Pub Date : 2017-05-14DOI: 10.24843/LKJITI.8.1.28715
Ahmad Hanafi, I. M. Sukarsa, A. K. A. C. Wiranatha
Electronically data interchange between institutions or companies must be supported with appropriate data storage media capacity. MySQL is a database engine that is used to perform data storage in the form of information, where the data can be utilized as needed. MYSQL has the advantage of which is to provide convenience in terms of usage, and able to work on different platforms. System requirements that must be reliable and multitasking capable of making the database not only as a data storage medium, but can also be utilized as a means of data exchange. Dropbox API is the best solution that can be utilized as a technology that supports the database to be able to Exchange data. The combination of the Dropbox API and database can be used as a very cheap solution for small companies to implement data exchange, because it only requires a relatively small Internet connection.
{"title":"Pertukaran Data Antar Database Dengan Menggunakan Teknologi API","authors":"Ahmad Hanafi, I. M. Sukarsa, A. K. A. C. Wiranatha","doi":"10.24843/LKJITI.8.1.28715","DOIUrl":"https://doi.org/10.24843/LKJITI.8.1.28715","url":null,"abstract":"Electronically data interchange between institutions or companies must be supported with appropriate data storage media capacity. MySQL is a database engine that is used to perform data storage in the form of information, where the data can be utilized as needed. MYSQL has the advantage of which is to provide convenience in terms of usage, and able to work on different platforms. System requirements that must be reliable and multitasking capable of making the database not only as a data storage medium, but can also be utilized as a means of data exchange. Dropbox API is the best solution that can be utilized as a technology that supports the database to be able to Exchange data. The combination of the Dropbox API and database can be used as a very cheap solution for small companies to implement data exchange, because it only requires a relatively small Internet connection.","PeriodicalId":31196,"journal":{"name":"Lontar Komputer","volume":"1 1","pages":"22-30"},"PeriodicalIF":0.0,"publicationDate":"2017-05-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43598918","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2017-05-14DOI: 10.24843/LKJITI.8.1.28700
Ilfa Stephane, Heru Saputra
Lembaga Keuangan Mikro Agrobisnis (LKMA) Prima Agung Kenagarian Sungai Duo Kecamatan Sitiung Kabupaten Dharmasraya merupakan salah satu koperasi yang bergerak pada bidang usaha simpan pinjam. Dalam pengelolaannya, koperasi ini masih menggunakan sistem konvensional yaitu menggunakan buku besar dan Microsoft Excel. Cara ini kurang efektif karena transaksi simpan pinjam yang terjadi semakin tinggi sehingga perhitungan juga semakin banyak. Dalam pengolahan akuntansi juga membutuhkan ketelitian karena banyak pengulangan penulisan dan pemborosan waktu pengerjaan. Dengan adanya permasalahan tersebut, LKMA Prima Agung perlu menggunakan aplikasi simpan pinjam yang dapat membantu dalam proses pengolahan data. Adapun metode penelitian yang digunakan dalam penelitian ini yaitu studi literatur, survey data, perancangan sistem, pengujian dan implementasi sistem. Hasil penelitian ini diharapkan dapat menjadi solusi alternatif khususnya bagi LKMA Prima Agung dalam menyelesaikan berbagai proses transaksi secara efektif dan efisien
Micro Agrobisnis Money Valley(LKMA)Kenagari的Grand Duo River Emergency Situation Dharmasraya Capital是在贷款存储领域开展的合作之一。在其管理中,这种合作仍然使用传统的系统,即使用大型书籍和Microsoft Excel。这是不太有效的,因为贷款储蓄交易越来越高,计算也越来越高。在会计中,由于多次重复书写和缩短工作时间,拒绝也需要准确性。有了这个问题,LKMA Primary不得不使用一个贷款存储应用程序来帮助数据处理过程。本研究采用的研究方法包括文献研究、调查数据、系统设计、测试和系统实施。这项研究的结果有望成为LKMA初级专业有效、高效地完成各种交易流程的特殊替代解决方案。
{"title":"Perancangan Sistem Informasi Lembaga Keuangan Mikro Agrobisnis (LKMA) Prima Agung Kanagarian Sungai Duo Kecamatan Sitiung Kabupaten Dharmasraya","authors":"Ilfa Stephane, Heru Saputra","doi":"10.24843/LKJITI.8.1.28700","DOIUrl":"https://doi.org/10.24843/LKJITI.8.1.28700","url":null,"abstract":"Lembaga Keuangan Mikro Agrobisnis (LKMA) Prima Agung Kenagarian Sungai Duo Kecamatan Sitiung Kabupaten Dharmasraya merupakan salah satu koperasi yang bergerak pada bidang usaha simpan pinjam. Dalam pengelolaannya, koperasi ini masih menggunakan sistem konvensional yaitu menggunakan buku besar dan Microsoft Excel. Cara ini kurang efektif karena transaksi simpan pinjam yang terjadi semakin tinggi sehingga perhitungan juga semakin banyak. Dalam pengolahan akuntansi juga membutuhkan ketelitian karena banyak pengulangan penulisan dan pemborosan waktu pengerjaan. Dengan