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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
Perancangan Aplikasi Multimedia Untuk Pembelajaran Gerbang Logika Menggunakan Augmented Reality Rosdelima Hutahaean; R. Rizal Isnanto; 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 (569.339 KB) | DOI: 10.14710/jtsiskom.3.1.2015.125-131

Abstract

As the rapid development of technology is also growing media that is used as a method of learning in education. One of them to learning logic states, in addition to reading the book at this time there has a new learning method that is more pronounced in 3 dimensions to increase understanding in learning the logic gates using Augmented Reality. Steps design multimedia for learning the logic gates begins with a literature study, data collection, analysis and system design and then implementation and testing the system. Testing methods using a black-box, which includes testing functionality testing camera angles and distances to the markers as well as testing the light intensity. The result of the design this application shows that for angle of 30 0 with a distance of 30 cm – 40 cm, angle of 45 0 with a distance of 40 cm – 70 cm and angle of 60 0 with a distance of 50 cm – 90 cm and light intensity 4 lx – 19 lx is a good composition can display the object 3 dimensions.
Aplikasi Simulasi dan Main Angklung (Saung) Berbasis Android Danal Meizantaka Daeanza; Oky Dwi Nurhayati; Dania Eridani
Jurnal Teknologi dan Sistem Komputer Volume 5, Nomor 1, Tahun 2017 (Januari 2017)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (779.183 KB) | DOI: 10.14710/jtsiskom.5.1.2017.37-42

Abstract

The modern way of thinking cause traditional music instruments start to lose its enthusiasm. Today’s generation is more familiar with multimedia features presented by computers. Angklung which is one of the world heritage of musical instruments from Indonesian culture is the one that affected by the rapid technology development. Based on such situation, this research is conducted to design a mobile device application which introduces Angklung. The Application is implemented on a mobile device with Android Operating System. The method used in this research is Multimedia Development Life Cycle (MDLC). The evaluation of this application uses two parameters, the Black-box method, and questionnaire. Black-box method evaluation results showed that this application is running according to specification requirements. The result obtained from the questionnaire with Likert scale showed the average score for each question is 88%. So it can be concluded that the application gains positive feedback and has been qualified to be considered as good.
Sistem Informasi Manajemen Pemesanan Dan Penjualan Pada UNDIP Distro Mohammad Dwi Cahyono; Kodrat Iman Satoto; Rinta Kridalukmana
Jurnal Teknologi dan Sistem Komputer Volume 3, Nomor 3, Tahun 2015 (Agustus 2015)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (630.037 KB) | DOI: 10.14710/jtsiskom.3.3.2015.370-378

Abstract

At present time, information technology facilitates business very well. The eases provided by technology will attract many consumers. However, a middle level company such as UNDIP Distro is rarely found providing neither the ease of shopping or online ordering service. Therefore, web based system is needed by UNDIP Distro company in order to facilitate the owner and the admin to manage the sale, service, and marketing and the customer’s shopping Sistem Informasi Manajemen Penjualan dan Pemasaran UNDIP Distro is a web based application made using PHP program language in scope of Framework Code Igniter and basic data of MySQL. The development method used is waterfall method. Information system modeling in application plan was built using UML modeling. The result of the application plan is a web based application that can manage data in UNDIP Distro such as products, orders, and members data.
Implementasi Policy Base Routing dan Failover Menggunakan Router Mikrotik untuk Membagi Jalur Akses Internet di FMIPA Unnes Ryo Pambudi; Much Aziz Muslim
Jurnal Teknologi dan Sistem Komputer Volume 5, Issue 2, Year 2017 (April 2017)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (247.663 KB) | DOI: 10.14710/jtsiskom.5.2.2017.57-61

Abstract

Increasing requirement for information in every year become an important requirement for every society, organizations, and others institution. Semarang State University (Unnes) had using online information systems in every aspect. It needs high speed and reliable internet connection, so the using of two Internet Service Provider (ISP) or public pathways are highly commended. Internet access point density due to the number of users such as students, faculty, and employees to be one of the factors that can interfere with such information systems. Routing settings on Mikrotik router become one of the solutions to reduce density access to the Internet. The function of policy-based routing is to separate the path which will be passed when the accessing the Internet and the function of failover technique is to move path automatically if one access point (ISP) impaired / down. Comparison before and after applying these two techniques while accessing the Unnes information systems results increasing access speed with 4 ms response time faster than before used policy-based routing.
Perancangan Permainan "Membuat Bioetanol dari Limbah Buah" Menggunakan Adobe Flash CS3 Nurul Arifa; R. Rizal Isnanto; Oky Dwi Nurhayati
Jurnal Teknologi dan Sistem Komputer Volume 2, Nomor 1, Tahun 2014 (Januari 2014)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1199.256 KB) | DOI: 10.14710/jtsiskom.2.1.2014.87-95

