Claim Missing Document
Check
Articles

Found 3 Documents
Search

Analysis of Learning Algorithms for Multilayer Neural Networks Muhammad Khoiruddin Harahap; Eko Pramono; Hilda Yulia Novita; Maharina Maharina; Dimas Sasongko; Candra Zonyfar
International Journal of Artificial Intelligence Research Vol 6, No 1 (2022): June 2022
Publisher : STMIK Dharma Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (328.455 KB) | DOI: 10.29099/ijair.v6i1.260

Abstract

The modern stage of development of science and technology is characterized by a rapid increase in the complexity of the created technical systems. The management of such systems requires the development of new management methods, since the modification and improvement of traditional management techniques does not always ensure the fulfillment of stringent requirements for management quality indicators. Classical control methods are mainly based on the theory of linear systems, while most real objects are non-linear. The problem of the synthesis of control systems under conditions of uncertainty is currently one of the central problems in the modern theory of automatic control. The complexity of the control object itself, structural, parametric and information uncertainties in the description of the control object, and the complexity of control problems, the multi criteria of optimization problems, the lack of possible analytical solutions, the need to take into account all the properties of disturbances, etc. The solution to this problem requires a search for alternative approaches to the design of control systems, one of which involves the introduction of neural network systems. Neural network control systems are a high-tech direction of control theory and belong to the class of nonlinear dynamic systems. High performance due to parallelization of input information in combination with the ability to train neural networks makes this technology very attractive for creating control devices in automatic systems. Neural networks can be used to build regulating and switching devices, reference, adaptive, nominal and inverse-dynamic models of objects, on the basis of which objects are studied, analysis of the influence of disturbances acting on an object, determination of the optimal control law, search or calculating the optimal program for changing the impact when changing the values of the parameters of the object and the characteristics of the input data. In addition, neural networks can be used to identify objects, predict the state of objects, recognize, cluster, classify, analyze a large amount of data arriving at high speed from a large number of devices and sensors, and the like. The ability to learn according to a given principle of functioning allows creating automated control systems that are optimal in terms of speed, energy consumption, etc. Naturally, in this case, it is possible to implement several principles of functioning and the transition from one to another. They are a universal tool for modeling multidimensional nonlinear objects and finding solutions to ill-posed problems.
SOSIALISASI APLIKASI UNTUK MELAKUKAN DETEKSI DINI KECANDUAN PERMAINAN ONLINE PADA SISWA SMK N 1 KLARI KARAWANG Anis Fitri Nur Masruriyah; Deden Wahiddin; Hilda Yulia Novita; Elsa Elvira Awal
ABDI KAMI: Jurnal Pengabdian Kepada Masyarakat Vol 5 No 2 (2022): (Oktober 2022)
Publisher : LPPM Institut Agama Islam (IAI) Ibrahimy Genteng Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29062/abdi_kami.v5i2.1470

Abstract

The global COVID-19 pandemic has an impact on people's activities in the world, including in Indonesia. The policies of each country to overcome this condition also vary, one of which is the Indonesian government which imposes limited face-to-face activities offline. Many activities must be carried out online to minimize the transmission of COVID-19. Finally, this has an impact on many people who spend time with their gadgets to play permainans with cellphones, laptops or other electronic media. Playing permainans has benefits for relaxation from the fatigue of online activities, but if this continues it will result in permainan addiction. So that community service activities for the socialization of permainan addiction detection applications are carried out, so that users are able to control the use of devices when playing permainans. So, if an addiction is detected, you can ask experts for help, for school children you can have an initial consultation with a Counseling Guidance teacher.
SOSIALISASI HASIL PENELITIAN APLIKASI SISTEM PAKAR DIAGNOSA KECANDUAN GAME ONLINE MENGGUNAKAN METODE CERTAINTY FACTOR Elsa Elvira Awal; Deden Wahiddin; Anis Fitri Nur Masruriyah; Hilda Yulia Novita
PEMANAS: Jurnal Pengabdian Masyarakat Nasional Vol 3, No 1 (2023)
Publisher : PEMANAS: Jurnal Pengabdian Masyarakat Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/pemanas.v3i1.19974

Abstract

Semenjak pandemi Covid-19 masuk di Indonesia, hampir semua kegiatan dilakukan secara daring, termasuk pembelajaran dari tingkat sekolah dasar sampai universitas. Dampak dari pembelajaran daring adalah kebosanan pada peserta didik, oleh sebab itu peserta didik banyak yang melakukan kegiatan lain untuk menghilangkan kebosanan dengan bermain game online. Kondisi mental pada peserta didik rata-rata masih labil sehingga mudah lepas kontrol ketika sedang bermain game online, sehingga banyak peserta didik yang kecanduan game online. Adapun bentuk kegiatan sosialisasi ini dilakukan melalui pengarahan tentang pengetahuan dasar mengenai game, di antaranya dampak positif dan negatif game online. Maka pada kegiatan pengabdian kepada masyarajat ini akan dilakukan sosialisasi aplikasi deteksi kecanduan game online dengan menggunakan metode certainty factor. Hasil dari sosialisasi yang dilakukan pada SMK N 1 Klari adalah memberikan pemahaman terhadap siswa/siswi tentang game online serta memahami dampak berbahaya jika tidak disikapi dengan bijak. Dengan aplikasi yang kamu berikan diharapkan para siswa/siswi mampu menggunakan game dengan sewajarnya.