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    108 research outputs found

    SISTEM MANAJEMEN DAN VISUALISASI SYSLOG PERANGKAT JARINGAN KOMPUTER PADA ICT UNIVERSITAS DIPONEGORO BERBASIS ELK STACK

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    Abstract—Device monitoring is an important thing to manage networks. Information related network state or condition can be gathered through the device monitoring for administrators to make decisions regarding occurred events. Logs can be useful information to monitor network devices. Network administrator of Diponegoro University need a centralized log management system that can receive, manage, and analyze logs. This research identify functional requirements of log management system. Topology design and software that will be used by the log management system use DSR method. The next step is implementation of the topology, software, and application. The last step is testing the system and log management application. The results show that collecting centralized logs and processing these logs into information in the form of dashboards using ELK Stack application successfully implemented. The dashboard resulted by ELK Stack Application will be implemented on the web application using PHP programming language and Codeigniter framework. The test results show that system can receive logs and group the log according to the device location and the severity level of the log

    PERBANDINGAN METODE SEGMENTASI OTOMATIS REGION OF INTEREST DAN K-MEAN CLUSTERING PADA APLIKASI DETEKSI KUALITAS DAGING SAPI BERBASIS MOBILE

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    The importance of the beef quality detection plays an essential role in coping with one of problems related to the distribution of poor beef quality. The beef quality is highly determined by a number of parameters such as size, texture, colour features and odor. Today, to determine the beef quality is conducted by observing the colour or form. As a consequence, this method still has many weaknesses such as in the human assessment that might be still subjective and inconsistent. This research aims making an application to detect the beef quality by using a number of phases of image processing in detail and by comparing the accuracy of two segmentation methods being used. The application was made using the operational system of Android integrated with SDK Android, library OpenCV and Eclipse. Image processing phase consisted of the pre-image processing of greyish level, histogram equalization, segmentation of Region of Interest, segmentation of k-mean clustering, and analysis on the texture by extracting the features of each digital beef images. The final phase of this research was to measure the higher level of accuracy from two segmentation methods. The proposed method could provide the accuracy of k-mean segmentation around 80%; while, the segmentation of ROI provided the accuracy at 90%

    PERBANDINGAN ALGORITMA DIJKSTRA DAN ALGORITMA ANT COLONY DALAM PENENTUAN JALUR TRANSPORTASI UMUM

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    The purpose of this research is to compare the working principle and characteristics between Dijkstra algorithm and Ant Colony Optimization in determining the shortest path Dijkstra algorithm requires weight to determine the shortest path, without the weight of Dijkstra, algorithm cannot run , while Ant Colony Optimization algorithm does not require weight at run because on the working principle of this algorithm will produce the output or weight when the ant finishes the journey . Therefore, this algorithm consume more RAM and takes a long time of execution when run than Dijkstra algorithm. The Dijkstra algorithm got the fastest result 0.0045 seconds while on algorithm Ant Colony Optimization 0.0126 sec, for RAM usage result obtained by Dijsktra algorithm stable 387.14 kb different from ACO obtained results vary with the smallest result is 712.42 kb The equation of both of these algorithms are the output path and the resulting distance are the same so that it can be implemented for the determination of public transportation routes. The application of this research will be applied to Transjogja which is one of the public transportations in Yogyakarta

    SISTEM INFORMASI PENGENDALIAN BAHAN BAKU MENGGUNAKAN METODE MATERIAL REQUIREMENT PLANNING PADA PD. SAMIJAYA SUKABUMI BERBASIS WEB

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    A Company often has difficulties in controlling raw materials, including too much or too little supply. This study aims to control or know the amount of raw material that must be provided, while the formulation of the problem of this study is how to apply the Material Requirement Planning method to control the amount of raw material stock, how the system design is made, and how the system interface is made. The basic theory used is management information systems, supply chain management and Material Requirement Planning. Where the theory is related to research conducted. The research sample was carried out by direct interviews with company owners

    PERANCANGAN MOBILE AR DAN 3D VR WALKTHROUGH SEBAGAI MEDIA INFORMASI KAMPUS STEKOM SEMARANG BERBASIS ANDROID

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    Perkembangan teknologi telah memasuki era digital mobile, dimana diperlukan media informasi yang lebih dari sekadar brosur cetak dan website resmi, oleh karena itu ditawarkan sebuah solusi untuk perancangan sebuah media yang dapat dijalankan melalui perangkat mobile berbasis android yang menarik, interaktif, dan mengikuti teknologi terkini yaitu augmented reality dan virtual reality. Metode yang digunakan dalam perancangan ini adalah System Development Life Cycle (SDLC), sedangkan software pendukung yang digunakan adalah Unity3D dan Vuforia. Hasil dari penelitian ini berhasilnya mobile AR dan 3D-VR Walkthrough untuk diterapkan dan melengkapi media informasi tentang kampus Stekom yang selama ini digunakan. Keywords: augmented reality, virtual reality, e-brosur, android, steko

