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PENERAPAN FUNGSI KURVA BAHU DAN SEGITIGA PADA METODE FUZZY SUGENO DALAM MENENTUKAN KELAYAKAN KONSUMEN DALAM MEMBELI PROPERTI Ema Wardiana; Rismayanti; Dharmawati
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2020): PROSIDING SNASTIKOM 2020
Publisher : Universitas Harapan Medan

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Abstract

Marketing is the spearhead in a company, whether it is engaged in services or products. One of the most important assets owned by a company in its efforts to maintain its viability,developing, the ability to compete and earn a profit. Therefore, marketing must minimize the possibility of offering products to targets that are not potential. Application of the decision support system for determining the target market by using the Sugeno fuzzy method aims to minimize potential targets. Based on the tests carried out, it can be seen that the representation of the membership function of the shoulder curve and triangle curve can produce the expected decisions. This application is built by using the C # programming language which is implemented by Visual Studio 2010 ands designed by unity 3D software.
PENERAPAN QR CODE DAN KRIPTOGRAFI PADA SISTEM LEGALISASI JURU PARKIR Muhammad Irsan; Ade Zulkarnain Hasibuan; Rismayanti
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2020): PROSIDING SNASTIKOM 2020
Publisher : Universitas Harapan Medan

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Abstract

The unavailability of the system can guarantee data security of parking attendants official have an impact on the number of parking attendants wild. Data entry of parking attendants who are still adopting manual procedures to put the data in a park interpreter on the id card can sometimes be detrimental to parking attendants and also the riders where very likely the data interpreter the existing parking on the id card does not comply with a park interpreter. For that the author had the idea to change the data of the park into a QR Code printed on the id card, by utilizing the cryptography Caesar Cipher as a method of safety data and also create a mobile application QR Code scanner. The use of QR codes as a data storage media spokesman park official is expected to reduce parking attendants wild. As for the system built with the Java programming language and Php as well as MySql as the database.
Penerapan Data Mining Untuk Memprediksi Hasil Produksi Buah Kelapa Sawit Pada PT.LNK Kebun Basilam Menggunakan Algoritma C5.0 Elvira Hanum Nst; Rismayanti; Yuyun Dwi Lestari
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2021): Prosiding Snastikom 2021
Publisher : Universitas Harapan Medan

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Abstract

PT. LNK Basilam Gardens is a large private plantation located in BasilamGardensLangkat Regency. Every year this company has problems in predicting the yield of oil palm fruit production. Improper production results areoneofthe cause of errors in policy making. The planning that is done sometimes still gives less than optimal results. This is because the calculation process is still using manual analysis. The prediction technique used is the C5.0 algorithm learning method. This method has the advantage of dealing with problems such as missing values ??and large amounts of data. This algorithm can also do data training in a fast time for use in testing data.
Implementasi Model JST Dalam Menentukan Bantuan Langsung Tunai Menggunakan Algortima Multilayer Perceptron Pada Desa Karang Anyar Kec. Aek Kuo Nur Ainun; Rismayanti; Yuyun Dwi Lestari
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2021): Prosiding Snastikom 2021
Publisher : Universitas Harapan Medan

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Abstract

Direct cash assistance is cash assistance to poor families in KarangAnyar village, AekKuo sub-district. The government has carried out various ways to reduce poverty in addition to providing direct cash assistance. It can be seen considering the root of the problem, namely that almost all people do not have accurate data information about the condition of the problem and the potential data they have, therefore the government distributes cash direct assistance budgets. Where there are still distributions that are not right on target, as planned by the government. The programming system that will be used is Python by performing calculations using the Preceptron Multilayer algorithm artificial neural network method. Where there are already predetermined variables such as: salary income, status, and condition of the house, it will produce an output that predicts the receipt of direct cash assistance. This research is expected to be able to analyze the results of the population in KarangAnyar village, AekKuo sub-district, the problems that are in KarangAnyar village, AekKuo sub-district, so that the distribution of direct cash assistance remains the target
Clustering Debitur PNPM Mandiri Perdesaan Kecamatan Simeulue Timur Dengan Metode K-Means Menggunakan Matlab Vira Anjani; Yuyun Dwi Lestari; Rismayanti
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2021): Prosiding Snastikom 2021
Publisher : Universitas Harapan Medan

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Abstract

People who need loan funds to open a business. Every regional and central leadership makes the poor as the main goal that must be resolved. Fund loan assistance is needed to open a business. Based on data from the women's special savings and loan group (SPP) in the Simeulue Timur District, Simeulue Regency, it shows several types of businesses, loan nominal and loan arrears. This study groups (clusters) members of women's special savings and loan groups (SPP) lending using the K-Means method. This method consists of 3 criteria, namely the type of business, nominal loan and loan arrears. In this study, group members who are entitled to get a loan are group members who have the highest cluster value. A scoring system that is very feasible to get a loan using the data mining method Clustering K-Means. This system can be used as a clustering method to assist decisions in determining women's special savings and loan groups (SPP).
Implementasi Algoritma CT-PRO Untuk Menentukan Pola Frekuensi Judul Skripsi Teknik Informatika Universitas Harapan Medan Muchriza Akbar Bancin; Herlina Harahap; Rismayanti
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2021): Prosiding Snastikom 2021
Publisher : Universitas Harapan Medan

