1,720,964 research outputs found
SISTEM PAKAR PEMILIHAN SEPEDA MOTOR HONDA MENGGUNAKAN METODE FORWARD CHAINING
This research is based on the problem of many new motorbike buyers who have troubles choosing which motorbike is suitable for their needs because of the amount of choices available. The result of this research is hoped to be able to help the new customers to decide on which motorbike is suitable for them in term of usage and price point by helping them to analyze their needs. This system uses Forward Chaining method which is a method where we processes the facts to provide hypothesis. This system is created using C# programming language for server side, ASP.NET for client side and SQL Server for database. The result of this system shows that it is able to help new customers on deciding which motorbike to purchase. The conclusion is new customers are able to ask for help from the system which is same as asking for the experts for help to decide on which motorbike to buy
PERANCANGAN GAME EDUKASI PENGEMBANGAN KEMAMPUAN LOGIKA BERBASIS ANDROID
The development of this education game is based on the low interest of children in teaching and learning activities and the high level of addiction towards game that causes logical ability is not well-trained. The purpose of this research is to develop one’s logical ability, especially children with a quiz game. The method to collect the data is through interview and observation. The making of this game design uses Multimedia Development Life Cycle (MDLC) method that includes 6 steps, which are Concept, Design, Material Collecting, Assembly, Testing, and Distribution. But in this research, researcher limits it to the Testing step only. There’s also the usage of Unified Modeling language (UML) to describe how the game works that consists of 4 types of diagram, which are Use Case Diagram, Activity Diagram, Sequence Diagram, and Class Diagram. In this research, researcher uses a tool or software called Construct 2 to design the game. The result of the testng of this game is the game can be installed in Android device and can be stated as an user friendly application
PERANCANGAN GAME EDUKASI PENGENALAN PENGELOMPOKAN HEWAN BERDASARKAN MAKANAN BERBASIS ANDROID
Animal grouping can be done based on the type of food, grouping consists of herbivores, carnivores and omnivores. The purpose of this study is to design and approve an android-based educational game application, it is needed to assist students in learning that is managed or at home. In this game students can distinguish and match animals based on food. In the process of making this application, researchers used the waterfall method, in this installation, namely requerment, design, implementation, verification, and maintenance. To build the android application, researchers used supporting software, namely construct2. In the process of collecting data, researchers use the method of literature study, and interviews
APLIKASI PENDUKUNG PEMBELAJARAN BAHASA INGGRIS MENGGUNAKAN MEDIA LAGU BERBASIS ANDROID
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Aplikasi Edukasi Kuis Matematika Untuk Tingkat Sekolah Menengah Pertama Berbasis Android
Mathematics is a science that is widely used in everyday life such as used in trade transactions, carpentry, and so on. But until now many people think that mathematics is a subject that is considered difficult and difficult to understand, especially for junior high school students. Though mathematics itself has been taught starting from the level of childhood and elementary school. Because learning methods still use conventional methods such as the ability to write and count, this is what makes students feel bored because moreover some students do not like these math subjects. Not only in terms of subjects and learning media is still conventional in nature that is only based on the book. For this reason, a learning media is created which is packaged in an android-based application by including elements of mathematics learning in it. The application that was designed was a junior high school level mathematics education quiz application, with the aim of training students \u27ability to count, train their memory and increase students\u27 interest in learning in mathematics.Mathematics is a science that is widely used in everyday life such as used in trade transactions, carpentry, and so on. But until now many people think that mathematics is a subject that is considered difficult and difficult to understand, especially for junior high school students. Though mathematics itself has been taught starting from the level of childhood and elementary school. Because learning methods still use conventional methods such as the ability to write and count, this is what makes students feel bored because moreover some students do not like these math subjects. Not only in terms of subjects and learning media is still conventional in nature that is only based on the book. For this reason, a learning media is created which is packaged in an android-based application by including elements of mathematics learning in it. The application that was designed was a junior high school level mathematics education quiz application, with the aim of training students \u27ability to count, train their memory and increase students\u27 interest in learning in mathematics
Prediksi Harga Saham Menggunakan Generalize Fuzzy Inference System (GENFIS3)
