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Contact Name
Agus Perdana Windarto
Contact Email
aguspw.amcs@gmail.com
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+6282273233495
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agus.perdana@amiktunasbangsa.ac.id
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Sekretariat BRAHMANA: Jurnal Penerapan Kecerdasan Buatan Jln. Jendral Sudirman Blok A No. 1/2/3 Kota Pematang Siantar, Sumatera Utara 21127
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Kota pematangsiantar,
Sumatera utara
INDONESIA
Brahmana : Jurnal Penerapan Kecerdasan Buatan
ISSN : -     EISSN : 27159906     DOI : 10.30645
BRAHMANA: Jurnal Penerapan Kecerdasan Buatan adalah sebuah jurnal peer-review secara online yang diterbitkan bertujuan sebagai sebuah forum penerbitan tingkat nasional di Indonesia bagi para peneliti, profesional, Mahasiswa dan praktisi dari berbagai bidang Ilmu Kecerdasan Buatan. BRAHMANA: Jurnal Penerapan Kecerdasan Buatan menerbitkan hasil karya asli dari penelitian terunggul dan termaju pada semua topik yang berkaitan dengan Kecerdasan Buatan. BRAHMANA: Jurnal Penerapan Kecerdasan Buatan terbit 2 (dua) nomor dalam setahun. Artikel yang telah dinyatakan diterima akan diterbitkan dalam nomor In-Press sebelum nomor regular terbit. BRAHMANA: Jurnal Penerapan Kecerdasan Buatan telah terindeks Google Scholar dan terus akan diupdate mengikuti perkembangan.
Articles 102 Documents
Analisa Kepuasan Pelanggan Menggunakan Klasifikasi Data Mining F Fauziah; Dedy Hartama; Irfan Sudahri Damanik
Brahmana : Jurnal Penerapan Kecerdasan Buatan Vol 2, No 1 (2020): Edisi Desember
Publisher : LPPM STIKOM Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/brahmana.v2i1.47

Abstract

The research objective was to obtain a model of rules in classifying the level of customer satisfaction at Indiis Cafe Pematangsiantar. By knowing the level of customer satisfaction, the owner of Indiis Cafe can improve the service if it is not good and further improve the service when the level of satisfaction is good. This study measures the level of customer satisfaction at Indiis Cafe Pematangsiantar. The method used in this study is the C4.5 Algorithm, where the data source used is a questionnaire / questionnaire given to customers at Indiis Cafe Pematangsiantar. The variables used include (1) Product, (2) Price, (3) Place (4) Promotion and (5) Service. The results of the study obtained 15 rules for the classification of customer satisfaction levels with 8 satisfied status rules and 7 unsatisfied rules. The C4.5 algorithm can be used in the case of customer satisfaction levels with an accuracy rate of 98.00%. From the results of the analysis is expected to be applied so that it can be used as a decision to improve service to customers.
Analisis Data Mining Menentukan Penerima Bantuan Langsung Tunai pada Desa Pamatang Purba dengan Algoritma C 4.5 Rajes Wasimson Sinaga; Riki Winanjaya; S Susianti
Brahmana : Jurnal Penerapan Kecerdasan Buatan Vol 3, No 1 (2021): Edisi Desember
Publisher : LPPM STIKOM Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/brahmana.v3i1.86

Abstract

In tackling the problem of poverty, the Government implements a cash direct assistance program (BLT) which is a program that provides cash assistance (subsidies) to poor households if they meet the requirements set out in the program. The purpose of this study is to determine whether the family is still eligible or does not receive direct cash assistance (BLT), where there are still many other poor families who have not had the opportunity to receive this assistance program. Data source obtained from The Office of Lurah Pamatang Purba. The method used in the study was data mining technique with C4.5algorithm that was impelemented with RapidMiner application. The attributes used in determining the eligibility of the family are still eligible or do not receive assistance in this assistance program, namely income, age, marital status, employment, recipients of Bansos, bpjs recipients. The results of the classification using the C4.5 algorithm and testing with softwareRapidMiner is the most influential factor in the eligibility of recipients of the direct cash assistance program (BLT)
Sistem Informasi Kursus Musik Di Inggou Victory Pematangsiantar Agustinus Liberty Pasaribu; Irfan Sudahri Damanik; Ilham Syahputra Saragih
Brahmana : Jurnal Penerapan Kecerdasan Buatan Vol 3, No 1 (2021): Edisi Desember
Publisher : LPPM STIKOM Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/brahmana.v3i1.87

