Saptomo, Wawan Laksito Yuly
STMIK Sinar Nusantara

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SISTEM INFORMASI PERSEDIAAN BARANG SECARA MULTIUSER PADA APOTIK KINASIH BULU SUKOHARJO DENGAN METODE RATA–RATA BERGERAK Wawan Laksito YS, Ndaru Mardi Pranggono, Tri Irawati,
Jurnal Ilmiah SINUS Vol 14, No 2 (2016): Juli 2016
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (515.063 KB) | DOI: 10.30646/sinus.v14i2.248

Abstract

Pharmacies Kinasih is a company engaged in the sale of medicine. Competition and sales as the main reason for Pharmacies Kinasih in developing information systems in order to improve the supply of products and presentation of data at the warehouse at the moment is not done manually but using a service-based information system so that the accuracy and the necessary information to provide convenience to the inside provide a report with precise and fast. The moving average method is a system where the card inventory and cost of goods per unit of inventory is always changing every happening purchase new items with moving average Equity Cost of goods sold if there is a subsequent change in the purchase price. With the moving average method can easily determine the price of goods sold in case of price increases and price declines so that no more profits and losses. System information that is created by using visual basic.Net generate output report goods data, supplier data reports, purchasing reports, reports purchase returns, sales reports, sales reports with recipes, statement items, inventory reports, report card stock, report average moving average, stock report hospitalization. Keywords: Information Systems, Method Average - Moving Average, Inventory
Kombinasi Transaksi Penjualan (Merk Beras) Menggunakan Algoritma Apriori (Studi Kasus di UD. SRD) Iwan Ady Prabowo; Wawan Laksito Yuly Saptomo; Nungky Kurnia Candra
Jurnal Teknologi Informasi dan Komunikasi (TIKomSiN) Vol 9, No 1 (2021): Jurnal TIKomSiN, Vol.9, No. 1, 2021
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30646/tikomsin.v9i1.543

Abstract

UD. SRD is an individual company that produces and sells rice with various brands. UD. SRD is an individual company that produces and sells rice with various brands. Rice brands sold include C4 Kelapa, C4 Raja, C4 Merak, Nogo Hitam, Nogo Merah, Nogo Hijau, Pandan Wangi, Mentik Wangi and Rojo Lele. In processing sales data is still done manually that is only using notes or receipts, so the data only serves as an archive. In this study, the data amounted to 404 rice sales transactions from January to September 2016. The purpose of this research is the creation of Apriori algorithm system to predict combination of rice brand in sales transaction in UD. SRD so as to help the company know the sales of the most frequently purchased rice brands simultaneously. The result of combination rice brand is getting using Apriori Algorithm which supported minimum 30% and confidence minimum 70%. It appears from thus statements "If buy C4R, it will buy C3M with 51.54% support and 77.31% confidence", "If buy MW , It will buy C4M with the value of support 48.27% and the value of confidence 79.92% "," If buy C45 and C4M, it will buy MW with the value of support 32.43% and the value of confidence 71.20% "and" If buy MW and C4R , It will buy C4M with the value of support 32.43% and the value of confidence 82.91%".
Implementasi Algoritma Fisher-Yates Shuffle Pada Game Edukasi Aksara Jawa Menggunakan Godot Engine Paulus Harsadi; Wawan Laksito Yuly Saptomo; Candra Yanu Wardhana
Jurnal Teknologi Informasi dan Komunikasi (TIKomSiN) Vol 10, No 1 (2022): Jurnal TiKomSiN, Vol. 10, No. 1, April 2022
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30646/tikomsin.v10i1.603

