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KAJIAN ALGORITMA CRAIG RAYNOLD PADA KERUMUNAN (FLOCKING) Ginting, Lit Malem; Siahaan, Binsar; Situmorang, Bastian; Manik, Riris
Journal Information System Development (ISD) Vol 3, No 1 (2018): Journal Information System Development (ISD)
Publisher : UNIVERSITAS PELITA HARAPAN

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Abstract

Artificial Intelligence (AI) is a study of making computers that do things that today can be done better by humans. One application in the game is to mimic the behavior of animals in the wild. Set of animal in the wild are often called crowds, herds, schools and swarms. Crowds are animals that gather together in an irregular and unfocused way [4]. In 1987, Craig Reynolds [6] with his book "Flock, Herd, Schools: A Distributed Behavioral Model" invented a technique for simulating animal crowds in the wild. The technique is called flocking which is commonly known as "boids". In this study, an observation about the comparison of boids with the amount of resources used in a simulation game that will be given a device. The number of boid that will be used is 1-500 boid with cohession radius distance = 10 and 15, radius separator = 4 and save radius = 6 with the observation at the angle of 300 and 1800. Based on the results done, then the result is boids neighbor detection radius has a major effect on resource usage. Keywords: Artificial Intelligence (AI), Flocking, Craig Raynold, resource device
Face recognition for presence system by using residual networks-50 architecture Yohanssen Pratama; Lit Malem Ginting; Emma Hannisa Laurencia Nainggolan; Ade Erispra Rismanda
International Journal of Electrical and Computer Engineering (IJECE) Vol 11, No 6: December 2021
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijece.v11i6.pp5488-5496

Abstract

Presence system is a system for recording the individual attendance in the company, school or institution. There are several types presence system, including the manually presence system using signatures, presence system using fingerprints and presence system using face recognition technology. Presence system using face recognition technology is one of presence system that implements biometric system in the process of recording attendance. In this research we used one of the convolutional neural network (CNN) architectures that won the imagenet large scale visual recognition competition (ILSVRC) in 2015, namely the Residual Networks-50 architecture (ResNet-50) for face recognition. Our contribution in this research is to determine effectiveness ResNet architecture with different configuration of hyperparameters. This hyperparameters includes the number of hidden layers, the number of units in the hidden layer, batch size, and learning rate. Because hyperparameter are selected based on how the experiments performed and the value of each hyperparameter affects the final result accuracy, so we try 22 configurations (experiments) to get the best accuracy. We conducted experiments to get the best model with an accuracy of 99%.
MACHINE LEARNING: PROSPERITY OF RAINFALL, WATER DISCHARGE, AND FLOOD WITH WEB APPLICATION IN DELI SERDANG Ike Fitriyaningsih; Yuniarta Basani; Lit Malem Ginting
Jurnal Penelitian Komunikasi dan Opini Publik Vol 22, No 2 (2018): JURNAL PENELITIAN KOMUNIKASI dan OPINI PUBLIK - Desember 2018
Publisher : BPSDMP Kominfo Manado

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (803.346 KB) | DOI: 10.33299/jpkop.22.2.1752

Abstract

Flood event predictions can provide information to the surrounding community to prepare themselves for future. With the development of informatics, currently web-based applications are very accessible. PHP (Hypertext Preprocessor) is a programming language in the form of a script that can be implemented dynamically with HTML. PHP is used to build web-based applications and is implemented with other software. Software R is a command line based application that can be used to complete Machine Learning calculations quickly. In this study Backpropagation Neural Network (BP-NN) is used to predict rainfall and water discharge. Whereas Support Vector Machine (SVM) is used to predict flood events. The case study data used was Deli Serdang District in North Sumatra which often flooded. In this study, rainfall data was taken from three points or stations. The nearest river water debit is used to also affect flood events. Ensemble Machine Learning (BP-NN and SVM) uses the PHP programming language and R software is used for prediction. Using rainfall data from Kualanamu station, Tuntungan and Sampali as well as Sungai Ular water debit 1 January 2016-31 December 2017, the accuracy of flood prediction from this application is 94.4%.
Perbandingan Metode Evaluasi Usability Antara Heuristic Evaluation dan Cognitive Walkthrough Lit Malem Ginting; Grady Sianturi; Christina Vitaloka Panjaitan
Jurnal Manajemen Informatika (JAMIKA) Vol 11 No 2 (2021): Jurnal Manajemen Informatika (JAMIKA)
Publisher : Program Studi Manajemen Informatika, Fakultas Teknik dan Ilmu Komputer, Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/jamika.v11i2.5480

Abstract

Usability evaluation is needed to identify and analyze usability problems in an application. This study will compare the results of usability evaluation with Heuristic Evaluation and Cognitive Walkthrough methods on the SIMRS Del Egov Center web from the aspects of usability problems found, the level of usability problems, and end user responses that will be evaluated using usability testing to find a more effective method of finding usability problems. Heuristic Evaluation will refer to the 10 heuristic principles proposed by Jacob Nielsen, while Cognitive Walkthrough, the expert will follow the task provided by the researcher. The results showed that the results of the evaluation conducted by Heuristic Evaluation found more usability problems in aspects: efficiency, memorability and satisfaction, while Cognitive Walktrough found more usability problems in aspects: learnability and error. In the severity rating aspect, Cognitive Walktrough is more effective in finding usability problems with a higher severity level, with an average of 3, while heuristic evaluation with an average of 2. In the aspect of end user responses to websites based on usability testing, Heuristic Evaluation has a SUS score which is higher at 57, while Cognitive Walktrough has an SUS score of 54.5. This shows that based on these three aspects, the Heuristic Evaluation method is better at finding usability problems in the SIMRS Del Egov Center application study object.