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IMPLEMENTASI METODE FUZZY C-CONVERING UNTUK MENGANALISA PENJUALAN SUKU CADANG MOBIL Ari Sellyana; Nur Budi Nugraha
JURNAL MAHAJANA INFORMASI Vol 7 No 1 (2022): JURNAL MAHAJANA INFORMASI
Publisher : Universitas Sari Mutiara Indonesia Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51544/jurnal mi.v7i1.2897

Abstract

Perkembangan transportasi salah satunya mobil bukanlah sesuatu yang hal mewah. Mobil membantu manusia untuk mempersingkat waktu menuju tempat yang dikehendaki.Setiap pengguna mobil pastinya ingin mobil yang dibawanya berjalan dengan baik sehingga mobil memerlukan perawatan berkala. PT. Sentral Motor Dumai merupakan bengkel jasa service dan menyediakan suku cadang mobil, dimana suku cadang tersebut tidak terkontrol dan mengalami penumpukan jumlah stok yang tidak terjual. Kegiatan penjualan suku cadang berlangsung setiap hari dan data semakin lama akan semakin bertambah banyak. Penelitian ini bertujuan untuk menganalisa penjualan suku cadang dengan menggunakan algoritma fuzzy c-covering. Hasil penelotian didapat bahwa proses kombinasi item dan pencarian nilai support, diperoleh 44 item fuzzy set, kemudian akan dibuat kombinasi dimulai dari k lebih besar sama dengan 2 sabanyak 7 item set untuk mencari nilai confidence dengan min confidence sama dengan 20 persen (0.2). Diperoleh 14 kombinasi confidence, dimana 13 kombinasi memenuhi min confidence dan 1 tidak memenuhi min confidence. Maka aturan asosiasi suku cadang mobil pada PT Sentral Motor adalah 13 aturan.
Game Edukasi Interaktif Pengenalan Tata Surya Berbasis Animasi 2D untuk Siswa Kelas 6 SD Nur Budi Nugraha
Pixel :Jurnal Ilmiah Komputer Grafis Vol 15 No 1 (2022): Vol 15 No 1 (2022): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v15i1.741

Abstract

The solar system is one of the natural science lessons taught in grade 6 elementary school. This material is abstract because in studying it children cannot directly observe the phenomena of celestial bodies in the solar system. So far, only using books or 2D images as media. This study aims to create an educational game about the introduction of the solar system. 2D animation is made with icons and audio so that it can attract students' interest in learning and remembering solar system material. The result of the research is an educational game as an effective means of entertainment and learning. Students become interested in learning because of the application of the dissertation with attractive images and audio that helps increase enthusiasm for learning about the solar system. In testing the respondents as many as 22 people, the calculation results obtained as much as 59.1% strongly agree with this educational game
Pelatihan Pembuatan Animasi Video Pembelajaran Untuk Guru SMA Negeri 1 Sliyeg Robieth Sohiburoyyan; Salamet Nur Himawan; Nur Budi Nugraha
SEWAGATI: Jurnal Pengabdian Masyarakat Indonesia Vol. 1 No. 3 (2022): September : Jurnal Pengabdian Masyarakat Indonesia
Publisher : BADAN PENERBIT STIEPARI PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (299.157 KB) | DOI: 10.56910/sewagati.v1i3.139

Abstract

Guru merupakan salah satu faktor yang menentukan mutu pendidikan dan menciptakan sumber daya manusia yang berkualitas karena guru berinteraksi langsung dengan peserta didik dalam proses pembelajaran. SMA Negeri 1 Sliyeg merupakan salah satu sekolah menengah atas yang ada di kabupaten indramayu dan memiliki jumlah siswa lumayan banyak. Kurangnya motivasi siswa SMA N 1 Sliyeg untuk belajar dan kurang kreatifnya guru dalam mengajar membuat siswa cepat merasa bosan. Motivasi siswa pada waktu pembelajaran yang tidak pada tempatnya, yaitu siswa lebih suka ribut, berbicara dengan temannya daripada mendengarkan guru mengajar sehingga kondisi pembelajaran di kelas kurang kondusif. Kegiatan pengabdian pada masyarakat ini bertujuan untuk memberikan pelatihan kepada guru-guru SMA N 1 Sliyeg tentang pembuatan animasi video pembelajaran. Metode yang digunakan dalam pengabdian ini meliputi sosialisasi dan workshop pembuatan animasi video pembelajaran serta pendampingan pembuatan animasi video pembelajaran. Hasil yang diharapkan dari kegiatan ini agar bisa meningkatkan motivasi siswa dalam belajar. Selain itu guru – guru memiliki keahlian dalam membuat animasi video pembelajaran sederhana untuk mendukung pembelajaran di kelas.
Implementasi K-Means Clustering Pada Sistem Pakar Penentuan Jenis Sayuran Nur Budi Nugraha; Erna Alimudin; Bonifacius Vicky Indriyono
Journal of Innovation Information Technology and Application (JINITA) Vol 4 No 2 (2022): JINITA, December 2022
Publisher : Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (869.542 KB) | DOI: 10.35970/jinita.v4i2.1627

