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Contact Name
Ignatius Ario Sumbogo
Contact Email
ignatius.sumbogo@kalbis.ac.id
Phone
+6281289680994
Journal Mail Official
lpp@kalbis.ac.id
Editorial Address
Jalan Pulomas Selatan Kav 22, Kayu Putih, Jakarta Timur 13210
Location
Kota adm. jakarta timur,
Dki jakarta
INDONESIA
KALBISIANA Jurnal Sains, Bisnis dan Teknologi
Published by UNIVERSITAS KALBIS
ISSN : 23386088     EISSN : 29881676     DOI : https://doi.org/10.53008
KALBISIANA Jurnal Sains, Bisnis dan Teknologi adalah jurnal akses terbuka akademik yang bertujuan untuk mempromosikan integrasi sains, bisnis dan teknologi. Fokusnya adalah menerbitkan makalah tentang sains, bisnis dan teknologi. Makalah yang dikirimkan akan ditinjau oleh komite teknis jurnal. Semua artikel yang dikirimkan harus merupakan artikel asli, hasil penelitian yang sebelumnya tidak pernah dipublikasikan, eksperimental atau teoritis, dan akan ditinjau oleh reviewer. Artikel yang dikirimkan ke jurnal harus memenuhi kriteria ini dan tidak boleh sedang dipertimbangkan untuk publikasi di tempat lain. Naskah harus mengikuti gaya jurnal dan dapat ditelaah dan diedit.
Articles 523 Documents
Pengembangan Model Pembelajaran Mesin Prediksi Kematangan Buah Pisang Berdasarkan Citra Digital Theresia Samantha
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

This study aims to develop machine learning to detect banana ripeness based on the skin color. In addition to the color of the skin, also carried out a comparison between the color of the banana with black spots on the banana. The color value used is RGB Color values are taken by using k – means to take the most dominant color value on the banana. After the data is obtained it will be learned using k - nearest neighbor. So as to produce a machine learning to get accuracy for this detection compared with 80% of the trained data and 20% of the tested data. So that the accuracy of the data that is only based on color is compared with the result value is 95.74% with the data using color data and the percentage of the color dominance value is 51.06%.
Pengembangan Aplikasi Pengkoreksi Kekeliruan Pengetikan Kata Berbahasa Hokkien dalam Aksara Latin menggunakan Library Numpy Richard; Yulius Denny Prabowo
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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This study aims to develop foreign language modeling primarily of Hokkien's language in Latin Acts by using a library of Python named Numpy. Detailing is done based on the manual dictionary manually for this research based on several sources. Detailing is done by entering the Hokkien word to be corrected to compare to the existing word dictionary. The result of this research is a system that can only correct the mistake of writing the Hokkien-speaking word that has only one syllable. And the results of this study can only run through the Python code only.
Pendeteksian Sepeda Motor di Jalur Khusus Sepeda Menggunakan Algoritma Pendeteksi Objek YOLO Ignasius Widira Kristianto; Yulia Ery Kurniawati
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Bicycles as transportation by the public is increasing. The government supports this by providing bike lanes. However, limited supervision by security forces poses a safety threat for cyclists against irresponsible persons. This research proposes a method of detecting vehicles in bike lanes from CCTV video using YOLOv3 algorithm and creating a detection area on the bike lane. The YOLO algorithm was chosen because it has a high FPS value. Vehicles that can be identified are motorcycles and bicycles. The bike lanes detection area is determined manually following traffic markings, while the vehicle object detection used YOLO v3 Tiny. YOLO v3 Tiny obtained an mAP accuracy value of 72.73% with CPU processing performance reaching three frames per second. Based on application testing, the application can distinguish bicycles and motorcycles in the bike lanes. However, YOLOv3 Tiny's low mAP accuracy can cause misdetection in applications.
Sistem Inventory Material Bangunan Berbasis Website di Toko Keramik Jakarta Kevin; Harfebi Fryonanda
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

Toko Keramik Jakarta is a store engaged in materials. In managing Toko Keramik Jakarta's goods which are concentrated in checking the availability of goods, stores need a long time the availability of goods so that it increases efficiency in finding certain store goods. Therefore, in making a system to be able to assist Jakarta ceramics stores in assisting inspectors, to managing the availability of goods in order to facilitate users in managing inventory. The inventory system is based on a web site that lists goods, input suppliers, create users, enter goods, enter goods out to report incoming and outgoing goods. Researchers develop the system using prototypes. The results of this resarch is a new inventory system that has been tested using blackbox testing by the user to find out the functions of the system can be used by Toko Keramik Jakarta.
Perbandingan Penggunaan Metode Part-of-speech pada Bahasa Indonesia Menggunakan Metode N-Gram, TnT, dan Classifier Based Krisna Fernando; Yulius Denny Prabowo
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

