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Perancangan Mesin Abstrak Finite State Automata Untuk Aplikasi Sewa Tanah Desa Sany, Diny Syarifah; Suwandi, Suwandi
Jurnal Teknologi Terpadu Vol 8 No 1: Juli, 2022
Publisher : LPPM STT Terpadu Nurul Fikri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54914/jtt.v8i1.448

Abstract

Village land rental is a government program with specific provisions to maximize the benefits of village assets. A village land rental application can be developed to facilitate village land rental activities, but there is no appropriate design model to build this type of application. The design model for village land rental applications can make it easier for developers to create land rental applications. Applications resulting from the suitable land lease model will maximize the performance of village land rental activities. Finite state automata (FSA) is an abstract machine that can be used and implemented into programming languages. The proposed FSA model is adapted to the village land lease activities. Data collection for research materials was taken from Girijaya Village, Cianjur Regency. Testing this model is carried out in two ways: scenario testing comparing the results of the FSA and actual activities. The second test is by implementing the proposed FSA into the PHP programming language and then testing respondents' feedback to assess the proposed FSA's accuracy. In the first test, by comparing the results of the FSA with actual activities, it was found that the designed FSA was following actual activities. For feedback testing, a questionnaire was carried out with ten respondents getting a score of 4.7 or equivalent according to to tend to be very suitable to be used as a reference in developing village land rental applications.
Desain Trivia Game untuk Latihan Assessment Kompetensi Minimum Tradisional pada Matematika Kelas V SD Sany, Diny Syarifah; Nurbaiti, Anisa
Media Jurnal Informatika Vol 13, No 2 (2021): Media Jurnal Informatika
Publisher : Teknik Informatika Universitas Suryakancana Cianjur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35194/mji.v13i2.1893

Abstract

Pemerintah Indonesia telah berupaya untuk meningkatkan kualitas Pendidikan salah satunya dengan mengadakan program Assessment Kompetensi Minimum (AKM). AKM ini merupakan pengganti ujian sekolah yang terdiri dari AKM tradisional dan AKM alternatif. AKM tradisional berfokus kepada pengetahuan peserta didik. Trivia game dapat digunakan untuk Pendidikan. Namun belum ada desain trivia game yang sesuai dengan latihan soal AKM tradisional, sehingga penelitian ini berfokus pada pembuatan desain trivia game. Pengujian dilakukan dengan mengimplementasikan desain kedalam bahasa pemrograman dan kuisioner setelah mencoba permainan. Hasil didapat bahwa game yang dihasilkan dari desain ini memiliki kemampuan memotivasi, menarik dan menyenangkan sehingga desain yang diusulkan dapat digunakan sebagai acuan untuk pembuatan game sejenis.
ANALISIS DAN PREDIKSI POLA PRODUKSI TELUR AYAM BURAS DI JAWA BARAT MENGGUNAKAN ALGORITMA TIME SERIES DECOMPOSITION Sany, Diny Syarifah; Zikri, Fauzan
Jurnal Administrasi Bisnis (JUBIS) Vol 4, No 2 (2024): December
Publisher : Program Studi Administrasi Bisnis Internasional, FASTER, UNSUR

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35194/jubis.v4i2.4825

Abstract

Penelitian ini mengadopsi pendekatan analisis deret waktu untuk mengkaji dinamika produksi telur ayam buras di Jawa Barat selama periode 2018-2023. Hasil dekomposisi deret waktu mengindikasikan adanya tren pertumbuhan yang signifikan dengan tingkat pertumbuhan tahunan majemuk (Compound Annual Growth Rate/CAGR) sebesar 51,6%, meningkat dari sekitar 17.000 ton pada tahun 2018 menjadi 61.000 ton pada tahun 2023. Peningkatan produksi ini diduga kuat dipengaruhi oleh kombinasi faktor, termasuk peningkatan permintaan domestik, dukungan kebijakan pemerintah, serta adopsi teknologi peternakan yang lebih efisien. Meskipun demikian, keterbatasan data tahunan menghambat identifikasi pola musiman yang lebih spesifik. Analisis residual menunjukkan ketepatan model dalam menangkap pola produksi, mengindikasikan kualitas data yang baik.
Determining the Shortest Route for Eid Homecoming Route Using the Haversine Formula Method and A Star Algorithm Nurpandi, Finsa; Syarifah Sany, Diny
Journal of Computer System and Informatics (JoSYC) Vol 6 No 3 (2025): May 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josyc.v6i3.5911

