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IMPLEMENTASI MACHINE LEARNING PADA SISTEM PETS IDENTIFICATION MENGGUNAKAN PYTHON BERBASIS UBUNTU Fahrizal Fahrizal; Faiz Octa Reynaldi; Noer Hikmah
Journal of Information System, Informatics and Computing Vol 4 No 1 (2020): JISICOM : Volume 4, Nomor 1, Juni 2020
Publisher : Sekolah Tinggi Manajemen Informatika dan Komputer Jayakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (558.021 KB)

Abstract

Pets Identification adalah salah satu jenis sistem identifikasi “Biometrik” Sistem ini mengidentifikasikan hewan dengan fitur khusus pada bagian tertentu yang membedakan satu hewan dengan hewan lainnya. Dalam penelitian ini diimplementasikan dengan Machine Learning. Machine Learning itu sendiri adalah salah satu bagian dari Artificial Intelligence (Kecerdasan Buatan) yang fokus pada pengembangan sebuah sistem yang mampu belajar secara otomatis tanpa harus diprogram oleh manusia. Dengan kata lain, Machine Learning akan belajar dari data yang terdapat dalam sebuah dataset. Proses training dilakukan oleh Machine Learning dengan algoritma Convolutional Neural Network (CNN). Hasil penelitian menunjukkan bahwa akurasi dari Pet’s Identification sangat tergantung dari algoritma Machine Learning dan kualitas dataset yang diproses oleh Machine Learning.
PENERAPAN METODE INFORMATION ECONOMIC (IE) UNTUK ANALISIS KELAYAKAN APLIKASI SIPSIBA (Studi Kasus: SMK Muhammadiyah 10 Jakarta) Tri Hartati; Noer Hikmah
Journal of Information System, Applied, Management, Accounting and Research Vol 5 No 2 (2021): JISAMAR : Volume 5, Nomor 2, May 2021
Publisher : Sekolah Tinggi Manajemen Informatika dan Komputer Jayakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52362/jisamar.v5i2.406

Abstract

Teknologi informasi yang terus berkembang mengikuti kebutuhan manusia pada saat ini sangat membantu manusia dalam memenuhi dan menyelesaikan banyak pekerjaan. Teknologi informasi juga menjadi basis perkembangan suatu industri sehingga membuat perusahaan-perusahaan saling berkompetisi untuk memajukan usahanya dengan berinvestasi secara nyata pada sistem informasi yang mendukung kemajuan usahanya. Tidak hanya perusahaan yang bersifat komersial yang memanfaatkan teknologi informasi/sistem informasi, akan tetapi perusahaan yang non-komersial pun ikut bersaing untuk memajukan bisnisnya. Dalam hal berinvestasi di bidang SI/TI, pihak perusahaan harus teliti dalam memperhitungkan resiko yang kemungkinan akan terjadi di masa mendatang. Dan untuk mencegah atau mengurangi dampak kerugian tersebut, maka sistem informasi yang akan diterapkan pada perusahaan tersebut harus dianalisa kelayakannya terlebih dahulu dengan menggunakan metode information economic (IE). Studi kasus yang penulis ambil adalah menguji/menganalisa kelayakan aplikasi SIPSIBA (Sistem Informasi Penerimaan Siswa Baru) yang akan diterapkan pada SMK Muhammadiyah 10 Jakarta. Analisa yang dilakukan untuk menentukan manfaat melalui kombinasi dari analisis enhanced ROI, penilaian bidang bisnis, dan penilaian bidang teknologi.
Analisa knowledge management system pada rancang bangun aplikasi SIPSIBA SMK Muhammadiyah 10 Jakarta Tri Hartati; Noer Hikmah
Journal of Information System, Applied, Management, Accounting and Research Vol 5 No 4 (2021): JISAMAR, Volume 5, Nomor 4, November 2021
Publisher : Sekolah Tinggi Manajemen Informatika dan Komputer Jayakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52362/jisamar.v5i4.575

