cover
Contact Name
ibnu surya
Contact Email
ibnu@pcr.ac.id
Phone
+6285272673321
Journal Mail Official
jurnalkomputerterapan@pcr.ac.id
Editorial Address
Jurnal Komputer Terapan (JKT) Badan Penelitian dan Pengabdian kepada Masyarakat (BP2M) Politeknik Caltex Riau Jl. UmbanSari No. 1 Rumbai - Pekanbaru 28265
Location
Kota pekanbaru,
Riau
INDONESIA
Jurnal Komputer Terapan
Published by Politeknik Caltex Riau
ISSN : 24434159     EISSN : 24605255     DOI : https://doi.org/10.35143/jkt
Core Subject : Science,
Applied Computer Journal Articles from various fields in Informatics, Information Systems and Computer science. Topics included, 1. Informatics 1.1 Software Engineering 1.2 Multimedia 2. Information Systems 2.1 Soft Computing 2.2 Business Analyst 2.3 Data Engineering 3. Computer science 3.1 Operating System 3.2 Computer Network
Articles 20 Documents
Search results for , issue "Vol. 8 No. 2 (2022): Jurnal Komputer Terapan" : 20 Documents clear
Implementasi Aplikasi E-UMKM pada Beni Scroll Art Triana Sri Gunarti; Baibul Tujni; Imam Solikin Imam Solikin
Jurnal Komputer Terapan  Vol. 8 No. 2 (2022): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (397.237 KB) | DOI: 10.35143/jkt.v8i2.5281

Abstract

Micro, Small and Medium Enterprises (MSMEs) are micro businesses that are productive in their activities, and are owned by business entities or individuals. MSMEs at Beni Scroll Art (BSA) are engaged in handicrafts. The process of marketing, selling and buying that occurs in BSA MSMEs is still happening conventionally, between sales and consumers must meet directly physically. Activities that occur conventionally cause sales to be obedient, because many other competitors are selling online, making it easier to process transactions and consumers prefer digital transaction processes. Another problem that arises from the conventional process is that the process of promoting goods is not too broad because the promotion process can only be carried out in affordable areas. The solution to overcome this problem is that BSA MSMEs need to develop a marketing and buying and selling system by utilizing digital technology, namely building a BSA E-UMKM application that can be accessed online. E-UMKM BSA is an application that can be used to facilitate marketing and buying and selling transactions because it can be accessed online without meeting face to face. E-UMKM BSA can promote goods widely without having to do it physically. The waterfall method is a method used to assist in the development of the BSA E-UMKM application. The purpose of building E-UMKM BSA is to expand the range of promotions and increase sales of goods.
Optimalisasi Efek Chroma Key Pada Event E-Sport Live Streaming Menggunakan Color Correction Argiyan Dwi Pritama; Irma Nur Cahyani
Jurnal Komputer Terapan  Vol. 8 No. 2 (2022): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (393.057 KB) | DOI: 10.35143/jkt.v8i2.5374

Abstract

Indonesian National Sports Committee (KONI) officially confess esports as one of competitive sports in Indonesia in 2020 for develop the potential to Digital Industry in the field of sports, especially Electronics Sport. In this regard, the competition in the esports industry is getting more passionate for industry players in this field to compete for the attention of Indonesian eport lovers by competing to hold interesting and quality esports events. PT Ampu Kreatif Studio which has an E-Sport subdivision as EO & Media will also compete in this industry. Furthermore, competition will be maximized on the live streaming visual display presented, therefore, in this study entitled Optimizing the Chroma Key Effect on Live Streaming E-Sport Events Using the Color Correction Method is expected to improve the quality of visual displays in the live streaming process of esport events by using the Color Correction Method. The goal of attracting large audiences and esport lovers is of course maximizing the Chroma Key Effect using the Color Correction Method which is applied at the esport event held to produce an attractive visual appearance.
Penentuan Penerima Bantuan Sosial Dana Desa Dengan Sistem Pendukung Keputusan Menggunakan Simple Additive Weighting Method Muhamad Awiet Wiedanto Prasetyo; Devi Yunita Saputri; Afilda Trisetya Riziana
Jurnal Komputer Terapan  Vol. 8 No. 2 (2022): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (255.082 KB) | DOI: 10.35143/jkt.v8i2.5407

