Jurnal Ilmu Komputer dan Sistem Komputer Terapan https://jurnal.harapan.ac.id/index.php/Jikstra <p>A journal managed by the Informatics Engineering and Information Systems study program at Universitas Harapan Medan (UNHAR), this journal discusses science in the field of Informatics and information systems, as a forum for expressing research results both conceptually and technically related to informatics. Jikstra is published twice a year, namely in<strong> April and October</strong>, the first issue in the April 2019 edition. JIkstra in the peer review process uses blind peer review.</p> en-US <p>Universitas Harapan Medan</p> feradamayantii@gmail.com (http://jurnal.harapan.ac.id/index.php/Jikstra/) Thu, 31 Oct 2024 14:55:30 +0000 OJS 3.1.0.0 http://blogs.law.harvard.edu/tech/rss 60 PERANCANGAN ANIMASI 3D TEKNIK DASAR TAEKWONDO MENGGUNAKAN UNITY https://jurnal.harapan.ac.id/index.php/Jikstra/article/view/992 <p><em>Many criminal acts often happen to everyone, such as sexual violence, pickpocketing, and others. Therefore, everyone must also be able to protect themselves from violence that can occur anywhere and also protect themselves from cities affected by crime. In Indonesia, there are generally martial arts such as karate, pencak silat, and others. In this study, we will explain the basic techniques of taekwondo martial arts. This learning uses an animated video tutorial of one of the knowledge used as access to the learning process. In learning the animation of basic taekwondo martial techniques, everyone must have an animation video of the basic taekwondo techniques. This animated video uses Unity software.</em></p> Fachri Mufti, Khairunnisa Khairunnisa ##submission.copyrightStatement## http://creativecommons.org/licenses/by/4.0 https://jurnal.harapan.ac.id/index.php/Jikstra/article/view/992 Fri, 22 Nov 2024 12:45:27 +0000 PEMILIHAN SQUAD DI GAME E-FOOTBALL MOBILE MENGGUNAKAN METODE TOPSIS https://jurnal.harapan.ac.id/index.php/Jikstra/article/view/993 <p>In the 2024 mobile e-football game, gamers are challenged to build a strong team (squad) by selecting quality players. Most gamers rely on intuition or previous gaming experience in building their squad, which is often not optimal. The main obstacle in selecting the best squad is the number of variables and data that must be considered. Player statistics play an important role in determining a player's effectiveness on the field. The purpose of this research is to create a decision support system to use to form the best squad (team) in the 2024 mobile e-football game to assist gamers in determining players withmore systematic and data-based information to be included in the squad. This study uses the TOPSIS method which is one of the multi-criteria decision-making techniques used to select the best alternative from a set of existing alternatives. The results of the study show that the decision support system of the TOPSIS method can be used as an option to choose players in the 2024 mobile e-football game. From the results and testing of this decision support system, the players were allowed to be included in the squad based on the data input into the system, namely, the position of goalkeeper M. ter Stegen. Defender D. Alaba; Marquinhos; J. Kounde; and Eder Milirao. Midfielder J. Kimmich; J. Bellingham; and J. Musiala. Attacking player K. Benzema; H. Kane; and K. Mbappe.</p> Ilham Pratama, Nur Wulan ##submission.copyrightStatement## http://creativecommons.org/licenses/by/4.0 https://jurnal.harapan.ac.id/index.php/Jikstra/article/view/993 Fri, 22 Nov 2024 12:57:44 +0000 PERANCANGAN APLIKASI MEDIA PEMBELAJARAN AUGMENTED REALITY (AR) PENGENALAN STRUKTUR LAPISAN BUMI BERBASIS ANDROID MENGGUNAKAN UNITY 3D https://jurnal.harapan.ac.id/index.php/Jikstra/article/view/991 <p><em>Augmented Reality to create a new environment by combining the interactivity of real and virtual environments in real time so that users feel that the environment created is real. The model used in this research refers to the MDLC (Multimedia Development Life Cycle) type development model with 5 stages, namely Concept, Design, Material Collecting, Assembly, Testing and Distribution. The conventional learning process has been transformed into a digital form. One example is learning media, learning media is an effort designed in the learning process where material that is difficult to understand becomes easier to understand. To make it look more interesting, this learning media is made in the form of Augmented Reality. The results of this scientific work produce an application for learning about the structure of the earth's layers in the form of 3D Augmented Reality based on android, where when designing researchers use blender, unity 3D and vuforia applications. </em></p> Putri Azzahra, siti sundari, Khairunnisa Khairunnisa ##submission.copyrightStatement## http://creativecommons.org/licenses/by/4.0 https://jurnal.harapan.ac.id/index.php/Jikstra/article/view/991 Fri, 22 Nov 2024 13:10:47 +0000 Perancangan Sistem Pendukung Keputusan Pemilihan Smartphone Dengan Metode MABAC (Multi Objective Border Approximation Area Comparision) https://jurnal.harapan.ac.id/index.php/Jikstra/article/view/1001 <p>Pemilihan smartphone yang tepat menjadi tantangan di tengah beragamnya pilihan yang tersedia di pasar. Untuk mengatasi masalah ini, diperlukan sebuah sistem pendukung keputusan yang dapat membantu konsumen dalam menentukan pilihan terbaik berdasarkan berbagai kriteria. Penelitian ini bertujuan untuk merancang sebuah