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PENERAPAN METODE CONTRAST LIMITED ADAPTIVE HISTOGRAM EQUALIZATION (CLAHE) PADA CITRA DIGITAL UNTUK MEMPERBAIKI GAMBAR X-RAY Zekson Arizona Matondang
PUBLIKASI ILMIAH TEKNOLOGI INFORMASI NEUMANN (PITIN) Volume 3 Nomor 2 Tahun 2018
Publisher : UPPM

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Abstract

The Contrast Limited Adaptive Histogram Equalization (CLAHE) method aims to reduce noise bydetermining the kernel matrix and work by replacing the intensity value of each input image pixel with anaverage of the kernel weighting value for each neighboring pixel and pixel itself. In the process of reducingnoise the size of the kernel is very influential in obtaining the results of image quality. The size of the kernelused by the author in this study is 5 x 5.This research has produced an application program to reduce noise using the Contrast Limited AdaptiveHistogram Equalization (CLAHE) method. The test x-ray image used in this study uses x-ray images of thoraxscal. The image is inputted and displayed on the program. Then the Contrast Limited Adaptive HistogramEqualization (CLAHE) process is carried out. Then an image will be produced as desired.
SISTEM INFORMASI MONITORING HASIL AKTIVITAS TRIDHARMA DOSEN PADA STMIK KRISTEN NEUMANN INDONESIA MEDAN BERBASIS WEB Zekson Arizona Matondang; Lukas Tarigan
PUBLIKASI ILMIAH TEKNOLOGI INFORMASI NEUMANN (PITIN) Volume 4 Nomor 2 Tahun 2019
Publisher : UPPM

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Abstract

Tridharma Higher Education consisting of Education and Teaching, Research and Development, andCommunity Service is the main task of Higher Education in Indonesia in organizing National Education.To achieve these three goals, it is necessary to support the existence of an integrated information systemthat can be used to evaluate and monitor independently (self assessment report), continuous and tieredof the three tasks of the Higher Education Tridharma.STMIK Kristen Neumann Indonesia already hasa computerized system in monitoring research, education and community service activities of lecturers,but no one has overseen or monitored routinely, resulting in difficulties when searching for lecturerdata that conducts research, education and community service activities, plus the number of lecturerswho forget the password (password) to log in a number of lecturers so that they are neglected in theinput and upload the lecturer tridarma file.
SISTEM PENDUKUNG KEPUTUSAN PEMILIHAN PEMILIHAN LAPTOP DENGAN METODE FUZZY TAHANI BERBASIS WEB Zekson Arizona Matondang; Pilipus Tarigan
PUBLIKASI ILMIAH TEKNOLOGI INFORMASI NEUMANN (PITIN) Volume 5 Nomor 1 Tahun 2020
Publisher : UPPM

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Abstract

Tablet computer shops as tablet computer sales continue to follow the development of tablet computer technology to meet the needs of tablet computer buyers, where consumers as tablet computer buyers generally always have considerations or factors before making a decision, for example price, brand , the screen size, memory, hard disk, or features available on the tablet computer and other factors. To be able to help with this, it needs to be supported into a computerized decision support system. In addition to providing information, a decision support system can also help provide various alternatives that can be taken in the decision-making process. Fuzzy logic is an appropriate way to map an input space into an output space. Most people think that fuzzy logic is something very complicated and unpleasant, but once someone gets to know it, they will certainly be interested and become a newcomer to learn it
Implementation Of The Linear Congruent Method In Interactive Quiz Games Application Tonni Limbong; Zekson Arizona Matondang
INFOKUM Vol. 10 No. 1 (2021): Desember, Data Mining, Image Processing, and artificial intelligence
Publisher : Sean Institute

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Abstract

The implementation of the Linear Congruent Method (LCM) in the interactive quiz game based on macromedia selects the suitcase used to generate random numbers. Generating numbers using the linear congruent method uses the formula x(n+1) = (axn+c) mod m. Giving variable values that continue to change greatly affects the game process and can avoid the occurrence of fixed or repeated patterns. In addition, giving a variable that changes can also prevent duplication of questions in a row. Meanwhile, to prevent unwanted random numbers from emitting is to set the variable m as a barrier. From the results of the implementation of the above method in an interactive quiz based on macromedia flash, it can display very varied suitcases that can be played by users with each level of difficulty.
Implementation Of The Linear Congruent Method In Interactive Quiz Games Application Tonni Limbong; Zekson Arizona Matondang
INFOKUM Vol. 10 No. 1 (2021): Desember, Data Mining, Image Processing, and artificial intelligence
Publisher : Sean Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (604.887 KB)

Abstract

The implementation of the Linear Congruent Method (LCM) in the interactive quiz game based on macromedia selects the suitcase used to generate random numbers. Generating numbers using the linear congruent method uses the formula x(n+1) = (axn+c) mod m. Giving variable values that continue to change greatly affects the game process and can avoid the occurrence of fixed or repeated patterns. In addition, giving a variable that changes can also prevent duplication of questions in a row. Meanwhile, to prevent unwanted random numbers from emitting is to set the variable m as a barrier. From the results of the implementation of the above method in an interactive quiz based on macromedia flash, it can display very varied suitcases that can be played by users with each level of difficulty.
Development of Flat Shape Learning Media to Improve Children's Mathematical Understanding Using Macromedia Flash Tonni Limbong; Zekson Arizona Matondang
JUKI : Jurnal Komputer dan Informatika Vol. 4 No. 1 (2022): JUKI : Jurnal Komputer dan Informatika, Edisi Mei 2022
Publisher : Yayasan Kita Menulis

