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Pemanfaatan Expert System Untuk Penentuan Kegawatdaruratan Pasien Balita Di IGD Jatmiko, Andik; Santoso, Joan; Armanto, Hendrawan
TEKNOLOGI DITERAPKAN DAN JURNAL SAINS KOMPUTER Vol 1 No 2 (2018): December
Publisher : Unusa Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/atcsj.v1i2.854

Abstract

Triage merupakan suatu suatu prosedur yang dilakukan petugas di instalasi gawat darurat untuk menentukan tingkat kegawatan pasien, dalam hal ini seorang petugas medis senior yang di tunjuk bertugas memilah dan menentukan urutan pasien yang terlebih dahulu dilayani. Namun kenyataan di lapangan tidak semua petugas menguasai keahlian dalam menentukan tingkat kegawatan pasien. Kurangnya petugas senior yang mempunyai keahlian tersebut berakibat kecepatan pelayanan kurang maksimal, terlebih kasus balita yang mana merupakan kasus yang memerlukan perhatian khusus karena sistem kekebalaan dan daya tahan tubuhnya belum terbentuk sempurna. Dari beberapa faktor tersebut penulis ingin melalukan pemanfaatan expert system untuk penentuan kegawatdaruratan pasien balita di IGD Rumah Sakit Islam Jemursari Surabaya. Pemanfaatan sistem pakar ini dilakukan dengan menggunakan mesin inferensi backward chaining yang artinya proses pencarian dimulai dari fakta-fakta untuk selanjutnya menuju pada suatu kesimpulan. Manfaat penelitian ini adalah untuk meringankan kerja petugas medis dan bagi keluarga pasien dalam mengakses informasi tentang tingkat kegawatan pasien. Dalam implementasinya menggunakan metode backward chaining dengan menggunakan DBMS MySQL dan bahasa pemograman PHP.
Implementation and Impact of Virtual Reality on Survival Horror Games Armanto, Hendrawan; Anthony, Gregorian; Pickerling, Pickerling
Inform : Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi Vol. 6 No. 2 (2021)
Publisher : Universitas Dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (447.665 KB) | DOI: 10.25139/inform.v6i2.3943

Abstract

Currently, games are an important part of human life. Not only serves as entertainment, games nowadays also serve as education, communication, socialization, and even a job for some people. This makes technology in the game world more developed and closer to reality. One of the popular and interesting technologies is virtual reality. This technology has various elements, but the most important element is the immersion element, which can give users the sensation to feel as if they are in a real environment. In this research, the authors examine the effects of virtual reality when combined with horror games. The selection of horror games was made because this genre is one of the genres with the fastest immersion element compared to other game genres. In addition to the use of virtual reality technology, considering that horror games require complex particle simulations and good lighting, the authors use the Unreal Engine as the main engine in this game. The test method used in this study is the beta testing method with the assessment using the user acceptance method. The conclusion was that virtual reality technology combined with the advantages of the unreal engine caused game players to get a tenser atmosphere.
MVPA and GA Comparison for State Space Optimization at Classic Tetris Game Agent Problem Armanto, Hendrawan; Dwi Putra, Ronal; Pickerling, Pickerling
Inform : Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi Vol. 7 No. 1 (2022)
Publisher : Universitas Dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25139/inform.v7i1.4381

Abstract

Tetris is one of those games that looks simple and easy to play. Although it seems simple, this game requires strategy and continuous practice to get the best score. This is also what makes Tetris often used as research material, especially research in artificial intelligence. These various studies have been carried out. Starting from applying state-space to reinforcement learning, one of the biggest obstacles of these studies is time. It takes a long to train artificial intelligence to play like a Tetris game expert. Seeing this, in this study, apply the Genetic Algorithms (GA) and the most valuable player (MVPA) algorithm to optimize state-space training so that artificial intelligence (agents) can play like an expert. The optimization means in this research is to find the best weight in the state space with the minimum possible training time to play Tetris with the highest possible value. The experiment results show that GAs and MVPA are very effective in optimizing the state space in the Tetris game. The MVPA algorithm is also faster in finding solutions. The resulting state space weight can also get a higher value than the GA (MVPA value is 249 million, while the GA value is 68 million).
Pemanfaatan Expert System Untuk Penentuan Kegawatdaruratan Pasien Balita Di IGD Andik Jatmiko; Joan Santoso; Hendrawan Armanto
TEKNOLOGI DITERAPKAN DAN JURNAL SAINS KOMPUTER Vol 1 No 2 (2018): December
Publisher : Unusa Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/atcsj.v1i2.854

