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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 7 Documents
Search results for , issue "Vol. 7, No. 3 Desember 2016" : 7 Documents clear
Fuzzy Simple Additive Weighting Method in the Decision Making of Human Resource Recruitment Budi Prasetiyo; Niswah Baroroh
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 7, No. 3 Desember 2016
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (336.383 KB) | DOI: 10.24843/LKJITI.2016.v07.i03.p05

Abstract

The Company is one of the jobs that was founded to reduce unemployment. The progress of a company is determined by the human resources that exist within the company. So, the selection of workers will join the company need to be selected first. The hardest thing in making a selection factor is the effort to eliminate the subjectivity of the personnel manager so that every choice made is objective based on the criteria expected by the company. To help determine who is accepted as an employee in the company, we need a method that can provide a valid decision. Therefore, we use Fuzzy Multiple Attribute Decision Making with Simple Additive Weighting method (SAW) to decide to make in human resource recruitment. This method was chosen because it can provide the best alternative from several alternatives. In this case, the alternative is that the applicants or candidates. This research was conducted by finding the weight values for each attribute. Then do the ranking process that determines the optimal alternative to the best applicants who qualify as employees of the company. Based on calculations by the SAW obtained the two highest ranking results are A5 (alternative 5) and A1 (alternative 1), to obtain two candidates received.
Perancangan Sistem Informasi Parkir dengan WiFi Berbasis Arduino Novi Yulianto; Fahraini Bacharuddin
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 7, No. 3 Desember 2016
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (259.445 KB) | DOI: 10.24843/LKJITI.2016.v07.i03.p01

Abstract

Now the need for access to information is very important because the information obtained can specify or provide comfort and ease in performing daily activities. One example is to use gadgets such as smartphones, notebooks, tablets and others, we can easily find out information directly without having to come to the venue. This system aims to design information systems in the parking lot. This technology can provide an idea of ??the amount of available parking spots has been filled or empty. By accessing the IP address given earlier, then we will know the availability of parking space directly. From the test results, it can be said that this system has the advantages of easy to use, the application is simple and can help improve the comfort / convenience for users of the car park. But this system also has the disadvantage of a webserver which is used has a very small memory that can not be accessed by many concurrent users in one time.
Optimalisasi Penyelesaian Knapsack Problem Dengan Algoritma Genetika I Wayan Supriana
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 7, No. 3 Desember 2016
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (498.783 KB) | DOI: 10.24843/LKJITI.2016.v07.i03.p06

Abstract

Knapsack problems is a problem that often we encounter in everyday life. Knapsack problem itself is a problem where a person faced with the problems of optimization on the selection of objects that can be inserted into the container which has limited space or capacity. Problems knapsack problem can be solved by various optimization algorithms, one of which uses a genetic algorithm. Genetic algorithms in solving problems mimicking the theory of evolution of living creatures. The components of the genetic algorithm is composed of a population consisting of a collection of individuals who are candidates for the solution of problems knapsack. The process of evolution goes dimulasi of the selection process, crossovers and mutations in each individual in order to obtain a new population. The evolutionary process will be repeated until it meets the criteria o f an optimum of the resulting solution. The problems highlighted in this research is how to resolve the problem by applying a genetic algorithm knapsack. The results obtained by the testing of the system is built, that the knapsack problem can optimize the placement of goods in containers or capacity available. Optimizing the knapsack problem can be maximized with the appropriate input parameters.
Pembentukan Data Mart Menggunakan Metode Generalization I Gede Sugita Aryandana; I Made Sukarsa; Putu Wira Buana
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 7, No. 3 Desember 2016
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (536.814 KB) | DOI: 10.24843/LKJITI.2016.v07.i03.p02

