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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 214 Documents
Rancang Bangun Game Kartu Spirit Berbasis Android dengan Fitur Online Multiplayer Agung Jodi Pratama; A.A. Kompiang Oka Sudana; I Nyoman Piarsa
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 6, No.1 April 2015
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (916.844 KB)

Abstract

The development of game as entertainment is growing rapidly. Digital game that used to be played only in console, now can be played in computer and even a mobile device especially Android. Spirit Card Game is one of the most famous card game in Bali. This game is played with maximum of 8 players and one of them was assigned as dealer. Winner is declared when player’s card value is bigger than dealer’s card value. Android device is used as the media to play the game with online multiplayer feature based on client-server architecture. Android devices which connected to Internet can login with Facebook account or as a guest then create a room or join a room in order to play. The game started with the dealer deals first card to every player in room, then deals second card to player while every player places their bet, and the last is the dealer deals third card to players that call an optional card. Bet is paid in the final turn of the round.The performance of application is assessed by questionnaire survey in four aspect. User Interface Aspect is assessed with good performance by 36% of votes, Software Engineering by 55%, Entertainment by 49%, and Content by 50%.
Aplikasi Game Cerita Rakyat Bali Sebagai Sarana Pendidikan Karakter Anak Berbasis Mobile Dewa Putu Yudhi Ardiana; I Dewa Gede Agung Pandawana
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 (383.921 KB) | DOI: 10.24843/LKJITI.2017.v08.i03.p07

Abstract

Folklore has a value of local wisdom that can be used in character learning for children. the delivery of folklore to children is mostly done by parents through telling stories. the phenomenon of less popular folklore by children one of them due to lack of time parents to convey the story. This study goals to transform Balinese folklore into mobile-based game applications, in order to make it more interesting, further, it could be use as a means of character education teaching gained from the local wisdom of folklore and introducing local culture to children. Moral messages that want to be presented in this game is the right promise, honest and helpful through crukcuk kuning story, i kekua and i lacur. Based on the questionnaires as the assessment method could obtained the application of the Bali Folk Story Game categorized well.
PERANCANGAN PORTAL INTEROPERABILITAS E-GOVERNMENT SEBAGAI PLATFORM INTEGRASI SISTEM INFORMASI PEMERINTAHAN KOTA DENPASAR Mochammad Rizki Romdoni
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 4, No.3 Desember 2013
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (828.854 KB)

Abstract

Pemerintah Kota Denpasar telah melewati fase perkembangan E-Government kedua yaituinteractive government. Untuk mencapai fase ketiga integrated government yang memiliki ciriadanya multiple transaksi yang melibatkan antar berbagai lembaga pemerintahan; telahterkonsep pada program kerja DISKOMINFO, namun belum terlaksana di lapangan. Berdasarkanhal tersebut penelitian ini ditujukan untuk mengembangkan sebuah arsitektur berbasis SOA(Service Oriented Architecture) yang diberi nama PIE (Portal Interoperabilitas E-Government),yang akan digunakan oleh SKPD (Satuan Kerja Perangkat Daerah) Pemerintah Kota Denpasardalam berintegrasi dan berbagi sumber daya antar SKPD dengan mudah dan dapat diakses sertadimanfaatkan oleh masyarkat pengguna. Hasil penelitian adalah mengintegrasikan sisteminformasi pemerintahan melalui PIE dengan mengikuti prinsip-prinsip dalam SOA.
Optimalisasi SVM Berbasis PSO dan AdaBoost untuk Meningkatkan Akurasi Diagnosis CKD Amanah Febrian Indriani; Much Aziz Muslim
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 10, No. 2 August 2019
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (269.528 KB) | DOI: 10.24843/LKJITI.2019.v10.i02.p06

