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SISTEM PENDUKUNG KEPUTUSAN PENENTUAN SUPPLIER BAHAN BANGUNAN MENGGUNAKAN METODE SMART (SIMPLE MULTI ATTRIBUTE RATING TECHNIQUE) PADA TOKO BINTANG KERAMIK JAYA
Muhammad Irwan Ukkas;
Heny Pratiwi;
Dessy Purnamasari
Sebatik Vol 16 No 1 (2016): JUNI
Publisher : STMIK Widya Cipta Dharma
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Sistem Pendukung Keputusan (SPK) adalah sistem yang dapat membantu seseorang dalam mengambil keputusan yang akurat dan tepat sasaran. Banyak permasalahan yang dapat diselesaikan dengan menggunakan SPK, salah satunya adalah Penentuan Supplier Bahan Bangunan dengan menggunakan bantuan metode SMART (Simple Multi Attribute Rating Technique) Pada Toko Bintang Keramik Jaya. Tujuan dari penelitian ini adalah untuk menghasilkan Sistem Pendukung Keputusan Penentuan Supplier Bahan Bangunan Menggunakan Metode SMART (Simple Multi Attribute Rating Technique) Pada Toko Bintang Keramik Jaya dengan harapan seleksi Supplier secara obyektif. Dengan menggunakan bahasa pemrograman Visual Basic 6.0 dan databasenya menggunakan Microsoft Access. Dalam penelitian ini, teknik pengumpulan data yang digunakan adalah studi pustaka, observasi dan wawancara. Hasil dari penelitian ini adalah dibuatnya sistem pendukung keputusan untuk mengetahui Penentuan Supplier yang layak, dipertimbangkan, dan belum terpilih untuk dipilih. Pengguna dapat menginputkan data Supplier, data kriteria, data subkriteria. Kemudian sistem akan mencari solusi dengan metode SMART. Setelah keputusan didapatkan, maka sistem akan menampilkan keputusan tersebut.
SISTEM INFORMASI RESERVASI HOTEL PADA HOTEL GRAND JAMRUD 2 SAMARINDA BERBASIS JARINGAN LOCAL AREA NETWORK (LAN)
Shinta Palupi;
Heny Pratiwi;
Ashari Ramadani
Sebatik Vol 13 No 1 (2015): JANUARI
Publisher : STMIK Widya Cipta Dharma
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Sistem informasi reservasi hotel pada Hotel Grand Jambrud 2 Samarinda dibangun dengan menggunakan bahasa pemrograman Visual Basic 6.0 dan berbasis jaringan. Dalam penelitian ini, teknik pengumpulan data yang digunakan adalah studi pustaka dan dokumentasi, wawancara, observasi, analisis data, analisis kebutuhan, dan analisis teknologi. Metode analisis dan design sistem yang digunakan dalam penelitian ini adalah Flow Of Document (FOD) dan Data Flow Diagram (DFD). Pengujian terhadap sistem menggunakan metode pengujian black box, dengan melakukan pengujian terhadap interface program untuk menganalisis inputan dan mengerjakan seluruh keperluan fungsional program. Hasil dari penelitian ini adalah dibuatnya sistem informasi reservasi hotel yang berfungsi untuk menangani masalah pemesanan kamar dan pengelolaan pembayaran.
Membangun Game Edutainment “Pengenalan Komputer” Menggunakan Shuffle Random (SR) Dan Finite State Machine (FSM) Untuk Anak Tunagrahita Ringan
Heny Pratiwi;
Ita Arfyanti;
M Za’iem Sururi
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 3, No 2 (2019): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar
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DOI: 10.30645/j-sakti.v3i2.149
Research to build an Edutainment Game "Introduction to Computers" for mild retarded children is a study designed for teachers to deliver material to special school students (SLB) with special needs such as children with visual impairment, hearing impairment, mental retardation, intellectual disability, autism and blindness. . In this game the player will be presented with a variety of learning menus about "Computer Devices" and a game menu consisting of a guessing picture quiz to train memory, then there are typing games and labyrinth games to develop motor movements and increase students' responses and interests. Shuffle and Finite State Machine randomization algorithms will be applied in this study, with the aim of arranging the image position to be randomized in the learning menu and typing games as well as randomizing the position of the main characters and enemies in the labyrinth game made in three levels. This is done to improve students' learning and curiosity. The technology applied in this research is intelligent agent (intelligent system) which has a game agent character that will accompany children to learn and play.
