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Publisher: Universitas Ahmad Dahlan   (Total: 18 journals)   [Sort by number of followers]

Showing 1 - 18 of 18 Journals sorted alphabetically
Ahmad Dahlan J. of English Studies     Open Access   (Followers: 2)
Bahastra     Open Access  
Berkala Fisika Indonesia     Open Access  
Bulletin of Electrical Engineering and Informatics     Open Access   (Followers: 8)
HUMANITAS (Jurnal Psikologi Indonesia)     Open Access   (Followers: 4)
Intl. J. of Advances in Intelligent Informatics     Open Access   (Followers: 7)
J. of Education and Learning     Open Access   (Followers: 11)
J. of Education, Health and Community Psychology     Open Access   (Followers: 9)
Jurnal Citizenship     Open Access   (Followers: 2)
Jurnal Hukum Novelty     Open Access  
Jurnal Ilmiah AdMathEdu     Open Access  
Jurnal Informatika     Open Access   (Followers: 1)
Kes Mas : Jurnal Fakultas Kesehatan Masyarakat     Open Access   (Followers: 2)
Media Farmasi     Open Access  
Pharmaciana     Open Access  
Psikopedagogia : Jurnal Bimbingan dan Konseling     Open Access   (Followers: 2)
Spektrum Industri : Jurnal Ilmiah Pengetahuan dan Penerapan Teknik Industri     Open Access  
TELKOMNIKA (Telecommunication, Computing, Electronics and Control)     Open Access   (Followers: 9, SJR: 0.265, CiteScore: 1)
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Jurnal Informatika
Number of Followers: 1  

  This is an Open Access Journal Open Access journal
ISSN (Print) 1978-0524
Published by Universitas Ahmad Dahlan Homepage  [18 journals]
  • Performance Test Base On PC With RouterOS RouterOS On Board

    • Authors: Willy Permana Putra
      Abstract: In this era of technology now a lot of RouterOS on Board that offers multiple features and functions to networking needs. In the development of RouterOS on Board be preferred due to the more simple and more efficient, in terms of price is also not too relatively expensive no wonder a lot of interest and preferred. RouterOS on Board is widely used in several companies and the education community.Mikrotik is a common tool used to connect to the network, the proxy did some breakthrough is making hardware  and software related to the computer network system. As we know MikroTik RouterOS™ is an operating system that can be used to make computer router reliable network is among others includes various features made by proxy, such as Routing - Static Routing, Hotspot, Simple Tunnels, Web Proxy, DHCP, VRRP, NTP, SNMP, MNDP, Firewall and NAT and others.This is what the basis of this research on the endurance test on Board with RouterOS RouterOS Base on PC and this study using MikroTik RouterOS™ as test equipment, later to be tested from both components are to see to what extent the network deal with activating Features- features. From the experimental results are later expected gain new knowledge that the tools are suitable for use in handling network.
      PubDate: 2017-10-03
      DOI: 10.26555/jifo.v11i2.a5807
      Issue No: Vol. 11, No. 2 (2017)

    • Authors: Liranti Rahmelina
      Abstract: This research in the wake of the habit among students and lecturers in the uses smartphones, mostly only used to access social networks such as facebook and twitter and have yet to take an important role in education. This study aims to produce a system design mobile learning courses Operating Systems in STMIK Indonesia Padang, preferably in the learning process in the subject of the Operating System, the nature of memorization to books and teaching conventional. These mobile devices have a degree of flexibility and portability that enable high students can access materials, referrals and information related to learning anytime and anywhere. mobile learning android ased Operating System. This material requires a solid understanding and so we need learning support media and can be repeated whenever and wherever students need. The design of supporting mobile learning media is expected to facilitate the needs of students and teachers to learn the material at any time without any limitation of time and place. This study uses SDLC (System Development Life Cycle) is a method that describes the system development life cycle in the design and development of information systems. The programming language used is Java, using Eclipse IDE.
      PubDate: 2017-09-26
      DOI: 10.26555/jifo.v11i2.a5898
      Issue No: Vol. 11, No. 2 (2017)

    • Authors: Ricky Akbar, Husnil Kamil
      Abstract: Perusahaan Listrik Negara (PLN) has implemented a smart electricity system or prepaid electricity. The customers pay the electricity voucher first before use the electricity. The token contained in electricity voucher that has been purchased by the customer is inserted into the Meter Prabayar (MPB) installed in the location of customers. When a customer purchases a voucher, it will get a receipt that contains all of the customer's identity and the 20-digit of voucher code (token) to be entered into MPB as a substitute for electrical energy credit. Receipts obtained by the customer is certainly vulnerable to loss, or hijacked by unresponsible parties. In this study, authors designed and develop an android based application by utilizing QR code technology as a replacement for the receipt of prepaid electricity credit which contains the identity of the customer and the 20-digit voucher code. The application is developed by implemented waterfall methodology. The implementation process of the waterfall methods used, are (1) analysis of functional requirement of the system by conducting a preliminary study and data collection based on field studies and literature, (2) system design by using UML diagrams and Business Process Model Notation (BPMN) and Entity Relationship diagram (ERD), (3) design implementation by using OOP (Object Oriented programming) technique. Web application is developed by using laravel PHP framework and database MySQL while mobile application is developed by using B4A (4) developed system is tested by using blackbox method testing. Final result of this research is a Web and mobile applications for the sale of electricityvoucher by QR Code technology.
      PubDate: 2017-09-26
      DOI: 10.26555/jifo.v11i2.a5802
      Issue No: Vol. 11, No. 2 (2017)

