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SISTEM PENDUKUNG KEPUTUSAN PENILAIAN KINERJA PEGAWAI DENGAN MENGGUNAKAN METODE MULTI OBJECTIVE OPTIMIZATION ON THE BASIS OF RATIO ANALYSIS (MOORA) BERBASIS WEB PADA BADAN NARKOTIKA NASIONAL PROVINSI KALIMANTAN TIMUR Arfyanti, Ita; Pratiwi, Heny; Lamsi, Rahmadiansyah Zain
JURNAL IT Vol 10 No 2 (2019): Volume 10 Nomor 2, Agustus 2019 Jurnal IT
Publisher : LPPM- STMIK HANDAYANI MAKASSAR

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37639/jti.v10i2.154

Abstract

Tujuan dari penelitian ini adalah untuk dapat membantu dan memudahkan pihak pimpinan dalam menentukan keputusan bagi pegawai yang berprestasi dan mengurangi masalah yang dihadapi pada saat proses penilaian kinerja seperti masalah banyaknya kriteria yang digunakan pada Badan Narkotika Nasional Provinsi Kalimantan Timur. Sistem ini dibuat dengan menggunakan bahasa pemrograman PHP (Hypertext Preprocessor), Xampp sebagai local server, MySQL sebagai database server, dan Apache sebagai web server. Alat bantu pengembangan sistem menggunakan  flowchart dan UML (Unified Modeling Language). Hasil dari penelitian ini adalah berupa hasil penilaian metode MOORA yang memperlihatkan urutan peringkat dari masing-masing pegawai dan bisa menjadi dasar pertimbangan untuk pihak pimpinan dalam mengambil keputusan dalam memilih pegawai yang terbaik untuk pemberian penghargaan seperti kenaikan pangkat, kenaikan gaji atau tunjangan prestasi kerja, dan promosi atau kompensasi
Deteksi Marker Augmented Reality dalam Pengenalan Batik Kalimantan Timur menggunakan Algoritma Convolutional Neural Networks (CNNs) SA'AD, MUHAMMAD IBNU; PRATIWI, HENY
MIND (Multimedia Artificial Intelligent Networking Database) Journal Vol 9, No 1 (2024): MIND Journal
Publisher : Institut Teknologi Nasional Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26760/mindjournal.v9i1.89-98

Abstract

AbstrakMultimedia dan kecerdasan buatan saat ini masih menjadi trend dalam dunia pendidikan, wirausaha, industri, teknologi kedokteran, dan bidang lainnya. Salah satu perkembangan teknologi computer vision adalah Augmented Reality. Augmented reality merupakan teknologi yang menggabungkan antara dunia nyata dan dunia maya dengan menggunakan marker sebagai target objek 3D yang akan ditampilkan. Algoritma Convolutional Neural Network, sebagai pendukung dalam penelitian ini yang bertujuan untuk mengukur keakuratan marker motif batik kalimantan timur. Metode yang digunakan pada penelitian ini adalah marker based tracking untuk melacak penanda visual. Hasil pengujian dengan 100 data marker dengan rasio 80:20 marker motif batik Kalimantan Timur menunjukan akurasi terbaik yaitu sebesar 0,9092, dan rata-rata akurasi keseluruhan dari epoch 1 sampai epoch 20 yaitu sebesar 0,90237. Hasil akhir pengujian marker dan objek 3D Augmented Reality.Kata kunci: multimedia, kecerdasan buatan, augmented reality,convolutional neural networksAbstractMultimedia and artificial intelligence are currently still a trend in the world of education, entrepreneurship, industry, medical technology and other fields. One of the developments in computer vision technology is Augmented Reality. Augmented reality is a technology that combines the real world and the virtual world by using markers as targets for the 3D objects to be displayed. The Convolutional Neural Network algorithm, as support in this research, aims to measure the accuracy of East Kalimantan batik motif markers. The method used in this research is marker based tracking to track visual markers. The test results with 100 marker data with a ratio of 80:20 for East Kalimantan batik motif markers showed the best accuracy, namely 0.9092, and the overall average accuracy from epoch 1 to epoch 20 was 0.90237. Final results of testing markers and 3D Augmented Reality objects.Keywords: multimedia, artificial intelligence, augmented reality, convolutional neuralnetworks
Sistem Pakar Berbasis Web untuk Diagnosis Penanganan Pasca Panen Kelapa Sawit Menggunakan Metode Naive Bayes Pratiwi, Heny; Sa'ad, Muhammad Ibnu; Zakaria, Muhammad Alamsyah
TAMIKA: Jurnal Tugas Akhir Manajemen Informatika & Komputerisasi Akuntansi Vol 4 No 2 (2024): TAMIKA: Jurnal Tugas Akhir Manajemen Informatika & Komputerisasi Akuntansi
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/tamika.Vol4No2.pp259-267

