Jurnal Sistem Komputer - JSK (Department of Computer System Engineering, Diponegoro University, Indonesia)
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Penentuan Kesesuaian Lahan Pemukiman di Kabupaten Jember dengan menggunakan Metode AHP
Kebutuhan rumah tinggal merupakan kebutuhan primer bagi manusia. Meningkatnya jumlah penduduk pada tiap tahun mengakibatkan meningkatnya kebutuhan rumah tinggal. Peningkatan kebutuhan rumah tinggal tidak menutup kemungkinan berubahnya fungsi lahan-lahan pertanian, hutan, dan kawasan lainnya menjadi lahan permukiman baru. Permasalahan ini juga menjadi salah satu fokus pengambangan di Kabupaten Jember. Tidak semua lahan di Kabupaten Jember layak untuk menjadi lahan pemukiman. Pertimbangan penentuan kesesuaian lahan yang optimal untuk wilayah permukiman menggunakan berbagai parameter seperti kemiringan lereng, kerawanan bencana, tekstur tanah, kepekaan tanah terhadap erosi, aksesibilitas, curah hujan, serta penggunaan lahan. Penentuan kesesuaian lahan pada penelitian ini digunakan metode Analytical Hierarchy Process (AHP) untuk mendapatkan nilai bobot pada setiap parameter. Hasil dari penelitian ini membagi Kabupaten Jember menjadi 3 kawasan permukiman, yaitu kawasan permukiman sangat sesuai (S1) sebanyak 18,35%, kawasan permukiman sesuai sebanyak 65,3%, dan kawasan permukiman tidak sesuai (NS) adalah sebanyak 16,36%
APLIKASI PENCARIAN RUMAH MAKAN BERBASIS GPS PADA PERANGKAT MOBILE ANDROID
Tujuan Penelitian ini adalah merancang sebuah aplikasi untuk membantu pengguna melakukan pencarian rumah makan menggunakan GPS pada perangkat mobile android dan menghasilkan sebuah website yang digunakan untuk proses input, edit, delete seluruh informasi yang diperlukan aplikasi android kedalam database server. Metode Penelitian yang digunakan adalah metode waterfall dengan membangun aplikasi secara sistematis dan sekuensial, studi pustaka melalui buku - buku, serta metode analisa dengan observasi hasil perancangan aplikasi terdahulu. Metode perancangan sistem menggunakan UML yang terdiri dari Use Cases Diagram, State Diagram, Sequence Diagram, dan Class Diagram yang setelahnya digunakan untuk proses perancangan basis data menggunakan ERD. Hasil yang dicapai berupa sebuah aplikasi pencarian rumah makan dengan nama Nomnomfood, menggunakan GPS pada perangkat mobile android yang dapat memberi kemudahan bagi pengguna android untuk menentukan tempat makan yang diinginkan dan sebuah website untuk pemilik rumah makan memasukkan tempat makan kedalam database. Simpulan yang didapat bahwa aplikasi nomnomfood yang dibuat dapat mencari, menyaring, mempermudah pengguna perangkat mobile android dalam mencari rumah makan sesuai dengan kriteria yang diinginkan pengguna
Development of an Obstacle Avoiding Robot
Development of an obstacle avoiding robot model is required as a fundamental step towards a bigger goal, for example development of an autonomous vehicle. An obstacle avoiding robot uses a proximity sensor module, besides other parts. In this case, this robot uses a proximity sensor developed by ourselves. The robot is controlled by a program that is embedded into a microcontroller. The logics produced by the microcontroller are further processed by an interface module, in this case, also developed by ourselves. The interface module translates microcontroller’s logics into voltage and current that can practically drive the two motors. This article provides a report on the project activity, consisting of summary of the design, summary of the development process and report on the running test of the robot. Following the test and program fine-tuning, it has been proven that the robot model operated well just as programmed
THE IMPACT OF SOCIAL MEDIA ON STUDENT LEARNING CASE STUDY: SMA YAPITA SURABAYA
Nowadays student and teacher in Indonesia have a massive use of smart phones, tablet and other portable device. All these smart phones and other portable devices are equipped or ready for social media applications like Facebook, Twitter, YouTube, WhatsApp, and Instagram which are part of what is known as Social Media. Social media is a popular method for communication amongst students in Indonesia. However excessive social media use can raise questions about whether academic performance is affected. This paper aims to investigate the use of social media in teaching and learning as a scaffolding tool, and the impact of that on teachers and students with case study SMA Yapita Surabaya. The study implemented a 30-item questionnaire aimed to investigate student’s views in smart devices use and access, the current use of social website, the use of the web, views of the impact of social media on education, and views of possible impact of official use of social media on learning. It’s apparently that smart phone is the best possible device to enhance the use of social media in education, where more than three quarters of students have smart phones. For the internet access, 79% of students have internet access on their smartphone, and only 32% of them who have internet access at home. In regards the social media application, it is clear that Facebook as a main tool, with 89% of the student use this application. At the end, this research concludes that the teacher and the students need a series of training session to evaluate their own use of social media, and to enhance their abilities to use available properties