    • Authors: Gilang Arsya Priyatna Zaman
      Abstract: Data storage in internal smartphones for an applications game that can be played by many users certainly is not something that is recommended. Base on the problem, it is required a useful application as a provider of the data / messages for the application game. Then the web service is one solution, that can be serves as a bridge between applications and the database. So with the web service will ease the loads on the application, because the exchange of data has been provided by the web service. This paper focuses on implementing web service as a media of exchange data on the game application and the testing using application postman.Keywords: web service, client-server, postman, JSON. 
      PubDate: 2017-09-26
      DOI: 10.26555/jifo.v11i2.a6252
      Issue No: Vol. 11, No. 2 (2017)
  • Perancangan Augmented Realty Media Markerless Point Of Interest dalam
           Memberikan Informasi Gedung Berbasis Android (Studi Kasus : Universitas
           Kristen Satya Wacana

    • Authors: Abraham Christover Manuputty
      Abstrak. Universitas Kristen Satya Wacana (UKSW) merupakan sebuah intuisi pendidikan swasta yang terletak di Salatiga. Setiap intuisi pendidikan tinggi memiliki fasilitas penunjang berupa gedung tempat mahasiswa berkuliah. Melihat permasalahan umum kesalahan gedung perkuliahan yang sering terjadi bagi mahasiswa baru terlebih di UKSW, maka dibangun sebuah aplikasi pencarian lokasi gedung yang dirancang dengan mengacu pada tata letak gedung yang diperoleh melalui google map. Penelitian ini menggunakan teknologi Augmented Reality sebagai media informasi yang digunakan sebagai point of interest dan penanda gedung yang dapat dijalankan pada smarthphone Android. Objek penelitian ini adalah gedung-gedung perkuliahan yang ada di UKSW. Hasilnya adalah aplikasi Find Buildings dapat memberikan informasi mengenai gedung yang dituju secara cepat dan dapat diintegrasikan dengan media promosi konvensional lainnya.
      Kata Kunci:  Universitas, Android, Augmented Reality, Pengenalan Gedung
      PubDate: 2017-09-26
      DOI: 10.26555/jifo.v11i2.a6236
      Issue No: Vol. 11, No. 2 (2017)
  • Pengembangan Sistem Informasi Geografis Berbasis Node.JS untuk Pemetaan
           Mesin dan Tracking Engineer dengan Pemanfaatan Geolocation pada PT IBM

    • Authors: RACHMAT FAJRIN
      Abstract: PT IBM memiliki banyak klien di Indonesia, ini membuat persebaran produk (dalam hal ini mesin atm) yang semakin meluas di wilayah Indonesia. Hal ini memicu PT IBM untuk menempatkan engineer dibanyak wilayah untuk memenuhi kebutuhan services dan maintenance. Untuk itu dalam penelitian ini dikembangkan sebuah sistem informasi geografis untuk pemetaan mesin dan tracking engineer dengan pemanfaatan geolocation yang bertujuan untuk menampilkan peta digital beserta lokasi mesin dan engineer di seluruh Indonesia, yang akan memudahkan PT IBM dalam pemberian tugas kepada engineer untuk services dan maintenance ke lokasi mesin terdekat. Sistem ini dibangun menggunakan beberapa software open source yaitu, Node.JS dan Express.JS yang merupakan server-side javascript web platform, Handlebars untuk template engine, MySQL sebagai database storage, Postman yang berfungsi sebagai API (Application Program Interface) testing, Google Maps API untuk implementasi peta digital dan juga Firebase Cloud Messaging (FCM) untuk platform mengirim notifikasi dari web ke device engineer.Pengembangan Sistem Informasi Geografis Berbasis Node.JS untuk Pemetaan Mesin dan Tracking Engineer dengan Pemanfaatan Geolocation pada PT IBM Indonesia
      PubDate: 2017-09-26
      DOI: 10.26555/jifo.v11i2.a6090
      Issue No: Vol. 11, No. 2 (2017)

    • Authors: Fandiansyah Fandiansyah, Jayanti Yusmah Sari, Ika Purwanti Ningrum
      Abstract: Pengenalan wajah merupakan sistem biometrika yang banyak digunakan untuk pengenalan individu pada penggunaan mesin absensi atau akses kontrol. Hal ini karena wajah merupakan salah satu ciri biometrika yang paling umum digunakan untuk mengenali seseorang. Selain itu, pengenalan wajah tidak mengganggu kenyamanan seseorang saat pengambilan citra. Namun, ada dua hal yang menjadi masalah pengenalan wajah yaitu proses ekstraksi fitur dan teknik klasifiksi yang digunakan. Penelitian ini menggunakan linear discriminant analysis (LDA) dan k nearest neighbor untuk membangun sistem pengenalan wajah. LDA digunakan untuk membentuk satu set fisherface, di mana seluruh citra wajah direkonstruksi dari kombinasi fisherface dengan bobot yang berbeda-beda. Nilai bobot suatu citra testing akan dicocokkan dengan nilai bobot citra di database menggunakan metode klasifikasi k nearest neighbor. Sistem ini dibangun menggunakan bahasa pemograman Java. Sistem telah diuji menggunakan database sebanyak 66 citra wajah dari 22 individu. Hasil pengujian menunjukkan metode LDA dan k nearest neighbor cukup optimal untuk melakukan pengenalan wajah dengan akurasi pengenalan citra wajah normal mencapai 98.33% dan akurasi pengenalan citra wajah yang diberi noise sebesar 86,66%.
      PubDate: 2017-09-26
      DOI: 10.26555/jifo.v11i2.a5998
      Issue No: Vol. 11, No. 2 (2017)
School of Mathematical and Computer Sciences
Heriot-Watt University
Edinburgh, EH14 4AS, UK
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