Abstract

Inggou Victory is a non-academic institution that runs a business in providing teaching and art development in terms of music, choir, and vocals in Pematangsiantar city. Inggou Victory as an art platform in Pematangsiantar City tries to present this by more actively opening registrations for private music and vocal classes. In practice, the Admin as an employee still uses conventional methods in recording scheduling using paper which is considered less effective especially in industry 4.0 and wastes a lot of paper. Therefore, this thesis writing aims to design and create a Website-based Information System and can be presented and implemented in the company's work scope. The development and manufacture of the system is used with the Rapid Application Development (RAD) model where this RAD presents a development stage that is quite fast and dynamic compared to other conventional methods.
Analisa Jaringan Saraf Tiruan Backpropagation Untuk Memprediksi Prestasi Siswa SMA Muhammadiyah Serbelawan Aulia Ichwanda Ramadhan; Jaya Tata Hardinata; Yuegilion Pranavarna Purba
Brahmana : Jurnal Penerapan Kecerdasan Buatan Vol 3, No 1 (2021): Edisi Desember
Publisher : LPPM STIKOM Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/brahmana.v3i1.88

Abstract

Achievements achieved by graduates from an educational institution show the quality and quality. One of them is seen from one of the assessment criteria for assessing the achievement of graduates at the secondary school level, namely through the average score. This average value is often used as a measure to assess students who will enter the next level of education. In addition, the acceptance of students at a level of education is also adjusted to the capacity of the school in question. The high average score at the high school level does not guarantee student achievement at the tertiary level. So that this study aims to obtain an output architecture prediction of student achievement at SMA Muhammadiyah Serbelawan which correlates between the average value and the total score of class XII (twelve) high school students according to the data trained using Artificial Neural Network Analysis using the Backpropagation method. The data taken in the form of the average value of students and the total value of the second semester of class XII students. Furthermore, the data were analyzed using Backpropagation ANN method, with the help of MATLAB software. From the results of testing the Student Achievement data above, we can see in the 5-5-5-1 architecture which shows from the target minus the ANN output that SSE is 0.17625 which shows that there is a measuring tool in predicting the best students using academic value data as a target. From the data obtained, the computational performance of artificial neural networks with the Backpropagation Algorithm is 85%.
Analisis Metode K-Medoids Pada Penjualan Produk Smartphone Vivo Di Kota Pematangsiantar Mita Yustika; Agus Perdana Windarto; Yuegilion Pranavarna Purba
Brahmana : Jurnal Penerapan Kecerdasan Buatan Vol 3, No 1 (2021): Edisi Desember
Publisher : LPPM STIKOM Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/brahmana.v3i1.89

Abstract

Globalization is a very promising era of openness and freedom, where a communication which is a means to obtain information is expected to be carried out easily and effectively. One of the communication media in question is a cellphone. The users of cellphones or cellphones used to be limited to the elite, but for now it has begun to penetrate various circles of society ranging from students, university students, civil servants and even ordinary people who have used it... K-Medoids Clustering is one of the one technique of one of the data mining functionality, the clustering algorithm is an algorithm for grouping a number of data into certain data groups (clusters). While data mining, often referred to as Knowledge Discovery In Database (KDD) is an activity that includes the collection, use of historical data to find regularities, patterns or relationships in large data sets aimed at finding out the Vivo Smartphone brand that is selling well in the market so that it can be done. early procurement. From this study, it was found that Vivo smartphones with the brand S1 Pro 8+128, V17 Pro, V19 8+128GB, V19 8+256GB, Y11 2+32GB, Y12 3+64GB, Y17 4+128GB, Y19 6+128GB are brands which sold a lot. With the results obtained can provide information to PT. Vivo is improving its service even better by increasing the stock of Vivo smartphones which are in great demand, especially in the city of Pematangsiantar
Peran Orang Tua Upaya Peningkatan Pembelajaran Anak Usia Dini Dengan Media Digital Interaktif Nafa Riyona; Imelda Br Samosir; Dinda Aulia; M Aldri Hadianto; Siti Aisyah
Brahmana : Jurnal Penerapan Kecerdasan Buatan Vol 3, No 1 (2021): Edisi Desember
Publisher : LPPM STIKOM Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/brahmana.v3i1.90

Abstract

This study investigates the role of parents in efforts to enhance early childhood learning using interactive digital media. This study aims to understand the extent to which parents' participation influences children's development in the digital era. Qualitative research methods were used to collect data through in-depth interviews with parents and observations of children's interactions with interactive digital media. The results highlight the importance of parents' role in directing children's digital media use, facilitating purposeful learning, and building a healthy relationship between children and technology. The findings provide insights into how parents can play a key role in supporting early childhood education through interactive digital media, thus making a positive contribution to early childhood learning in today's digital age.
Sistem Penunjang Keputusan Dalam Pemilihan Hewan Peliharaan Untuk Anak Dengan Metode AHP Fithry Tahel; Frans Ikorasaki
Brahmana : Jurnal Penerapan Kecerdasan Buatan Vol 3, No 1 (2021): Edisi Desember
Publisher : LPPM STIKOM Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/brahmana.v3i1.100