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Abstract

The thesis is a term used to describe a scientific book in the form of an explanation of the results studied. In this study there was a problem that every time a student made a thesis title was difficult for students to decide which topic to be discussed. So that the study program was also somewhat overwhelmed to provide input on what title would be appointed for the thesis. With the help of data mining the CT-Pro algorithm is expected to help the study program in determining the frequency pattern of the title of the thesis submitted by students. So that the study program can see students more likely to submit the title of the thesis in which direction, whether it is in accordance with the science they control or not. This research produces a media network in determining specialization in taking thesis titles.
ANALISIS PENGARUH CITRA GELAP TERHADAP KINERJA METODE HIGH BOOST FILTERING DAN ADAPTIVE HISTOGRAM EQUALIZATION Muhammad Fitra Hanafiah; Rismayanti; Yessi Fitri Annisah Lubis
SNASTIKOM Vol. 1 No. 01 (2022): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2022
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

The Images taken with a digital camera at night with minimal lighting will produce a dark image and it is difficultto recognize objects in it. The image results obtained appear black and the details in the image are not clearlyvisible. In such conditions, it is necessary to improve the image (image enhancement) which aims to get the imagedisplay with a better form of visualization. This study aims to examine the effect of dark images on the performanceof the High boost Filtering method and the Adaptive Histogram Equalization method in improving image quality,especially the types of dark images taken from smartphone cameras at night so that they can provide solutions inthe form of applications and information on how to improve image quality on dark images so that detailed imageinformation can be seen visually. The test results using three dark images in bitmap format (*.bmp) taken from asmartphone camera at night with different lighting affect the performance of the High boost Filtering and AdaptiveHistogram Equalization in improving image quality, meaning that it gets darker. Image object then the result isalso not good and vice versa. The best results use the High boost Filtering method. The High boost Filteringmethods produces an image histogram that is evenly distributed so that detailed image information can be seenvisually.
Pengembangan Media Pembelajaran Pengenalan Jenis Warna Pada Anak Dengan Metode Research and Development Berbasis Android Haida Dafitri; Rismayanti; Asri Tamara
Jurnal Komputer Teknologi Informasi dan Sistem Informasi (JUKTISI) Vol. 2 No. 2 (2023): September 2023
Publisher : LKP KARYA PRIMA KURSUS

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Abstract

Usia dini merupakan tahap awal terpenting dalam pertumbuhan dan perkembangan kehidupan manusia. Kali ini, menampilkan beberapa tahapan penting yang menjadi dasar kehidupan anak selanjutnya. Salah satu periode yang menjadi ciri anak usia dini adalah Golden Age. Anak usia dini memiliki batasan dan ciri khas tertentu, serta berada dalam proses perkembangan yang sangat pesat. Di dalam belajar tentunya sering ditemui bahwa anak-anak cenderung bosan dan malas dalam belajar, rasa ngantuk dan tidak semangat ini dikarenakan cara belajar yang begitu monoton dimana anak hanya membaca dan mendengarkan penjelasan dari Bapak atau Ibu guru. Salah satu materi mengenal warna sangat diperlukan oleh seorang anak sebelum memasuki pra sekolah, karna kemampuan mengenal warna akan berhubungan dengan kemampua anak untuk berfikir secara logis. Seiring bertambahnya tahun dengan zaman yang sudah modren ini maka manusia tidak akan dapat menghindar dari perkembangan teknologi yang sudah merambat kepada semua aspek kehidupan. Dengan perkembangan teknologi yang sangat cepat maka tidak akan dapat lepas dari kemajuan sumber daya manusianya yang semakin berkualitas. Perkembangan ilmu pengetahuan, teknologi informasi dan komunikasi yang sangat cepat ini diharapkan dapat membantu meningkatkan sarana dalam proses pembelajaran.
Implementasi Teknik Animasi Frame by Frame Pada Animasi 2D Sebagai Media Promosi Desa Surya Ramadan Hasibuan; Dharmawati; Rismayanti
SNASTIKOM Vol. 2 No. 1 (2023): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2023
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

Now there are many kinds of promotions that have been made along with the times, animation itself can be used as a form of promotion. The types of promotions that are made are sometimes based on 2 dimensions and 3 dimensions. Various things are promoted, both products and the promotion of tourist objects. In the promotion of tourist objects, it is usual to take places that are rarely known to someone, such as underdeveloped villages but have tourism potential that can attract people's attention, such as culture, daily life, or customs of the place. For 2-dimensional animation itself, there are many methods, one of which is used in this study is frame by frame, where this method is a method that in moving objects must draw objects in each frame, the more objects that are drawn in each frame, the more objects are drawn in each frame. the smoother the resulting animation. The promotion produced in this study, it will be in the form of an animated video file that can be played in a video player application
Game Edukasi Sebagai Media Pembelajaran Perhitungan Dasar Matematika Menggunakan Construct 2 Dengan Metode GDLC Victor Alwi Hura; Rismayanti; Nur Wulan
SNASTIKOM Vol. 2 No. 1 (2023): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2023
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

Educational games are a form of fun learning for children, where educational games can motivate the learning process and involve children so that the learning process is more enjoyable, where games play a role in fulfilling learning objectives, namely so that a child is interested and comfortable when learning. Mathematics is a lesson that discusses numbers, how to calculate and formulas that use logic. This research aims to change conventional learning methods into simulation learning methods with educational game applications and develop children's creativity, because educational games have elements of challenge, accuracy, reasoning power and ethics. In this game, elementary school students can enjoy educational games based on Android to increase their knowledge and learn to count by answering questions in this educational game such as addition, subtraction, multiplication and division. The research method used in this research is the Game Development Life Cycle (GDLC) method, which is a guide used to determine the steps and criteria that need to be considered in building a good quality game. Construct 2 is a 2D game engine for HTML5 developed by Scirra Ltd, a start-up company headquartered in London. This game engine was developed with the concept of behavior and event attachment so that logic in the game can be built without having to type a single line of coding, just drag and drop. The result of this research is the formation of an educational game for basic mathematical calculations using Android-based application media to help elementary school students learn basic mathematical calculations with an educational game.