Decision Support System for Teacher Decision Following Teacher Professional Education (PPG) SMA / SMK East Kalimantan Province with Web-Based Smart Method
Dana Aulia Rahman;
Heny Pratiwi;
Hanifah Ekawati
TEPIAN Vol 2 No 2 (2021): June 2021
Publisher : Politeknik Pertanian Negeri Samarinda
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DOI: 10.51967/tepian.v2i2.339
Teacher Professional Education (PPG) for SMA / SMK in East Kalimantan Province is higher education after an undergraduate education program that prepares students to have jobs with special skills requirements to become teachers. The problems in registration that occur at the East Kalimantan Provincial Education and Culture Office are: The calculation of the test data is still calculated manually, so it is necessary to build a Decision Support System for Determination of Participants in the Professional Teacher Education (PPG) for SMA / SMK in East Kalimantan Province using the Web-based SMART Method. The data collection method uses the observation method and the system development method uses the method of the decision support system, namely the intelligence, design, choice, and implementation stages. Because this method has clear, practical stages. Then the system testing is White Box and Beta Testing. With the existence of a Decision Support System for Determining Who Participates in Professional Education for Teachers (PPG) for SMA / SMK in East Kalimantan Province with the Web-based SMART Method, it can handle the calculation process when the test has been implemented. In the test results it can be concluded that the results of testing the questionnaire questions to ten (10) respondents can be concluded that more than 78.2% of respondents answered that the Determination Decision Support System Participating in Teacher Professional Education (PPG) at the High School / Vocational School Level of East Kalimantan Province with the SMART Method Web-based meets the criteria for a good website or web application. With the existence of a Decision Support System for Determining Who Participates in Professional Education for Teachers (PPG) for SMA / SMK in East Kalimantan Province with the Web-based SMART Method, it can handle the calculation process when the test has been implemented. In the testing results it can be concluded that the results of testing the questionnaire questions to ten (10) respondents can be concluded that more than 78.2% of respondents answered that the Determination Decision Support System Participating in Teacher Professional Education (PPG) for SMA / SMK in East Kalimantan Province with the SMART Method Web-based meets the criteria for a good website or web application. With the existence of a Decision Support System for Determining Who Participates in Professional Teacher Education (PPG) at the SMA / SMK in East Kalimantan Province with the Web-based SMART Method, it can handle the calculation process when the test has been implemented. In the testing results it can be concluded that the results of testing the questionnaire questions to ten (10) respondents can be concluded that more than 78.2% of respondents answered that the Determination Decision Support System Participating in Teacher Professional Education (PPG) for SMA / SMK in East Kalimantan Province with the SMART Method Web-based meets the criteria for a good website or web application. can handle the calculation process once the test has been executed. In the testing results it can be concluded that the results of testing the questionnaire questions to ten (10) respondents can be concluded that more than 78.2% of respondents answered that the Determination Decision Support System Participating in Teacher Professional Education (PPG) for SMA / SMK in East Kalimantan Province with the SMART Method Web-based meets the criteria for a good website or web application. can handle the calculation process once the test has been executed. In the testing results it can be concluded that the results of testing the questionnaire questions to ten (10) respondents can be concluded that more than 78.2% of respondents answered that the Determination Decision Support System Participating in Teacher Professional Education (PPG) for SMA / SMK in East Kalimantan Province with the SMART Method Web-based meets the criteria for a good website or web application.
Perbandingan Algoritma ELM Dan Backpropagation Terhadap Prestasi Akademik Mahasiswa
Heny Pratiwi;
Kusno Harianto
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 3, No 2 (2019): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar
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DOI: 10.30645/j-sakti.v3i2.147
Extreme Learning Machine and Backpropagation Algorithms are used in this study to find out which algorithm is most suitable for knowing student academic achievement. The data about students are explored to get a pattern so that the characteristics of new students can be known every year. The evaluation process of this study uses confusion matrix for the introduction of correctly recognized data and unknown data. Comparison of this algorithm uses student data at the beginning of the lecture as early detection of students who have problems with academics to be anticipated. The variables used are the value of the entrance examination for new students, the first grade IP value, Gender, and Working Status, while the output variable is the quality value as a classification of academic performance. The results of this study state that the Extreme Learning Machine algorithm has a 14.84% error rate lower than Backpropagation 28.20%. From the model testing stage, the most accurate result is the Extreme Learning Machine algorithm because it has the highest accuracy and the lowest error rate.
