cover
Contact Name
Budi Yanto
Contact Email
budiyantost@gmail.com
Phone
+6281365929997
Journal Mail Official
budiyantost@gmail.com
Editorial Address
Jalan Tuanku Tambusai, Kumu Desa Rambah, Pasir Pengaraian, Rambah Hilir, Kabupaten Rokan Hulu, Riau 28557 Telp. (021) 627393250 / 085265530483
Location
Kab. rokan hulu,
Riau
INDONESIA
Riau Journal of Computer Science
ISSN : 24600679     EISSN : 24776890     DOI : https://doi.org/10.30606/rjocs.v7i1
Core Subject : Science,
Focus and Scope Riau Journal of Computer Science diterbitkan dengan maksud untuk mengumpulkan artikel ilmiah dari peneliti, pemakalah, inovasi, prosiding seminar dan konsep ilmu pengetahuan dalam bidang ilmu komputer, informatika, sistem informasi atau yang relevan, kemudian mempublikasikan artikel tersebut. Riau Journal of Computer Science terbit 2 kali dalam setahun pada bulan januari dan juli. isi artikel yang dimuat bukan cerminan sikap dan/atau pandangan redaksi. Seluruh isi artikel menjadi tanggung jawab penulis Adapun ruang lingkup Jurnal Riau Journal Computer of Science (RJoCS) adalah: 1. Computer Architecture 2. Computer Network 3. Human—Computer Interaction 5. Virtual/Augmented Reality 6. Computer Security 7. Software Engineering (Software: Lifecycle, Management, Engineering Process, Engineering Tools and Methods) 8. Data Engineering (Data and Knowledge level Modeling, Information Management (DB) practices, Knowledge Based Management System, Knowledge Discovery in Data) 9. IT Governance 10. Networking Technology 11. Robotic Instrumentation 12. Information Search Engine 13. Multimedia 14. Mobile Processing 15. Natural Language Processing 16. Intelligence applications 17. Computer vision and speech understanding 18. Multimedia and cognitive informatics 19. Data mining and machine learning tools, heuristic and AI planning strategies and tools, computational theories of learning Artikel yang akan dimuat merupakan karya yang orisinil dan belum pernah dipublikasikan. Artikel yang masuk akan direview oleh tim reviewer yang berasal dari internal maupun eksternal Program studi S1 Teknik Informatika, Fakultas Ilmu Komputer, Universitas Pasir Pengaraian
Articles 11 Documents
Search results for , issue "Vol. 3 No. 2 (2017): Riau Journal of Computer Science" : 11 Documents clear
PERANCANGAN PROTOTYPE JEMURAN PINTAR BERBASIS ARDUINO UNO R3 MENGGUNAKAN SENSOR LDR DAN SENSOR AIR Nasrun Marpaung
RJOCS (Riau Journal of Computer Science) Vol. 3 No. 2 (2017): Riau Journal of Computer Science
Publisher : RJOCS (Riau Journal of Computer Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (713.477 KB) | DOI: 10.30606/rjocs.v3i2.1336

Abstract

The use of technology on clothes hangers to create smart clothes hangers which  can read weather conditions so they can go in and out our house or our garage automatically. To be able to read weather conditions, this prototype needs light censor (LDR) which acts as the reader of light condition whether it’s dark or bright, and water censor which acts as a detector of rainy weather. The purposes of this skripsi are: 1) To design a prototype of smart clothes hanger. 2) To plan an innovation for household activities. 3) To design and implement Arduino Uno R3 hardware and software, censor, and other electronic components. The writer really hopes this skripsi can be useful to increase the writer’s knowledge in the field of computer technology, electronics,  and computer system, as well as their applicationstoward computer hardware. As the conclusion: the censor used in this prototype consists of two censors and each of them has different functions. This prototye is made in a miniature of a clothes hanger installed with two censors whose function is to detect weather conditions whether it is bright and dark, as well as wet and dry. The censor work is controlled by the program module made to move a motor. This module is directly connected to Arduino Uno R3 based on the command obtained from the censor. For suggestion, this smart clothes hanger is made in prototype which needs further development for real implementation.
SISTEM PENDUKUNG KEPUTUSAN PENENTUAN PEMBELIAN PRODUK DENGAN METODE TOPSIS (Studi Kasus: CV. Cahaya Mustika) Debora Rose M; Soetam Rizky Wicaksono
RJOCS (Riau Journal of Computer Science) Vol. 3 No. 2 (2017): Riau Journal of Computer Science
Publisher : RJOCS (Riau Journal of Computer Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (476.686 KB) | DOI: 10.30606/rjocs.v3i2.1337