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Abstract

Problems in learning that do not use media in the teaching and learning process and the low ability of children's mathematical understanding in learning flat shape material because there are not many media used for learning. This study aims to obtain the benefits of learning media for flat shapes using Macromedia Flash. This research method uses a research and development model. The development model used is MDLC (Multimedia Development Life Cycle), namely concept, design, material collecting, assembly, testing and distribution. In the field trial, the average pretest score was 68.24 while the posttest average score was 86.76. The average increase is 18.52. The minimum gain value is 0.62 while the maximum gain value is 1.00. In the distribution test the average pretest score is 60.33 while the posttest average score is 81.33. The average increase is 21. The minimum gain value is 0.77 while the maximum gain value is 0.83. Based on these data, the flat shape learning media using macromedia flash software can help improve students' understanding significantly in recognizing flat shapes.
IMPLEMENTASI ALGORITMA STRING MATCHING PENCARIAN KATA DARI MAKNA RAMBU LALULINTAS BERBASIS ANDROID Matondang, Zekson Arizona
Jurnal Sistem Informasi Kaputama (JSIK) Vol. 2 No. 1 (2018): Volume 2, Nomor 1, Januari 2018
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59697/jsik.v2i1.799

Abstract

Rambu lalulintas merupakan salah satu dari perlengkapan jalan yang dapat berupa lambang, huruf, angka, kalimat atau perpaduan di antaranya yang berfungsi sebagai peringatan, larangan, perintah atau petunjuk bagi pemakai jalan. Indonesia adalah Negara yang padat penduduknya terutama dikota kota besar. Pada kota-kota besar setiap harinya dipadati dengan kendaraan bermotor yang banyak menyebabkan permasalahan di jalanya itukemacetan, kecelakaan, terobos rambu lalulintas, ada banyak kemungkinan faktor penyebab hal itu terjadi seperti minimnya kesadaran dalam mematuhi rambu lalulintas, kurangnya pemahaman dari arti simbol lalu lintas, dan berbagai macam faktor lain.
Sistem Pendukung Keputusan Forecasting Harga Emas Lelang Pada Pegadaian Dengan Metode Single Moving Average Matondang, Zekson Arizona
Jurnal Teknik Informatika UNIKA Santo Thomas Vol 3 No 1: Tahun 2018
Publisher : LPPM UNIKA Santo Thomas

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (341.263 KB) | DOI: 10.17605/jti.v3i1.249

Abstract

Perhiasan emas merupakan salah satu logam mulia yang sangat diminati dikalangan masyarakat baik sebagai perhiasan maupun sebagai penimbun kekayaan. Selain karena warnanya yang menarik, emas juga merupakan logam mulia yang memiliki harga yang sangat menggiurkan dan tahan lama usianya. Pegadaian cabang pelajar medan merupakan salah satu cabang BUMN yang bergerak dalam bidang pegadaian berupa emas dan barang berharga lainnya yang dapat diukur nilai jualnya, belakangan ini pihak penarsir pada pegadaian mengalami kebingungan dalam menentukan harga emas yang tidak ditebus oleh nasabah yang hendak dilelang, oleh sebab itu sistem pendukung keputusan yang dirancang ini menggunakan metode single moving average sehingga penentuan harga emas yang akan dilelang sesuai dengan perkiraan harga dan sesuai dengan harga pada toko emas lainnya yang ada di pasaran.
STRUKTUR REDAKSI matondang, zekson arizona
Jurnal Teknik Informatika UNIKA Santo Thomas Vol 5 No 1 Tahun 2020
Publisher : LPPM UNIKA Santo Thomas

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (101.3 KB) | DOI: 10.17605/jti.v5i1.775

Abstract

Web Quality Evaluation Penerapan Model View Controller Design Pattern pada Pengembangan Sistem Informasi SMK Negeri 1 Sipispis Purba, Doni El Rezen; Matondang, Zekson Arizona
Jurnal Teknik Informatika UNIKA Santo Thomas Vol 6 No. 2 : Tahun 2021
Publisher : LPPM UNIKA Santo Thomas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54367/jtiust.v6i2.1523

Abstract

Penyebaran informasi SMK Negeri 1 Sipispis saat ini, masih bersifat manual atau masih bersifat surat dan menggunakan papan pengumuman dalam penyampaian informasi. SMKN 1 Sipispis membutuhkan media informasi yang cepat, tepat tanpa harus mengunjungi sekolah dan dapat diakses secara online oleh publik, siswa untuk mendapatkan informasi yang cepat dan akurat. Penelitian ini bertujuan membuat sebuah sarana informasi yang berbasis website dan sekaligus sebagai media alternatif bagi sekolah SMK Negeri 1 Sipispis dalam menyampaikan informasi, berita, dan pengumuman sehingga masyarakat umum dan para siswa dapat dengan mudah memperoleh informasi secara cepat. Model waterfall digunakan pada tahap pengembangan sistem sebagai kerangka dalam menganalisis data dan informasi yang didapat dari sekolah yang kemudian merancang, membangun website sistem informasi sekolah. Sistem ini dibangun menggunakan bahasa pemograman PHP dengan pendekatan pola desain program berbasis Model-View-Controller (MVC) dan sistem basis data MySQL. Perancangan website ini dibangun berdasarkan hasil analisis dan berbagai referensi yang diperoleh dan kemudian diuji. Pengujian dilakukan dengan cara uji Web Quality Evaluation Method dan diperoleh persentasi nilai pengujian sebesar 84,45 %. Setelah melewati tahap uji diperoleh sebuah hasil berupa media informasi beripa sistem informasi berbasis website yang dapat membantu sekolah untuk menyampaikan informasi. Peneliti menyimpulkan bahwa dengan merancang dan menbangun Sistem Informasi SMK Negeri 1 Sipispis berbasis website ini dapat mempermudah sekolah dalam menyampaikan informasi dengan cepat dan tepat