adanya permasalahan tersebut, LKMA Prima Agung perlu menggunakan aplikasi simpan pinjam yang dapat membantu dalam proses pengolahan data. Adapun metode penelitian yang digunakan dalam penelitian ini yaitu studi literatur, survey data, perancangan sistem, pengujian dan implementasi sistem. Hasil penelitian ini diharapkan dapat menjadi solusi alternatif khususnya bagi LKMA Prima Agung dalam menyelesaikan berbagai proses transaksi secara efektif dan efisien","PeriodicalId":31196,"journal":{"name":"Lontar Komputer","volume":"1 1","pages":"53-64"},"PeriodicalIF":0.0,"publicationDate":"2017-05-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46268346","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2017-03-31DOI: 10.24843/LKJITI.2017.v08.i01.p02
Angga Setiyadi, E. Setiawan
Information technology is the result of a human mind to develop ordinances or specific systems and use them to solve problems in life. Submission of information today is no longer through the print media, but will gradually shift to the use of digital electronic media. The announcement can be interpreted as a message delivered to every person who is the target destination or destination information. This study discusses the announcement of information systems that can replace conventional media announcements still. With this information system of this announcement makes any lecturer and secretariat in one program studi in College X no longer need to print and posting notices on board the information available, but may be digital by entering the announcement into the system to afterwards the announcement will be displayed on each screen television or monitor the spread and available in every area of the campus. This can make the process of delivering information to become more effective and efisien if compared to the print media.
{"title":"Sistem Informasi Pengumuman Program Studi Di Perguruan Tinggi X","authors":"Angga Setiyadi, E. Setiawan","doi":"10.24843/LKJITI.2017.v08.i01.p02","DOIUrl":"https://doi.org/10.24843/LKJITI.2017.v08.i01.p02","url":null,"abstract":"Information technology is the result of a human mind to develop ordinances or specific systems and use them to solve problems in life. Submission of information today is no longer through the print media, but will gradually shift to the use of digital electronic media. The announcement can be interpreted as a message delivered to every person who is the target destination or destination information. This study discusses the announcement of information systems that can replace conventional media announcements still. With this information system of this announcement makes any lecturer and secretariat in one program studi in College X no longer need to print and posting notices on board the information available, but may be digital by entering the announcement into the system to afterwards the announcement will be displayed on each screen television or monitor the spread and available in every area of the campus. This can make the process of delivering information to become more effective and efisien if compared to the print media.","PeriodicalId":31196,"journal":{"name":"Lontar Komputer","volume":"1 1","pages":"11-21"},"PeriodicalIF":0.0,"publicationDate":"2017-03-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.24843/LKJITI.2017.v08.i01.p02","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43434548","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2017-03-31DOI: 10.24843/LKJITI.2017.V08.I01.P04
N. Lestari, M. Sudarma
E-commerce is a sale and purchase transactions that occur through electronic systems such as the Internet, WWW, or other computer networks. E-commerce involves electronic data interchange and automated data collection systems. In all e-commerce search engine provided a column for the search items desired by the user. In e-commerce such as Tokopedia, Lazada, MatahariMall, Amazon, and other search engines that provided just use a regular search engine technology. In the usual search engines getting longer sentences from the input or output of goods search results will be more extensive and more. However, by utilizing the semantic indexing technology, the longer and clear input desired goods, the number of searches will be few and accurately in accordance with the input that helps the user in decision making. In this study discussed how to build a search engine on the web e-commerce by using Latent Semantic Indexing. The first starts from the use of Text Mining methods for word processing, and the method Levenshtein Distance to repair automatic word and the last Latent Semantic Indexing for information processing and input expenditure.
