JTIM : Jurnal Teknologi Informasi dan Multimedia
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Filtering Sinyal Menggunakan Band Pass Filter
Sound is a signal or wave that propagates with a certain frequency and amplitude through intermediary media that are delivered such as water, air and solid objects. Humans can communicate with other humans with sound. But the sound that is released by humans, musical instruments, or other objects does not always sound clear and good, some of the recorded sound has a lot of noise which makes the sound quality is disturbed and not good. The solution for making sound in an object better and cleaner is filtering. [2]. Filters can be interpreted as a circuit that passes a certain frequency band desired and dampens other frequency bands. Filters are divided into two types, namely analog filters and digital filters. According to the impulse response the digital filter is divided into two, namely the Infinite Impulse Filter (IIR) filter and the Finite Impulse Filter (FIR) filter. In this study a filtering process will be carried out on the sound of the guitar. The filter used is the Band Pass Filter, a filter that can be used to isolate or filter certain frequencies in a particular band or frequency range
Aplikasi Prediksi Kelulusan Mahasiswa Berbasis K-Nearest Neighbor (K-NN)
Students are important assets for an educational institution and for this reason, it is necessary to pay attention to the student\u27s graduation rate on time. Presentation of the ups and downs of students\u27 ability to complete their studies on time is one of the elements of campus accreditation assessment. Based on data from the Study Program Section in the last 3 years the student graduation presentation is only 25% of the total students who can complete their studies on time. In this study using the K-Nearest Neighbor algorithm which aims to be able to identify student graduation in new cases by adapting solutions from previous cases that have closeness to new cases. This algorithm has the role to get the value of the closeness of the new case to the old case, which in turn the most population in area K with the closest value obtained by the student is predicted whether to pass on time or not on time. This study uses Roger S. Pressman\u27s waterfalll method, namely Communication, Planning, Modeling, and Construction. Based on the tests carried out using K-Fold Cross Validation, the highest accuracy in the third model was 80% when folded 4th and 61% when the K value = 1. While testing using the Confusion Matrix obtained the highest accuracy of 98% at K = 1 for classification "Timely", and 98% at K = 2 for classification "Not Timely
Arsitektur Jaringan Komputer Berbasis Framework Togaf-Adm Menggunakan Proses NDLC
One factor for the achievement of the objectives of the concept of learning in the management of modern education is to utilize information technology that is supported by a reliable computer network architecture. In this research, the method of designing a computer network architecture is based on the 4 stages of the TOGAF-ADM Framework, namely vision architecture, business architecture, information systems architecture (data architecture and application architecture) and technology architecture. Then the system implementation uses the Network Development Life Cycle (NDLC) process which consists of analysis, design, simulation prototyping, implementation, monitoring, management and ending with an evaluation of computer network development. From the trial results, it is obtained that by using load balance technology and microtic device support, sending and receiving data packets is now faster and more stable because the communication lines have been segmented and the data collision in the network is resolved. The new network implementation successfully stabilized upload and download data speeds, overcoming limited connections and 0% packet loss
Sistem Informasi Penjualan Produk Berbasis Web dan Penyaluran Donasi Untuk Animal Shelter
Now these online purchases have become convenience for buyers. Pet shop owners sell food products and other animal-related products using desktop-based programs so that not many people know about the products being sold. Many animal shelters require funds for daily needs and medical care. If the animals are well maintained and healthy, they will be adopted by potential adopters who can care for them. The result of this adoption is one way to obtain funds for fees and other animal care at the shelter. The shop owner also wants to invite shoppers to help abandoned animals by offering donations. This design application is made to sell products needed by animal-based websites, as well as designing donations that will be offered to customers. The donation begins with the purchase of products in the form of pet food and other products. The donations will be distributed to animal shelters that can care for and maintain animal health. Customers can also see the donation bookkeeping based on the expenditure of funds from the donations collected and display animals that have been treated. In the development of this application program made with several stages of software development using the Waterfall Method which will be discussed sequentially according to the stages. As for making this application using the PHP programming language and Javascript, with the CodeIgniter framework, and for the database using MySQL. With the sale of products and web-based donations, this can provide more extensive information about the products being sold and at the same time invite customers to take care of abandoned animals
Rancang Bangun Aplikasi Booking Kapal untuk Berwisata & Memancing Berbasis Android
The development of information technology is increasingly developing, so that makes the human mindset of the desired information needs can be accessed easily, quickly, and accurately. This boat booking is a type of booking that is rarely known by many people and almost everyone only knows about booking hotels, along with the many tourist attractions such as the islands that require tourists to go using the boat to the tourist site, an application is needed to make it easy for tourists to book a ship, from the existing problems for booking and chartering the ship is still done manually by contacting the shipowner directly and for the payment process that is done is still using a manual system that is done after completing using the ship which is feared the charterer can cancel the charter . In this study, the authors used a methodology with data collection techniques namely observation, interviews and literature study while application development uses SDLC (System Development Life Cycle) with a waterfall approach and in this study, the authors used the Fisher-Yates Shuffle algorithm while for modeling using UML (Unified Modeling Language). With the Android-based ship booking application, it can facilitate the tourists in getting information in booking a boat that can be done online
Prediksi Harga Terendah Dan Harga Tertinggi Dengan Menggunakan Metode Anfis Untuk Analisa Teknikal Pada Forex Market