    Analisa Kinerja pada Standalone Server dan Clustering Server Teknologi RAC (Real Application Clustering) dengan Algoritma DNS (Domain Name System) Round Robin Berbasis Oracle Linux 6.4 di Lingkungan Virtual

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    ABSTRACT –A standalone server is a server that runs applications and databases on the same computer or server. As a service provider, the technology on the server is required to continue to develop in line with the needs. Therefore, a server clustering architecture was developed to serve the needs of clients on a larger scale. One solution to this problem is by implementing the RAC (Real Application Clustering) technology provided by Oracle 11gR2. RAC technology can fulfill client needs by using Round Robin DNS (Domain Name Server) algorithm. Then, this technology can help add new servers and recently assigned servers as cluster members. Also, RAC has advantages of memory storage for database storage. Based on the results of tests that have been done, server clustering has better quality according to a standalone server. Testing is done using QOS (Quality of Service) testing which is carried out on the network and also on load tests using TPM (Transaction per Minute) which is carried out on the database

    Making a "Pandhawa Lima" Puppet Puzzle Game Android based using Unity3D

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    As technology evolves, games become a media of entertainment that many people are interested in today. In addition to being entertainment, games can also be used as media broadening. Especially the insight of cultural heritage that is almost eliminated by the era and technological developments.  Wayang culture, children and adults are unfamiliar with the knowledge/stories about Wayang. Therefore, by utilizing the game as a medium that is easily accessible by various communities, in this research the author will design and build a game that brings together the cultural insight of Wayang, namely Wayang Pandhawa Lima. Combined with Puzzle genre games, users will be faced with fragments of puzzles that depict the figures of Wayang Pandhawa Lima. Where after completing the puzzle fragment that has been arranged, the user can read the information of the puppet that they have compiled. The creation of Wayang Pandhawa five puzzle game developed by Multimedia Development Life Cycle (MDLC) includes concept, design, material collection, manufacture, testing, and distribution. The creation process is done using the Unity 3D software that works on smart phone devices with the Android operating system. This application has been tested using Blackbox method as well as user testing with questionnaire method to 15 responodents. The result of this final task is that the application has been running according to the needs with a user interface value of 79.11% well categorized, usability aspect value of 84.67% well categorized and user experience aspect value of 84.44% well categorized. Keywords: Game; Android; Pandhawa Lima; MDLC; Unity3

    PENGEMBANGAN SISTEM PENUNJANG KEPUTUSAN BERBASIS WEB UNTUK MENENTUKAN BEST CUSTOMERS DENGAN MODEL RFM (RECENCY, FREQUENCY DAN MONETARY), METODE COMPARATIVE PERFORMANCE INDEX DAN ALGORITMA K-MEANS

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    Loyalitas merupakan hal yang penting dibangun setiap perusahaan untuk memenangkan kompetisi. Salah satu cara untuk meningkatkan loyalitas pelanggan adalah dengan memberikan reward kepada pelanggan terbaik. Konsep RFM (recency, frequency dan monetary) dapat dipergunakan untuk menentukan pelanggan terbaik dan mengukur nilai loyalitas pelanggan. Metode Comparative Performance Index (CPI) diaplikasikan untuk menentukan bobot relatif variabel RFM dan menentukan nilai atau peringkat masing-masing pelanggan. Untuk membentuk pengelompokan pelanggan digunakan algoritma K-Means. Berdasarkan pengujian ISO 9126 model RFM (Recency, Frequency dan Monetary) merupakan kriteria penilaian yang tepat untuk mengukur nilai loyalitas pelanggan. Proses pengelompokan pelanggan dengan algoritma K-Means membutuhkan proses yang cukup lama bergantung pada jumlah transaksi sesuai dengan periode pengelompokan. Namun dengan adanya sistem, proses pengelompokan menjadi sangat efisien dibandingkan dengan melakukan pengelompokan secara manual. Hasil pengujian dengan ISO 9126, sistem yang dikembangkan sudah bekerja sesuai dengan fungsinya.   Kata kunci : Decision Support System, Pemilihan Best customers,  RFM,  Comparative Performance Index (CPI), K-Mean

    RANCANGAN BANGUN SISTEM INFORMASI PRODUKSI AYAM PETELUR DENGAN MENGGUNAKAN FRAMEWORK CODEIGNITER

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    Chicken eggs are one source of animal protein that is easy to obtain and widely consumed by the community. Chicken eggs consumed in Indonesia consist of chicken and chicken. This opportunity became one of the causes of the emergence of many breeders of laying hens. Detailed processing production results cause problems for farmers. Information technology is one technology that is growing rapidly and widely used in helping activities in various sectors. One such sector is the field of laying hens. The use of information technology aims to solve a problem experienced by breeders and also to improve the effectiveness and efficiency when doing a job. Information technology in this case also has the following functions Capture, Processing, Generating, Storage, and Transmissions. To know the performance of the system that has been built then done the testing process. Test methods are performed using functionality testing. The results of this test results that the system has been built in accordance with the initial design. Performance of the system is running in accordance with its functionality

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