Abstract

In connection with World Animal Day which falls on October 4, many studies have revealed that raising animals can actually provide many benefits for child development. Kids always love animals! Try taking your little one on a safari to the zoo and see their reaction. He will be happy, curious, and there is little fear. Well, what if your little one is invited to raise animals at home. Seeing that your little one is very happy when they meet cute animals such as dogs, cats, or rabbits out there, maybe this can be a consideration for parents to give them a pet. Not only can you be a friend to accompany your little one to play with, keeping a pet at home can also provide many other benefits for your little one. As a parent, it takes a lot of consideration to choose a pet that is suitable for children. Many things need to be considered, starting from the size of the animal, how to care for it, to determine whether the child has allergies to certain pets. Choosing a pet for children does need to be careful. However, the pet you choose can indirectly train empathy and a sense of responsibility in your child. In addition, the presence of pets allows children to have friends to play with and no longer feel bored. The presence of the right pet will have a good impact on your child. However, if you choose the wrong pet, it will have a negative impact on the child. It's not that pets make you happy and fun, it makes you more careful. With a decision support system using the AHP (Analytical Hierarchy Process) method, the AHP method is used in selecting pets for children.
Simulasi Tes Figural Berbasis Game Untuk Melatih Kemampuan Dasar Akademik Arin Yuli Astuti; S Sugianti; Ellisia Kumalasari
Brahmana : Jurnal Penerapan Kecerdasan Buatan Vol 4, No 1 (2022): Edisi Desember
Publisher : LPPM STIKOM Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/brahmana.v4i1.104

Abstract

Informatics Engineering is one of the study programs at the Faculty of Engineering, University of Muhammadiyah Ponorogo. The output of graduate students is being able to code a program with fairly good reasoning analysis. Because to make a programming requires good logic so that the system / application can run. To determine class classification, it is necessary to have an academic potential test, especially figural simulations. The figural simulation tests that are made require more interesting innovations so students don't get bored. If the game designed is often played, students will be able to memorize various patterns of images. In measuring how effective this game will be useful, a trial will be carried out on 50 students. Trials were carried out before and after playing the games that were carried out. The standard limit of success must reach a predetermined score. If the value exceeds the number that has become the standard then it can be said that the player is able to logic an image. The test results before and after carrying out the figural test packaged in the form of a game will be synchronized in a conclusion and comparison. The results are assessed from the scores/numbers obtained and sharpness in the logic of a case.
Penerapan Metode VIKOR Dalam Menentukan Aplikasi Belanja Online Terbaik Berdasarkan Konsumen Rika Setiana; Widya Try Taradipa; Agus Perdana Windarto
Brahmana : Jurnal Penerapan Kecerdasan Buatan Vol 4, No 1 (2022): Edisi Desember
Publisher : LPPM STIKOM Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/brahmana.v4i1.105

Abstract

People's lives are becoming more instantaneous as technology advances, and many people have a lot of freedom in their daily activities. This means that people need comfortable goods to meet their daily needs. A marketplace is a type of media that serves as a place for sellers and buyers to do business and trade. People buy things online a lot these days, but a lot of them don't know how to choose an online marketplace, so the authors decided to do some research on how to choose the best online shopping app so that people can easily figure out which app to use and won't be disappointed in the future. So, it's important to figure out which is the best online shopping app. This study uses the VIKOR method to make a decision-making system. In this study, the authors started by doing surveys. They chose a data collection method based on a questionnaire or a Google form questionnaire. Based on how the VIKOR method was used in this study, the best marketplace that can be used is Shoope. With this research, it is hoped that the public will be able to find out how to choose the best app for shopping online.
Media Pembelajaran Pengenalan Alat Musik Tradisional Batak Toba Dengan Adobe Flash CS3 Di SD Kesatria Medan Heppy Anggraeni Gulo; R Ramli; Yuyun Dwi Lestari
Brahmana : Jurnal Penerapan Kecerdasan Buatan Vol 4, No 1 (2022): Edisi Desember
Publisher : LPPM STIKOM Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/brahmana.v4i1.106

Abstract

The world of education today has also implemented or used technology as a tool in the teaching and learning process. At this time, the teaching and learning process, especially in cultural arts subjects related to the introduction of traditional Batak Toba musical instruments at SD Kesatria Medan still has several shortcomings, one of which is, the way of delivering information / lessons related to the introduction of Batak Toba musical instruments is still done by teachers in SD Kesatria Medan is to read books related to Batak Toba musical instruments, therefore in this study, the author wants to build a learning media related to the introduction of Batak Toba musical instruments using Adobe Flash CS3, in order to attract students' interest in learning the introduction of musical instruments Batak Toba

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