Abstract

Indramayu is one of the regencies in West Java Province that produces food crop production in the agricultural and plantation sectors. Many people work in the agricultural sector, one of which is by growing vegetables on their land. Planting vegetables on land in the Indramayu area often experiences problems, for example the land used is not in accordance with the type of vegetables grown. Some farmers have difficulty in evaluating land due to their lack of understanding of the land to be planted so that farmers rely on the system of planting habits that they usually do. The wrong land selection can result in energy and financial losses used for maintenance. Vegetables will develop imperfectly, even vegetables can die because of the inappropriateness of the land used. This study aims to assist farmers in determining what types of vegetable crops can be planted on their land using the k-means clustering method. There are 7 data criteria used for processing k-means so that later it can produce output a recommendation of vegetable types that can be planted by farmers according to the criteria they enter into the system. The results of this study produce an expert system that can provide information about vegetables selected according to the criteria selected by each user and with this system, ordinary people can find out how the selection of types of vegetables is practically on the land to be planted with vegetables.
PENERAPAN CAESAR CHIPER DAN LEAST SIGNIFICANT BIT UNTUK MENGAMANKAN DATA REKAM MEDIS Ari Sellyana; Nur Budi Nugraha
Jurnal Publikasi Ilmu Komputer dan Multimedia Vol 2 No 1 (2023): Januari : Jurnal Publikasi Ilmu Komputer dan Multimedia
Publisher : Sekolah Tinggi Ilmu Ekonomi Trianandra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupikom.v2i1.1001

Abstract

Technological developments in data security systems in maintaining information security have grown rapidly. Medical record is a document that contains personal data and medical history and medical treatment history of a patient at a hospital. Medical records are sensitive and confidential so that not just anyone can read the information in the patient's medical record. This study aims to secure patient medical record information by encrypting it with caesar cipher cryptography, the name of the patient's disease, then from the results of the encryption, the process of inserting the encrypted information into a digital image uses the least significant bit (LSB) steganography, namely replacing 1 digit behind the binary number in every 1 bit. The results of the study show that the application created is capable of encrypting and encoding patient medical record data information and embedding this information into digital images.
Expert System for Predictive Maintenance Transformer using J48 Algorithm Erna Alimudin; Arif Sumardiono; Nur Budi Nugraha
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol. 8, No. 1, February 2023
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/kinetik.v8i1.1587

Abstract

Predictive maintenance can reduce the risk of sudden transformer failure which causes the risk of plant to stop operating. One of transformer predictive maintenance technique is the Dissolved Gas Analysis (DGA) Test Oil Transformer. The gas is interpreted and analyzed to find out and get conclusions about the health condition and also possible problems in the transformer based on IEEE Standards and IEC Standards. To facilitate monitoring, a Decision Support System for Interpretation of Test Results of DGA Oil Immersed Transformer was created to form a database containing transformer data with the amount of main gas from the DGA test results. Next, decision tree was made using the J48 algorithm. The decision tree simplifying and speed up the decision-making process for recommended actions that are displayed on the system. The system also displays a trending graph of the last transformer test and quickly displays a dashboard of transformer status, i.e. normal, alarm, or danger. Engineer will get notification email if any transformer is in danger status. In addition, the system is able to provide information on possible fault types for each transformer. The benefits of this system are that the health condition of the transformer can be monitored properly and corrective action can be taken immediately on a problem based on the results of the decision support system. This will reduce the risk of shutdown and support the reliability of plant operations.
Feature Selection Menggunakan Algoritma Meta-Heuristik Salamet Nur Himawan; Rendi; Nur Budi Nugraha
Journal of Practical Computer Science Vol. 2 No. 2 (2022): November 2022
Publisher : DPPM Universitas Pelita Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37366/jpcs.v2i2.2289