Abstract

The government has prepared social assistance for those affected by Covid-19, such as subsidized electricity tariffs for 450VA and 900VA, pre-employment card program, presidential assistance for productive micro-enterprises, subsidized assistance for workers' wages below Rp. 5,000,000., - as a BPJSTK participant, Jabodetabek basic food assistance, cash assistance outside Jabodetabek, Non PKH basic food card program assistance, distribution of cooperative loans through the KUMKM Revolving Fund Management Agency, as well as direct cash assistance from village funds. The main requirements are that the head of the neighborhood association and community unit has registered, lost their livelihood in the midst of the Covid-19 pandemic and is not registered as a recipient of other social assistance from the central government. However, in the field, it does not meet the expectations of the community, because it is considered not right on target. There needs to be a re-evaluation of the assistance program so that it is more targeted because it is not in accordance with the previous government's planning. by utilizing the Simple Additive Weighting Method, it can make it easier for the village government to determine the recipients of village fund social assistance. The results of existing calculations can be implemented on the previous platform (Web Based).
Pengembangan Game 2D Pembelajaran Tentang Covid-19 Sebagai Media Pembelajaran Untuk Masyarakat Berbasis Android: Game 2D meilany dewi; Anggy Trisnadoli; ibnu surya
Jurnal Komputer Terapan  Vol. 8 No. 2 (2022): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (441.012 KB) | DOI: 10.35143/jkt.v8i2.5409

Abstract

Covid-19 is an acronym for the English words “Corona Virus Disease – 2019”. The high growth of community mobile game users in Indonesia is quite large with the total number of mobile game players in Indonesia reaching 100 million in 2020. With the high growth of community mobile game users in Indonesia, alternative learning media in the form of games can be applied to appeal to the public about the dangers, modes of transmission and consequences of covid. This educational game was built as a learning medium for the public to be able to understand about covid-19, understand about covid-19, its consequences, how to spread it and how to prevent it. In this study, a survey was conducted to 30 respondents with quite diverse from various circles of students and students, entrepreneurs, employees, housewives and so on. The results of the study show that with this game, it can be an alternative to increase knowledge and understanding about COVID-19 as well as game-based learning media for the community. The entertainment provided by mobile-based learning games can be an interesting learning tool for the community.
Analisis Efektifitas Rigging Karakter Animasi “Teater Merah Putih” Menggunakan Dua Metode ilham albana; Hellik Hermawan; Muhammad Abdul Kafi Thosien
Jurnal Komputer Terapan  Vol. 8 No. 2 (2022): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (434.425 KB) | DOI: 10.35143/jkt.v8i2.5411

Abstract

Many animation industry players, especially animated films, are oriented toward the television industry. Therefore, the term "catch up" requires animation film industry players to produce animated films quickly. Industry players are certainly looking for various ways to speed up the process of making animated films, but they still want good and consistent quality. Rigging is an important part of the animated film process, as it is difficult for animators to animate without rigs in animated characters. Rigging isn't just about adding rigs to characters. In the process of making rigs, it is not just making rigs, but the animators can easily animate 3D characters to speed up the animation process. This will speed up your production process by speeding up the animation process because of the convenient controls. Researchers tested two commonly used rigging methods for 3D characters. From this test, it can be shown which rigging method is more effective and faster, to be used on animated characters so that it is faster in the production stage.
Implementasi OCR dengan Metode Autoencoder pada Aplikasi Bukutamu berbasis WEB Muhamad Aldi Rizaldi; Emil R. Kaburuan
Jurnal Komputer Terapan  Vol. 8 No. 2 (2022): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (737.978 KB) | DOI: 10.35143/jkt.v8i2.5420

Abstract

A guestbook is a tool to record the identities of visitors who come to a place or event such as weddings, birthday celebrations, parties etc. Not just recording, the guestbook also functions as evidence and traces to avoid something unwanted. So it is not surprising that in some places it is required to submit an identity card such as a KTP when filling out a guestbook to be allowed to enter the place. KTP itself is an identity card that contains data such as name, place, date of birth etc. The data contained in the KTP can be utilized in the guestbook filling process so that officers only need to take a picture of the KTP and visitor data will be filled in automatically with the help of optical character recognition (OCR). To get a good OCR result, an image with clear words is needed, its position is not tilted and its size is not too small. Therefore, various preprocessing steps are needed before performing the OCR process, one of which is by applying denoise using the Autoencoder which has succeeded in making the image cleaner and the OCR results become more accurate.
Implementasi Continuous Delivery dengan Zero – Downtime Rolling Update Menggunakan Ansible Kiki Harapan Hutapea; Muhammad Arif Fadhly Ridha
Jurnal Komputer Terapan  Vol. 8 No. 2 (2022): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (326.434 KB) | DOI: 10.35143/jkt.v8i2.5429