Abstract

This study aims to design a web-based Expert System that is able to diagnose post-harvest handling of oil palm using the Naive Bayes method. In addition, this study also aims to explore optimal harvesting and post-harvest handling management in order to produce high-quality oil yields. This study was conducted at PT Sawit Sukses Sejahtera, the location where the experts work. Data collection was carried out through interviews with experts related to post-harvest handling of oil palm fruit, as well as literature studies to obtain data relevant to the research topic. The Naive Bayes method is used based on the probability found in the post-harvest handling process of oil palm, while system development follows the ESDLC (Expert System Development Life Cycle) methodology, which is the basis for designing and developing expert systems.
Perbandingan Algoritma ELM Dan Backpropagation Terhadap Prestasi Akademik Mahasiswa Pratiwi, Heny; Harianto, Kusno
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 3, No 2 (2019): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (551.042 KB) | DOI: 10.30645/j-sakti.v3i2.147

Abstract

Extreme Learning Machine and Backpropagation Algorithms are used in this study to find out which algorithm is most suitable for knowing student academic achievement. The data about students are explored to get a pattern so that the characteristics of new students can be known every year. The evaluation process of this study uses confusion matrix for the introduction of correctly recognized data and unknown data. Comparison of this algorithm uses student data at the beginning of the lecture as early detection of students who have problems with academics to be anticipated. The variables used are the value of the entrance examination for new students, the first grade IP value, Gender, and Working Status, while the output variable is the quality value as a classification of academic performance. The results of this study state that the Extreme Learning Machine algorithm has a 14.84% error rate lower than Backpropagation 28.20%. From the model testing stage, the most accurate result is the Extreme Learning Machine algorithm because it has the highest accuracy and the lowest error rate.
Sistem Monitoring Lulusan Perguruan Tinggi Dalam Memasuki Dunia Kerja Menggunakan Tracer Study Harianto, Kusno; Pratiwi, Heny; Suhariyadi, Yonatan
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 3, No 2 (2019): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (834.855 KB) | DOI: 10.30645/j-sakti.v3i2.148

Abstract

This research is titled Monitoring System of Higher Education Graduates in Entering the World of Work Using Tracer Study. The problem raised in this study is that the BKK (Bursa Kerja Khusus) STMIK Widya Cipta Dharma Samarinda get information about the performance of STMIK graduate students Widya Cipta Dharma, analyze graduate data to obtain the relevance of the competency of STMIK graduates Widya Cipta Dharma Samarinda, change the old system into a system that new. The purpose of this research is to provide information and reports on the results of tracer study data collection from alumni of STMIK Widya Cipta Dharma Samarinda. Data collection methods used are literature study, field studies. The system development method used is the waterfall method. Informatic System of Alumnus Record Tracer Study Based Website of STMIK Widya Cipta Dharma Samarinda is a computer-based system that was built with the aim of processing the alumnus search to find out the description of the profile, performance, and distribution of work location of the alumnus. Informatic System of Alumnus Record Tracer Study Based Website of STMIK Widya Cipta Dharma Samarinda is expected to help assist the BKK (Bursa Kerja Khusus) in recording alumnus and record the track record of alumnus scattered in serveral areas.
Membangun Game Edutainment “Pengenalan Komputer” Menggunakan Shuffle Random (SR) Dan Finite State Machine (FSM) Untuk Anak Tunagrahita Ringan Pratiwi, Heny; Arfyanti, Ita; Sururi, M Za’iem
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 3, No 2 (2019): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (762.893 KB) | DOI: 10.30645/j-sakti.v3i2.149

Abstract

Research to build an Edutainment Game "Introduction to Computers" for mild retarded children is a study designed for teachers to deliver material to special school students (SLB) with special needs such as children with visual impairment, hearing impairment, mental retardation, intellectual disability, autism and blindness. . In this game the player will be presented with a variety of learning menus about "Computer Devices" and a game menu consisting of a guessing picture quiz to train memory, then there are typing games and labyrinth games to develop motor movements and increase students' responses and interests. Shuffle and Finite State Machine randomization algorithms will be applied in this study, with the aim of arranging the image position to be randomized in the learning menu and typing games as well as randomizing the position of the main characters and enemies in the labyrinth game made in three levels. This is done to improve students' learning and curiosity. The technology applied in this research is intelligent agent (intelligent system) which has a game agent character that will accompany children to learn and play.
Perbandingan Algoritma ELM Dan Backpropagation Terhadap Prestasi Akademik Mahasiswa Pratiwi, Heny; Harianto, Kusno
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 3, No 2 (2019): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (551.042 KB) | DOI: 10.30645/j-sakti.v3i2.147