Abstract

Triage merupakan suatu suatu prosedur yang dilakukan petugas di instalasi gawat darurat untuk menentukan tingkat kegawatan pasien, dalam hal ini seorang petugas medis senior yang di tunjuk bertugas memilah dan menentukan urutan pasien yang terlebih dahulu dilayani. Namun kenyataan di lapangan tidak semua petugas menguasai keahlian dalam menentukan tingkat kegawatan pasien. Kurangnya petugas senior yang mempunyai keahlian tersebut berakibat kecepatan pelayanan kurang maksimal, terlebih kasus balita yang mana merupakan kasus yang memerlukan perhatian khusus karena sistem kekebalaan dan daya tahan tubuhnya belum terbentuk sempurna. Dari beberapa faktor tersebut penulis ingin melalukan pemanfaatan expert system untuk penentuan kegawatdaruratan pasien balita di IGD Rumah Sakit Islam Jemursari Surabaya. Pemanfaatan sistem pakar ini dilakukan dengan menggunakan mesin inferensi backward chaining yang artinya proses pencarian dimulai dari fakta-fakta untuk selanjutnya menuju pada suatu kesimpulan. Manfaat penelitian ini adalah untuk meringankan kerja petugas medis dan bagi keluarga pasien dalam mengakses informasi tentang tingkat kegawatan pasien. Dalam implementasinya menggunakan metode backward chaining dengan menggunakan DBMS MySQL dan bahasa pemograman PHP.
Klasifikasi Genre Manga Menggunakan Convolutional Neural Network Reynaldo Stefanus Hartono; Hendrawan Armanto
JATISI (Jurnal Teknik Informatika dan Sistem Informasi) Vol 8 No 2 (2021): JATISI (Jurnal Teknik Informatika dan Sistem Informasi)
Publisher : Lembaga Penelitian dan Pengabdian pada Masyarakat (LPPM) STMIK Global Informatika MDP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/jatisi.v8i2.890

Abstract

Researcher conducted experiments about manga genre classification based on input in the form of black and white image and manga cover. Assigning genres to manga is a particularly challenging task because genre is a feature that is not physically present in a movie frame, so off-the-shelf image detection models cannot be easily adapted to this context. Moreover, multi-label classification is more challenging than binary classification or multi-class classification considering that one instance can be assigned to multiple class at once. After successfully making genre predictions, then what needs to be done is to analyze the existing data so that it finds the factors that can affect the final results found. Convolutional Neural Network is a method that is often used to classify images because it is able to detect the main features of an image, the combination of architectural layers is able to produce complex and relevant predictions. The neural network architecture layer includes the convolutional layer, the pooling layer, and the fully connected layer. Each layer has parameters that can be changed according to research needs. Changes in these parameters allow researcher to obtain different results. The experiment was carried out in two stages. The first stage contains 15 experiments with the same convolutional neural network model structure. The second stage contains 24 experiments by changing the structure of the convolutional neural network model. The total number of experiments conducted was 39 trials. The best result obtained was the 38th trial with an accuracy of 46.3 percent and the number of active F1s was 25 genres. In addition, researchers have analyzed several factors that affect the results of the research that have been obtained in the hope that it will be useful for other researchers who want to carry out similar research.
Algoritma Improved Symbiotic Organism Search (I-SOS) sebagai Pendukung Keputusan dalam Penentuan Dosen Pengampu Matakuliah Zulkarnaen; Herman Budianto; Hendrawan Armanto
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 1 No 4 (2020): February
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v1i4.64

Abstract

This study discusses the allocation of lecturers to apply courses by applying the concept of heuristic optimization using the Improved Symbiotic Organism Search (I-SOS) algorithm. The I-SOS Algorithm is a development of the previous algorithm, the Symbiotic Organism Search Algorithm, which is one of the latest metaheuristic methods inspired by the behavioral interactions seen between organisms in the universe. Optimizing the allocation of lecturers is very influential on the preparation of class schedules because scheduling a good course must be able to meet the needs of the parties directly related to the scheduling process. Conventional methods used today often cause problems in terms of efficiency and accuracy, imbalance of teaching load and inaccuracy in lecturer assignments requiring lecturers to take courses not in accordance with their interests and expertise.
DETEKSI ALAT PELINDUNG KEPALA (HELM) MENGGUNAKAN METODE HAAR CASCADE CLASSIFIER Sugianto Sugianto; Endang Setyati; Hendrawan Armanto
Joutica Vol 4, No 1 (2019)
Publisher : Universitas Islam Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (617.473 KB) | DOI: 10.30736/jti.v4i1.283

Abstract

Use of protective gear helmet head is often considered unimportant and trivial by workers. Whereas the use of protective headgear helmet is very important and affect the safety and health of workers. Kedisiplina workers to use protective gear head is still low so that the risk of accidents that could endanger workers large enough. In this research aims to detect protective equipment head helmet on video. In this study, the method used is the Haar Cascade Classifier. The system consists of two main processes, namely the process of training data and the detection process. This method of training process has four main processes, haar-like feature, integral image, no-boost and cascade classifier. Haar-like feature is a collection of special features presented the head, face and helmet. Citra is how to quickly calculate integrals haar feature. While no-boost are statistically weighted feature values are obtained and filtered using a cascade classifier. The detection process in this study there are two processes, the first detection process whether human or not, if the result of human detected will continue the process of detection of whether to use a helmet or not. Detection system testing is done individually using helmet colors red, blue and yellow. It obtained accuracy rate of 92%, while the testing group obtained the degree of accuracy of 71%.
Penerapan Teknologi Augmented Reality Untuk Pembelajaran Gerbang Logika Pada Mata Pelajaran Sistem Komputer Mochammad Machlul Alamin; Hendrawan Armanto; Indra Maryati
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 4, No 3 (2020): Juli 2020
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v4i3.2128

