Jurnal Teknologi Informasi dan Komunikasi (TIKomSiN - STMIK Sinar Nusantara)
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IMPLEMENTASI NINE STEP METHODOLOGY DALAM PERANCANGAN DATA WAREHOUSE
Rapid technological developments require companies to create information systems that can organize and process company information effectively and efficiently. PT. Universal Karya Jaya is a company engaged in metal cutting services. The company does not have a running Information System yet. Therefore, it is necessary to have a good information system to support its business processes through data warehouse design. The design of the data warehouse uses the nine- step methodology from Kimball and uses star modeling so that PT. Universal Karya Jaya can make their company data integrated and help superiors analyze data for fast and accurate decision making. The goal to achieve from this research is to design a data warehouse model that suits the needs of the company and it is hoped that this design can be implemented at PT. Universal Karya Jaya to support their business processes. Meanwhile, the research method used for this research was literature study and interviews. With this data warehouse, it is hoped that it can assist companies in handling large amounts of data so that it can become a helping hand on inputs for stakeholders in the decision-making process
PEMBUATAN 3D KARAKTER DESAIN MENGGUNAKAN TEKNIK LOD UNTUK OPTIMASI PADA GAME MOBILE
Games are interactive simulations that entertain while enhancing problem-solving and comprehension skills. The rapid advancement in gaming technology has transitioned games from 2D to 3D, providing a more immersive visual experience. However, mobile games face significant challenges due to the limitations of processors, GPUs, and memory, which affect the performance of 3D models. This study case applies the Level of Detail (LOD) technique to address these issues. The LOD technique reduces the complexity of 3D models based on viewing distance, thus optimizing device resource usage. In creating 3D character designs, the author employs a design thinking methodology for user data collection. This research aims to develop and implement the LOD technique for 3D character modeling in mobile games, to improve game efficiency and performance while maintaining visual quality. The conclusion of this study shows that the application of Level of Detail techniques and good 3D modeling can help game developers to maintain optimal use of device resources
IMPLEMENTASI ALGORITMA C4.5 UNTUK TES KEPRIBADIAN PENERIMAAN KARYAWAN DI DINAS PERHUBUNGAN PROVINSI SULAWESI TENGAH
The employee who has bad performance in working can influence the other employee to disturb many jobs. The purpose of this research is creating prediction system which it makes easier for HRD to select prospective employees who have appropriate personality based on the position, by utilizing the C4.5 algorithm known to be the personality of employees of the Central Sulawesi Provincial Transportation Office with a level of accuracy in the implementation of the C.45 algorithm. Testing using the confusion matrix, obtained a system accuracy of 79.167%.
METODE K-MEANS CLUSTERING UUNTUK PEMETAAN GEDUNG OLAHRAGA RAGA BADMINTON DI SOLORAYA
There are many Badminton Sports Buildings in the Soloraya area, including Sukoharjo Regency, Boyolali Regency, Klaten Regency, Wonogiri Regency, Karanganyar Regency, Sragen and Solo. Each Badminton Gymnasium has different conditions, starting from varying rental prices, as well as the various facilities offered by each Badminton Sports Hall. The purpose of this research is to help people in Soloraya find suitable badminton sports halls, an information system is needed that can explain the mapping of badminton sports halls in Soloraya. This study uses the K-Means and GIS methods to solve the problem of grouping badminton sports halls based on their categories. The result of this research is a geographic mapping information system to make it easier for people to find badminton courts that match the criteria of people in Soloraya
CLOUD STORAGE UNTUK EMBEDED INTRUSION DETECTION SYSTEM
The Corona Virus (COVID-19) pandemic has had a major social and economic impact on the world. Along with the potential challenges of sharing domains, brings with it many cybersecurity challenges that need to be addressed in a timely manner for critical infrastructure. The increase in the use of internet technology during this pandemic is directly proportional to the increase in the development of Information and Communication Technology (ICT) and cybercrime. Therefore, it is necessary to elaborate the existing ICTs to reduce the impact caused by attacks on the network according to the needs and capabilities of the users. This study applies a Network Intrusion Detection System (NIDS) based on the Raspberry Pi 4 Model B using Snort IDS with log storage media on cloud storage by visualizing the alerts generated to facilitate the analysis of anomalies that occur on the network. The result of this research is that there are attack signatures that are not available in the default rules so that further configuration is needed on Snort. The performance of the IDS sensor does not reduce the capability of the IDS sensor which acts as a hotspot when an attack occurs.