Abstract

Classification is data mining techniques which used for the purposes of diagnosis in the medical field as measured by the high accuracy produced. The accuracy of classification algorithm is influenced by the use of features and dimensions in dataset. In this study, Chronic Kidney Disease (CKD) dataset was used where the data is one of the high dimension datasets. Support Vector Machine (SVM) algorithm is used because its ability to handle high-dimensional data. In the dataset, it consists of 24 attributes and 1 class which if all are used results accuracy of classification will be diminished. Method for selecting features with Particle Swarm Optimization (PSO) is applied to reduce redundant features and produce optimal features. In addition, ensemble AdaBoost also applied in this research to increase performance of entirety classification algorithm. The results showed that the optimization of SVM algorithm by using PSO as a selection and ensemble feature of AdaBoost with an average of selected features of 18 features could increase the accuracy of 36.20% to 99.50% in the diagnosis of CKD compared to the SVM algorithm without optimization only resulting in accuracy 63.30%. This research can be used as a reference for further research in focusing on the preprocessing stage.
Sistem Komunikasi Modul Sensor Jamak Berbasiskan Mikrokontroler Menggunakan Serial Rs-485 Mode Multi Processor Communication (Mpc) Suar wibawa; A. A. K. Oka Sudana; Putu Wira Buana
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 7, No. 2 Agustus 2016
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (577.853 KB) | DOI: 10.24843/LKJITI.2016.v07.i02.p06

Abstract

Multi-sensor communication system uses RS-485 standard communication connecting each microcontroller-based data processing unit to form BUS topology network. The advantages of this communication system are: connectivity (easy to connecting devices on a network), scalability (flexibility to expand the network), more resistant to noise, and easier maintenance. The System is built using Master-Slave communication approach model. This system need to filter every data packet on communication channel because every device that connect in this network can hear every data packet across this network. Multi Processor Communication (MPC) model is applied to reduce processor’s burden in inspecting every data packet, so the processor that work in slave side only need to inspect the message for itself without inspecting every data packet across the communication chanel.
OTOMATISASI KLASIFIKASI BUKU PERPUSTAKAAN DENGAN MENGGABUNGKAN METODE K-NN DENGAN K-MEDOIDS Ni Nyoman Emang Smrti
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 4, No. 1 April 2013
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (580.146 KB)

Abstract

Klasifikasi buku perpustakaan sangatlah penting untuk memudahkan pengunjung dalam pencarian buku. Dengan memanfaatkan metode yang ada pada data mining khususnya text mining, maka dalam penelitian ini akan dibangun program aplikasi untuk otomatisasi klasifikasi buku perpustakaan. Metode yang akan digunakan untuk mengklasifikasi buku perpustakaan adalah metode k-nearest neighborhood (K-NN) digabungkan dengan metodek-medoids. Program aplikasi otomatisasi klasifikasi buku perpustakaan ini dibangun dengan data latih dari buku perpustakaan STMIK Bandung Bali dan data uji berasal dari beberapa toko buku online.Aplikasi yang dibuat mampu mengklasifikasi buku perpustakaan dengan prosentase keberhasilan 84% dengan jumlah data latih 507 dan 50 data uji.
Identifying Requirements Association Based on Class Diagram Using Semantic Similar;ity Hernawati Susanti Samosir; Daniel Siahaan
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 10, No. 1 April 2019
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (367.713 KB) | DOI: 10.24843/LKJITI.2019.v10.i01.p03

Abstract

RRequirements association depicts inter-relation between two or more requirements within a software project. It provides necessary information for developers during decision-making processes, such as change management, development milestones, bug prediction, cost estimation, and work breakdown structure generation. Modeling association between requirements became a focus of software requirements researchers. Previous studies indicate that requirements association was pre-defined by requirements engineer based on their expert judgments. The judgments require knowledge on requirements and their class realizations. This paper introduces a method to generate a mapping between a set of requirement statements and a set of classes of a given project that realized the respected requirements. The method also generates associations among requirements based on information on associations between classes and the class-requirement mapping. The method utilizes element of relational information resided in a class diagram of respected project. A semantic similarity method was used to define the requirements with their realization classes. A class is considered realizing a requirement if and only if their semantic similarity is higher than a certain threshold. A set of experimentation on four different projects was conducted. The result of the approach was compared with the output produced by human annotators using kappa statistics. The approach is considered as having a fair agreement level (i.e. with kappa value 0.37) with the human annotators to identify and model requirement associations.
RANCANG BANGUN SISTEM LELANG ON-LINE PEGADAIAN Gusti Made Arya Sasmita; Lie Jasa
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 2, No. 1 Juni 2011
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (408.643 KB)

