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Mobile Augmented Reality (MAR) Berbasis Marker Sebagai Media Simulasi Jilbab Virtual paulus harsadi
Jurnal Transformatika Vol 16, No 2 (2019): January 2019
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v16i2.1051

Abstract

Mobile augmented reality (MAR) merupakan teknologi baru yang mampu memadukan lingkungan nyata dan Virtual. Teknologi MAR dapat dimanfaatkan salah satunya dalam bidang fashion atau tata busana yaitu dalam masalah fitting room, dimana diharapkan pelanggan tidak lagi datang ke toko untuk mencoba produk tetapi dapat melalui aplikasi MAR. Kasus yang diangkat adalah produk jilbab karena jilbab termasuk produk asesoris yang memiliki banyak variasi dan selain itu jilbab harus dicocokkan dengan baju yang akan dipakai tetapi terkadang pembeli tidak membawa baju yang akan dipasangkan sehingga mengalami kesulitan dalam memilih jilbab yang sesuai. Berdasarkan pengujian fungsionalitas pelanggan merasa puas atas aplikasi yang dikembangkan.
AUDIT TATA KELOLA SISTEM INFORMASI PENDAFTARAN SISWA MENGGUNAKAN COBIT 4.1 DI BLK SURAKARTA Arif Naofal Haqiqi; Dwi Remawati; Paulus Harsadi
Jurnal Teknologi Informasi dan Komunikasi (TIKomSiN) Vol 7, No 1 (2019): Jurnal TiKomSiN
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (354.36 KB) | DOI: 10.30646/tikomsin.v7i1.411

Abstract

The registration information system at the BLK Surakarta enables data redundancy. It will be analyzed to avoid this. The process of registering student services into the system is limited to the number of prospective students but input data is still unable to implement policies so that when data input still occurs or data from the same data or many data often occur.           This study uses Cobit 4.1 to audit the registration information system available at the BLK Surakarta. The selected subdomain is the Delivery Subdomain and Support DS 10 and DS11, the purpose of which is to determine the maturity level value in the IT process that has been applied in the BLK Surakarta and provide recommendations that need to be corrected. Based on the maturity level statement in the Maturity Management Guidelines Control Framework.  The resulting output is the study indicate that BLK Surakarta must conduct system performance evaluations that are routinely carried out with those responsible for identifying and tracking problems so that they are aware of the current system conditions. In Domain 10 of Delivery & Support, the results of the Current Maturity Level calculation are 3.27 with conditions Determining the Process. While Domain Deliver & Support 11, the result of calculation of Current Maturity Level is 3.31 with the Requirements for Determining the Process. The new student registration section has implemented a payment data management process but the lack of available tools makes data management less than optimal.Keywords: Student Registration Services, Registration Information System, COBIT 4.1, DS 10  and DS11 Domains, Defined Process 
Pemetaan Usaha Cafe Di Manahan Dengan Menggunakan Metode Naive Bayes Studi Kasus Dinas Perdagangan Paulus Harsadi; Dwi Remawati; Kriswantoro Budi Satrio
Jurnal Teknologi Informasi dan Komunikasi (TIKomSiN) Vol 8, No 2 (2020): Jurnal TIKomSiN, Vol.8, No. 2, 2020
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30646/tikomsin.v8i2.522

Abstract

There are many cafes in Manahan, Surakarta. Café can be found almost in every street and it usually visits teenagers. In several years, businesses café grow rapidly in Manahan. Nowadays there are a lot of teenagers who have a habit of hanging out in the café. The purpose of this study is to build a mapping business café in Manahan using Naïve Bayer Method. It is caused to determine a large variable which has high potential for the surrounding point. It cannot be denied that using Naïve Bayes Method can help people to determine the mapping business café. The result of this study is arranged based on the lowest value which is consisting of micro, small and medium. Keywords:  Mapping, Naive Bayes, Application
SISTEM PAKAR DETEKSI KERUSAKAN MESIN BUBUT DENGAN METODE KNN Firman Dwi Wahyudi; Dwi Remawati; Paulus Harsadi
Jurnal Teknologi Informasi dan Komunikasi (TIKomSiN) Vol 6, No 2 (2018): Jurnal TIKomSiN
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2936.396 KB) | DOI: 10.30646/tikomsin.v6i2.370