Abstract

Game is one of the implementations of the computer science field which has developed very rapidly. Game is also a form of educational application, meaning that it can be used as a learning media where the process can be carried out with the 'learning while playing' concept for children.The utilization and use of 'Aksara Jawa' educational game can support the learning process of the children when they want to learn while playing to recognize 'Aksara Jawa'. This 'Aksara Jawa' educational game is a game that is designed to improve children's ability to memorize and understand 'Aksara Jawa'. This game contain questions that need to be answered by players by arranging the scrambled 'Aksara Jawa' to form the correct words or sentences. The used algorithm is Shuffle Random which players can't memorize the position of 'Aksara Jawa' and make the game not boring, and also able to apply 'learning and playing' system and become a good learning method among the children. In this study, Shuffle Random Algorithm was used to randomize the 'Aksara Jawa' contained in every questions which were packaged in the form of a game. The making of this 'Aksara Jawa' educational game was using Godot engine software and GDscript programming language. The final result of this research is that this game can help to learn to memorize, so that it can train reasoning and memory power, and also can be used as a means of entertainment.
IMPLEMENTASI ALGORITMA K-NEAREST NEIGHBOR UNTUK IDENTIFIKASI KUALITAS AIR (STUDI KASUS : PDAM KOTA SURAKARTA) Rio Adi Arnomo; Wawan Laksito Yuly Saptomo; Paulus Harsadi
Jurnal Teknologi Informasi dan Komunikasi (TIKomSiN) Vol 6, No 1 (2018): Jurnal TiKomSiN
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (629.492 KB) | DOI: 10.30646/tikomsin.v6i1.345

Abstract

Water quality in urban areas in Surakarta has decreased nowadays. The increase of industrial development, its poor sewage treatment, and some other factors cause this urban problem. The result of the water quality monitoring system with K-Nearest Neighbor algorithm on this research certainly will help the laborers’ duty of PDAM (Local Government Owned Water Utilities) in analyzing water quality. For the consideration of majority output in this method, the system works by taking the nearest distance to the assigned number of K. The training data for this research was taken in March 2016 form the report of water monitoring result in PDAM’S laboratory of Surakarta. The identification result is divided into eligible (MS) and ineligible (TMS). The testing data result is applied in algorithm performance testing with confusion matrix having accuracy level 82,5%.Keywords: water quality, K-Nearest Neighbor, Confusion matrix
Path Analisis Technology Acceptance Model pada Penerapan Blended Learning Wawan Laksito Yuly Saptomo; Elistya Rimawati
Jurnal Sains dan Informatika Vol. 6 No. 2 (2020): Jurnal Sains dan Informatika
Publisher : Teknik Informatika, Politeknik Negeri Tanah Laut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34128/jsi.v6i2.235

Abstract

Model pembelajaran Blended Learning adalah sistem yang mengkolaborasikan pembelajaran tatap muka kelas dengan pembelajaran online memanfaatkan E-Learning. Penelitian ini bertujuan untuk mengukur tingkat penerimaan dan perilaku peserta didik terhadap teknologi dari model pembelajaran Blended Learning. Variabel yang dikembangkan merujuk pada Technology Acceptance Model (TAM), yaitu model penerimaan pengguna terhadap sistem informasi. Model TAM dikembangkan dari teori psikologis yang menjelaskan bahwa perilaku pengguna sistem berlandaskan pada kepercayaan, sikap, keinginan, dan hubungan perilaku pengguna. Data yang diperoleh dianalisis hubungan struktur variabel dengan Structural Equation Modeling (SEM) menggunakan metode Partial Least Square (PLS). Berdasarkan hasil Analisa PLS dan Boostraping diperoleh nilai Pengaruh Langsung, Pengaruh Tidak Langsung, dan Pengaruh tidak langsung sesuai jalur spesifikasi melalui variabel intervening (Spesific Indirect Efect).
Honeypot-as-a-Service dengan Kubernetes Cluster Rahmat Purwoko; Dimas Febriyan Priambodo; Ghiffari Adhe Permana; Wawan Laksito Yuly Saptomo; Sri Siswanti; Muhammad Hasbi
JEPIN (Jurnal Edukasi dan Penelitian Informatika) Vol 9, No 2 (2023): Volume 9 No 2
Publisher : Program Studi Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jp.v9i2.62076