Abstract

Technology today causing the data needs of an agency or company to process the data or analyze data quickly, dense and higher. Companies or institutions want the data analysis process can save time as much as possible. The data warehouse is a data analysis technology that is useful to resolve the issue. The data warehouse is a repository of data that is useful to accommodate all the history data held by agencies or companies. Data marts are small part of the data warehouse. Data mart is focused on a single subject. This study uses a generalization method to perform the process of establishing a data mart. Generalization is a useful method to reduce or narrow the differences in the data based Subclass. Subclass were integrated into a Superclass useful to collect some data from the Subclass. Subclass is the data that is more descriptive. Superclass is more general in nature of data. The result obtained is a collection of some Subclass predetermined or selected later formed a Superclass useful to accommodate the resources of the Subclass.
Rancang Bangun Aplikasi Pendeteksi Titik Koordinat Frekuensi Lightning Whistler Philipus Novenando M Weking; I Putu Agung Bayupati; I Nyoman Piarsa
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 7, No. 3 Desember 2016
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (763.637 KB) | DOI: 10.24843/LKJITI.2016.v07.i03.p07

Abstract

Unusual activities of earth can be seen by human on a certain time caused by some earth activities change. One of them is the phenomena on atmosphere namely Lightning Whistler. Lightning Whistler is an electromagnetic wave that happens after a lighting on the magnetosphere and ionosphere, where a sound like a whistle is produced. This wave that traverse on radio frequency is called as whistler wave. This research proposed an application for detecting the frequency coordinate of a lightning whistler. The proposed application used STFT, image processing, and morphology image. STFT method is used to convert audio data into spectrogram image data. Afterwards, spectrogram image is processed by using image processing method to reduce noise. Finally, morphology image method is implemented to thicken the whistler wave signal to simplify the detection of coordinate. The proposed application can detect coordinate of a whistler wave signal, in the form of coordinate location, and the number of detected signal, based on time and period.
Penerapan Mobile Crowdsourching Untuk Estimasi Waktu Kedatangan Bis Berdasarkan Informasi Masyarakat Yuli Fauziah; Heru Cahya Rustamaji; Rihadina Pambudi Ramadhan
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 7, No. 3 Desember 2016
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (657.679 KB) | DOI: 10.24843/LKJITI.2016.v07.i03.p03

Abstract

Trans Jogja is a mass transportation system operating in Yogyakarta City, where the system has problems with the timeliness of departure and bus arrival, so the bus arrival schedule can not be ascertained. So, this study designs the application of mobile crowdsourcing concept to assist Trans Jogja bus users in terms of bus arrival estimation. The user broadcasts the location or when the passenger goes up so that the end-user passengers can get an estimate of how long the bus will come. The method used is qualitative method by collecting primary data source (interview, observation and literature study). This research involves passengers of Trans Jogja bus android smartphone users. Passengers post the status using the app to send the bus location. Other passengers who have been waiting at the bus stop can know the bus arrival time at the bus stop. Based on Performance test result, it can be obtained the average difference of bus arrival time in application with bus arrival time of survey result in line 1A is 1.86 minutes.
Pengenalan Tradisi Budaya Bali melalui Aplikasi Game Explore Bali Berbasis Android Dewa Putu Andre Sanjaya; I Ketut Adi Purnawan; Ni Kadek Dwi Rusjayanthi
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 7, No. 3 Desember 2016
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (885.851 KB) | DOI: 10.24843/LKJITI.2016.v07.i03.p04

Abstract

Development of Information Technology is very important for human life, one technology that is currently growing very rapidly in the form of smartphone technology is mainly based on Android. The Android platform has become very popular, the game developers seriously take it. Game is one of the entertainment media, but this time the game can be as one media introduction Cultural Traditions Bali. Game Explore Bali is designed to introduce the Bali Cultural Traditions in seven cities in Bali Province. Traditions introduced in the game consists of Ngerebong (Denpasar), Mekotek (Badung), Okokan (Tabanan), Makepung (Jembrana), Ngedeblag (Gianyar), Megibung, Terteran, Gebug Ende (Karangasem) and Ngocang, Bukakak (Buleleng) through a description and picture information. Based on the analysis by using a questionnaire that tested on 30 children for most of the samples. User knowledge about the Bali Cultural Traditions increased by 74% from the initial percentage of 67% through the information displayed on the Game Explore Bali.

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