Abstract

Logic Gate is one of the materials in the subject of Computer Systems at the level of SMK in class X. However, until now the learning media only uses textbooks, power point slides and manual simulations using blackboards. While the material about logic gates is very difficult if it is not directly simulated because it is directly related to the interaction of inputs and outputs at each logic gate. During the use of textbooks and manual simulation media students find it difficult to understand the material about this logic gate. The advantage of learning that utilizes augmented reality is an attractive display and displays 3D logic gate objects and input buttons that can be used to interact directly and the output is also in the form of 3D lamp objects, with this augmented reality technology will be very helpful and useful for simulating the gate logic is directly and easily understood by students. 3D logic gate animations are created using the 3D Blender application and the Augmented Reality process is created using the Unity and Vuforia SDK Library. This logic gate learning application has been applied to two classes, namely the control class and the experimental class. From the results of the Pre Test and Post Test that have been done, the control class has a 22.0% increase in percentage, while the experimental class has a 33.4% increase in percentage. Thus the learning application that utilizes Augmented Reality technology can be applied as a medium for learning logic gates at the vocational level of class X
PREDIKSI KARAKTERISTIK PERSONAL MENGGUNAKAN ANALISIS TANDA TANGAN DENGAN MENGGGUNAKAN METODE CONVOLUTIONAL NEURAL NETWORK (CNN) Udkhiati Mawaddah; Hendrawan Armanto; Endang Setyati
Antivirus : Jurnal Ilmiah Teknik Informatika Vol 15 No 1 (2021): Mei 2021
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/antivirus.v15i1.1526

Abstract

Graphology is the study of handwriting that can describe the characteristics of a writer and his emotional disposition. Knowing the characteristics of prospective applicants is very important for the Human Resource Development (HRD) that responsible for selecting employees in their fields. HRD often experienced the Mistaken when in the process of hiring employees who identify the candidate employee signature to lose both time and costs in that company. This research using 7 signature features which are divided into two algorithms respectively, 5 signature features consisting are Curved Start, End Streak, Shell, Middle Streaks, Underline and Identification Structure Algorithm consist 2 signature features are Dot Structure and Streaks disconnected. The evaluation results obtained a training data accuracy value of 0.7333, training data loss of 0.7693, test data accuracy of 0.7778, and test data loss of 0.8377 which can be concluded that the results of the two data is underfitting. Thus, we must concern to collecting other dataset which has features similarity in every classes.
Sistem Tempat Parkir Terintegrasi yang Dilengkapi dengan Aplikasi Mobile dan Mikrokontroller Kenji Andrean; Hendrawan Armanto; Pickerling Pickerling
Journal of Information System,Graphics, Hospitality and Technology Vol. 2 No. 01 (2020): Journal of Information System,Graphics, Hospitality and Technology
Publisher : Institut Sains dan Teknologi Terpadu Surabaya (d/h Sekolah Tinggi Teknik Surabaya)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37823/insight.v2i01.79

Abstract

Pada tempat parkir yang berada di Indonesia khusunya Surabaya masih menggunakan tiket yang di print pada saat masuk ke tempat parkir. Tiket ini akan disimpan sampai pada saat keluar dari tempat parkir, dan baru akan diserahkan kepada petugas parkir yang berada di gerbang keluar. Pada gerbang keluar, petugas akan melakukan scan ticket di mesin dan akan memberitahu berapa jumlah yang harus dibayarkan. Hal ini dapat terasa lambat dan kurang efisien, sehingga dapat menimbulkan suatu kendala pada saat keluar dimana kendalanya adalah penumpukan mobil yang membuat keluar dari tempat parkir terhambat dan juga harus menyediakan uang dimana jika uang tersebut memiliki kembalian maka harus menunggu petugas untuk memberikan kembalian. Flutter adalah framework native untuk membuat aplikasi cross platform Android dan iOS. Flutter menggunakan Dart sebagai Bahasa pemrograman. Pada sistem ini, pengguna yang mendaftar sebagai member dapat melakukan parkir ke tempat parkir yang tersedia dengan menggunakan aplikasi tanpa memakai tiket. Selain fitur untuk parkir, terdapat fitur untuk melakukan subscribe atau booking pada tempat parkir, dan melakukan report. Pengguna juga dapat mendaftar menjadi owner, dimana owner dapat melakukan setting parkiran, mengirimkan newsfeed, dan melakukan review untuk report yang dikirimkan oleh member. Dengan dibuatnya sistem ini, diharapkan pengguna dapat terbantu untuk melakukan parkir agar menjadi lebih mudah dan efisien. Dalam pembuatan sistem, terdapat beberapa kendala seperti proses buka dan tutup gerbang menggunakan mikrokontroler dimana gerbang terkadang mengalami delay pada saat melakukan proses.