesepuhan Cirebon in West Java, East Java situbondo, Padepokan in Central Java, Badui in Banten, and Kencono Traditional House in Yogyakarta. Applications built using the C # programming language, it is very interactive. So that users not only know the 3-dimensional shape of an existing custom home, but know many things about the area tersebut.Telah conducted testing of these applications, functionally works well and reading the marker successfully.
Pengembangan Pedal Efek Gitar Elektrik Menggunakan Arduino Martin Clinton Tosima Manullang; R. Rizal Isnanto; Eko Didik Widianto
Jurnal Teknologi dan Sistem Komputer Volume 3, Nomor 1, Tahun 2015 (Januari 2015)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (709.119 KB)

Abstract

The guitar has become common entertainment show at the moment. Devices Arduino controller board is present as a central processing for a variety of processing requirements, one of which is processing the sound. So the goal is achieved from this study was to test the Arduino as a controller device that is used in the effect processing. This study uses the waterfall method of development. Steps being taken begins with identifying needs and then proceed with the process of designing both the hardware and software. Then proceed with the testing design. In the testing phase used 3 kinds of testing, those are hardware testing, test using the software, and testing using respondents. The test results showed that the Arduino can be used as a controller of guitar sound processing with two inputs and outputs. It was also found that the true bypass pedal interface can change the path of the guitar input to be routed directly to the output. Other interfaces available on the system is also functioning as it should and can set values that affect the processing of voice. Based on the test results with the respondents, producing a sound that is quite good, has a full feature, and quite easy to operate.
Perancangan dan Pengembangan Permainan Jelajah Indonesia Berbasis iOS Menggunakan GameSalad Arsi Kurniawan; Kodrat Iman Satoto; Rinta Kridalukmana
Jurnal Teknologi dan Sistem Komputer Volume 3, Nomor 1, Tahun 2015 (Januari 2015)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1432.961 KB) | DOI: 10.14710/jtsiskom.3.1.2015.26-35

Abstract

Indonesia is the largest archipelago in the world is made up of thousands of islands. Even in each island, the Indonesian people have a variety of ethnic, regional languages and different customs. And of course in every region in Indonesia has the characteristic of each, ranging from traditional foods, folk song, a mainstay of tourism, and unique customs. It is inevitable because of the vast territory of Indonesia and the many traits that exist in each region as mentioned above, it is no wonder that most Indonesian people themselves do not know the area well characteristic of their own region and other areas. Therefore, it is developing the game Exploration of Indonesia as a medium to introduce the characteristic of regions in Indonesia is through game-based mobile devices iOS. The game is built using GameSalad. Multimedia development method that used is the Multimedia Development Life Cycle (MDLC) from initial concept through distribution determination. For the method of application testing using Black Box Test. The results of this study in the form of an application with the name of the game Exploration of Indonesia that can run well on iOS-based mobile devices. This games can be a media campaign for characteristic of regions in Indonesia, both for citizens of Indonesia itself or to a foreign national who indirectly promote Indonesia to the international
Perancangan Media Pembelajaran Alat Musik Pianika Menggunakan Greenfoot Eggy Listya Sutigno; Oky Dwi Nurhayati; Kurniawan Teguh Martono
Jurnal Teknologi dan Sistem Komputer Volume 3, Nomor 1, Tahun 2015 (Januari 2015)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (422.705 KB) | DOI: 10.14710/jtsiskom.3.1.2015.36-43

Abstract

Kemajuan teknologi yang pesat saat ini, dapat memudahkan seseorang untuk menghafal sesuatu yang baru dengan cara yang menarik terutama yang berbasis komputer.Salah satu nya adalah media pembelajaran alat musik pianika.Media pembelajaran alat musik pianika berbasis komputer ini sangat digemari oleh anak-anak bahkan orang dewasa karena menarik, menghibur, dan menstimulasi kelincahan intelektual. Selain dapat menghilangkan kejenuhan, media pembelajaran alat musik pianika juga merupakan salah satu cara efektif untuk mengenalkan kepada anak lagu wajib nasional. Media pembelajaran alat musik pianika untuk mempermudah pembelajaran ini dirancang menggunakan perangkat lunak Greenfoot, yang mendukung bahasa pemrograman Java secara utuh. Greenfoot juga dilengkapi dengan perangkat bantu seperti class browser, editor, dan compiler, yang membuat konsep pemrograman berorientasi objek pada Greenfoot menjadi lebih mudah dimengerti. Media pembelajaran alat musik pianika ini dapat dimainkan oleh semua jenis kelamin dengan target pengguna di atas 7 tahun. Hasil dari perancangan aplikasi ini yaitu terealisasinya media pembelajaran alat musik pianika untuk memudahkan pembelajaran pengenalan lagu wajib. Harapannya, media pembelajaran alat musik pianika ini tidak hanya dapat digunakan sebagai media untuk pembelajaran tetapi juga menjadi hiburan yang bermakna dan bermanfaat.
Aplikasi Pembaca Dongeng Anak Indonesia Berbasis Android Astrid Aprillini; R. Rizal Isnanto; Rinta Kridalukmana
Jurnal Teknologi dan Sistem Komputer Volume 3, Nomor 1, Tahun 2015 (Januari 2015)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (625.859 KB) | DOI: 10.14710/jtsiskom.3.1.2015.44-50