{"title":"Perencanaan Search Engine E-commerce dengan Metode Latent Semantic Indexing Berbasis Multiplatform","authors":"N. Lestari, M. Sudarma","doi":"10.24843/LKJITI.2017.V08.I01.P04","DOIUrl":"https://doi.org/10.24843/LKJITI.2017.V08.I01.P04","url":null,"abstract":"E-commerce is a sale and purchase transactions that occur through electronic systems such as the Internet, WWW, or other computer networks. E-commerce involves electronic data interchange and automated data collection systems. In all e-commerce search engine provided a column for the search items desired by the user. In e-commerce such as Tokopedia, Lazada, MatahariMall, Amazon, and other search engines that provided just use a regular search engine technology. In the usual search engines getting longer sentences from the input or output of goods search results will be more extensive and more. However, by utilizing the semantic indexing technology, the longer and clear input desired goods, the number of searches will be few and accurately in accordance with the input that helps the user in decision making. In this study discussed how to build a search engine on the web e-commerce by using Latent Semantic Indexing. The first starts from the use of Text Mining methods for word processing, and the method Levenshtein Distance to repair automatic word and the last Latent Semantic Indexing for information processing and input expenditure.","PeriodicalId":31196,"journal":{"name":"Lontar Komputer","volume":"1 1","pages":"31-40"},"PeriodicalIF":0.0,"publicationDate":"2017-03-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.24843/LKJITI.2017.V08.I01.P04","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46161313","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2016-12-27DOI: 10.24843/LKJITI.7.3.25457
Y. Fauziah, Heru Cahya Rustamaji, R. P. Ramadhan
Trans Jogja merupakan sebuah sistem transportasi massa yang beroperasi di Kota Yogyakarta. Dari hasil pengamatan yang telah dilakukan, ada beberapa permasalahan yang ada di Trans Jogja. Permasalahan yang paling sering terjadi adalah masalah ketepatan waktu pemberangkatan bus maupun kedatangan bus, sehingga jadwal kedatangan bus yang tidak bisa dipastikan. Sistem yang ada saat ini untuk menangani masalah informasi kedatangan bus Trans Jogja tersebut adalah fasilitas monitor dan Handy Talky yang ada di beberapa halte. Penggguna Trans Jogja dapat memanfaatkan smartphone untuk saling berbagi informasi mengenai bus Trans Jogja. Penerapan konsep mobile crowdsourcing pada Trans Jogja membantu antar pengguna bus Trans Jogja dalam hal estimasi kedatangan bus Trans Jogja. Pengguna membroadcast lokasi ataupun ketika penumpang naik sehingga end-user penumpang bisa mendapatkan estimasi berapa lama bus akan datang. Metode yang digunakan adalah metode kualitatif. Metode pengumpulan data dilakukan dengan mengumpulkan sumber data primer (wawancara, Observasi dan studi pustaka). Pada penelitian ini melibatkan penumpang bus Trans Jogja penguna smartphone android. Penumpang memposting status menggunakan aplikasi untuk mengirimkan lokasi bus. Penumpang lain (end-user penumpang) yang telah menanti di halte dapat mengetahui waktu kedatangan bus di halte. Berdasarkan hasil pengujian Performance, dapat diperoleh selisih rata-rata waktu kedatangan bus di aplikasi dengan waktu kedatangan bus hasil survei di jalur 1A adalah 1,86 menit.