Abstract

Damage to the lathe is difficult to detect and difficult handling so it must be taken to the lathe service workshop first so it wastes time and effort. For example damage to the shaft, pegs, slicing, gear, carrier axis, and clasp tool. This is what drives to build an expert system to detect lathe damage. So it makes it easier to detect and handle the lathe damage quickly. The purpose of this thesis is the creation of an application to detect damage to the lathe by K-Nearest Neighbour method for the lathe. The system implemented with PHP language and MySQL Database and this system can be used on desktop device System have feature detection type of damage, data of symptoms of damage, damage data, and damage detection process. The system is tested using the black box and 70.454% system test result which means the system is running well.Keywords: Expert System, K - Nearest Neighbors, Machine Tool.Damage to the lathe is difficult to detect and difficult handling so it must be taken to the lathe service workshop first so it wastes time and effort. For example damage to the shaft, pegs, slicing, gear, carrier axis, and clasp tool. This is what drives to build an expert system to detect lathe damage. So it makes it easier to detect and handle the lathe damage quickly. The purpose of this thesis is the creation of an application to detect damage to the lathe by K-Nearest Neighbour method for lathe.System implemented with PHP language and MySQL Database and this system can be used on desktop device System has feature detection type of damage, data of symptoms of damage, damage data and damage detection process. The system is tested using black box and 70.454% system test result which means the system is running well.Keywords: Expert System, K - Nearest Neighbors, Machine Tool.
Implementasi Algoritma Fisher-Yates Shuffle Pada Game Edukasi Aksara Jawa Menggunakan Godot Engine Paulus Harsadi; Wawan Laksito Yuly Saptomo; Candra Yanu Wardhana
Jurnal Teknologi Informasi dan Komunikasi (TIKomSiN) Vol 10, No 1 (2022): Jurnal TiKomSiN, Vol. 10, No. 1, April 2022
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30646/tikomsin.v10i1.603

Abstract

Game is one of the implementations of the computer science field which has developed very rapidly. Game is also a form of educational application, meaning that it can be used as a learning media where the process can be carried out with the 'learning while playing' concept for children.The utilization and use of 'Aksara Jawa' educational game can support the learning process of the children when they want to learn while playing to recognize 'Aksara Jawa'. This 'Aksara Jawa' educational game is a game that is designed to improve children's ability to memorize and understand 'Aksara Jawa'. This game contain questions that need to be answered by players by arranging the scrambled 'Aksara Jawa' to form the correct words or sentences. The used algorithm is Shuffle Random which players can't memorize the position of 'Aksara Jawa' and make the game not boring, and also able to apply 'learning and playing' system and become a good learning method among the children. In this study, Shuffle Random Algorithm was used to randomize the 'Aksara Jawa' contained in every questions which were packaged in the form of a game. The making of this 'Aksara Jawa' educational game was using Godot engine software and GDscript programming language. The final result of this research is that this game can help to learn to memorize, so that it can train reasoning and memory power, and also can be used as a means of entertainment.
IMPLEMENTASI ALGORITMA K-NEAREST NEIGHBOR UNTUK IDENTIFIKASI KUALITAS AIR (STUDI KASUS : PDAM KOTA SURAKARTA) Rio Adi Arnomo; Wawan Laksito Yuly Saptomo; Paulus Harsadi
Jurnal Teknologi Informasi dan Komunikasi (TIKomSiN) Vol 6, No 1 (2018): Jurnal TiKomSiN
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (629.492 KB) | DOI: 10.30646/tikomsin.v6i1.345

Abstract

Water quality in urban areas in Surakarta has decreased nowadays. The increase of industrial development, its poor sewage treatment, and some other factors cause this urban problem. The result of the water quality monitoring system with K-Nearest Neighbor algorithm on this research certainly will help the laborers’ duty of PDAM (Local Government Owned Water Utilities) in analyzing water quality. For the consideration of majority output in this method, the system works by taking the nearest distance to the assigned number of K. The training data for this research was taken in March 2016 form the report of water monitoring result in PDAM’S laboratory of Surakarta. The identification result is divided into eligible (MS) and ineligible (TMS). The testing data result is applied in algorithm performance testing with confusion matrix having accuracy level 82,5%.Keywords: water quality, K-Nearest Neighbor, Confusion matrix
IMPLEMENTASI ALGORITMA DIJKSTRA DAN METODE HAVERSINE PADA PENENTUAN JALUR TERPENDEK PENDAKIAN GUNUNG MERAPI JALUR SELO BERBASIS ANDROID Roddy Yoto Sumaryo; Paulus Harsadi; Didik Nugroho
Jurnal Teknologi Informasi dan Komunikasi (TIKomSiN) Vol 8, No 1 (2020): Jurnal TiKomSiN, Vol.8, No. 1, 2020
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (823.671 KB) | DOI: 10.30646/tikomsin.v8i1.483