Abstract

Honeypot merupakan salah satu strategi yang digunakan untuk melindungi jaringan dari serangan siber. Honeypot digunakan untuk menarik penyerang agar menyerang honeypot tersebut daripada perangkat-perangkat jaringan. Namun, penggunaan honeypot masih jarang terjadi di tingkat korporat maupun individu karena membutuhkan tenaga profesional dan infrastruktur khusus untuk mengelolanya selama implementasi. Berdasarkan permasalahan ini, peneliti mengusulkan solusi Software-as-a-Service  (SaaS) yang disebut Honeypot-as-a-Service  (HaaS). HaaS adalah layanan honeypot berbasis cloud yang dikelola oleh orkestrasi kontainer Kubernetes Cluster. Penggunaan Kubernetes Cluster dirancang untuk mengotomatiskan konstruksi, penjadwalan, pemeliharaan, dan penghapusan honeypot berkontainer. Otomatisasi ini dimaksudkan untuk membantu pelanggan yang ingin menggunakan sistem pertahanan berbasis honeypot dalam jaringan mereka tanpa harus menjalankan honeypot mereka sendiri. Pengguna dapat mendaftar akun dan mengonfigurasi honeypot menggunakan dashboard yang langsung terhubung ke cloud honeypot. Sistem ini sedang dikembangkan di lingkungan pusat data Departemen Keamanan Siber dari Politeknik Siber dan Sandi Negara, yang dikelola dengan manajemen virtualisasi Proxmox Virtual Environment. Komponen-komponen dari sistem HaaS terdiri dari honeypot di Kubernetes Cluster, HaaS-proxy, dan HaaS Dashboard. Sistem yang telah dibuat kemudian diuji availability, performance, functionality, and scenario. Hasil evaluasi sistem menunjukkan bahwa sistem HaaS membutuhkan pengembangan lebih lanjut. Meskipun ketersediaan dan performa sistem HaaS telah memenuhi kriteria layanan berbasis cloud, namun fungsionalitas sistem tidak memenuhi standar layanan SaaS secara umum. Namun, honeypot dibangun untuk memenuhi tujuan honeypot dalam menarik penyerang.
IMPLEMENTASI METODE DOUBLE EXPONENTIAL SMOOTHING PADA PREDIKSI JUMLAH PRODUK UMKM Nacita Agnes Dorestin; Retno Tri Vulandari; Wawan Laksito Yuly Saptomo; Bebas Widada; Hendro Wijayanto
Journal of Technology, Mathematics and Social Science Vol 3, No 2 (2023): JURNAL J'THOMS (Desember 2023)
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/j'thoms.v3i2.3711

Abstract

Y2K Batik is an SME (Small and Medium Enterprise) engaged in batik. Y2K Batik produces and sells beach wear with various motifs. One of the important things in business is inventory of merchandise, inventory of merchandise is a factor in determining the success of a trading company to achieve its goals, because the goods sold affect the level of income to increase company profits. With these considerations, it is necessary to analyze the production of beach wear for the availability of merchandise in fulfilling customer orders. Based on the above background, the scope of the problem in this study is master data collection obtained from records of selling beach batik cloth periodically from time to time. By utilizing the existing data and applying certain methods, a sales forecasting prediction can be made using the Double exponential Smoothing method. From the results of calculations and testing of forecasting data on the Mandala Motif Beach Fabric variable with the most optimal value using = 0.9 of 2127 with an error value of 19.46% and an accuracy rate of 80.54% (Good). The Canting Motif Beach Wear variable with the most optimal value using = 0.9 of 3174 with an error value of 3.61% and an accuracy rate of 96.39% (Very Good). Double Exponential Smoothing is the most widely used method to determine the trend equation of the second smoothing data through a smoothing process. The programming language uses Microsoft Visual Studio 2013 and the DBMS uses Microsoft SQL Server 2012. The purpose of this research is to create a system that can simplify the process of analyzing the production of beach wear in order to meet the availability of goods ordered by customers
Sistem Pakar Untuk Mengidentifikasi Penyakit Ikan Koi Menggunakan Metode Forward Chaining Tadzkier, Muhammad Asyraf; Saptomo, Wawan Laksito Yuly; Hasbi, Muhammad
Jurnal Teknologi Informasi dan Komunikasi (TIKomSiN) Vol 11, No 2 (2023): Jurnal Tikomsin, Vol. 11, No. 2, Oktober 2023
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30646/tikomsin.v11i2.791