Trans Jogja是日惹市的一种大众交通系统。从他们的观察来看,Trans Jogja出现了一些问题。最常见的问题是公交时刻表和公交时刻表的准时到达,这使得公交时刻表无法确定。目前为解决关于Trans Jogja巴士抵达的信息问题而存在的系统是一些公交车站的监控设备和设备。Trans Jogja巴士的用户可以使用智能手机共享信息。关于Trans Jogja移动外包的概念的应用,可以帮助跨Jogja巴士用户对Trans Jogja巴士的预计到达时间进行评估。用户正在广播位置或乘客上车时的位置,这样乘客的导航系统就能得到总线到达时间的估计。所使用的方法是定性方法。收集数据的方法是收集原始数据来源(访谈、审查和文献研究)。这项研究涉及跨Jogja智能手机android乘客。乘客使用这个应用程序发布状态,以发送公共汽车的位置。在车站等候的其他乘客可以知道公共汽车到站的时间。根据绩效测试,你可以从申请中获得的公共汽车平均到达时间与1A线路的调查结果为1.86分钟。
{"title":"Penerapan Mobile Crowdsourching Untuk Estimasi Waktu Kedatangan Bis Berdasarkan Informasi Masyarakat","authors":"Y. Fauziah, Heru Cahya Rustamaji, R. P. Ramadhan","doi":"10.24843/LKJITI.7.3.25457","DOIUrl":"https://doi.org/10.24843/LKJITI.7.3.25457","url":null,"abstract":"Trans Jogja merupakan sebuah sistem transportasi massa yang beroperasi di Kota Yogyakarta. Dari hasil pengamatan yang telah dilakukan, ada beberapa permasalahan yang ada di Trans Jogja. Permasalahan yang paling sering terjadi adalah masalah ketepatan waktu pemberangkatan bus maupun kedatangan bus, sehingga jadwal kedatangan bus yang tidak bisa dipastikan. Sistem yang ada saat ini untuk menangani masalah informasi kedatangan bus Trans Jogja tersebut adalah fasilitas monitor dan Handy Talky yang ada di beberapa halte. Penggguna Trans Jogja dapat memanfaatkan smartphone untuk saling berbagi informasi mengenai bus Trans Jogja. Penerapan konsep mobile crowdsourcing pada Trans Jogja membantu antar pengguna bus Trans Jogja dalam hal estimasi kedatangan bus Trans Jogja. Pengguna membroadcast lokasi ataupun ketika penumpang naik sehingga end-user penumpang bisa mendapatkan estimasi berapa lama bus akan datang. Metode yang digunakan adalah metode kualitatif. Metode pengumpulan data dilakukan dengan mengumpulkan sumber data primer (wawancara, Observasi dan studi pustaka). Pada penelitian ini melibatkan penumpang bus Trans Jogja penguna smartphone android. Penumpang memposting status menggunakan aplikasi untuk mengirimkan lokasi bus. Penumpang lain (end-user penumpang) yang telah menanti di halte dapat mengetahui waktu kedatangan bus di halte. Berdasarkan hasil pengujian Performance, dapat diperoleh selisih rata-rata waktu kedatangan bus di aplikasi dengan waktu kedatangan bus hasil survei di jalur 1A adalah 1,86 menit.","PeriodicalId":31196,"journal":{"name":"Lontar Komputer","volume":"7 1","pages":"151-162"},"PeriodicalIF":0.0,"publicationDate":"2016-12-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"68901083","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2016-12-26DOI: 10.24843/LKJITI.2016.V07.I03.P01
Novi Yulianto, Fahraini Bacharuddin
Sekarang ini kebutuhan akan akses informasi sangat penting karena informasi yang diperoleh tersebut dapat menentukan atau memberikan kenyamanan dan kemudahan dalam melakukan aktifitas sehari-hari. Salah satu contohnya adalah dengan menggunakan gadget seperti smartphone, notebook, tablet dan yang lain-lain, kita dapat mudah mengetahui informasi yang ada secara langsung tanpa harus datang ke tempat tersebut. Sistem ini bertujuan merancang sistem informasi di tempat parkir. Teknologi ini dapat memberikan gambaran mengenai jumlah ketersediaan tempat parkir yang sudah terisi maupun yang masih kosong. Dengan mengakses IP Address yang diberikan sebelumnya, maka kita akan mengetahui ketersediaan tempat parkir secara langsung. Dari hasil pengujian dapat dikatakan bahwa sistem ini memiliki kelebihan mudah digunakan, penerapan yang sederhana dan dapat membantu meningkatkan kenyamanan/kemudahan bagi pengguna tempat parkir. Namun juga sistem ini memiliki kelemahan yaitu webserver yang digunakan memiliki memori yang sangat kecil sehingga tidak dapat di akses oleh banyak pengguna dalam waktu bersamaan.