Abstract

Mount Climbing or mountaineering is one of high-risk sports having certain techniques. There are many factors emerging the lost of mountaineer, such as, getting lost or having out of the track because of bad weather and trying for a new track without well-preparations. Meanwhile, the information of mountaineering route usually can be got from brochure or map at mount base camp in general. Furthermore, some cases state that the mountaineers also must find the closest path to the peak or the closest base camp because of bad weather or condition. The lack of mountain cartographic application and the importance of the closest track become the background of the Dijkstra algorithm implementation based on Android for deciding the shortest track to Mount Merapi via Selo. The methods of this research are Dijkstra algorithm for deciding the shortest rate and Harversine method for giving the value of passed node. The use of Google map and GPS applications are used for mapping and finding the location coordinate. This data will be processed using PHP and MySql database. The results of research are this application can be used easily using smartphone and the feasibility test shows “Good” value with 77% average.
Penerapan Navmesh Dengan Algoritma A Star Pathfinding Pada Game Edukasi 3d Go Green Linda Safira; Paulus Harsadi; Sri Harjanto
Jurnal Teknologi Informasi dan Komunikasi (TIKomSiN) Vol 9, No 1 (2021): Jurnal TIKomSiN, Vol.9, No. 1, 2021
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30646/tikomsin.v9i1.540

Abstract

Cleanliness is one of the requirements to create a healthy living environment. But in reality, not everyone have a concern for environmental hygiene and health. For this reason, learning about the importance of caring for environmental cleanliness must be instilled early on. One interesting method to provide learning about environmental cleanliness can be through games. With the 3D visualization of this environmental cleanliness game, it is an effort to raise awareness of the importance of environmental hygiene and health in the community. The location used in making this game is Campus 1 Poltekkes Surakarta. The purpose of this study is implementation of Navmesh with the A Star (A*) Pathfinding Algorithm on the characters so that players can find the trash location point and the location point of the tree with the shortest route. Making this game uses the GDLC (Game Development Life Cycle) method with stages of Initiation, Pre Production, Production, Testing, Beta and Release. This game can be played on desktop and mobile devices. The results of the research that has been done are seen from the algorithm simulation testing is the nodes that are passed by as many as 50 nodes, where there are duplicate data as many as 7 nodes due to real time systems that read nodes over and over. Thus, the application accuracy rate reaches 86%.
PATHFINDING PADA LINGKUNGAN STATIS BERDASARKAN ARTIFICIAL POTENTIAL FIELD DENGAN FLOCKING BEHAVIOR UNTUK NON-PLAYER CHARACTER FOLLOWER PADA GAME Paulus Harsadi
Jurnal Ilmiah SINUS Vol 14, No 1 (2016): Maret 2016
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (588.359 KB) | DOI: 10.30646/sinus.v14i1.233

Abstract

Artificial Intelligence in video games are an essential to provide a challenge to the players. One of them makes the character or Follower NPC (non-player character Follower) in video games such as human or animal behavior indeed. Among the many techniques in Artificial Intelligence, pathfinding is one of the popular techniques studied than the other.  In own pathfinding is to avoid obstacles that is one of the main problem. Algorithm which solves this problem is Astarpathfinding, but it has a disadvantage in determining way in the large area. AstarPathfinding requires high computing time. In this research, the proposed algorithm which is able to handle the pathfinding process by using the function attractive potential field of Artificial Potential Field to perform pathfinding to the purpose and the flocking behavior techniques to avoid the obstacle. Based on the test results through environments static simulation, it can be gotten that the proposed algorithm has a faster computation time than the comparison algorithm, Astarpathfinding algorithm. Kata Kunci : Artificial Intelligence, Game, pathfinding, Artificial Potential Field, Flocking behavior
IMPLEMENTASI KOMPRESI CITRA DIGITAL DENGAN MENGATUR KUALITAS CITRA DIGITAL Bayu Dwi Raharja; Paulus Harsadi
Jurnal Ilmiah SINUS Vol 16, No 2 (2018): Juli 2018
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1092.268 KB) | DOI: 10.30646/sinus.v16i2.363

Abstract

Image is one of the most popular media used in today’s information exchange. Increased needs for the use of images must also be supported by available storage media. The imagery generated from each high-resolution camera device has a relatively large size. Image compression is a data compression application performed on digital image in order to reduce the redundancy of the data contained in the image so that it can be stored or transmitted efficiently.Image compression techniques can be grouped into two namely lossless compression and lossy compression. Lossy compression is a method to compress the image where compressed image decompression results are not the same as the original image because there is missing information, but still can be tolerated by the eye. Lossless compression is an image compression where the decompression of compressed images is the same as the original image, no information is lost. For the following image compression by reducing image quality that can still be tolerated by the eye.