Jurnal Sistem Komputer
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Web Content Mining Menggunakan Partitional Clustering K-Means Pada News Aggregator
News aggregator is one type of aggregator system (collector) which collects news from various sources, and then presented back to the user in a single entity so that users no longer need to venture out to various news sites for just looking for information. The system requires a news aggregator a way to show the same news information from the websites of news services. Based on that, this paper used Web Content Mining (WCM) for information retrieval news from online news sites and partitional K-Means clustering system for processing news aggregator in objective the system to display collection of information based on keyword input from the user. From the test results using confusion matrix methods with a number of documents as many as 132 documents were taken from crawling indicate that the method partitional clustering K-Means can be applied to a system news aggregator for classifying news information with keyword "education" with an average accuracy of the classification of 98%.
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
IDENTIFIKASI RETINA MATA MENGGUNAKAN JARAK EUCLIDEAN DENGAN PENCIRIAN MATRIKS KOOKURENSI ARAS KEABUAN (GRAY LEVEL CO-OCCURRENCE MATRIX-GLCM)
Retinal vascular pattern is very unique and has very good pattern differences between one individual and the others, so it can be argued that retinal image can be one of the best in the world of biometrics. This research create a system that can recognize retinal images using Gray Level Co-occurrence Matrix (GLCM) feature extraction technique and normalized Euclidean distance measurement techniques, which the image of the sample used was a normal retinal image of Messidor dataset. Based on testing of GLCM parameters (Angular Second Moment, Contrast, Entropy, and Inverse Difference Moment), distance, angle, and the number of images in the database, the largest accuracy of retinal image recognition is equal to 85% at the time of testing by using 45° angle, distance of 5 pixels, and an image in the database
Pengembangan Multimedia 3 Dimensi Sebagai Sarana Pembelajaran
The rapid development of technology makes computer and gadget change into devices used to solve almost all of people activities. The use of multimedia as a learning tools is getting more popular as the development of technology. Nowadays, every people has computer and gadget, we can see people always holding gadget everywhere. One type of multimedia is a game. Game is a set of rules that have a goal which purpose is to make its user having fun. Game has positive and negative influence for it user. People love to play game. By this habit, we can use game as multimedia to be a learning tool to make positive use of computer and gadget. Multimedia as a learning tool can be built using 3D based model to gain the interest of its learner. This research shows the process of developing 3D multimedia as a learning tool by using Blender and Unity 3D
Sistem Analisis Tekstur Secara Statistik Orde Pertama Untuk Mengenali Jenis Telur Ayam Biasa Dan Telur Ayam Omega-3
Visually to distinguish ordinary chicken eggs and chicken eggs with omega-3 is very difficult because the physical shape and color of the eggs look the same. From the price, chicken eggs with omega-3 is more expensive than the ordinary eggs. This aim of the research is to create an analyst system which is able to recognize type of eggs based on the texture with several steps in image processing techniques. Several image processing techniques used namely conversion of the RGB image to gray scale, remove noise with a gaussian filter, segmentation using thresholding method, and analysis with first-order statistical method that are extracted from each image of eggs. Results of the research showed that the ordinary chicken eggs and chicken eggs with omega - 3 have different statistical value
TIMESTAMP LINKING SCHEME DENGAN HASHED MESSAGE AUTHENTICATION CODE PADA MANAJEMEN PENGELOLAAN NASKAH DI PENERBIT
Penelitian ini membahas tentang manajemen pengelolaan naskah dengan sistem pewaktuan timestamp linking scheme menggunakan hashed message authentication code sebagai fungsi hash yang dipakai. Penelitian ini bertujuan untuk merancang dan membangun Sistem Informasi Pengelolaan Naskah yang dapat digunakan oleh redaksi maupun pengarang dan membuat alur pengelolaan yang dapat memastikan tahap penerbitan yang benar-benar dilakukan oleh pengguna pada waktu yang sebenarnya. Timestamp Linking Scheme merupakan salah satu metode pewaktuan dalam pengelolaan guna membantu dalam pencatatan aktivitasnya agar memiliki keabsahan. Hashed Message Authentication Code merupakan salah satu metode untuk menghitung fungsi hash dengan mempertimbangkan kunci sebelum dienkripsi. Studi kasus yang diambil adalah pada Penerbit Indie Pustaka Jingga. Pembuatan timestamp menggunakan beberapa kombinasi atribut seperti pesan aktivitas pengelolaan asli, pesan aktivitas yang dienkripsi, waktu, ID, posisi tahap, dan link timestamp pada tahap sebelumnya. Sistem Pengelolaan Naskah yang dibangun berhasil memverifikasi keabsahan aktivitas pengelolaan naskah dengan membandingkan link pada tahap sekarang cocok dengan tanda tangan digital yang ada pada tahap berikutnya.Kata kunci: Timestamp linking scheme, hashed message authentication code, pengelolaan naskah
Towards Digital Intervention: Overview Of Dyscalculia In Indonesia
Dyscalculia is a learning disability. It affects the arithmetic ability of student, and usually can’t be separated from mathematical learning difficulty. It is usually occurred in early stage of learning, and unless an intervention (traditional or digital) is given, the disability will persist until adulthood. This paper will present an overview of current condition of dyscalculia in Indonesia. Researches in traditional and digital intervention and the role of computer-assisted instruction are also discussed