Forex Market Is a type of currency trading of the country that handles the world currency market within 24 hours agreed, foreign exchange trading has become an alternative for investors to save more trades in general and traders are required to support good technical analysis of good fundamentals so that able to reap huge profits. Technical analysis is an analysis used to estimate prices will fall at the lower price threshold (support) and the upper price threshold (resistance). Fibonacci Retracement is a method often used for technical analysis of rising prices or rising prices. The data used in this study was downloaded from the FBS Forex Market server which consists of open, high, low, close, and volume data. The next step is grouping data as a preprocessing method with the k-means method to normalize the data before the data is processed in the proposed method, the k-means method is a method of grouping data based on the nearest cluster object. One of the advantages of the k-means method is simple, efficient and easy to apply. In this study, artificial neural network and fuzzy inference system (ANFIS) and Fibonacci Retracement methods are used to predict support and resistance levels. Testing is done using training data and test data with different time intervals. This data produces the highest level of testing based on data from 3 January 2015 - December 2017 and 1 month test data for the period January 2018 100% weekly real data ,. While the value of the accuracy of the trial data period 1 to 2 years and 1 month test data for the period January 2018 daily real data, which is 40%. The average value of the experiment using training data and test data with different time intervals was 52.61%
Sistem Informasi Penjualan Furniture Berbasis Web Pada CV. Satria Hendra Jaya Pekanbaru
CV Satria Hendra jaya is a trading company engaged in the sale of furniture fixtures household appliances such as tables, chairs, cabinets, beds etc., where the promotion and sale is still conventional. This means that customers have to go to the CV Satria Hendra jaya to be able to purchase the product. Development of the e-commerce sales in the CV Satria Hendra jaya is an effort to increase sales and promotion of products that can benefit the company. The purpose of building an ecommerce sales of furniture, customers can order the products without having to come into the CV Satria Hendra jaya, the company was able to overcome the problem of product processing, booking processing thus providing convenience to consumers to get information about products CV Satria Hendra jaya. The system is built using PHP and MySQL database program and use the notepad ++ editor. The results of this research is to implement an e-commerce CV Satria Hendra jaya can be used as a sales promotion tool that can be accessed anywhere and anytime, the buying process can be directly without having to come to the stor
Perancangan dan Modelling Karakter Maskot STMIK Bumigora Mataram
STMIK Bumigora Mataram is one of the universities in NTB, which is capable of competing with other universities. In addition, in the future, STMIK Bumigora Mataram will become an international college that can reduce scientific disparity and resources. STMIK Bumigora Mataram is one of the most popular universities in Indonesia especially in the NTB region. Every year STMIK Bumigora Mataram actively promotes related to new student registration. The promotional media used at that time by STMIK Bumigora Mataram in the past 2 years in the form of brochures, advertisements, calendars, posters, websites and promotions go to scholl, then every campus needs to have a different promotional tool than before so that in the future STMIK bumigora mataram needs a promotional media in the form of mascots by reflecting on a particular company or institution that can make it a symbol that is easily remembered by the community. STMIK Bumigora Mataram is the only university that will have a mascot in the NTB region. This mascot character is in the form of 3D animation object, as a representative character representing STMIK Bumigora Mataram which is easier to recognize, for this reason it is necessary to create a mascot character as a promotional tool for STMIK Bumigora Mataram which can be a promotional activity. The design of this mascot character uses the Vilamil-Molina method, a multimedia development method that starts from the concept stage, planning, usage development until the trial stage in building application software using blender software and by utilizing Photoshop software that is used to create textures, then produce a vide
Aplikasi Belajar Interaktif Algoritma Sorting Berbasis Desktop
Making software requires a lot of algorithms that are implemented into the making, one of the algorithms used is the sorting algorithm. Algorithms are logical sequences of steps to solve problems that are arranged systematically. Sorting algorithms (sequencing) are generally defined as the process of rearranging a series of objects in a certain order. The purpose of the sequencing process is to facilitate the search process for a beginner who wants to learn to make software, of course they have to go through stages in learning algorithms and in the learning process there will usually be obstacles faced such as not fully understanding how the algorithm works, especially the sorting algorithm or the media used as learning materials have not been able to maximize the knowledge of sorting algorithms, therefore it requires an application of learning aids media that can help in learning and understanding the material of the sorting algorithm more optimally. In making assistive media applications learn how to work the steps of the sorting algorithm, the author uses the luther-sutopo method. The stages are concept, design, collecting materials, assembly, testing, and distribution. In the application there is general material about sorting and video algorithms that can help maximize understanding of the sorting algorithm material. The results achieved by an auxiliary media application are learning desktopbased sorting algorithms that are used for learning specific sorting algorithms in theor
Kajian dan Rumusan Projek Infrastruktur Jaringan pada Industri Hospitality
The Hospitality industry is increasingly improving its services to be able to grow as a tourism sector grows. The indication of the growth of the industry can be seen from the rise of international chains that enter or participate in developing their business in Indonesia. In principle, the Chain Hotel is a group of Hotels that is a hotel chain with services that are equal after star hotel equivalence. For that hotel owners who will join a chain of hotels that have been formulated by the chain hotels and usually refer to standards that apply globally / globally. The terms of information technology, chain hotels have implemented standards that follow World standards. This is a technology that is leading to the information system. This is a concern of every hospital industry player to implement. Thus this research is expected to provide infrastructure standards for hotels, especially according to the appropriate ANSI / TIA / EIA standards. The Research Methodology used a continuous development improvement cycle where the cycle is formed into 4 stages, namely Research Formulation and Requirements Analysis, Problem Design and Solutions, Analysis and Discussion of Formulation of Solutions and Suggestions in Framework of Continuous Improvement. The results of this study formulate a template and the contents of a network infrastructure project document in the form of a structured caling system (SCS) and ANSITIA /EI