{"title":"Perancangan Sistem Informasi Parkir dengan WiFi Berbasis Arduino","authors":"Novi Yulianto, Fahraini Bacharuddin","doi":"10.24843/LKJITI.2016.V07.I03.P01","DOIUrl":"https://doi.org/10.24843/LKJITI.2016.V07.I03.P01","url":null,"abstract":"Sekarang ini kebutuhan akan akses informasi sangat penting karena informasi yang diperoleh tersebut dapat menentukan atau memberikan kenyamanan dan kemudahan dalam melakukan aktifitas sehari-hari. Salah satu contohnya adalah dengan menggunakan gadget seperti smartphone, notebook, tablet dan yang lain-lain, kita dapat mudah mengetahui informasi yang ada secara langsung tanpa harus datang ke tempat tersebut. Sistem ini bertujuan merancang sistem informasi di tempat parkir. Teknologi ini dapat memberikan gambaran mengenai jumlah ketersediaan tempat parkir yang sudah terisi maupun yang masih kosong. Dengan mengakses IP Address yang diberikan sebelumnya, maka kita akan mengetahui ketersediaan tempat parkir secara langsung. Dari hasil pengujian dapat dikatakan bahwa sistem ini memiliki kelebihan mudah digunakan, penerapan yang sederhana dan dapat membantu meningkatkan kenyamanan/kemudahan bagi pengguna tempat parkir. Namun juga sistem ini memiliki kelemahan yaitu webserver yang digunakan memiliki memori yang sangat kecil sehingga tidak dapat di akses oleh banyak pengguna dalam waktu bersamaan.","PeriodicalId":31196,"journal":{"name":"Lontar Komputer","volume":"7 1","pages":"132"},"PeriodicalIF":0.0,"publicationDate":"2016-12-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.24843/LKJITI.2016.V07.I03.P01","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"68899379","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2016-12-26DOI: 10.24843/LKJITI.7.3.25456
I. G. S. Aryandana, I. M. Sukarsa, P. W. Buana
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 processcan 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 part kacil 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. Subclasswere integrated into a Superclass useful to collect some data from the Subclass. Subclassis the data that is more descriptive. Superclass is more general in nature of data. The result obtained is a collection of some Subclasspredetermined or selected later formed a Superclass useful to accommodate the resources of the Subclass.
{"title":"Pembentukan Data Mart Menggunakan Metode Generalization","authors":"I. G. S. Aryandana, I. M. Sukarsa, P. W. Buana","doi":"10.24843/LKJITI.7.3.25456","DOIUrl":"https://doi.org/10.24843/LKJITI.7.3.25456","url":null,"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 processcan 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 part kacil 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. Subclasswere integrated into a Superclass useful to collect some data from the Subclass. Subclassis the data that is more descriptive. Superclass is more general in nature of data. The result obtained is a collection of some Subclasspredetermined or selected later formed a Superclass useful to accommodate the resources of the Subclass.","PeriodicalId":31196,"journal":{"name":"Lontar Komputer","volume":"7 1","pages":"139-150"},"PeriodicalIF":0.0,"publicationDate":"2016-12-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"68900952","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2016-12-26DOI: 10.24843/LKJITI.2016.V07.I03.P05
B. Prasetiyo, N. Baroroh
The Company is one of the jobs that was founded in order 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 make a decision making in human resource recruitment. This method was chosen because it can provide the best alternative from a number of 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), in order to obtain two candidates received.