Abstract

Eid homecoming, also known as "Mudik" in Indonesia, is an annual tradition that involves the mass movement of people from cities to their hometowns to celebrate the Eid al-Fitr holiday. Based on data from the Ministry of Transportation of the Republic of Indonesia, there are five major regions that serve as the primary destinations for homecoming travelers: West Java, Central Java, East Java, DI Yogyakarta, and the Jabodetabek region. The Central Java region is estimated to receive the largest number of homecoming travelers, with an estimated 61.6 million people. Given the potential for human movement of up to 193.6 million people during this period, it poses a significant traffic burden, and an efficient determination of the shortest route is crucial. To address this challenge, the study utilizes the Haversine Formula, which calculates the distance between two geographic points on the earth's surface by considering the curvature of the earth. This approach provides a more accurate distance estimate compared to traditional linear distance calculations. Additionally, the A* algorithm is employed to determine the shortest path from the starting point to the destination. The A* algorithm combines the distance calculation results from the Haversine Formula as a heuristic component in the search process, effectively optimizing the route selection. The results of the A* algorithm search identified the shortest route for homecoming travelers, which starts from the city of Jakarta, passes through West Karawang, Indramayu, Cirebon, Tegal, Pekalongan, Semarang, and Salatiga, before reaching the final destination of Klaten. This optimized route covers a total distance of 599.4 km, providing an efficient and cost-effective option for travelers during the Eid homecoming period
SISTEM REKOMENDASI TANAMAN EDIBLE DARI SAMPAH ORGANIK RUMAH TANGGA BERBASIS ANDROID MENGGUNAKAN COSINE SIMILARITY Sany, Diny Syarifah; Nurpandi, Finsa; Zikri, Fauzan
AGROSCIENCE (AGSCI) Vol 15, No 1 (2025): June
Publisher : Fakultas Sains Terapan, Universitas Suryakancana Cianjur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35194/agsci.v15i1.5258

Abstract

Kemandirian pangan rumah tangga merupakan elemen penting dalam mewujudkan ketahanan pangan nasional yang berkelanjutan. Di sisi lain, sebagian besar rumah tangga di Indonesia menghasilkan sampah organik setiap hari namun belum dikelola secara optimal. Penelitian ini bertujuan mengembangkan ReKompos, sebuah sistem rekomendasi tanaman edible berbasis Android yang memanfaatkan kandungan unsur hara dari dua jenis sampah organik untuk merekomendasikan tanaman paling sesuai berdasarkan metode cosine similarity. Dataset terdiri dari 230 jenis sampah organik dengan atribut Nitrogen (N), Fosfor (P), Kalium (K), dan Kalsium (Ca), serta 69 tanaman edible dengan profil kebutuhan nutrisi masing-masing. Sistem menggabungkan dua vektor nutrisi sampah, kemudian menghitung tingkat kesamaan terhadap vektor kebutuhan tanaman untuk menentukan rekomendasi. Hasil pengujian menunjukkan bahwa sistem mampu memberikan rekomendasi tanaman secara proporsional dan sesuai secara agronomis, dengan nilai similarity tertinggi mencapai 0.96 (misalnya pada kombinasi Kulit Pisang dan Ampas Kopi terhadap tanaman Mentimun dan Terong). Implementasi sistem berjalan efisien di platform Android dan dapat digunakan secara offline. ReKompos berpotensi menjadi solusi berbasis teknologi yang mendukung pengelolaan sampah rumah tangga, pertanian pekarangan, dan konsumsi berkelanjutan.
Linear Algebra for Modern Statistics: Efficiency and Interpretability Challenges in Regression and PCA Khoerul Rahman; Diny Syarifah Sany
Jurnal Ilmiah Informatika dan Komputer Vol. 2 No. 1 (2025): June 2025
Publisher : CV.RIZANIA MEDIA PRATAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69533/tsygq116

Abstract

The development of modern statistics faces the challenge of high-dimensional data complexity, which requires an efficient yet interpretable approach. Linear algebra offers a solution through matrix representation, but its limitations in non-linear contexts and high-dimensional interpretation need to be examined in greater depth. This study analyzes algebraic methods through case studies of linear regression (normal equation solutions) and PCA (eigen decomposition), tested on synthetic datasets and MNIST. The results show: (1) a 40% computational acceleration in matrix-based regression, (2) PCA successfully reduces the MNIST dimension to 3 main components (retaining 85% of the variance), but a survey reveals that 73% of practitioners have difficulty interpreting high-dimensional components. Despite its efficiency advantages, algebraic methods require further development through hybrid approaches (kernel PCA) and interpretable techniques to address limitations in linearity and high-dimensional complexity.
Matrix in Linear Algebra for Modern Computational Solutions Miral Setiawan; Diny Syarifah Sany
Jurnal Ilmiah Informatika dan Komputer Vol. 2 No. 1 (2025): June 2025
Publisher : CV.RIZANIA MEDIA PRATAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69533/wcv24y31