Abstract

CV. Cahaya Mustika is a company works in procurement industry sells many varied product with different categories. Each product marketed and sold by this company has lots of variation from different aspects needed by customer and differed by many brands.  This is the company’s competitive advantage from having diverse product, however this also means company should manage supplier list from different product categories and different product specification. Based on the problem faced by CV. Cahaya Mustika which is to decide from which supplier should they buy the products so they could sell the products with more profit and on time based on customer demand, the writer propose a decision support system using Multiple Objective Decision Making (MODM) to help them giving a solution and advise in taking decision of choosing supplier using Technique Others Reference By Similiarity To Ideal Solutions (TOPSIS). This technique is based on the concept where the chosen alternative not only has the nearest distance with the positive ideal solution, but also has the furthest distance from negative ideal solution.
APLIKASI PENGENALAN PROFESI PEKERJAAN BAGI ANAK USIA DINI BERBASIS AUGMENTED REALITY Eka Prasetya Adhy Sugara Muhammad Ali Mahmudi Sugeng Wahyudi
RJOCS (Riau Journal of Computer Science) Vol. 3 No. 2 (2017): Riau Journal of Computer Science
Publisher : RJOCS (Riau Journal of Computer Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (365.721 KB) | DOI: 10.30606/rjocs.v3i2.1338

Abstract

Early age is an important time for a child to develop his talents and potential. At this time, generally children learn in Early Childhood Education or PAUD. One of the lesson materials in PAUD is a lesson about various professions as the ideals of the future. Children are being introduced about various professions such as astronauts, doctors, teachers, pilots, police officers, etc.. Teachers introduce these professions by using a picture book. Picture books have limitations, which only show images and text. Augmented reality technology can be used as a medium to introduce various professions by adding 3 dimensional objects on the media book. This study aims to produce application in introduction of the profession based on augmented reality. The resulting application is a medium to help introduce various professions in the form of 3-dimensional visualization for early childhood. The research method adopted the waterfall method consisting of the stage of determining the needs of the application, designing markers and 3-dimensional objects, creating and publishing apk-formatted applications and testing applications on Android-based smartphone devices. The results of the study in the form of application of learning about various professions that can be run by teachers at school and parents at home.
IMPLEMENTASI FUZZY MAMDANI PADA PENDISTRIBUSIAN BERAS MISKIN Husniati -; Nurmaliana Pohan
RJOCS (Riau Journal of Computer Science) Vol. 3 No. 2 (2017): Riau Journal of Computer Science
Publisher : RJOCS (Riau Journal of Computer Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (329.388 KB) | DOI: 10.30606/rjocs.v3i2.1339

Abstract

One of the government's efforts in improving the basic needs for the poor, the government has developed the distribution of rice for the poor (Raskin). Poor distribution of subsidized rice for the poor, aiming to reduce the burden of expenditure of poor households. Besides, this program is intended to improve access of the poor in meeting basic needs as one of the basic rights of the people. This is one program both central and local government. In the area of research to date Raskin still poses some problems, one of them is not well targeted distribution, making it less useful for the recipient. In this study, to help the village Kotabaru Reteh to determine the feasibility of Raskin recipients is to input data of family and the value of the criteria set by the government Subdistrict Keritang as benchmarks Raskin recipients, then based on the variable input that the system can calculate the degree of poverty of a family based on fuzzy membership function mamdani. From the calculation results, it can be mapped feasibility of a family in accepting the rice for the poor so they would not be no cheating in the distribution of Raskin.
PEMODELAN PEMILIHAN PROGRAM STUDI DENGAN METODE SIMPLE ADDITIVE WEIGHT (SAW) (Studi kasus pada Perguruan Tinggi dan SLTA di Pasir Pengaraian) Agung Setiawan; Kiki Yasdomi; Detri Amelia Chandra
RJOCS (Riau Journal of Computer Science) Vol. 3 No. 2 (2017): Riau Journal of Computer Science
Publisher : RJOCS (Riau Journal of Computer Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (247.703 KB) | DOI: 10.30606/rjocs.v3i2.1340

