ILKOM Jurnal Ilmiah (Fakultas Ilmu Komputer, Universitas Muslim Indonesia)
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Sistem Pakar Penyakit Liver Menggunakan K- Nearest Neighbors Algoritm Berbasis Website
The liver is largest organ for humans, functioning as formation and secretion of bile, and as detoxification of toxins. Liver disease difficult to detect at early stage, but treatment of Liver disease in early stages will greatly help patient's recovery. With increasing number Liver Patients other than caused by unhealthy lifestyle, also caused by delay factor handling early symptoms. So this research aims to design Expert System Liver Disease based Website, that it can facilitate access information society need information about liver disease. Website based system design using K-NN Method because it is considered flexible enough and has tolerance to data that is’not appropriate and based on natural language. Expert system as a tool in determining whether the patient was suffering from Liver disease or not with the concept of K-NN. The results discussion that system design with a simple model so that can be used by all community
MENENTUKAN PEMENANG KONVENSI QUALITY IMPROVEMENT CIRCLE DENGAN METODE WEIGHTED PRODUCT DAN SIMPLE ADDITIVE WEIGHTING
Pengambilan keputusan untuk menentukan pemenang dalam suatu konvensi atau kompetisi merupakan suatu hal yang cukup sulit dilakukan secara konvensional. Kesulitan akan semakin terasa dengan bertambahnya alternatif dan kriteria yang dimasukkan. Sistem Pendukung Keputusan (SPK) merupakan salah satu solusi dalam mengatasi kesulitan tersebut. SPK adalah sekumpulan prosedur berbasis model untuk data pemrosesan dan penilaian guna membantu para manager mengambil keputusan. SPK akan melakukan perhitungan dan menampilkan hasil berupa rekomendasi siapa pemenang dalam konvensi tersebut. Ada 2 metode yang diusulkan dalam penelitian kali ini yaitu Simple Additive Weighting (SAW) dan Weighted Product (WP). Dari metode-metode tersebut akan dilakukan perbandingan metode mana yang lebih baik untuk diterapkan dalam SPK menentukan pemenang konvensi Quality Improvement Circle (QIC) yang dilaksanakan di sebuah perusahaan. Dalam pengembngan SPK digunakan metode pengembangan sistem atau System Development Life Cycle (SDLC)Waterfall. Metode SAP dan WP dapat digunakan dalam SPK konvensi QIC dan hasil SAW bernilai tetap sedangkan metode WP memiliki nilai akhir yang berubah sesuai banyaknya alternatif
KOLABORASI FISH-NET DAN TECHNOLOGY UNTUK OPTIMALISASI ALAT TANGKAP IKAN
AbstractKelurahan Untia is one of the areas occupied by the fishermen and also the majority of the population work as fishermen catch fishermen. The dominant fishing gear used by fishermen in the village of Untia is surface gill net. But the use of surface gill net capture device is considered not effective and efficient because it has constraints on the process of checking the net, the old fishing process, the net tends to disappear, and the catch is considered less. So from that problem, we encourage us to create a technological innovation called FiNe-Tech (Fish Net Technology). FiNe-Tech is designed to be able to monitor fish trapped in surface gill net captures, simplify the process of catching fish in the sea, tracking the position of the jarring, speeding up the fishing process, and increasing the net catch through a smartphone application at close range and distance from the position nets even though we are at home though
RANCANG BANGUN SISTEM MANAJEMEN PENGETAHUAN UBI JALAR BERBASIS WEB MENGGUNAKAN METODE KMSLC
Penelitian ini merupakan penerapan sistem manajemen pengetahuan yang dapat digunakan para petani ubi jalar maupun masyarakat luas yang membutuhkan informasi dan pengetahuan tentang budidaya ubi jalar. Kurangnya informasi dan pengetahuan yang petani dapatkan tentang cara budidaya ubi jalar yang baik dapatkan menurunkan tingkat produksi. Sistem ini diharapkan dapat membantu para petani ubi jalar dalam mencari dan mendapatkan pengetahuan. Tujuan dari penelitian ini untuk mengembangkan suatu sistem manajemen pengetahuan berbasis web dalam mengolah pengetahuan. Adapun metode yang digunakan yaitu metode knowledge management system life cycle (KMSLC). Hasil dari penelitian ini dapat mendownload pengetahuan sehingga diharapkan dapat membantu penyuluh dalam transfer pengetahuan ke petani dan memudahkan petani untuk memperoleh pengetahuan mengenai budidaya ubi jalar yang tepat
ROBOT OPERATING SYSTEM (ROS) DAN GAZEBO SEBAGAI MEDIA PEMBELAJARAN ROBOT INTERAKTIF
A robot is a prototype that is able to control by automatically to help the human work. Some of the parts to build a robot system are making the mechanical system, hardware, and software. The limitation of cost to make the robot hardware and programming skills are an obstacle to learn and develop the robot system. The development of the robot community nowadays makes the Robot Operating System (ROS) and Gazebo as an interactive media to learn and make the robot simulation. ROS is a middleware that equipped with tools and libraries to create a robot software, while Gazebo is a 3D simulation application to build a robot hardware design. On this paper, the researcher makes a robot simulation to avoid the object using Lidar sensor and camera, the simulation has developed using ROS and Gazebo that be able to use as a media for robot learning interactive
KENDALI ROBOT BLUETOOTH DENGAN SMARTPHONE ANDROID BERBASIS ARDUINO UNO