Abstract

Penerimaan peserta didik baru (PPDB) merupakan langkah awal yang harus dijalani siswa sebelum memasuki jenjang pendidikan pada suatu lembaga pendidikan formal. Dalam prosesnya diperlukan pengelolaan terhadap sumber daya, perekaman data dan informasi peserta didik, serta penyeleksian berdasarkan kemampuan peserta didik. Untuk itu dibutuhkan sistem informasi yang menunjang kegiatan PPDB yang dapat merekam data dan mengorganisasikan data sehingga sistem informasi ini dapat menjadi sarana dan prasarana yang lengkap dan terintegrasi. Percepatan akses informasi dan pengetahuan serta peningkatan efisiensi proses pendaftaran peserta didik baru tersebut membutuhkan analisa data dalam pencapaiannya yaitu dengan menganalisa knowledge management system pada rancang bangun aplikasi PPDB online yaitu aplikasi SIPSIBA yang akan diterapkan pada SMK Muhammadiyah 10 Jakarta. Penelitian ini menggunakan metode Knowledge Management System Life Cycle yang terdiri dari beberapa tahapan yaitu Evaluate Existing Infrastructure, Form the KM Team, Knowledge Capture, dan Implement the KM System
RANCANG BANGUN PEMBUATAN PROGRAM KAMUS PLESETAN BERBASIS PWA ( PROGRESSIVE WEB APPLICATION) Noer Hikmah; Bimo Tri Cahyo; Harsih Rianto; Sari Dewi
Journal of Information System, Applied, Management, Accounting and Research Vol 4 No 4 (2020): JISAMAR: Volume 4, Nomor 4, November 2020
Publisher : Sekolah Tinggi Manajemen Informatika dan Komputer Jayakarta

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

Abstract

Teknologi semakin maju, salah satunya adalah pemrograman. Sehingga banyak aplikasi yang dapat memudahkan manusia dalam dunia pekerjaan atau pun pendidikan. Komika, Pelawak dan Tim Kreatif TV memerlukan sebuah sistem yang dapat memberikan banyak ide untuk dibuatkan materi plesetan. Dimana plesetan masih menggunakan daya ingat belum ada sistem untuk menyimpan data plesetan tersebut. sehingga pada proses pencarian plesetan yang dicari memungkinkan hasil yang didapat terbatas, lambat dan tidak akurat semua itu karena bergantung pada daya ingat seseorang, sehingga memungkinkan pada saat proses berlangsung, terjadi kesalahan dalam pencarian data-data yang diperlukan. Oleh karena itu, diperlukan suatu sistem untuk memudahkan dan mencari kata plesetan. Pada penelitian ini peneliti menggunakan teknologi Progressive Web Apps (PWA) dengan menggunakan fitur speechrecognition untuk live dialog. Sedangkan untuk metode pengembangan perangkat lunak yang menggunakan metode waterfall dengan tahapan anlisis, desain,coding, pengujian dan pemeliharaan. Kata kunci: Plesetan, Progressive Web Apps (PWA), Waterfall Abstract: Technology is getting more advanced, one of which is programming. So that there are many applications that can make it easier for humans in the world of work or education. Komika, comedians and the TV Creative Team need a system that can provide lots of ideas for making pun material. Where the pun still uses memory, there is no system to store the pun data. So that in the process of searching for the puns that are searched, the results obtained are limited, slow and inaccurate because it depends on one's memory, so it is possible that during the process, an error occurred in the search for the required data. Therefore, we need a system to facilitate and search for puns. In this study, researchers used Progressive Web Apps (PWA) technology by using the speech recognition feature for live dialogue. As for the software development method that uses the waterfall method with the stages of analysis, design, coding, testing and maintenance. Keywords: Plesetan, Progressive Web Apps (PWA), Waterfall.
Implementasi Data Mining Menentukan Game Android Paling Diminati Dengan Algoritma Apriori Yulianti Yulianti; Dwi Yuni Utami; Noer Hikmah
Paradigma Vol 21, No 1 (2019): Periode Maret 2019
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (378.618 KB) | DOI: 10.31294/p.v21i1.4941

