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MAKING PHYSICS LEARNING MEDIA BASED ON HOTS FOR SMP LEVELS Saut Dohot Siregar; Nurul Khairina; Robin Robin
Jurnal Pendidikan Fisika Vol 9, No 1 (2020)
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22611/jpf.v9i1.18173

Abstract

Learning outcomes can be influenced by learning models, learning styles, and learning media. The accuracy of the learning media used can increase students' thinking power even to higher levels of thinking. High-level thinking students can be trained through learning in class. Learning media that is suitable for teaching material can help students in thinking at a high level or HOTS so learning media are needed in the teaching and learning process. This study aims to create learning media and try out these media. Learning media developed using the Borland Delphi application. The learning media developed were tested in junior high school grade 8 in Medan. The research sample was taken by cluster random sampling where each school had the same opportunity to become a research sample. Samples were divided into categories group A and group B. Group A and group B were subjected to the normality and homogeneity tests. This study uses research instruments in the form of multiple-choice questions as many as 15 questions and questionnaires on students' opinions on the learning media used. The results showed that the learning process by using instructional media produces better or higher learning outcomes than the learning process without the use of instructional media. The average posttest students in the class using media developed higher than the average posttest students in the class who do not use instructional media. The results of the student questionnaire argue that the media need to be designed to be more interesting so that students are happier to use it
Analisis Status Karyawan Produksi di PT. Universal Indofood Product menggunakan Metode Naive Bayes Brian Emerson; Ferawaty Ferawaty; Robin Robin
Jurnal Minfo Polgan Vol. 9 No. 2 (2020): Article Research
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (214.617 KB) | DOI: 10.33395/jmp.v9i2.10945

Abstract

Karyawan merupakan aset perusahaan. Karyawan adalah asset yang sangat penting dalam mendukung kelancaran dan proses produksi sebuah perusahaan berbasis industri sehingga tanpa adanya karyawan, kelancaran dan proses produksi suatu perusahaan akan menjadi terganggu atau industry bahkan tidak dapat dapat beroperasi sama sekali. Penelitian ini mengklasifikasikan data karyawan dengan sample data PT.Universal Indofood Product yang diteliti dengan metode Naive Bayes dimana data uji karyawan produksi yang diteliti menghasilkan rata-rata klasifikasi 56.79% karyawan tetap dan 40.74% karyawan kontrak sehingga dapat disimpulkan bahwa karyawan tetap paling banyak dari dataset.
Perancangan Sistem Informasi Point Of Sales (POS) Berbasis Web Pada Rumah Makan Kokobop Chicken Darwin Purba Sugumonrong; Robin Ray; Vielbert Victorio
Journal Information System Development Vol 4, No 1 (2019): Journal Information System Development (ISD)
Publisher : UNIVERSITAS PELITA HARAPAN

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penggunaan sistem POS berbasis internet ini dibuat agar pemilik toko dapat mengakses data penjualan  tanpa harus datang ke toko. Penggunaan sistem POS yang berbasis software membutuhkan perangkat khusus yang memiliki biaya yang cukup mahal. Bagi pemilik usaha, ini dapat menjadi indikator dalam perhitungan pendapatan usaha tersebut, pada Kokobop Chicken saat ini masih belum adanya media elektronik yang dapat membantu dalam transaksi penjualan dan stok sehingga kerja kasir masih kurang efisisen dan diharapkan dengan menggunakan sistem POS pada Kokobop Chicken  dapat meningkatkan efisiensi dalam perhitungan khususnya pada  proses pembukuan data pada data penjualan, pembelian, stok  dan dapat meminimalisasikan terjadinya kerugian dari hal yang tidak diinginkan. Kokobop Chicken mempunyai sebuah visi untuk melakukan ekspansi dengan memperluas bisnis yang sedang dijalankan sehingga Kokobop Chicken  dapat dapat membangun gerai-gerai baru di beberapa wilayah berbeda. Oleh karena itu sistem POS yang berbasis web dapat memudahkan sistem perekapan data penjualan, data pembelian dan stok sehingga proses penjualan oleh kasir dapat lebih transparan. Pemilik usaha dapat dengan mudah melakukan pengecekan data penjualan, pembelian dan stok secara langsung karena berbasis web. Proses pembukuan data dapat lebih mudah dan lebih transparan karena memiliki data yang real dan jelas.Kata Kunci: internet, POS, sistem, web
Facial Recognition on System Prototype to Verify Users using Eigenface, Viola-Jones and Haar Robin Robin; Aldrick Handinata; Wenripin Chandra
Journal of Computer Networks, Architecture and High Performance Computing Vol. 3 No. 2 (2021): Journal of Computer Networks, Architecture and High Performance Computing, July
Publisher : Information Technology and Science (ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/cnahpc.v3i2.1058