sistem pendukung keputusan pemilihan smartphone dengan menggunakan metode Multi-Objective Border Approximation Area Comparison (MABAC). Metode MABAC dipilih karena kemampuannya dalam menangani berbagai kriteria yang kompleks dan saling bertentangan, seperti harga, fitur, kualitas kamera, daya tahan baterai, performa, dan desain. Sistem yang dirancang dalam penelitian ini mengintegrasikan data dari berbagai sumber terpercaya, seperti ulasan pengguna, spesifikasi teknis, dan peringkat produk dari situs-situs teknologi ternama. Data yang terkumpul kemudian diolah menggunakan algoritma MABAC untuk memberikan skor akhir pada setiap alternatif smartphone yang tersedia. Proses ini melibatkan beberapa tahap, termasuk normalisasi data, penentuan bobot kriteria, dan perhitungan nilai akhir untuk setiap alternatif. Hasil dari implementasi sistem ini menunjukkan bahwa metode MABAC dapat memberikan rekomendasi smartphone yang sesuai dengan preferensi dan kebutuhan pengguna secara lebih objektif dan akurat. Pengguna dapat memasukkan preferensi mereka terkait bobot kriteria yang dianggap penting, dan sistem akan memberikan rekomendasi smartphone terbaik berdasarkan preferensi tersebut. Dengan demikian, sistem pendukung keputusan ini diharapkan dapat membantu konsumen dalam membuat keputusan yang lebih efektif dan efisien, serta mengurangi ketidakpastian dalam proses pemilihan smartphone.</p> <p>&nbsp;</p> <p><strong>Kata kunci</strong>: Smartphone, Sistem Pendukung Keputusan, MABAC</p> Elfrans Arsendy Tampubolon, Fera Damayanti ##submission.copyrightStatement## http://creativecommons.org/licenses/by/4.0 https://jurnal.harapan.ac.id/index.php/Jikstra/article/view/1001 Thu, 05 Dec 2024 16:46:43 +0000 SIMULASI PENGGUNAAN TEMAN BUS MEDAN BERBASIS ANIMASI 2 DIMENSI https://jurnal.harapan.ac.id/index.php/Jikstra/article/view/1046 <p><em>Facilities and infrastructure are a crucial part of the development and construction of a region or country, one of which is public bus transport, which plays an important role in an efficient transport system. The transition from conventional to digital systems is not always easy for the community, especially in the city of Medan. Surveys have shown that people have difficulty using the Trans Metro Deli digital bus transport system to obtain information about bus routes and schedules, and to make cashless payments that were previously made in cash. To overcome this problem, a simulation video of its use was created based on 2-Dimensional animation using the Motion Graphic method with Adobe Flash CS6. Motion Graphic is a graphic design science that combines various elements such as illustration, typography, photography and animation to create dynamic and audiovisually appealing visuals. The output resulted in the form of a 2-Dimensional animation-based simulation video in the use of Trans Metro Deli bus transport using the Teman Bus application. The results of this research are expected to help the city of Medan face the challenges of transitioning from conventional transport to digital public transport, as well as increase public interest in using the service in the future.</em></p> Soufa Amaliy, Haida Dafitri, Nur Wulan ##submission.copyrightStatement## http://creativecommons.org/licenses/by/4.0 https://jurnal.harapan.ac.id/index.php/Jikstra/article/view/1046 Thu, 31 Oct 2024 00:00:00 +0000 ANALISIS PENERAPAN WASPAS DAN TOPSIS PADA SISTEM PENDUKUNG KEPUTUSAN DALAM MEMILIH ASET DIGITAL NFT GUNA https://jurnal.harapan.ac.id/index.php/Jikstra/article/view/1039 <p>Perkembangan teknologi blockchain, terutama Non-Fungible Tokens (NFT), telah menciptakan tantangan bagi investor dalam menentukan nilai investasi yang tepat. Penelitian ini bertujuan untuk mengembangkan sistem pendukung keputusan menggunakan metode Weighted Aggregated Sum Product Assessment (WASPAS) dan Technique for Order Preference by Similarity to Ideal Solution (TOPSIS) untuk menilai NFT sebagai alternatif investasi. Proses penelitian melibatkan beberapa tahap, termasuk identifikasi masalah, analisis permasalahan, studi literatur, pengumpulan data, dan analisis data.Kriteria yang digunakan dalam penilaian NFT mencakup harga, pemilik/asal usul, format, kelangkaan, dan industri, masing-masing dengan bobot yang ditetapkan. Setelah mengumpulkan data tentang berbagai NFT, matriks keputusan dibangun dan dinormalisasi untuk mencerminkan kinerja setiap alternatif. Metode WASPAS dan TOPSIS digunakan untuk memberikan nilai preferensi bagi setiap alternatif NFT berdasarkan kedekatannya dengan solusi ideal positif dan negatif. Hasil analisis menunjukkan bahwa NFT yang diberi nama "Video Klip" (A3) memiliki nilai tertinggi dengan preferensi 0,671, diikuti oleh "Lagu" (A5) dengan nilai 0,445, dan "Buku" (A2) dengan nilai 0,465. Sementara itu, "Foto Selvie" (A4) dan "Foto" (A1) memiliki preferensi terendah masing-masing 0,196 dan 0,189. Penelitian ini memberikan kontribusi dalam pengambilan keputusan investasi NFT, dengan menyediakan pendekatan sistematis dan berbasis data yang dapat mengurangi risiko dan memaksimalkan potensi keuntungan bagi investor. Kombinasi metode WASPAS dan TOPSIS menawarkan kerangka kerja yang komprehensif untuk penilaian NFT, sehingga dapat diadopsi oleh investor dan pengembang platform NFT dalam mengevaluasi nilai aset digital secara lebih efektif.</p> Muhammad Ramulia Siregar ##submission.copyrightStatement## http://creativecommons.org/licenses/by/4.0 https://jurnal.harapan.ac.id/index.php/Jikstra/article/view/1039 Thu, 31 Oct 2024 00:00:00 +0000