Abstract

This study aims to examine the basic concepts of matrix in linear algebra through conceptual and computational approaches. Matrix are understood not only as computational tools, but also as representations of linear transformations and relationships in vector spaces. The method used is a combination of theoretical analysis and numerical experiments using NumPy and SymPy. A case study was conducted by constructing a distance matrix between 20 districts in Cianjur in the form of a 20x20 symmetric matrix. The results show that the determinant of the matrix reflects the stability of the spatial system, while the inverse is useful for solving systems of linear equations. Eigenvalue and eigenvector analysis identified the most strategically located districts within the network. Additionally, the farthest distance between districts was successfully determined and can be utilized for more efficient transportation route planning. In conclusion, a conceptual and computational understanding of matrix structure is crucial, not only in linear algebra theory but also in practical applications such as regional planning and transportation network management.
Matrix-Based Computation in Informatics: A Conceptual Review of Linear Algebra Applications Nazar, Muhammad Nazar Aufa; Diny, Diny Syarifah Sany
Jurnal Ilmiah Informatika dan Komputer Vol. 2 No. 1 (2025): June 2025
Publisher : CV.RIZANIA MEDIA PRATAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69533/4p5h1v72

Abstract

Linear algebra and matrices play a critical role in informatics, especially in understanding multidimensional data and computational processes. This study aims to explore the fundamental concepts and practical applications of linear algebra and matrices using a descriptive qualitative method with a literature review approach. Data sources include textbooks, international journals, and recent academic articles. The findings reveal that concepts such as vector spaces, determinants, eigenvalues, and matrix transformations are widely applied in machine learning, image processing, and modern data analysis. Techniques like Principal Component Analysis (PCA) and Singular Value Decomposition (SVD) are proven effective for dimensionality reduction and feature extraction. The study concludes that linear algebra acts as a bridge between mathematical theory and informatics applications, serving as a foundation for developing intelligent systems and algorithms. This research is expected to serve as a conceptual reference for students and scholars in the field of information technology.
Generating Unimodular Matrix in Python for Solving Systems of Linear Equations Muhammad Irfan Mustakim; Diny Syarifah Sany
Jurnal Ilmiah Informatika dan Komputer Vol. 2 No. 2 (2025): Desember 2025
Publisher : CV.RIZANIA MEDIA PRATAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69533/8k7k9p54

Abstract

Linear equation systems with integer solutions are widely used in modern computing fields such as cryptography and optimization, but conventional methods often produce inaccurate decimal solutions. To address this issue, this research developed a Python program based on NumPy that can efficiently generate unimodular matrices. The method involves three main stages: initializing an upper triangular matrix with diagonal elements of ±1, filling non-diagonal elements with random integers, and transforming the matrix through elementary row operations. Test results show that the program successfully generates unimodular matrices of sizes 4×4 to 9×9 with perfect accuracy (determinant exactly ±1), an average computation time of 0.5 seconds for a 4×4 matrix, and efficient memory usage (under 20 MB). The solutions to the linear equations are always exact integers, meeting the requirements for high-precision computation. This implementation not only provides a practical solution for integer linear equation systems but also opens up opportunities for applications in cryptographic algorithm development and optimization techniques that require absolute precision. The findings of this research confirm that numerical computation approaches can produce both accurate and efficient mathematical solutions.
Penerapan Algoritma A* Pathfinding dan Behavior Tree Pada Perilaku Non-Playable Character (NPC) pada Game Labirin “Dungeon Escape” Wildan Fadilah; Diny Syarifah Sany
SABER : Jurnal Teknik Informatika, Sains dan Ilmu Komunikasi Vol. 3 No. 4 (2025): Oktober: Jurnal Teknik Informatika, Sains dan Ilmu Komunikasi
Publisher : STIKes Ibnu Sina Ajibarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59841/saber.v3i4.3206

Abstract

This study focuses on the development of an intelligent enemy behavior system in the 2D maze game Dungeon Escape by combining the A* algorithm for pathfinding and a Behavior Tree (BT) structure for decision-making. The main objective is to enhance Non-Playable Character (NPC) intelligence, enabling more adaptive and realistic interactions with players. The A* algorithm is implemented to allow NPCs to pursue players through the shortest and most efficient paths while avoiding obstacles on a grid-based map. Meanwhile, the Behavior Tree framework is designed to manage NPC actions based on dynamic conditions, such as attacking when in close proximity, chasing players within a certain detection radius, and retreating to the original guard position when the player leaves the active zone. The research methodology involves a comprehensive literature review, system design, and implementation using the Unity game engine. Testing procedures consist of both white-box and black-box approaches to evaluate the correctness, functionality, and efficiency of the system. The results indicate that all major game features—including player navigation, combat mechanics, key collection, enemy pathfinding, and user interface interactions—operate smoothly as expected. Furthermore, NPCs exhibit adaptive behavior by dynamically switching between patrolling, chasing, and attacking modes depending on the player’s location and proximity. Performance testing shows that the integrated A* and BT system runs efficiently without significant delays or instability, even in higher-level stages with more complex layouts. The final game prototype includes seven progressively challenging levels, offering players an engaging and dynamic gameplay experience. This study demonstrates that the combination of pathfinding and decision-making algorithms provides an effective solution for designing intelligent NPCs, improving both realism and entertainment value in 2D games. The findings are expected to serve as a useful reference for future research and development in AI-based game design, particularly in the context of Unity game projects.