Sriwinar
Universitas Almuslim

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Implementasi Metode MAUT dalam Sistem Pendukung Keputusan Penentuan Bibit Udang Vaname Unggul Mustafa Kamal; Iskandar Zulkarnaini; Sriwinar
Jurnal Ilmu Komputer Aceh Vol 3 No 2 (2026): Jurnal Ilmu Komputer Aceh
Publisher : Fakultas Ilmu Komputer Universitas Almuslim

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51179/ilka.v3i2.44

Abstract

The success of whiteleg shrimp cultivation depends heavily on the selection of high-quality seeds. However, the seed selection process in the field is often subjective and based solely on intuition. This study aims to design and implement a Decision Support System (DSS) using the Multi-Attribute Utility Theory (MAUT) method to help farmers objectively determine superior whiteleg shrimp seeds. The MAUT method was chosen because of its ability to convert the values of various criteria into a uniform utility scale that can be compared mathematically. The criteria used in the assessment include body color, active movement, body shape, full intestines, fluffy tail, and bright eyes. The results showed that the developed system can provide the best seed recommendations based on the highest preference value. Based on testing, the SPF Global Gen Vannamei Shrimp Seed alternative obtained the highest score (1.0000) and became the main recommendation in seed selection.
Implementasi Game Edukasi 3D dalam Pembelajaran Bahasa Jepang pada Mahasiswa Universitas Almuslim dengan Unity Engine Menggunakan Metode Multimedia Development Life Cycle (MDLC) Sarah Nadia; Riyadhul Fajri; Sriwinar
Jurnal Ilmu Komputer Aceh Vol 3 No 2 (2026): Jurnal Ilmu Komputer Aceh
Publisher : Fakultas Ilmu Komputer Universitas Almuslim

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51179/ilka.v3i2.49

Abstract

This study aims to develop a 3D educational game as an interactive learning medium for Japanese language learning at Universitas Almuslim using the Multimedia Development Life Cycle (MDLC) method and Unity Engine. The research employs six MDLC stages: concept, design, material collecting, assembly, testing, and distribution. The game, entitled "Nihongo Quest," presents N5-level Japanese vocabulary and characters (Hiragana and Katakana) within an interactive 3D environment. The development utilized Blender for 3D asset modeling, Visual Studio Code for C# scripting, and Universal Render Pipeline (URP) for visual optimization. System testing was conducted using black box testing across 10 functional features. The results show that all tested features passed successfully, demonstrating that the game functions as intended. The game provides an interactive and engaging learning experience, making it a viable alternative learning medium for students who struggle with traditional Japanese language instruction.  
Klasifikasi Smartphone Berdasarkan Performa dan Harga Menggunakan Metode Algoritma K-Nearest Neighbor (KNN) Dian Safitri; Sriwinar; Hannan Asrawi; Imam Muslem
Jurnal Ilmu Komputer Aceh Vol 3 No 2 (2026): Jurnal Ilmu Komputer Aceh
Publisher : Fakultas Ilmu Komputer Universitas Almuslim

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51179/ilka.v3i2.53

Abstract

The rapid development of smartphones has led to a wide variety of specifications and price ranges, making it difficult for consumers to choose devices objectively. Performance differences influenced by hardware specifications and pricing require a data-driven classification approach. This study aims to classify smartphones based on performance and price using the K-Nearest Neighbor (KNN) algorithm. The dataset consists of 981 smartphone records obtained from Kaggle, including attributes such as processor speed, number of cores, RAM, internal storage, battery capacity, camera resolution, rating, and price. Data preprocessing includes handling missing values and feature normalization using StandardScaler. Smartphones are categorized into three classes: Budget, Midrange, and Flagship. The model evaluation uses confusion matrix, accuracy, precision, recall, and F1-score. Experimental results show that the KNN algorithm achieves an accuracy of 92%, indicating that it is effective for smartphone classification problems.
Sistem Pendukung Keputusan Pemilihan Smartphone Terbaik Menggunakan Metode Copras (Complex Proportional Assessment) Riska Silvia; Sriwinar; Hannan Asrawi
Jurnal Ilmu Komputer Aceh Vol 3 No 2 (2026): Jurnal Ilmu Komputer Aceh
Publisher : Fakultas Ilmu Komputer Universitas Almuslim

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51179/ilka.v3i2.59

Abstract

The rapid development of the smartphone industry has resulted in a wide variety of products with different specifications and prices. This condition often makes consumers confused when determining the best smartphone that suits their needs. Therefore, a decision support system is needed to assist users in selecting smartphones objectively based on several technical criteria. This study aims to develop a Decision Support System (DSS) for selecting the best smartphone in the price range of IDR 3–5 million using the Complex Proportional Assessment (COPRAS) method. The research evaluates several smartphone alternatives based on twelve criteria consisting of ten benefit criteria and two cost criteria. The COPRAS method processes the data through normalization, weighting, and utility value calculation to determine the ranking of each alternative. The results of the study show that the proposed system is capable of providing objective recommendations based on the utility value of each smartphone alternative. The system can assist users in making rational and data-driven decisions when selecting smartphones. In addition, the developed model can also be applied to other product selection problems involving multiple criteria.