{"title":"Fuzzy Simple Additive Weighting Method in the Decision Making of Human Resource Recruitment","authors":"B. Prasetiyo, N. Baroroh","doi":"10.24843/LKJITI.2016.V07.I03.P05","DOIUrl":"https://doi.org/10.24843/LKJITI.2016.V07.I03.P05","url":null,"abstract":"The Company is one of the jobs that was founded in order 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 make a decision making in human resource recruitment. This method was chosen because it can provide the best alternative from a number of 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), in order to obtain two candidates received.","PeriodicalId":31196,"journal":{"name":"Lontar Komputer","volume":"7 1","pages":"174-181"},"PeriodicalIF":0.0,"publicationDate":"2016-12-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.24843/LKJITI.2016.V07.I03.P05","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"68899825","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2016-12-26DOI: 10.24843/LKJITI.7.3.25460
I. Supriana
Permasalahan knapsack merupakan permasalahan yang sering kita temukan dalam ke h i d upan sehari-hari. Knapsack problem sendiri adalah sebuah permasalahan dimana seseorang dihadapkan pada permasalahan optimasi pada pemilihan benda yang dapat dimasukkan ke dalam wadah yang memiliki keterbatasan ruang atau daya tampung . Permasalahan knapsack problem dapat diselesaikan dengan berbagai algoritma optimasi, salah satunya menggunakan algoritma genetika. Algoritma genetika dalam penyelesaian masalah meniru teori evolusi mahluk hidup. Adapun komponen-komponen algoritma genetika tersusun dari populasi yang terdiri dari kumpulan individu-individu yang merupakan calon solusi dari permasalahan knapsack. Proses berjalannya evolusi dimulasi dari proses seleksi, pindah silang dan mutasi pada setiap individu sehingga diperoleh populasi baru. Proses evolusi akan dilakukan secara berulang sampai memenuhi kriteria optimal dari solusi yang dihasilkan. Permasalahan yang ditekankan pada penelitian ini adalah bagaimana cara menyelesaikan permasalahan knapsack dengan menerapkan algoritma genetika. Hasil yang diperoleh berdasarkan pengujian dari sistem yang dibangun, bahwa knapsack problem dapat mengoptimalkan penempatan barang-barang dalam wadah atau daya tampung yang tersedia. Optimalisasi permasalahan knapsack dapat maksimalkan dengan inputan parameter yang sesuai.
{"title":"Optimalisasi Penyelesaian Knapsack Problem Dengan Algoritma Genetika","authors":"I. Supriana","doi":"10.24843/LKJITI.7.3.25460","DOIUrl":"https://doi.org/10.24843/LKJITI.7.3.25460","url":null,"abstract":"Permasalahan knapsack merupakan permasalahan yang sering kita temukan dalam ke h i d upan sehari-hari. Knapsack problem sendiri adalah sebuah permasalahan dimana seseorang dihadapkan pada permasalahan optimasi pada pemilihan benda yang dapat dimasukkan ke dalam wadah yang memiliki keterbatasan ruang atau daya tampung . Permasalahan knapsack problem dapat diselesaikan dengan berbagai algoritma optimasi, salah satunya menggunakan algoritma genetika. Algoritma genetika dalam penyelesaian masalah meniru teori evolusi mahluk hidup. Adapun komponen-komponen algoritma genetika tersusun dari populasi yang terdiri dari kumpulan individu-individu yang merupakan calon solusi dari permasalahan knapsack. Proses berjalannya evolusi dimulasi dari proses seleksi, pindah silang dan mutasi pada setiap individu sehingga diperoleh populasi baru. Proses evolusi akan dilakukan secara berulang sampai memenuhi kriteria optimal dari solusi yang dihasilkan. Permasalahan yang ditekankan pada penelitian ini adalah bagaimana cara menyelesaikan permasalahan knapsack dengan menerapkan algoritma genetika. Hasil yang diperoleh berdasarkan pengujian dari sistem yang dibangun, bahwa knapsack problem dapat mengoptimalkan penempatan barang-barang dalam wadah atau daya tampung yang tersedia. Optimalisasi permasalahan knapsack dapat maksimalkan dengan inputan parameter yang sesuai.","PeriodicalId":31196,"journal":{"name":"Lontar Komputer","volume":"7 1","pages":"183-193"},"PeriodicalIF":0.0,"publicationDate":"2016-12-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"68900651","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2016-12-26DOI: 10.24843/LKJITI.2016.V07.I03.P04