Abstract

Facial recognition is one of the most popular way to authenticate user into a system. This method is preferable considering the tendency of users for using the same password across multiple sites which made the user has already made his own account securities in vulnerable states. Using biometrics might supply solutions to solve this problem and facial recognition is one of the best biometric methods can be apply as a digital account security solution. This study to design a prototype system implementing facial recognition to verify users to measure how accurate these methods are. The method used here is Viola-Jones for face detection, Eigenface and Haar feature for face recognition from the OpenCV. The system was designed in Java. Based on the test results from the system designed, system can recognize user face with 100% accuracy if faces are shot in a well desirable condition. The system is able to recognize the user's face with various expressions including with or without glasses. However, the system has difficulty in recognizing user’s face in facing up, down, sideways position or blocked by accessories or body parts such as hands. After some experiment, it was proven that the system designed is accurate, reliable and safe enough to be implemented to digital authorization process.
Image Data Software Component Design and Development for Faster Image Processing Okky Putra Barus; Robin Robin
Jurnal Mantik Vol. 4 No. 2 (2020): Augustus: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mantik.Vol4.2020.953.pp1382-1388

Abstract

Most software engineers rely too much on the operating system (OS) built-in software components when developing software. The Bitmap software component is one of those software component classes which is mostly used when developing a software which required to view image which has already provided by the Windows OS. Therefore, using the Bitmap component to process image digitally required longer time to accomplished compares to a very simple image processing software such as Microsoft Paint itself and other image processing tools. This problem has indicated that the Bitmap component isn't suitable and not reliable for the software engineers to develop any software which required image processing in their software. In this research, this problem can be solved by designing a new image software component which is so-called as image data which was designed for faster image processing ever. From the experiment result, the image data component can process a digital image a lot faster for about 19 times than the Bitmap component do. By using the image data software component which can process a digital image faster than the built-in Bitmap component can provide the engineer to develop a more reliable and higher performance rather than using the Bitmap component in their software.
The Development of HOTS-Based Physics Learning Media Application for Junior School Saut Dohot Siregar; Nurul Khairina; Robin Robin
Jurnal Mantik Vol. 4 No. 3 (2020): November: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mantik.Vol4.2020.979.pp1690-1694

Abstract

Learning outcomes can be influenced by learning models, learning styles, and learning media. The accuracy of the learning media used can increase students' thinking abilities even to higher levels of thinking. High-level thinking students can be trained through learning in classrooms. Suitable learning media for teaching material can help students in thinking at a high level or HOTS so learning media are needed in the teaching and learning process. This study aims to create learning media and try out these media. Learning media developed using the Borland Delphi application. The learning media developed were tested in junior high school grade 8 in Medan. The research sample was taken by cluster random sampling where each school had the same opportunity to become a research sample. Samples were divided into categories group A and group B. Group A and group B were subjected to the normality and homogeneity tests. This study uses research instruments in the form of multiple-choice questions as many as 15 questions and questionnaires on students' opinions on the learning media used. The results showed that the learning process by using instructional media produces better or higher learning outcomes than the learning process without the use of instructional media. The average posttest students in the class using media developed higher than the average posttest students in the class who do not use instructional media. The results of the student questionnaire argue that the media need to be designed to be more interesting so that students are happier to use it.
Pelatihan dan Perbaikan Website Sebagai Media Promosi Sarasvita FCJ Center Rudolfo Rizki Damanik; Robin
ABDIKAN: Jurnal Pengabdian Masyarakat Bidang Sains dan Teknologi Vol. 1 No. 1 (2022): Februari 2022
Publisher : Yayasan Literasi Sains Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1578.458 KB) | DOI: 10.55123/abdikan.v1i1.133

Abstract

Technology has cause society to work efficiently and it has also enabled information to be gained easily. Technology has also helped society in information distribution, knowledge distribution and promotion. One of many information technology used for promotion is website. Rumah Retreat Sarasvita (Sarasvita FCJ Center) is a retreat center located in Yogyakarta where previeusly the retreat already has a website to promote their information about retreat and meditation information to citizen. However, the website was developed using old web technology framework which causing not all information can be deliver easily. To solve this problem, the website feature must be improve and other features have to be added periodically. The aim to improve the website is to help more people to find inner peace through the website. The Sarasvita FCJ Center was still actively give us feed back even until the time this article was written for each feature developed causing the website requirement can be easily matched until Sarasvita satisfied of the feature development.
End-To-End Neural Network Based Captcha Recognition Jusin Jusin; Wilbert Harriman; Robin Robin
Journal Information System Development (ISD) Vol 7 No 2 (2022): Journal Information System Development (ISD)
Publisher : UNIVERSITAS PELITA HARAPAN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19166/isd.v7i2.552

Abstract

Completely Automated Public Turing test to tell Computers and Humans Apart (CAPTCHA) is widely used as a security measure against spam and bot attacks via the Internet. CAPTCHA works by the assumption that it takes human sensory and cognitive skills (that are not present in computers) to successfully identify objects or letters within a noisy graphical environment. In this work, we propose a way to teach machines to recognize CAPTCHAs with deep learning. Our deep learning model uses a Convolutional Neural Network (CNN) encoder to convert CAPTCHA images into vector representations, followed by a Recurrent Neural Network (RNN) decoder to convert vector representations into text. Our model is able to achieve a validation accuracy of 90% after about an hour of training. Code is available at https://github.com/wilbertharriman/tf2-attention-captcha-recognizer.