The stock market has been very hard hit during the Covid 19 pandemic, many stock prices have plummeted which is influenced by negative sentiment in the form of uncertainty about when this Covid will end. On the other hand, this situation is a very big opportunity to invest because it buys cheap stock prices. Prediction is an instrument that can assist in making decisions about buying and selling shares. We can process daily time series data of stock prices as a reference in estimating the ups and downs of stock prices. In this study, the data used are daily data on the highest stock pricesduring the Covid-19 period. This data pattern formation is assumed with six days as input and the seventh day as the expected target. The data pattern that is formed is divided into two parts, namely the training data pattern and the test data pattern. The prediction method used is the Generalize Fuzzy Inference System (Genfis3). Genfis3 is a combination of Fuzzy C-Means and Adaptive Neural Fuzzy Inference (ANFIS). The training data will be clustered into 3 (low, medium and high) using FCM then the membership function of each cluster will be entered into ANFIS to form an inference engine. Based on the results of the research, Genfis 3 could recognize the pattern of training data well with a MAPE of 3.7%. Based on the test with the test data pattern, GENFIS 3 is able to predict the test data pattern very well with a MAPE of 2.24%.Pasar saham sangat terpukul dimasa pandemi covid 19 ini, banyak harga saham yang anjlok yang dipengaruhi sentimen negatif berupa ketidak-pastian kapan berakhirnya covid ini. Disisi lain situasi ini sangat besar peluang untuk berinvestasi karena membeli harga saham murah. Prediksi merupakan salah satu instrument yang dapat membantu dalam pengambilan keputusan membeli dan menjual saham. Data runtun waktu harian harga saham dimasa lalu dapat kita olah untuk sebagai acuan dalam memperkirakan naik turunnya harga saham. Pada penelitian ini data yang digunakan adalah data harian harga tertinggi saham selama periode Covid-19. Pembetukan pola data ini diasumsikan dengan enam hari sebagai inputan dan hari ketujuh sebagai target yang diharapkan. Pola data yang terbentuk dibagi menjadi dua bagian yaitu pola data latih dan pola data uji. Metode prediksi yang digunakan adalah Generalize Fuzzy Inference System (GENFIS 3). Genfis 3 merupakan perpaduan antara Fuzzy C-Means dan Adaptif Neural Fuzzy Inference (ANFIS). Data training akan dikluster menjadi 3 (rendah, sedang dan tinggi) menggunakan FCM selanjutnya fungsi keanggotaan dari masing2 kluster akan dimasukkan ke ANFIS untuk membentuk mesin inferensi. Berdasarkan hasil penelitian genfis 3 dapat mengenali pola data latih dengan baik dengan MAPE 3,7%. Berdasarkan pengujian dengan pola data uji, GENFIS 3 mampu memprediksi Pola data uji dengan sangat baik dengan besar MAPE 2,24%
Perancangan Aplikasi Harga Cerdas Berbasis Android
The increasing number of customers at minimarkets creates problems in the convenience and effectiveness of the shopping process at the minimarket. The problem of information regarding the data of goods is often complained of by customers, such as there is often a difference in the price listed on the shelf with the price at the checkout and the lack of information makes customers busy looking for employees to ask about item details. The purpose of this study is to produce an android-based cashier application to help minimarket visitors to see information about the price of goods, the amount of groceries and the total shopping to be paid at the cashier. In addition, this application also includes information on expired items so that customers can find comfort in the forest. This application has a barcode scanning feature where each item is scanned and can view item details such as id, name, dimensions, quantity, color, price, and images of goods and expiration date. This mini market application is based on android which is integrated on a server via the internet and is supported by the MYSQL Database. By using a system like this, customer comfort and satisfaction when it is expected will increase and become more value from the minimarket side itself so that it helps cashiers in the process of managing sales data more effectively, efficiently and accurately so that customers get comfort in shopping activities and do not feel suspicious about the cheating of convenience stores.Meningkatnya jumlah pelanggan pada minimarket membuat permasalahan kenyamanan serta efektifitas proses belanja di minimarket. Masalah informasi mengenai data barang sering dikeluhkan oleh pelanggan seperti sering terjadi perbedaan harga yang tertera di rak dengan harga yang di kasir serta Kurangnya informasi membuat pelanggan sibuk mencari pegawai untuk bertanya mengenai detil barang. Tujuan dari penelitian ini yakni menghasilkan aplikasi kasir berbasis android untuk membantu pelanggan pengunjung minimarket dapat mengetahui informasi mengenai harga barang, jumlah belanjaan dan total belanja yang harus dibayar pada kasir. Selain itu, pada aplikasi ini dicantumkan juga informasi barang yang sudah kedaluwarsa sehingga pelanggan mendapatkan kenyamanan dalam berbelanja. Aplikasi ini mempunyai fitur scan barcode dimana terdapat pada masing masing barang untuk di scan dan dapat melihat detil barang seperti id, nama, dimensi, jumlah, warna, harga, dan gambar barang serta tanggal kedaluwarsa. Aplikasi mini market ini berbasis android diintegrasikan pada suatu server melalui internet dan didukung oleh MYSQL Database. Dengan menggunakan sistem seperti ini maka kenyamanan dan kepuasan customer saat berbelanja diharapkan akan meningkat dan menjadi nilai lebih dari sisi minimarket itu sendiri sehingga membantu petugas kasir dalam proses pengelolaan data penjualan yang lebih Efektif,efisien dan akurat sehingga pelanggan mendapatkan kenyamanan dalam aktifitas berbelanja serta tidak merasa curiga terhadap tindak kecurangan pihak minimarket
Going Beyond Counting First Authors in Author Co-citation Analysis
The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation
counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings
are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that
only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into
account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed
Variations on the Author
“Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship
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