Abstract

Koi fish is a fish that is widely kept for ornamental fish or cultivated for profit, as well as other ornamental fish, koi are freshwater fish and koi are included in the category of omnivorous animals because in their natural environment koi  eat plants and small animals. Just like fish in general, koi can also be infected by disease, especially if the quality of water and feed is not good, it is not uncommon for many novice breeders to have difficulty identifying symptoms and diseases of koi fish which have an impact on the selling price of koi , another problem is not all breeders are actually in sharing about right knowledge and limited time for consultation process related to symptoms and diseases of koi. Therefore, to solve about problems, this application made to make easier for novice breeders to care for their koi, this application is made web-based using PHP and MySQL database. First process of this application is to ask several questions and if all questions have been answered according to what they experience, the results will appear according to the expert breeder.
Implementasi Logika Fuzzy Pada Game RPG Perang Baratayuda Harsadi, Paulus; Saptomo, Wawan Laksito Yuli
Jurnal Teknologi Informasi dan Komunikasi (TIKomSiN) Vol 11, No 2 (2023): Jurnal Tikomsin, Vol. 11, No. 2, Oktober 2023
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30646/tikomsin.v11i2.788

Abstract

Indonesia is a country that has many cultures in it. Javanese Puppet is one of the Indonesian cultural arts that is growing rapidly on the islands of Java and Bali. Javanese Puppet stories have been used as material for Javanese language lessons in Indonesian schools, especially on the island of Java. However, these stories seem to be starting to be forgotten following the increasing age of the community and also the declining public interest in them. The purpose of this research is to create an RPG game using one of the Javanese puppet stories called the Baratayuda War by using the help of Sugeno's Fuzzy logic implementation in making artificial intelligence on enemy characters. The data collection method uses the Literature Study method which is carried out to obtain information and references from books, papers and scientific journals. From the results of testing the calculation of enemy character variable data consisting of Life, Distance and Ammunition variables, it is evident that Sugeno's Fuzzy logic has been successfully used in determining the behavior of enemy characters. The results of the highest percentage of enemy behavior obtained were 42 % attacking behavior by Striker-type enemies, 35 % attacking behavior by Archer-type enemies and 67% aggressive behavior by Leader-type enemies. From the questionnaires collected by researchers to users of the Baratayuda War game, the overall average result was 86.4%, so that the use of the Baratayuda War game was included in the Very Good category.
Penerapan Fuzzy C-Means Dalam Penentuan Kelas Siswa di Sekolah Menengah Kejuruan Falah, Fusthotum N. M.; Utami, Yustina Retno Wahyu; Saptomo, Wawan Laksito Yuly
Jurnal Teknologi Informasi dan Komunikasi (TIKomSiN) Vol 12, No 1 (2024): Jurnal TIKomSiN Vol 12, No. 1 April 2024
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30646/tikomsin.v12i1.743

Abstract

The PLN industrial class is a class that collaborates with PT. PLN Persero by including a curriculum in accordance with the competencies required by the industry. Students entering industrial classes must also be selected students. Therefore we need a system to classify students. The grouping of students at SMK Muhammadiyah 3 Surakarta is still manual, so the grouping process is not optimal and accurate.The purpose of this thesis is the creation of a class grouping application based on productive academic and attitude values using the Fuzzy C-Means method. And make it easier to do class grouping. Data collection methods include observation or data collection at SMK Muhammadiyah 3 Surakarta, interviews with the Head of the electrical power installation engineering (TITL) Skills Competency and literature studies taken from journals, books and also related research.This class grouping system is created using the Fuzzy C-Means method. After grouping the results obtained from 26 students, 21 students entered the industrial class and 5 students entered the regular class. The results of the validity test prove that the clustering is valid, as evidenced by the silhouette coefficient test where the value is 0.81 which indicates a strong structure.