The Mobile Robot is a robot construction whose characteristic is to have an actuator in the form of a wheel to move the entire body of the robot, so that the robot can shift positions from one point to another. This Mobile Robot is designed to move using an Android Smartphone controller that has an application that is suitable for robot movements. This robot uses Arduino Uno as a Bluetooth robot control system, the Bluetooth module functions as receiving commands sent via an Android Smartphone, a DC Motor is functioned as a controlled Robot drive using an Android Smartphone and Boarduino application installed via Playstore. The method used is the experimental method, the research will focus on communication between smartphone devices and Arduino Uno microcontrollers via Bluetooth to control robotic devices. Based on testing Bluetooth connections on robots, it can be concluded that the Bluetooth connection between the Smartphone and the Bluetooth robot can be fully controlled by a range of 25 meters, for a distance of 25-32 meters has a signal drop and is broken, and more than a range of 32 meters will experience a broken connection so that the robot cannot be controlled anymore
IMPLEMENTASI AUGMENTED REALITY PADA MUSEUM BATARA GURU KOMPLEKS ISTANA LANGKANAE LUWU
Museum Batara Guru is one of tourist attractions in the city of Palopo. the palace environment is rarely open to the public , lack of information, not optimal communication, and lack of promotion about the history of Palopo city led to the lack of tourist visits to this place. In this research, Augmented Reality (AR) as a computer-based tour guide is developed.AR development is done by modeling the object with 3D model with Unity device and marker recognition using Vuforia device. These AR applications also tested include marker and distance testing. Based on this test results obtained where the image object (heirloom) as a marker can work well. Testing based on shooting marker at a distance of 0.5 to 2 meters. Likewise with the angle of the slope, the marker can be recognized quickly if there is no change in angle when shooting, the greater the angle of the slope the more difficult to recognize the marker
OPTIMASI K-MEANS CLUSTERING UNTUK IDENTIFIKASI DAERAH ENDEMIK PENYAKIT MENULAR DENGAN ALGORITMA PARTICLE SWARM OPTIMIZATION DI KOTA SEMARANG
Tropical regions is a region endemic to various infectious diseases. At the same time an area of high potential for the presence of infectious diseases. Infectious diseases still a major public health problem in Indonesia. Identification of endemic areas of infectious diseases is an important issue in the field of health, the average level of patients with physical disabilities and death are sourced from infectious diseases. Data Mining in its development into one of the main trends in the processing of the data. Data Mining could effectively identify the endemic regions of hubunngan between variables. K-means algorithm klustering used to classify the endemic areas so that the identification of endemic infectious diseases can be achieved with the level of validation that the maximum in the clustering. The use of optimization to identify the endemic areas of infectious diseases combines k-means clustering algorithm with optimization particle swarm optimization ( PSO ). the results of the experiment are endemic to the k-means algorithm with iteration =10, the K-Fold =2 has Index davies bauldin = 0.169 and k-means algorithm with PSO, iteration = 10, the K-Fold = 5, index davies bouldin = 0.113. k-fold = 5 has better performance
DESAIN APLIKASI MOBILE PANDUAN SHOLAT DAN DOA UNTUK ANAK GANGGUAN PENDENGARAN
Children with hearing loss are children who experience learning difficulties. They have limited vocabulary and language in communication that hampers the learning process. They need a special way of learning and are usually educated in special schools. Level 2 elementary students at SLB B Karnnamanohara have difficulty learning prayer and daily prayer. Almost all elementary level 2 students cannot pronounce daily prayers and prayers. They need interesting learning resources and according to their characteristics. This study aims to design multimedia mobile application of prayer and daily prayers guides for children with hearing loss. The research method consists of five stages: data collection, data analysis, storyboard making, prototype design, and prototype evaluation. This research has been designed to multimedia mobile applications of prayer and prayers guides for children hearing impairments according to the needs of users who have different characteristics with users in general. The results showed that the prototype design of the multimedia mobile application prayer and prayer daily guides for children with hearing loss had met the needs of users with evaluation values of 4.42 from a scale of 5
PENINGKATAN KUALITAS CITRA DENGAN METODE FUZZY POSSIBILITY DISTRIBUTION
Peningkatan kualitas citra merupakan salah satu proses awal dalam peningkatan mutu citra. Peningkatan mutu citra diperlukan karena seringkali citra yang dijadikan objek pembahasan mempunyai kualitas yang buruk, misalnya citra mengalami derau, kabur [2].Pada penelitian ini, peningkatkan kualitas citra menggunakan teknik image enhancement, berupa proses perbaikan citra dengan meningkatkan kualitas citra baik kontras maupun kecerahan.Tujuan dari penelitian adalah meningkatkan kualitas citra menggunakan pendekatan logika fuzzy dengan menggunakan 5 parameter, yaitu α, β1, γ, β2 dan max. Penggunaan metode fuzzy possibility bertujuan menurunkan tingkat keabuan pixel yang memiliki nilai keabuan di antara β1 dan β2. Pada penelitian ini dilakukan peningkatan kualitas citra, sehingga tampilan objek lebih terang dan jelas sehingga dapat memudahkan proses segmentasi yaitu pemisahan objek yang akan diteliti dengan background.