Abstract

Perkembangan dunia teknologi semakin cepat dewasa ini. Teknologi sudah dipakai dalam berbagai macam aspek kehidupan masyarakat, khususnya teknologi internet. Penerapan teknologi internet ini memudahkan masyarakat dalam mengakses informasi karena tidak adanya batasan dalam hal akses informasi. Pada kesempatan ini, penulis mencoba untuk mengembangkan suatu Sistem Lelang Pegadaian Berbasis WEB. Jasa penyedia layanan pelelangan barang yang sudah jatuh tempo ini nantinya akan berguna untuk melakukan pelelangan secara online yaitu panitia melelang barang lelang nasabah yang sudah jatuh tempo dan pembeli melakukan penawaran harga. Jasa Penyedia Layanan Pelelangan Barang Lelang Pegadaian yang sudah jatuh tempo ini dibuat dengan menggunakan bahasa pemrograman PHP, database MySQL, dan webserver XAMPP 1.6. Aplikasi ini akan dibuat berbasis web sehingga memudahkan untuk diakses oleh berbagai macam pihak dan menggunakan antarmuka yang user friendly sehingga nyaman untuk dipergunakan. Aplikasi ini dapat dijalankan diberbagai macam web browser internet yang ada. Pembuatan aplikasi ini, penulis mengambil kesimpulan bahwa dengan adanya Jasa Penyedia Layanan Pelelangan Pegadaian ini akan semakin membuka kesempatan bagi masyarakat luas untuk memperoleh kesempatan melelang dan memperoleh barang lelang berupa barang lelang yang sudah jatuh tempo dengan harga yang lebih murah dari harga pasaran.
Sistem Informasi Monitoring Perkembangan Anak di Sekolah Taman Kanak – kanak Berbasis Cloud Putu Satya Saputra; I Made Sukarsa; I Putu Agung Bayupati
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 8, No. 2 Agustus 2017
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (967.214 KB) | DOI: 10.24843/LKJITI.2017.v08.i02.p05

Abstract

Education is a means to advance human resources. Achieving educational progress requires a tool for managing data such as curriculum data, students and grades. This tool can be used to control student activities in school so that the results can be delivered immediately and the monitoring process can run effectively because of communication between the school and parents. Child Development Monitoring Information System at Cloud-Based Kindergarten School is a Web-based Software As A Services (SaaS) service. This information system created by using cloud technology provides facilities to perform the management of various academic data such as student data, values and so forth. A cloud-based academic information system service that can be relied on to operate online without servers and installations for every system in school. The use of cloud technology in making this application is expected to further simplify the process of academic data management and school data that is generally done conventionally. The results of research conducted by spreading the questionnaire using Likert scale calculations show more than 50% of users agree with the statement already made.
Deteksi Batik Parang Menggunakan Fitur Co-Occurence Matrix Dan Geometric Moment Invariant Dengan Klasifikasi KNN Ni Luh Wiwik Sri Rahayu Ginantra
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 (528.312 KB) | DOI: 10.24843/LKJITI.2016.v07.i01.p05

Abstract

Batik motifs are the base or the blueprint of batik patterns which serve as the core of the batik image design, and therefore the meaning of a sign, symbol or logo in a batik work can be revealed through its motifs. Visual identification requires visual skills and knowledge in classifying patterns formed in a batik image. Lack of media providing information on batik motifs makes the public unable to have sufficient information about batik motifs. Looking at this phenomenon, this study is conducted in order to perform visual identification using a computer that can assist and facilitate in identifying the types of batik. The methods used for batik image recognition are the Co-occurrence Matrix method to provide extraction of batik texture features, and the Geometric Moment Invariant method, while K Nearest Neighbor is used to classify batik images. The results on the accuracy values obtained reveal that the of 80%, compared to the accuracy value result using the Co-occurrence Matrix method that is 70%.

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