Rancang Bangun Robot Pengering Lantai Otomatis Menggunakan Metode Fuzzy
The purpose of this research is to design and build a robot to dryer floor with automatic and moving regulary based on set of poin already control until can move like zig-zag. The robot is consist of mikrokontroler, motor shield as like driver motor, 2 sensor of ultrasonic, and motor of mop to dryer the floor. To control the movement use fuzzy logic with segeno method. Input from fuzzy logic and there are two kind of fuzzy logic, first is “error” and the second is “ ∆ error”. It’s from sensor of ultrasonic, after procure of data so the mikrokontroler will process it, and then the output it’s like value of PWM in order to moves and organize DC motor in order to be able to move straight, turn right, and turn left. After done testing and analysis, the level of success from motor of mop to moves with automatic as big as 80% because of effect the extent of the liquid found
Penerapan Supervised Emerging Patterns Untuk Multi Atribut Pada Data Online Izin Usaha Pertambangan di Indonesia (Studi Kasus: EITI Indonesia)
AbstractIndonesian EITI (Extractive Industries Transparency Initiative) is an organization under Ministry of Economic Coordination which used to increase the transparency of extractive industry in Indonesia. EITI Indonesia manage a lot of data about mining, one of the managed data is data Mining Business License in Indonesia. The data has many records that require large storage allocation and difficult process data that is used by the EITI for decision making. .This data Mining Business License will be used for the processing of data mining that aims to help look for interesting patterns to determine a learning and two itemsets (attributes) that exist. Application Data Mining with Emerging Patterns Supervised methods will be used as a solution for managing data such large, so it is easy to produce a decision in the form of an interesting pattern information to determine the transparency of mining license in Indonesia. System development methods using CRISP-DM. The design of data mining applications using the programming language Java, NetBeans and MySQL database tools used to build a technology Supervised Emerging Patterns in multi-attribute decision making
Virtual Reality to Promote Tourism in Indonesia
Abstract— Tourism is an important source of income for many countries, especially in Indonesia. Indonesia is famous for its archipelago and tropic climate islands. Many tourists have visited Indonesia for leisure, business, and other purposes. To attract and increase potential tourists to travel to Indonesia, a promoting activities need to be done. However, these activities can only be done through a conventional flat display of a television, computer, or a smartphone. The information perceived from this kind of display only brings that much. The potential tourist can only “see” the advertisement, without feeling any interest in it. With the help of Virtual Reality Technology, an immersive advertisement about tourism can be created. Using the Oculus Rift DK2, this paper will explain how to integrate the promoting activities of tourism with the Virtual Reality Technology to create an immersive virtual world of Tourism to attract a potential tourist to visit Wonderful Indonesia.Tourism is an important source of income for many countries, especially in Indonesia. Indonesia is famous for its archipelago and tropic climate islands. Many tourists have visited Indonesia for leisure, business, and other purposes. To attract and increase potential tourists to travel to Indonesia, a promoting activities need to be done. However, these activities can only be done through a conventional flat display of a television, computer, or a smartphone. The information perceived from this kind of display only brings that much. The potential tourist can only “see” the advertisement, without feeling any interest in it. With the help of Virtual Reality Technology, an immersive advertisement about tourism can be created. Using the Oculus Rift DK2, this paper will explain how to integrate the promoting activities of tourism with the Virtual Reality Technology to create an immersive virtual world of Tourism to attract a potential tourist to visit Wonderful Indonesia