Saptomo, Wawan Laksito Yuly
STMIK Sinar Nusantara

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Journal : Jurnal TIKOMSIN (Teknologi Informasi dan Komunikasi Sinar Nusantara)

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
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.