SISTEM PAKAR UNTUK MENGIDENTIFIKASI PENYAKIT IKAN KOI MENGGUNAKAN METODE FORWARD CHAINING
Koi fish is a fish that is widely kept for ornamental fish or cultivated for profit, as well as other ornamental fish, koi are freshwater fish and koi are included in the category of omnivorous animals because in their natural environment koi eat plants and small animals. Just like fish in general, koi can also be infected by disease, especially if the quality of water and feed is not good, it is not uncommon for many novice breeders to have difficulty identifying symptoms and diseases of koi fish which have an impact on the selling price of koi , another problem is not all breeders are actually in sharing about right knowledge and limited time for consultation process related to symptoms and diseases of koi. Therefore, to solve about problems, this application made to make easier for novice breeders to care for their koi, this application is made web-based using PHP and MySQL database. First process of this application is to ask several questions and if all questions have been answered according to what they experience, the results will appear according to the expert breeder
IMPLEMENTASI LOGIKA FUZZY PADA GAME RPG PERANG BARATAYUDA
Indonesia is a country that has many cultures in it. Javanese Puppet is one of the Indonesian cultural arts that is growing rapidly on the islands of Java and Bali. Javanese Puppet stories have been used as material for Javanese language lessons in Indonesian schools, especially on the island of Java. However, these stories seem to be starting to be forgotten following the increasing age of the community and also the declining public interest in them. The purpose of this research is to create an RPG game using one of the Javanese puppet stories called the Baratayuda War by using the help of Sugeno's Fuzzy logic implementation in making artificial intelligence on enemy characters. The data collection method uses the Literature Study method which is carried out to obtain information and references from books, papers and scientific journals. From the results of testing the calculation of enemy character variable data consisting of Life, Distance and Ammunition variables, it is evident that Sugeno's Fuzzy logic has been successfully used in determining the behavior of enemy characters. The results of the highest percentage of enemy behavior obtained were 42 % attacking behavior by Striker-type enemies, 35 % attacking behavior by Archer-type enemies and 67% aggressive behavior by Leader-type enemies. From the questionnaires collected by researchers to users of the Baratayuda War game, the overall average result was 86.4%, so that the use of the Baratayuda War game was included in the Very Good category
PENERAPAN METODE HIERARCHICAL CLUSTERING UNTUK PENGELOMPOKAN KOTA/KABUPATEN DI INDONESIA BERDASARKAN INDIKATOR KEMISKINAN
In 2024, the government sets a poverty target in Indonesia of 6-7%. Until September 2022, poverty still shows a figure of 9.57%. To achieve the target, it is necessary to determine priority areas so that government policies can be right on target. This study aims to group cities/regencies in Indonesia based on poverty indicators as a solution to obtain priority areas using the clustering method. This method is used to collect data into several groups based on the same criteria. Hierarchical clustering consists of several methods, including agglomerative nesting such as single linkage, complete linkage, average linkage, and Ward linkage, and divisive analysis. The results showed that the agglomerative nesting average linkage method is the better method because it has a greater cophenetic value and silhouette coefficient value, which is 0.90 and 0.71. The clustering results consist of two clusters, cluster 1 contains 493 areas with low poverty and cluster 2 contains 21 areas with high poverty
ANALISIS PERILAKU PENGGUNA WEBSITE SISTEM INFORMASI AKADEMIK MENGGUNAKAN TECHNOLOGY ACCEPTANCE MODEL (TAM)
Veteran Bantara University has been implemented a website which includes an academic information system. It aims that all the students’ can access the information by online anytime and anywhere. This website-based academic information system implemented by Veteran Bantara University has been upgrade in 2019. By this condition, all the students can use the new system conveniently. According to this problem, it needs to analyze the behavior of users of the new academic information system using the Technology Acceptance Model (TAM). The purpose of this research is to analyze the behavior of website users at veteran Bantara University using the technology acceptance model method. The methodology analysis the researcher uses Partial Least Squares (PLS) analysis and it develops an application to test the technology acceptance model method with the PHP programming language. The result of this result showed that there are five from six hypothesizes which have significant positive effect on the dependent variable with an effect value of 0,653 (65,3%), 0,447 (44,7%), 0,677 (67,7%), 0,520 (52,0%), 0,605 (60,5%) and the other shows significant negative effect on the value of 0,170 (17,0%)
DEEP LEARNING JARINGAN SARAF TIRUAN UNTUK PEMECAHAN MASALAH DETEKSI PENYAKIT DAUN APEL
Diseases on apple leaves are becoming a major issue for apple growers since they can cause the crop to fail. Due to the diversity of diseases that can affect apple leaves, it can be challenging for farmers to determine the cause of leaf damage. The purpose of this research is to evaluate a convolutional neural network (CNN) method for its potential use in solving the problem of apple leaf disease identification. Four types of illness are dealt with: normal, multi-illness, rusty, and scabby. Many methods, such as data preparation and a preset VGG-16 artificial neural network (CNN) architecture, are recommended for use in the deep artificial neural network processing method. The most precise outcomes occurred when the beta parameter value was set to 2 = 0.999 at Ephoch to 85/100 with an accuracy of 0.7582, and when the epsilon parameter value was set to 1e-07 at Ephoch to 32/100 with an accuracy of 0.7582 with the best accuracy