Abstract

Extreme Learning Machine and Backpropagation Algorithms are used in this study to find out which algorithm is most suitable for knowing student academic achievement. The data about students are explored to get a pattern so that the characteristics of new students can be known every year. The evaluation process of this study uses confusion matrix for the introduction of correctly recognized data and unknown data. Comparison of this algorithm uses student data at the beginning of the lecture as early detection of students who have problems with academics to be anticipated. The variables used are the value of the entrance examination for new students, the first grade IP value, Gender, and Working Status, while the output variable is the quality value as a classification of academic performance. The results of this study state that the Extreme Learning Machine algorithm has a 14.84% error rate lower than Backpropagation 28.20%. From the model testing stage, the most accurate result is the Extreme Learning Machine algorithm because it has the highest accuracy and the lowest error rate.
Sistem Monitoring Lulusan Perguruan Tinggi Dalam Memasuki Dunia Kerja Menggunakan Tracer Study Harianto, Kusno; Pratiwi, Heny; Suhariyadi, Yonatan
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 3, No 2 (2019): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/j-sakti.v3i2.148

Abstract

This research is titled Monitoring System of Higher Education Graduates in Entering the World of Work Using Tracer Study. The problem raised in this study is that the BKK (Bursa Kerja Khusus) STMIK Widya Cipta Dharma Samarinda get information about the performance of STMIK graduate students Widya Cipta Dharma, analyze graduate data to obtain the relevance of the competency of STMIK graduates Widya Cipta Dharma Samarinda, change the old system into a system that new. The purpose of this research is to provide information and reports on the results of tracer study data collection from alumni of STMIK Widya Cipta Dharma Samarinda. Data collection methods used are literature study, field studies. The system development method used is the waterfall method. Informatic System of Alumnus Record Tracer Study Based Website of STMIK Widya Cipta Dharma Samarinda is a computer-based system that was built with the aim of processing the alumnus search to find out the description of the profile, performance, and distribution of work location of the alumnus. Informatic System of Alumnus Record Tracer Study Based Website of STMIK Widya Cipta Dharma Samarinda is expected to help assist the BKK (Bursa Kerja Khusus) in recording alumnus and record the track record of alumnus scattered in serveral areas.
Membangun Game Edutainment “Pengenalan Komputer” Menggunakan Shuffle Random (SR) Dan Finite State Machine (FSM) Untuk Anak Tunagrahita Ringan Pratiwi, Heny; Arfyanti, Ita; Sururi, M Za’iem
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 3, No 2 (2019): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/j-sakti.v3i2.149

Abstract

Research to build an Edutainment Game "Introduction to Computers" for mild retarded children is a study designed for teachers to deliver material to special school students (SLB) with special needs such as children with visual impairment, hearing impairment, mental retardation, intellectual disability, autism and blindness. . In this game the player will be presented with a variety of learning menus about "Computer Devices" and a game menu consisting of a guessing picture quiz to train memory, then there are typing games and labyrinth games to develop motor movements and increase students' responses and interests. Shuffle and Finite State Machine randomization algorithms will be applied in this study, with the aim of arranging the image position to be randomized in the learning menu and typing games as well as randomizing the position of the main characters and enemies in the labyrinth game made in three levels. This is done to improve students' learning and curiosity. The technology applied in this research is intelligent agent (intelligent system) which has a game agent character that will accompany children to learn and play.
Development of Web and Android Based Employee Attendance Monitoring Application Pratiwi, Heny; Fitriani, Nur; Junirianto, Eko; Sa'ad, Muhammad Ibnu
Journal of Artificial Intelligence and Engineering Applications (JAIEA) Vol. 4 No. 2 (2025): February 2025
Publisher : Yayasan Kita Menulis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59934/jaiea.v4i2.738

Abstract

This research was conducted to develop an Android-based employee attendance monitoring system that can assist the Department of Manpower and Transmigration of East Kalimantan Province in monitoring employee attendance, recapitulating employee attendance, and timely submission of attendance reports. The objective of this research is to simplify employee attendance monitoring and expedite the recapitulation of employee attendance lists at the Department of Manpower and Transmigration of East Kalimantan Province. The system development method used is the prototype model. This method consists of five stages: Communication, Quick Plan, Modeling Quick Design, Construction of Prototype, and Deployment Delivery & Feedback. The result of this research is a web-based information system for Administrators and Direct Supervisors to process data and monitor employee attendance, and an Android-based system for employees to record their check-in and check-out times. In the Android-based system, employees can also input attendance with various remarks such as early leave, absence, sick leave, personal leave, business trips, and external duties. The blackbox testing in this research shows that the system functions as expected, and the betabox testing results in a score of 89.60%.