Abstract

Today every organization relies on application to provide services to their customers. In fact, 62% of organizations say application are essential for their business, and a further 36% say application provide a competitive advantage. This makes companies are required to provide innovation quickly in order to give satisfaction and convenience for their customers. To respond these demands, organizations need to deliver application updates more frequently. In the traditional deployment process, each deployment starts with the requirements spesification and ends at production. The weakness of traditional deployment is the slow delivery process, where its done manually and on a step-by-step basis, which can cause points of failure and human errors that resulting in delays or total system shutdowns. Continuous Delivery help organizations speed up the process of delivering applications to customers. One of the software that can build Continuous Delivery with zero-downtime is Ansible. Based on the test, Ansible managed to maintain the service availability with 100% up time rate and able to speed up deployment time by 48%. From load testing, it was found that 1 server was able to handle a load of 2000 users per 5 minutes with 99% success rate.
Perbandingan Kinerja Ingress Controller Pada Kubernetes Menggunakan Traefik Dan Nginx wisnu ramadhani; Muhammad Arif Fadhly Ridha
Jurnal Komputer Terapan  Vol. 8 No. 2 (2022): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (239.401 KB) | DOI: 10.35143/jkt.v8i2.5440

Abstract

Pada perkembangan zaman saat ini banyak cara untuk mengekspos sebuah service pada server kubernetes agar dapat digunakan oleh client salah satunya NodePort dan LoadBalancer, tetapi mengekspos menggunakan NodePort dan Loadbalancer client harus tau semua IP Node dan semua IP LoadBalancer yang terespos ke public. Oleh karena itu, ingress hadir untuk memudahkan client mengakses service dengan hanya menggunakan domain ingress. Proyek akhir ini membandingkan latency, throughput, tingkat kecepatan server menyelesaikan request, pemakaian CPU dan pemakaian memori pada saat membuka halaman web, antara kube ingress traefik, kube ingress nginx dan kube tanpa ingress. Diperoleh hasil pengujian latency tertinggi yaitu 356103.5ms oleh Server Kubernetes cluster tanpa ingress (Loadbalancer) dan latency terendah yaitu 5954.1ms oleh Server Kubernetes cluster ingress traefik. Throughput tertinggi yaitu 3268.8 second oleh Server Kubernetes cluster ingress nginx dan Throughput terendah yaitu 11.1 second oleh Server Kubernetes cluster ingress traefik. Dalam pengujian menggunakan Apache Benchmark Server Kubernetes cluster ingress traefik dapat menyelesaikan 100, 300 dan 500 request client lebih dahulu dibandingkan kedua server lainnya. Dalam keadaan busy, pemakaian CPU tertinggi adalah server Kubernetes cluster ingress nginx yaitu 99%, pemakaian memory tertinggi adalah server Kubernetes cluster ingress traefik yaitu 46%
Aplikasi Metode VIKOR untuk Menentukan Penerimaan Proposal Kegiatan Desa SUKAMTO TO; Yanti Andriyani; Ibnu Daqiqil Id
Jurnal Komputer Terapan  Vol. 8 No. 2 (2022): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (377.101 KB) | DOI: 10.35143/jkt.v8i2.5443

Abstract

The office of the Wali Nagari Simpang has a proposal for village activities. The evaluating proposals is carried out directly in the field and is done manually, so it is possible for errors to occur. For that we need a decision support system using the VIKOR method. The final result of the five proposals submitted with the specified criteria, provides a recommendation that the proposal Jembatan Kp. Batuang - Bukik Putuih is the best proposal and deserves to be funded
Sistem Deteksi Penggunaan Masker secara Real Time menggunakan Metode Eigenface dan Support Vector Machine Nahya Nur; Indra Indra; Farid Wajidi; Iin Aisyah Khofifah
Jurnal Komputer Terapan  Vol. 8 No. 2 (2022): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (499.23 KB) | DOI: 10.35143/jkt.v8i2.5449

Abstract

At the beginning of 2020, Indonesia was shocked by the outbreak of a virus called Covid-19. One of the measures to prevent the spread of the epidemic is to wear a mask. In this research, a real-time mask detection system will be developed using eigenface and support vector machine (SVM). There are three main stages in this research, namely reading the image through the camera, calculating the eigenvalues, and classifying using SVM. The results of the classification consist of two classes, namely masked and unmasked. In general, if the eigenvalues ​​of the testing image are closer to the masked image, the output is masked and vice versa. The results of the research are quite good where the test is carried out through several test scenarios including considering lighting conditions, use of accessories, object distance from the camera, and so on. Most of the results obtained through system testing can distinguish masked and unmasked faces in real time.

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