The lack of a corpus in Indonesian makes text processing in Indonesian have little interest in processing the text, therefore the aim of doing POS-Tagging is to do word labeling that takes into account the essence of the sentence based on the words contained in the sentence into a per-word tagset , the tagging process uses the N-gram, TnT, and Classifier Based methods. The three methods are used because the three methods have similar work methods and work by looking at the traces of learning and working on the previous method. The method that produces the optimal tagger of the three methods is the Classifier Based method because this method is a combination of the three methods, so that the tagger results issued are more optimal than the other two methods.
Pengembangan Gim Kuis Pengenalan Sejarah Perang Dunia I Berbasis Desktop Zanuar Fitrian Ardi; Harya Bima Dirgantara
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

The purpose of this research is to create an educational quiz game about the introduction of history of World War I desktop-based and can be run on a desktop with a Windows 10 operating system. This game was built using a 2D unity game engine. the method used to make this educational game using the Game Development Life Cycle (GDLC) method. This method consists of 6 stages: Initiation, Pre-Production, Production, Testing, Beta, and Release. In the final results of the educational game about introduction of World War I history with the title "Kuis Perang Dunia 1" has a minimum specification using the Windows 10 operating system. from the total of 12 respondents that have submitted to author, 66.7% of respondents can understanding world war I history after playing this game.
Rancang Bangun Aplikasi Pencarian Pendonor Darah Berbasis Android Robertus Sanjaya; Ester Lumba
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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The purpose of this research is to create an Android application that can speed up delivery the information of donor search, by giving notifications to application users who have the same blood type as the patient. The development of this application uses development method Rational Unified Process (RUP), by implementing the Google API to set the location, and calculate the distance between the user and the donor's location. The Firebase Cloud Messaging service is also implemented for sending notifications when there is a new information of donor search, the notification can be received by users with the blood type that needed, either in an open or closed application. Besides being able to share information about donor needs, users can also inform the agenda of events such as blood donations, to other users in the application.
Pengembangan Gim Edukasi Matematika Trigonometri “Trigo No Bouken” Berbasis Desktop Yogie Sukandi Wijaya; Paramaresthi Windriyani
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
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The purpose of this research is to develop an educational game as an alternative medium for learning mathematics in trigonometry, especially the special angle of trigonometry in sinus, co sinus, tangent, cosecant, secant and cotangent. This game was developed so users can use alternative media such as computer games to understand the special angles of trigonometry. The method used in this research is Game Development Life Cycle (GDLC). There are six stages of GDLC. They are initiation stage that discusses the concept of the game, pre-production stage that discusses the game design, production stage of the game development using Unity3D game engine, testing stage to test the game's functionality, beta testing stage for the user and release stage to release the game to public. The result of this study is a desktop-based educational game called "Trigo no Bouken" that can be played offline on a computer.
Pembangunan Aplikasi Pemesanan Gas Elpiji Online Berbasis Android Muhammad Irfan Nurhakim; Henry Septanto
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

The purpose of this research is to make the order application design of gas LPG that can give periodically information about availability of gas stock on interface application and it can rapidly manage order data, because there is notification that announce to user application when gas was ordered. The development system of this application uses development method Rational Unified Process (RUP) with uses system modeling Unified Modelling Language (UML) and implementing the Firebase Cloud Messaging service for sending notifications when there is information on gas ordering activity, notifications received by the user whether the application is closed or open. In addition, application users can view the history of successful or failed order transactions. The final result that obtained from this research is an online LPG gas ordering application based on android.
Pengembangan Model Pembelajaran Mesin untuk Klasifikasi Citra Lukisan Menggunakan Self-Organizing Map dengan Library Minisom Rangga Eka Nanda; Yulius Denny Prabowo
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
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This research aims to develop a model to recognize painting types of figurative and non-figurative using self-organizing map (SOM) algorithm. This research used painting images from WikiArt which was formed into figurative and non-figurative types. Methods used in this research implements bag of visual words (BoVW) model to represent image features, SOM algorithm as a classifier, and incremental model as a software development method. Features of an image based on BoVW model formed using scale-invariant feature transform (SIFT) and K-means methods. The BoVW feature representation then classified using SOM which uses rectangular topology and gaussian neighborhood function. The result of this research is an application to recognize painting images with 83.3% accuracy.

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