Abstract

Bahan bakar fosil termasuk dalam sumber daya alam yang sulit untuk diperbaharui karena proses pembetukannya yang memakan waktu sangat lama, padahal pada saat ini pemakaian bahan bakar fosil sangatlah tinggi terutama pada sektor transportasi. Diperlukan sebuah pengenalan sejak awal terhadap energi alternatif yaitu bahan bakar nabati seperti bioetanol dari limbah buah. Untuk mengenalkan tentang bagaimana membuat bioetanol dari limbah buah secara lebih menarik maka lahirlah ide untuk membuat permainan dengan konsep pengembangan multimedia yang merupakan sebuah konsep dan teknologi dari unsur-unsur gambar, suara, animasi serta video yang disatukan di dalam komputer untuk disimpan, diproses, dan disajikan guna membentuk interaksi yang sangat inovatif antara komputer dengan pengguna.Pengembangan sistem permainan menggunakan tahap pengembangan multimedia yang terdiri dari menentukan konsep, membuat perancangan, pengumpulan bahan materi yang diperlukan, pembuatan, pengujian dan pendistribusian permainan kepada pengguna. Perangkat lunak aplikasi yang digunakan dalam pembuatan permainan ini adalah Adobe Flash CS3 dengan bahasa pemrograman action script 2.0. Adobe Flash CS3 adalah salah satu perangkat lunak yang dapat digunakan untuk membuat animasi yang menarik. Dengan Adobe Flash CS3 aplikasi permainan yang dibuat dapat dilengkapi dengan beberapa macam animasi, audio, interaktif animasi, dan lain-lain. Kebutuhan sistem yang diperlukan untuk menjalankan permainan ini adalah sistem operasi Windows, dan Flash Player yang sudah terpasang pada laptop/komputer pengguna.Permainan membuat bioetanol ini ditujukan untuk semua kalangan dan usia, namun lebih dikhususkan untuk kalangan pelajar SMP dikarenakan pada masa jenjang pendidikan ini sesuai dengan kurikulum mata pelajaran ilmu pengetahuan alam telah diajarkan tentang unsur, senyawa, larutan asam basa yang diperlukan sebagai dasar awal untuk memahami istilah-istilah dalam pembuatan bioetanol. Hasil pengujian permainan menunjukkan bahwa permainan ini dapat berjalan dengan baik pada sistem operasi Windows 7. Tombol-tombol dan fungsi-fungsi pada permainan juga dapat berfungsi dengan baik dan sesuai dengan fungsionalitasnya masing-masing pengujian ini dilakukan dengan menggunakan metode black-box. Berdasarkan pengujian yang dilakukan oleh pengguna yaitu 30 siswa SMP, permainan “Membuat Bioetanol Dari Limbah Buah” ini membantu dalam mengenalkan tahap-tahap membuat bioetanol dari limbah buah, serta tampilan permainannya bagus. Hal ini terlihat pada semua aspek penilaian yang telah dihitung menggunakan skala Likert. Permainan ini dapat digunakan sebagai media yang dapat memberikan pengetahuan tentang tahap-tahap dalam membuat bioetanol dari limbah buah.
Sistem Informasi Antropometri Terintegrasi Dengan Sistem Tertanam Sebagai Pengukur Berat Dan Tinggi Balita Nugroho Budi Wicaksono; Rinta Kridalukmana; Ike Pertiwi Windasari
Jurnal Teknologi dan Sistem Komputer Volume 4, Nomor 1, Tahun 2016 (Januari 2016)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1166.673 KB) | DOI: 10.14710/jtsiskom.4.1.2016.187-201