Dewa Putu Andre Sanjaya, I. Purnawan, N. Rusjayanthi
Perkembangan Teknologi Informasi sangat berperan penting bagi kehidupan manusia, salah satu teknologi yang saat ini berkembang sangat pesat adalah teknologi yang berupa smartphone terutama yang berbasis Android. Platform Android telah menjadi sangat populer, hal ini dianggap serius oleh pengembang game. Game merupakan salah satu media hiburan, namun saat ini game dapat ditujukan sebagai salah satu media pengenalan Tradisi Budaya Bali. Game Explore Bali dirancang untuk mengenalkan Tradisi Budaya Bali pada tujuh kabupaten/kota di Provinsi Bali. Tradisi yang diperkenalkan pada game terdiri dari Ngerebong (Denpasar), Mekotek (Badung), Okokan (Tabanan), Makepung (Jembrana), Ngedeblag (Gianyar), Megibung, Terteran, Gebug Ende (Karangasem) dan Ngocang, Bukakak (Buleleng) yang disampaikan melalui informasi berupa penjelasan dan gambar. Berdasarkan hasil analisis dengan menggunakan kuesioner yang diujikan kepada 30 orang anak untuk sebagian besar sampel. Pengetahuan user mengenai Tradisi Budaya Bali bertambah sebanyak 74% dari presentase awal 67% melalui informasi yang ditampilkan pada Game Explore Bali.
信息技术的发展对人类的生活至关重要,而目前发展迅速的技术之一是智能手机,尤其是以Android为基础的技术。Android平台变得非常受欢迎,这被游戏开发人员认真对待。游戏是一种娱乐媒体,但目前它可以被用作巴厘岛文化传统的入门媒体之一。游戏探索巴厘岛的目的是向巴厘岛省的七个地区引入巴厘岛的文化传统。游戏引入的传统包括Ngerebong(登巴萨)、Mekotek (ta牺牲)、Makepung (Jembrana)、Ngedeblag(詹yar)、megidblag(詹贾扬)、megidblag (giangasem)、Gebug Ende (Karangasem)和Buleleng,通过解释和图片的信息传递。根据分析结果,我们对30名儿童进行了测试,该问卷对大多数样本进行了测试。用户对巴厘岛文化传统的了解从67%的初始数据中增加了74%。
{"title":"Pengenalan Tradisi Budaya Bali melalui Aplikasi Game Explore Bali Berbasis Android","authors":"Dewa Putu Andre Sanjaya, I. Purnawan, N. Rusjayanthi","doi":"10.24843/LKJITI.2016.V07.I03.P04","DOIUrl":"https://doi.org/10.24843/LKJITI.2016.V07.I03.P04","url":null,"abstract":"Perkembangan Teknologi Informasi sangat berperan penting bagi kehidupan manusia, salah satu teknologi yang saat ini berkembang sangat pesat adalah teknologi yang berupa smartphone terutama yang berbasis Android. Platform Android telah menjadi sangat populer, hal ini dianggap serius oleh pengembang game. Game merupakan salah satu media hiburan, namun saat ini game dapat ditujukan sebagai salah satu media pengenalan Tradisi Budaya Bali. Game Explore Bali dirancang untuk mengenalkan Tradisi Budaya Bali pada tujuh kabupaten/kota di Provinsi Bali. Tradisi yang diperkenalkan pada game terdiri dari Ngerebong (Denpasar), Mekotek (Badung), Okokan (Tabanan), Makepung (Jembrana), Ngedeblag (Gianyar), Megibung, Terteran, Gebug Ende (Karangasem) dan Ngocang, Bukakak (Buleleng) yang disampaikan melalui informasi berupa penjelasan dan gambar. Berdasarkan hasil analisis dengan menggunakan kuesioner yang diujikan kepada 30 orang anak untuk sebagian besar sampel. Pengetahuan user mengenai Tradisi Budaya Bali bertambah sebanyak 74% dari presentase awal 67% melalui informasi yang ditampilkan pada Game Explore Bali.","PeriodicalId":31196,"journal":{"name":"Lontar Komputer","volume":"7 1","pages":"838-849"},"PeriodicalIF":0.0,"publicationDate":"2016-12-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.24843/LKJITI.2016.V07.I03.P04","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"68899437","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}