Abstract

Currently, to obtain information about fairy tales through a mobile phone is still rare. Readers usually obtain information about fairy tales only through books, CDs or other print media. Of multiple applications on a mobile phone that is only text and images. So the purpose of this study was achieved to help the reader enjoy fairy tales exist in a complicated application without having to read one each one word at story. This study used Luther as a method of multimedia development. There are 6 steps being taken to complete this application, namely the concept stage, design stage, collection materials, manufacture stage, testing stage and distribution. In the testing phase used two kinds of testing, ie testing functions and testing program using the respondents. The results show that “Aplikasi Pembaca Dongeng Anak Indonesia” can display information includes the title story of Indonesian children stories, national origin story, and the story is short but interesting. Can also be a sound and background music on each page of the story based on the story. And the application can be used by users with ease. Based on the results of the questionnaire showed that the data processed 91.76% positive response or included in the category of "Good".
Handsight: Hand-Mounted Device untuk Membantu Tunanetra Berbasis Ultrasonic dan Arduino Eko Setyo Purnomo; Adian Fatchur Rochim; Eko Didik Widianto
Jurnal Teknologi dan Sistem Komputer Volume 3, Nomor 1, Tahun 2015 (Januari 2015)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (687.958 KB) | DOI: 10.14710/jtsiskom.3.1.2015.51-57

Abstract

Generally, blind people use a cane to know the distance around them. A cane was normally use when they walk outdoors, but if the cane used in indoors; it is not used because of fear of damaging the goods-glassware. Another disadvantage of the stick was usually used just to feel the objects / obstacles below the blinds, and other obstacles such as cars or trucks, which often not detected by the cane. Blind people also have constraints to determine the distance of nearby objects, such as people to talk to, etc. The main component of the system is sensor HC-SR04 used to scan the surrounding area by emitting ultrasonic waves. Echoes from objects were use as an input to microcontroller, and then it used to determine the direction and the distance of objects around the blinds using the servo arm movement and buzzer sound. The design of the device utilizes the theory of sound waves velocity in the air, and it was carried out in several steps. The first step is making the hardware device, which uses sensor HC-SR04, micro servo Tower Pro, and power supply of nine Volt battery. The test result shows that the system is able to detect objects with a range of 60 degrees. The design of the device was valuable because it is wearable which can be attached to the back of the hands. Conceptually, the device has met the basic criteria that detect objects and give feedback to the user. Some things that can be improved are power supply and increasing device responsibility so it is able to read distance and give feedback more accurately and more quickly.
Pengembangan Sistem Pakar Untuk Diagnosis Penyakit Hepatitis Berbasis Web Menggunakan Metode Certainty Factor Ahmad Ramdhani; R. Rizal Isnanto; Ike Pertiwi Windasari
Jurnal Teknologi dan Sistem Komputer Volume 3, Nomor 1, Tahun 2015 (Januari 2015)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (532.546 KB) | DOI: 10.14710/jtsiskom.3.1.2015.58-64

Abstract

Expert System is a computer technology that can help people solving problems which are mostly applied in medicine. Expert System is system that trying to adopt human knowledge to the computer, so the computer can resolve the issue as done by an expert.. In this study, an Expert System to diagnose hepatitis disease consisting of Hepatitis A, Hepatitis B, and Hepatitis C will be created. This expert system to diagnose hepatitis disease is created using PHP programing language and MySQL database using Certainty Factor method. This expert system will ask for an input such as symtomps and blood test, then the result is the possibility of the disease suffered by the patient and an explanation of the disease and its treatment solution. This expert system is able to issue diagnosis results for Hepatitis A, Hepatitis B, and Hepatitis C.. Certainty Factor method can be applied to expert systems with simple disease or not complex, such as acute hepatitis disease that is done in this study.

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