Application of the Finite State Machine Method in the Desktop-Based “Heroes Of Dawn” RPG Turn-Based Game
Muhammad Fachri Sanjaya;
Heny Pratiwi;
Pitrasacha Adytia
TEPIAN Vol 2 No 2 (2021): June 2021
Publisher : Politeknik Pertanian Negeri Samarinda
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DOI: 10.51967/tepian.v2i2.348
FSM (Finite State Machine) is a method of implementing artificial intelligence that is applied to make a decision on NPC (Non Player Character). The application of FSM that is often encountered is to form an NPC with intelligence, so that the NPC can respond to the player's character so that the NPC seems to be able to think. Games have various types (genres) and are increasingly varied in line with the development of hardware and software technology. Writing will focus on games with the Role Playing Game genre or often called RPG. Games in general use Artifical Intelligence in their systems to make the game more interesting to play. Artifical Intelligence is usually applied to NPC (Non Player Character) / Enemy in the game or opponents who must be defeated, one of the applications of Artifical Intelligence in the game to be used in this research is the Finite State Machine (FSM) method.
SISTEM PENDUKUNG KEPUTUSAN MEMILIH TEMPAT WISATA YANG MENARIK DI KABUPATEN KUTAI BARAT MENGGUNAKAN METODE NAIVE BAYES
Ahmad Rofiq Hakim;
Heny Pratiwi;
Susi Salviati
Sebatik Vol 14 No 1 (2015): JUNI
Publisher : STMIK Widya Cipta Dharma
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Sistem Pendukung Keputusan memilih tempat wisata yang menarik di kabupaten kutai barat merupakan sistem yang dibuat untuk membantu Dinas Pariwisata Kutai Barat dalam pengambilan keputusan dalam menentukan tempat wisata yang menarik di kabupaten kutai barat dengan menggunakan bantuan metode Naïve Bayes. Tujuan dari penelitian ini adalah untuk menghasilkan sistem pendukung keputusan memilih tempat wisata yang menarik dengan menggunakan bahasa pemrograman Microsoft Visual Basic 6.0. Dalam penelitian ini, teknik pengumpulan data yang digunakan adalah studi pustaka, studi lapangan, observasi dan wawancara. Hasil dari penelitian ini adalah dibuatnya sistem pendukung keputusan untuk memilih tempat wisata yang menarik. Dinas Pariwisata Kutai Barat dapat menginputkan data tempat wisata, kriteria, nilai kriteria dan yang kemudian sistem akan menghitung nilai probabilitas dengan metode naive bayes. Setelah dilakukan perhitungan maka system akan menampilkan keputusan Ya atau Tidak.
Perbandingan Algoritma ELM Dan Backpropagation Terhadap Prestasi Akademik Mahasiswa
Heny Pratiwi;
Kusno Harianto
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 3, No 2 (2019): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar
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DOI: 10.30645/j-sakti.v3i2.147
Extreme Learning Machine and Backpropagation Algorithms are used in this study to find out which algorithm is most suitable for knowing student academic achievement. The data about students are explored to get a pattern so that the characteristics of new students can be known every year. The evaluation process of this study uses confusion matrix for the introduction of correctly recognized data and unknown data. Comparison of this algorithm uses student data at the beginning of the lecture as early detection of students who have problems with academics to be anticipated. The variables used are the value of the entrance examination for new students, the first grade IP value, Gender, and Working Status, while the output variable is the quality value as a classification of academic performance. The results of this study state that the Extreme Learning Machine algorithm has a 14.84% error rate lower than Backpropagation 28.20%. From the model testing stage, the most accurate result is the Extreme Learning Machine algorithm because it has the highest accuracy and the lowest error rate.