Abstract

Indonesian children’s growth are monitored monthly and can be seen by the KMS graphic and posyandu cadre’s book. The data from posyandu activity will be evaluated by the government health department. In practice, there are many obstacles to make posyandu works ideally. First, the cadres of posyandu have a difficulty to use the conventional anthropometric equipment, so the measurement data may not be valid and precise. Second, noting the KMS graphic needs an accuracy. Third, the measurement result in posyandu is not rapidly integrated to the central health data. A technology innovation of automatization anthropometry measurement called OTOTIM designed for infants that supported by an integrated information system is needed to solve those problems. OTOTIM designed to make anthropometric measurement for infants more fast, valid, and accurate. The measurement result will be stored in the database and transferred to an image that describe the nutrition status in the KMS. Microcontroller will process the data from load sensor that measure baby’s weight and ping sensor that measure baby’s height. Then those raw data will be sent to main component of OTOTIM, which is the software itself to gain informative result of measurement, that consist of right suggestion on what kind of treatment used to take care various nutrition condition of infant and comparison against the previous measurement. OTOTIM will also generate statistics which group the infant by nutritional condition for each month. Those statistics will also include information on how percentage of male and female babies which have certain nutritional condition. However those statistic will provide information which is relevant only for specific district as OTOTIM used in regional manner. In order to create statistic which is relevant to consumed by public, those measurement data must be processed in central server which can calculate whole data and grouped them by nutritional condition. OTOTIM introduces the central server that bring synchronization service between OTOTIM software which is installed locally on client PC and the server itself. OTOTIM software have to establish a connection to server to publish subdistrict-specific statistic, however this connection is not mandatory to run primary function. So if client have trouble to connect, this will not interrupt the primary function as OTOTIM supposed to run in less-signal environment.
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.
Sistem Pendukung Keputusan Pemilihan Line-up Pemain Sepak Bola Menggunakan Metode Fuzzy Multiple Attribute Decision Making dan K-Means Clustering Aldi Nurzahputra; Afrizal Rizqi Pranata; Aji Puwinarko
Jurnal Teknologi dan Sistem Komputer Volume 5, Issue 3, Year 2017 (July 2017)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (311.852 KB) | DOI: 10.14710/jtsiskom.5.3.2017.106-109

Abstract

In football, the selection of players line-up is based on their statistical performance. In this research, the line-up selection can implement the decision support system (DSS) with FMADM SAW method. The criteria were used are goal, assists, saves, clean sheets, yellow cards, red cards, games, and an own goal. Then, the assessment players performance is using K-Means Clustering. There are two clusters: cluster_cukup and cluster_baik. The system used Manchester City player data in Forward, Midfielder, Defender and Goal Keeper position. The purpose of this research is applying the FMADM and K-Means Clustering method to the system. Based on the results, the line-up selection can be processed by FMADM method and the performance assessed by K-Means Clustering method. By using the system, the selection and the assessment can be conducted and give the best decision for football coach objectively.
Pengembangan Aplikasi Sistem Cerdas untuk Menentukan Peminatan Jurusan di Universitas Diponegoro bagi Siswa Sekolah Menengah Atas Imaduddin Abdul Rahim; Oky Dwi Nurhayati; Kurniawan Teguh Martono
Jurnal Teknologi dan Sistem Komputer Volume 3, Nomor 2, Tahun 2015 (April 2015)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (493.575 KB) | DOI: 10.14710/jtsiskom.3.2.2015.295-301

Abstract

Almost in every aspect of life, people are always faced with several options. Making the right decision will greatly affect our lives in the future. Problems in decision making are also experienced by high school students or high school who want to continue their education to a higher level, namely the University. University is a choice of formal education for high school students who will continue to the higher education. Students who wish to proceed to the University of Diponegoro University will particularly difficult because of the many options available majors. Often some high school students who have a student do not get along with their chosen majors, this course will make their declining interest in learning. As an information technology solution that exists today can be utilized to see the interest of the students so that mismatch and vacillation in the selection of majors can subtract. The purpose of making the determination of intelligent systems majors at Diponegoro University, among others, is, to develop an intelligent software that can help high school students determine the appropriate department at the University of Diponegoro. Intelligent system implements advanced tracing method or Forward Chaining to determine Diponegoro University majoring in accordance with the interests of the students. This can be done by making questions like questionnaires with a variety of options to be able to know the interests of students. Forward Chaining is a method in the form of a strategy to predict or find the solution of a problem that starts with a set of known facts, then lower the new fact that the premise is based on the rule matches the known facts. The system is made to work on a desktop base with Visual Basic programming language, and the database used is Microsoft Access. The results of testing this systems shows that all the features contained in this system can work well, and are able to provide the appropriate department recommendations, as well as ranked by passing grade and information about majors contained in Diponegoro University to the users of intelligent systems is particularly students from high school.
Sistem Informasi Geografis Pariwisata Kota Semarang Ambrina Kundyanirum; Kodrat Iman Satoto; Oky Dwi Nurhayati
Jurnal Teknologi dan Sistem Komputer Volume 1, Nomor 3, Tahun 2013 (Agustus 2013)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1213.605 KB) | DOI: 10.14710/jtsiskom.1.3.2013.78-85

Abstract

Semarang City is a city that has a uniqueness that is rarely found in other cities, because there is a lowland called the Semarang Bawah and a Highland called Semarang Atas. Many attractions can be visited, such as religious tourism, nature tourism, and culinary tourism.  But this time the local government does not have that information systems can support the information needs fulfillment through khususya internet-based map of the tourism potential possessed.Final project using the Google Map API for creation of Geographic Information Systems, Google Maps is a map that can be viewed using a browser, to be able to display Google Maps on a web needed PHP, JavaScript and a stable internet connection.The results of this application design is the realization of a geographic information system application Semarang City Tourism that can be used to identify and obtain information about the location and how to reach there.

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