Abstract

Kesesuaian dalam pemilihan program studi di perguruan tinggi, akan berdampak pada kualitas lulusan yang memiliki kompetensi. Penelitian ini bertujuan untuk menganalisis dan merancang sebuah sistem pendukung keputusan yang dapat menjadi acuan dalam memilih program studi yang sesuai dengan kemampuan siswa. Data dikumpulkan melalui metode observasi, selanjutnya metode multi Atrribute Decission Making (MADM) digunakan untuk mengolah beberapa kriteria, yaitu nilai akademik, nilai tes kemampuan dan tes bahasa pada beberapa siswa yang akan melanjutkan studi ke perguruan tinggi. Sistem yang dirancang dengan menggunakan metode Simple Additive Weight (SAW). Sedangkan data yang diolah adalah nilai akademik berupa nilai rapor siswa, tes kemampuan MIPA (Matematika, Fisika, Kimia dan biologi) dan tes bahasa (bahasa Indonesia dan bahasa Inggris). Hasil penelitian menunjukan bahwa sistem pendukung keputusan yang dirancang dapat menghasilkan informasi prioritas program studi yang sesuai dengan kemampuan siswa, sehingga dapat digunakan sebagai dasar pengambilan keputusan daalm pemilihan program studi.
ANALISIS AKTIVITAS ANTI BAKTERI EKSTRAK BENALU DARI BEBERAPA INANG TERHADAP PERTUMBUHAN BAKTERI PENYEBAB TYPHUS DENGAN METODE FUZZY LOGIC Yulia Fatmi
RJOCS (Riau Journal of Computer Science) Vol. 3 No. 2 (2017): Riau Journal of Computer Science
Publisher : RJOCS (Riau Journal of Computer Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (508.89 KB) | DOI: 10.30606/rjocs.v3i2.1341

Abstract

Typhoid disease or better known as typhoid fever is a disease that can strike anyone, both children and adults, in Indonesia typhoid fever is a disease that causes high mortality rate. Treatment of typhoid fever itself can be done through a medical procedure. In addition there are also types of medicinal plants that can be used as an alternative treatment, one of which is Scurulla Sp. Its chemical content, efficacy / usefulness and side effects have not been studied scientifically. This study is focused to determine the inhibitory of the Scurulla Sp extract to the development of thypi monela cells that cause typhus. In this paper will discuss anti-bacterial activity based on three input variables i.e. the host of the Scurulla Sp, a solvent and as a test medium and output variable with no value and high.
IMPLEMENTASI WATERMARKING PADA GAMBAR MENGGUNAKAN METODA DISCRETE WAVELET TRANSFORM Torkis Nasution; Adyanata Lubis
RJOCS (Riau Journal of Computer Science) Vol. 3 No. 2 (2017): Riau Journal of Computer Science
Publisher : RJOCS (Riau Journal of Computer Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (685.489 KB) | DOI: 10.30606/rjocs.v3i2.1342

Abstract

Setiap gambar perlu diberikan tanda watermarking pada gambar. Adapun permasalahan yang ada pada saat ini adalah belum ada tanda yang dibubuhkan pada gambar milik kampus, sampai saat ini belum ada gambar yang di veriefied oleh manajemen, sehingga tidak diketahui gambar versi resmi dan yang tidak resmi. Gambar milik kampus potensial di salah gunakan untuk kepentingan pribadi, begitu juga rekayasa gambar sangat mudah dilakukan, sehingga dapat di manipulasi sesuai dengan keinginan pembuat. Permasalah tersebut perlu diberikan solusi, urgensi dari pemecahan masalah adalah dapat dijadikan sebagai media pengontrolan atas rekayasa gambar milik kampus, serta dapat dijadikan sebagai media promosi masif dan terstruktur. Permasalahan ini di ajukan untuk diselesaikan menggunakan watermark, yakni memberikan tanda air dan terlihat pada gambar dengan metoda Discrete Wavelet Tranformation. Adapun tahapan pemecahan masalah adalah gambar milik kampus di kumpulkan, selanjutnya dilakukan verifikasi gambar, dengan ruang lingkup internal kampus, selanjutnya gambar yang masuk dalam  kategori branding image, dikumpulkan untuk diberi penandateks dengan tulisan STMIK Amik Riau kemudian nama asli gambar dan nama perubahan di rekam ke dalam database, sampai disini gambar sudah diberikan penanda. Setiap gambar yang beredar dapat dibedakan berdasarkan tanda air dengan status resmi atau tidak resmi.
STRATEGI ALGORITMA DEPTH-FIRST SEARCH (DFS) DAN ALPA BETA PRUNING PADA PERMAINAN COC (Clash of Clans) Budi Yanto; Erni Rouza; Jufri -
RJOCS (Riau Journal of Computer Science) Vol. 3 No. 2 (2017): Riau Journal of Computer Science
Publisher : RJOCS (Riau Journal of Computer Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (315.493 KB) | DOI: 10.30606/rjocs.v3i2.1343