MEMANGUN GAME 3D SIDE SCROLL DAN MENERAPKAN MODEL BEHAVIOR TREEPADA NPC ENEMY DALAM GAME “MAVERICK”
Heny Pratiwi;
Pajar Pahrudin;
M Yuditia Arfiyanto T Nassa
Jurnal Informatika Wicida Vol 10 No 2 (2021): Juli 2021
Publisher : STMIK Widya Cipta Dharma
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DOI: 10.46984/inf-wcd.1825
Untuk menjadikan Game dapat menarik maka perlu dikembangkan Non Player Character (NPC) yang mempunyai kemampuan seperti manusia, AI (artificial intelligent) yaitu kecerdasan buatan yang dibuat untuk dapat memberikan kesan pada npc yang terlihat lebih alami dan berprilaku mirip manusia, baik npc tersebut adalah tokoh sampingan yang membantu pemain dalam progres cerita atau sebagai musuh yang harus di kalahkan pemain. Behavior tree adalah sebuah cara yang terstruktur dalam pengalihan tugas pada autonom agent atau AIseperti robot atau virtual entity dalam game komputer (npc). Behavior Tree adalah cara yang sangat efisien dalam membangun sistem kompleks yang modular dan reaktif. Hasil dari penelitian ini adalah dibuatnya game side scrolling yang memnpunyai grapik 3 dimensi. Dalam game terdapat non-playable character (NPC) yang menggunakan behavior tree yang mengontrol prilaku npc tersebut. Perilaku npc tersebut akan bereaksi terhadap aksi yang dilakukan oleh pemain dalam game.
IMPLEMENTASI ALGORITMA BRUTE FORCE DALAM APLIKASI KAMUS ISTILAH KESEHATAN
Heny Pratiwi;
Ita Arfyanti;
Dendy Kurniawan
Jurnal Ilmiah Teknologi Infomasi Terapan Vol. 2 No. 2 (2016)
Publisher : Universitas Widyatama
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DOI: 10.33197/jitter.vol2.iss2.2016.99
[Id] Kamus merupakan alat bantu yang digunakan untuk menterjemahakan suatu bahasa, adapun terdapat berbagai jenis kamus seperti kamus istilah kesehatan. Kesehatan pada dasarnya penting dimiliki oleh setiap orang, namun masih banyak orang yang kurang memahami arti sebuah kesehatan, terutama istilah kesehatan yang memilik banyak kosa kata. Penelitian dilakukan untuk dapat merancang suatu aplikasi kamus istilah kesehatan dengan menggunakan algoritma brute force dalam proses pencariannya. Algoritma brute force merupakan algoritma yang digunakan untuk mencocokan pattern dengan semua teks yang ada pada database aplikasi kamus istilah kesehatan. Dalam penelitian ini metode pengembangan sistem yang digunakan yaitu model prototype dan perangkat lunak pendukung yang digunakan adalah Microsoft Visual Studio 2012, dan Microsoft SQL Server. Adapun hasil akhir dari penelitian ini yakni berupa aplikasi kamus istilah kesehatan dengan menggunakan algoritma brute force dalam proses pencariannya dan dapat membantu pengguna untuk mencari istilah kata menjadi lebih efisen dibandingkan kamus berbentuk buku pada umumnya. Kata kunci : Kamus, Algoritma, Brute Force, Kesehatan [En] Dictionary is a tool that used for translate a language. There are many types of dictionary such as dictionary of health terms. Healthy basically is important for everyone, but there are still many people do not understand the meaning of a health. Especially the health terms that has many unfamiliar vocabularies. The research is conducted to design an application of health terms dictionary which use brute force algorithm for it searching process. Brute force algorithm is an algorithm that used to match pattern with all the text in application of health terms database. The research was conducted at Kebaktian medical store Samarinda. Data collection method used was like the interview that asked some questions relating to the design application process. In this research for system development methods used prototype mode. And than for software used Microsoft Visual Studio 2012, and Microsoft SQL Server. The result of this research is an application of health term dictionary with brute force algorithm for searching system process and can help users to searching the terms with more efficient than the common dictionary. Keywords: Dictionary, Brute Force Algorithm, Health.