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Rancang Bangun Sistem Informasi Desa Berbasis Website (Studi Kasus Desa Netpala) Asmara jimi
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 2 No 1 (2019): Jurnal Pendidikan Teknologi Informasi (JUKANTI)
Publisher : Program Studi Pendidikan Informatika, Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v2i1.17

Abstract

Abstract The development of the village government are now either in the presence of village funds from the central government that aim to advance, village the current rural development related to information technology support, almost luminance village need to improve information technology services to the.One example from the village, about the internet the internet is not currently only enjoyed by urban residents but comes to. village communityThe difficulty of access to information that is keen to develop research make village based information system website for the purpose of improving public services, village access to information can be obtained easily, for the villagers, promotion , potential of the village , population area and forth with, literature in a interview observation, field and drafting, system the website based information system able to improve services to the community so that information to the public can be accessed easily and accurately.
GAME RANCANG BANGUN KOTA SEDERHANA BERBASIS ANIMASI 2DIMENSI Asmara jimi
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 2 No 2 (2019): Jurnal Pendidikan Teknologi Informasi (JUKANTI)
Publisher : Program Studi Pendidikan Informatika, Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v2i2.67

Abstract

Perkembangan dalam dunia game sangat pesat dimulai dari visualisasi gambar sampai dengan pergerakan objek gambar dari game tersebut. Terdapat 3 (tiga) jenis tampilan visualisasi game yang sekarang marak didunia hiburan terutama permainan game yaitu, 1 dimensi, 2, dimensi dan 3. Dengan memiliki jenis gambar sampai warna yang menarik untuk dimainkan. Dalam studi kasus berikut penulis akan membuat sebuah game dengan berbasis animasi 2 dimensi yang membutuhkan daya pikir, kecermatan, sampai imajinasi seorang pemain.Hasil yang diperoleh dari penelitian ini adalah untuk meningkatkan daya imajinasi pemain, merancang dan membangun sebuah pembangunan kota dengan material-material object yang telah ada sebelumnya, dengan penambahan bonus biaya pada saat bangunan kota telah dibangun yang bertujuan agar user dapat membeli material-material objek yang ada sesuai harga dan jumlah uang yang dikumpulkan oleh user dalam permainan game pembangunan kota berbasis animasi 2 dimensi.
PERANCANGAN SISTEM E-LEARNING BERBASIS WEB PADA SMP N 2 BUSALANGGA Asmara Jimi
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 3 No 1 (2020): Jurnal Pendidikan Teknologi Informasi (JUKANTI)
Publisher : Program Studi Pendidikan Informatika, Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v3i1.108

Abstract

Perkembangan Teknologi saat ini berkembang begitu pesat, hampir semua aspek kehidupan manusia semua menggunakan teknologi. Kebutuhan akan satu konsep dan mekanisme belajar mengajar (pendidikan) berbasis TI semakin lebih maju yang kemudian dikenal dengan sebutam E-learning ini membawa pengaruh terjadinya transformasi pendidikan konvensional ke dalam bentuk digital, baik secara isi (contens) dan sistemnya. E-learning merupakan model pembelajaran yang memanfaatkan fasilitas teknologi informasi dan komunikasi. Dengan teknologi informasi ini dapat berperan sebagai yang menyediakan informasi antara siswa dan pelajar, sumber belajar dan sarana untuk mengefektifkan evaluasi pembelajaran. SMP Negeri 2 Busalangga sebagai salah satu sekolah negeri yang proses kegiatan belajar mengajarnya masih menggunakan cara konvensional. Untuk mendidik para siswa atau anak didiknya dalam menghadapi ujian nasional maka para guru atau pihak sekolah selalu mengadakan bimbingan belajar atau try out, pra ujian nasional di luar jam sekolah. Metode yang digunakan pada penelitian ini adalah metode kualitatif, Hasil yang didapat berupa rancangan media website e-learning yang akan dapat digunakan untuk kegiatan belajar mengajar berbasis IT
A Grid-search Method Approach for Hyperparameter Evaluation and Optimization on Teachable Machine Accuracy: A Case Study of Sample Size Variation Malahina, Edwin Ariesto Umbu; Iriane, Gregorius Rinduh; Belutowe, Yohanes Suban; Katemba, Petrus; Asmara, Jimi
Journal of Applied Data Sciences Vol 5, No 3: SEPTEMBER 2024
Publisher : Bright Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47738/jads.v5i3.290

Abstract

This study aims to evaluate the effectiveness of the grid-search method in hyperparameter optimization on Teachable Machine (TM) using a varying number of image samples. The hyperparameters studied include epoch (e), batch size (b), and learning rate (l). A structured grid-search method approach will be applied to test 216 hyperparameter combinations across 6 categories of sample size per class, namely 10, 25, 50, 100, 250, and 500. The results showed that the optimal combination findings were obtained based on variations in the number of samples as follows: 10 samples using e:100, b:256, l:0.001 get an accuracy range of ≥ 90%; for 25 samples using e:500, b:16, l:0.001 get an accuracy range ≥ 97%; for 50 samples using e:100, b:512, l:0.001 get an accuracy range ≥ 88%; for 100 samples using e:500, b:32, l:0.001 get an accuracy range ≥ 88%; for 250 samples using e:50, b:16, l:0.001 get an accuracy range ≥ 92%, and finally 500 samples using e:500, b:256, l:0.001 get an accuracy range ≥ 96% and on average are able to achieve 100% accuracy from the detection test results of the best value performed for each sample variation of the image object. This research provides significant contributions or benefits in finding the optimal hyperparameter configuration, minimizing overfitting, and shortening the search time for TM accuracy in image classification, particularly in human face recognition. The findings support the development of more efficient and accurate TMs and provide practical guidance for finding better hyperparameter optimization using the grid-search method approach. The results of this study have implications for improving the effectiveness and accuracy of TM models and their development in mobile web applications
Implementasi Paralel Bubble Sort dengan Menggunakan MPICH2 dan Perbandingannya dengan Implementasi Sekuensial Rosani, Erna; Imaculata Inriani, Maria; Asmara, Jimi
Jurnal Informatika Vol 25 No 2 (2025): Jurnal Informatika
Publisher : Institut Informatika Dan Bisnis Darmajaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

 This research is motivated by the need for efficient sorting algorithms for large amounts of data. The objective of this research is to implement the Bubble Sort algorithm in parallel using MPICH2 and compare its performance with sequential implementations. The research method involved testing parallel and sequential Bubble Sort programs on datasets of varying sizes (10, 100, 1,000, 10,000, and 100,000 elements). The experimental results show that parallel Bubble Sort performs better than sequential Bubble Sort, especially for large amounts of data. The speed-up achieved was 4.44 times faster on a dataset of 100,000 elements. However, for small data sets, sequential Bubble Sort is more efficient due to the communication overhead between processes in parallel Bubble Sort.