Abstract

Game development is supported by the increasingly sophisticated Android technology that exists either in the model or operating system. Android is one of the most sophisticated mobile phone operating systems today. One of the most popular and artificial intelligence games game in the world, such as COC (Clash of Clans) is a Strategy game where players build community, train troops, and attack other players to get gold, trophy, elixir and dark elixir , Build defenses that protect players from other players' attacks, and to train and improve the ability and number of troops .The application of artificial intelligence algorithm with Negamax algorithm optimized with Alpha Beta Pruning can reduce the searchspace so that the evaluation process can be done more quickly.
SISTEM INFORMASI PENJUALAN DENGAN MENERAPKAN TEKNOLOGI RFID Dwi Oktarina
RJOCS (Riau Journal of Computer Science) Vol. 3 No. 2 (2017): Riau Journal of Computer Science
Publisher : RJOCS (Riau Journal of Computer Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (516.284 KB) | DOI: 10.30606/rjocs.v3i2.1347

Abstract

Many supermarket sales transactions have advanced information systems. The information system that has been running this time theor supermarket implement information systems that run on a self-service supermarkets in general, by applying the system scan the barcode on the cash register to identification goods. System barcode has some weaknesses that the barcode is used to identify all items similar, less effective way because of all the goods using the identity code of the same goods so that unable to identify the goods in detail, it can cause difficulties at the time of introduction of the goods to a purposes. otherwise use the barcode system can also be effect number of fairly long queue at the time of purchase that quite a lot during the crucial hours or crowded. This is caused because the cashier must Scanning items one by one. This study utilizestechnology Radio Frequency Identification(RFID) in the information system designed to overcome the problem in  supermarket. For analysis of the system, is used method of System Development Life Cycle (SDLC)to Microsoft SQL 5.0 and Microsoft Visual Basic 6.0. By using the technology of Radio Frequency Identification (RFID) identification of goods can be carried out in detail and this technology makes it possible to scan items at once without doing the touching because this technology uses the wave beam to read or identify goods.
Analisis Algoritma Blowfish Pada Proses Enkripsi Dan Dekripsi File Hendri Maradona; Basorudin -
RJOCS (Riau Journal of Computer Science) Vol. 3 No. 2 (2017): Riau Journal of Computer Science
Publisher : RJOCS (Riau Journal of Computer Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (180.571 KB) | DOI: 10.30606/rjocs.v3i2.1348

Abstract

Jurnal ini membahas bagaimana jalannya algoritma Blowfish khususnya dalam hal proses enkripsi dan dekripsi (kriptografi) file. Algoritma Blowfish merupakan salah satu alternatif untuk algoritma enkripsi. Algoritma Blowfish termasuk kedalam cipher blok yang masih dianggap aman karena belum ditemukan attack yang benar-benar dapat mematahkannya. Disamping analisis kinerja algoritma blowfish, pembahasan ini juga mencoba menguji dan mengimplementasi algoritma Blowfish pada sebuah aplikasi yang akan melakukan enkripsi dan dekripsi pada teks menggunakan bahasa pemrograman microsoft visual basic 6.0. Aplikasi tersebut diharapkan dapat menerapkan algoritma Blowfish secara optimal, oleh karena itu akan dibahas mengenai karakteristik algoritma Blowfish yang dapat membuat algoritma ini berjalan secara optimal. Dengan adanya implementasi itu pula, diharapkan dapat menjadi contoh penggunaan algoritma Blowfish untuk proses enkripsi yang sesungguhnya. Aplikasi yang akan dibuat merupakan aplikasi sederhana yang hanya dapat melakukan enkripsi pada file teks, namun hal tersebut dianggap cukup untuk memberi contoh penggunaan algoritma Blowfish dalam proses enkripsi.

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