Abstract

Machine learning requires data to make predictions. Data can have a large number of features. The large number of features can cause machine learning models to overfit, increase model complexity, and high computational costs. Feature selection is one method for optimizing machine learning models. Feature selection reduces the number of features used in the learning process. This research proposes a feature selection method using meta-heuristic algorithms. The machine learning model serves as the objective function for the meta-heuristic algorithm. The objective function is evaluated at each iteration to obtain the most influential features in the model. The machine learning models used are Random Forest, k-Nearest Neighbors, and Support Vector Machine. The meta-heuristic algorithms used are Differential Evolution, Flower Pollination, Grey Wolf, and Whale Optimization. The research shows that using meta-heuristic algorithms can improve the accuracy of machine learning models with fewer features. The Support Vector Machine – Differential Evolution scheme has the highest accuracy and uses the fewest features.
PENGENALAN EDUKASI TENTANG COVID-19 PADA ANAK USIA DINI BERBASIS VIDEO ANIMASI DAN GAMES Nur Budi Nugraha; Ari Sellyana
Jurnal Pengabdian kepada Masyarakat (NADIMAS) Vol 1 No 1 (2022): Jurnal Pengabdian kepada Masyarakat (Nadimas)
Publisher : Pusat Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (455.76 KB) | DOI: 10.31884/nadimas.v1i1.6

Abstract

News about covid-19 has become the daily consumption of Indonesian people. The rate of transmission of the corona virus to children in Indonesia is high and requires vigilance for parents and teachers. The lack of awareness of children so that there are still many children playing in groups without paying attention to health protocols. Prevention of covid-19 transmission can be done by providing health education to them to protect children from the covid-19 virus by providing interesting information to early childhood. Providing education through animated videos and games helps capture children's memory related to information provided about preventing covid-19 and increasing body immunity during a pandemic. Interesting education makes children more interested and understand the purpose of the education. This community service activity was carried out by socializing & explaining the introduction of education about covid-19 through animated videos and games. Animated videos about covid-19 are made as attractive as possible by using animated icons and images so that children are enthusiastic in learning to understand the video. In addition, games are also inserted so that children can learn while playing so they don't get bored quickly. The result of this activity was that 90% of the children were active in asking and listening to various things about the covid-19 education that had been given. In addition, children gain new insights about covid education, besides that they can learn through animated videos while playing games so they don't feel bored quickly in participating in community service activities.
Document Generation untuk Chatbot Berbasis Aturan dengan Pendekatan Template Method Fauzan Ishlakhuddin; Yaqutina Marjani Santosa; Nur Budi Nugraha
Jurnal Informatika: Jurnal Pengembangan IT Vol 7, No 3 (2022)
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/jpit.v7i3.5098

Abstract

The world of education has an important role in the development of a country, innovations and initiatives that support educational activities are needed to support these activities. One of the innovations in the world of education is the convenience of students to access the results (development) of their lectures from anywhere. Chatbot has convenience in terms of service, because using a chatbot can make it easier to spread data. Provision of accurate and relevant data in real time is also needed so that the deployment will be faster and easier. Document generation is a method that can be used to create lecture-related files in real time, quickly and accurately. From the test results it was found that the files created were accurate and relevant to the SIAKAD system that had been used.The world of education has an important role in the development of a country, innovations and initiatives that support educational activities are needed to support these activities. One of the innovations in the world of education is the convenience of students to access the results (development) of their lectures from anywhere. Chatbot has convenience in terms of service, because using a chatbot can make it easier to spread data. Provision of accurate and relevant data in real time is also needed so that the deployment will be faster and easier. Document generation is a method that can be used to create lecture-related files in real time, quickly and accurately. From the test results it was found that the files created were accurate and relevant to the SIAKAD system that had been used. 
Implementation of Finite State Machine Algorithm for Interactive Physics Learning in a 3D Game Nur Budi Nugraha; Yaqutina Marjani Santosa; Esti Mulyani
Journal of Applied Informatics and Computing Vol 7 No 2 (2023): December 2023
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jaic.v7i2.6738

Abstract

Physics is a subject taught in high schools as per the established curriculum. Teachers often employ traditional teaching methods where students study independently without active participation, leading to boredom and reduced enthusiasm for learning. Physics is frequently perceived as difficult and perplexing by most students, and the utilization of 3D games as a learning tool can help overcome these challenges. This research aims to integrate the Finite State Machine (FSM) algorithm into a 3D game to create a more effective and engaging learning experience for students. The study employs the waterfall method in application development, encompassing stages such as needs analysis, application design, FSM implementation in games, and game testing and evaluation. 3D physics games have been successfully developed and tested for their feasibility. This game serves as an effective means of entertainment and learning, aiding students in enhancing their understanding of physics subjects. According to the results of a questionnaire with 50 respondents, it is evident that this 3D game is quite user-friendly (90%) and possesses a very good user interface (89%). Approximately 78% of respondents stated that their experience in using the game was very good. Moreover, 82% of respondents found that this educational physics game was highly beneficial for learning physics material.