Abstract

Abstract - Game play at this time is greatly increased among children, teenagers and Parents . various types of games continue to emerge and steal the hearts of enthusiasts. he role of the game quite effective to eliminate saturation, fatigue, sadness, or just want to fill the free time, From starting paid games to free games. To meet The  desire of gamers needs to be made an information So that fans can find out. A priori algorithm includes the type of association rules in Mining data. One stage of association analysis, which attracts many researchers to produce an efficient algorithm is the analysis of high frequency patterns (frequent pattern mining). Important or not a buffer association that is known by two benchmarks, namely: support and confidence. Support (support value) presents a combination of items in the database, while confidence (recognition capacity) is a strong correlation between items and a priori algorithm association rules can help determine specialization in a class or group. It can be concluded that the algorithm can facilitate the researcher apriosi to produce output that is measured accurately with the value of the value that has been set. The game support support value is 50%, and the results of the study can produce 80% confidence value for game Shadowrun (Dragonfall) dah Knight of pen & paper 2 , while for game women the support value is 50% and the results of the research can be 66,7% for game Candy Crush Saga and other games in demand. From these data it is stated that more men like game-and-woman games. Keywords: specialization, game type, priori algorithmi
PERANCANGAN ANIMASI INTERAKTIF PEMBELAJARAN BAHASA PERANCIS LEVEL SMA Noer Hikmah; Narti -; Suwesti Narita
Evolusi : Jurnal Sains dan Manajemen Vol 7, No 1 (2019): Jurnal Evolusi 2019
Publisher : Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1348.61 KB) | DOI: 10.31294/evolusi.v7i1.5018

Abstract

Abstract - Interactive animation is a medium for packing information so it can be displayed with interesting. the concept of animation learning French language which become an alternative means to train basic speaking french language. Equipped with animation and audio for every word base that aims to make this application more interesting, and added with a menu of conversation exercises and quis that can train the user knowledge of the basic French words that have been studied. Packaged in the form of visual and audio learning media using Macromedia Flash 8 and Adobe Photoshop cs5 applications.This work is expected to be a learning medium that can help users to understand the French language.Keywords—Animation, Learning Media, Macromedia FlashAbstrak – Animasi interaktif merupakan sebuah media untuk mengemas informasi sehingga dapat ditampilkan dengan menarik. konsep animasi pembelajaran bahasa perancis yang menjadi sarana altematif untuk melatih berbicara dasar bahasa perancis. Dengan dilengkapi animasi serta audio untuk setiap dasar kata yang bertujuan untuk membuat aplikasi ini menjadi lebih menarik, serta ditambahi dengan menu latihan percakapan dan quis yang dapat melatih pengetahuan pengguna akan dasar kata bahasa perancis yang sudah dipelajari. Dikemas dalam bentuk visual dan audio media pembelajaran yang menggunakan Macromedia Flash 8 dan aplikasi Adobe Photoshop cs5. Karya ini di harapkan menjadi media pembelajaran yang bisa membantu pengguna untuk mengerti bahasa perancis. Kata Kunci—Animasi, Media Pembelajaran, Macromedia Flash
Perancangan Sistem Informasi Persediaan Barang menggunakan metode RUP (Studi Kasus PT Medical Device Indonesia) Noer Hikmah; Rendi Simon Lesmana; Leliyanah Leliyanah; Dwi yuni Utami
Computer Science (CO-SCIENCE) Vol. 1 No. 1 (2021): Januari 2021
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/coscience.v1i1.202

Abstract

PT Medical Device Indonesia is a company in the distribution of books and medical devices. In the data processing specially the inventory section it used manual way. It made owner and employees of PT. Medical Device Indonesia become overshelmed in data management, so there is a need for a system to simple the inventory process. The study aims to analyze and design a web based inventory information system, so that the data is more accurate and minimizes errors in data processing. The method used in system development is using the RUP (Rational Unified Process) methodology as making observations and interviews with the parties involved. For the system design method using the Object Oriented Analysis and Design method using UML such as usecase diagrams, activity diagrams, sequence diagrams. The results of this system are the users are able to manage product easily, perfoming complete transaction and process the reports completely.
Designing of Agricultural Product e-Marketplace by using UCD Method Wisti Dwi Septiani; Sri Utami; Octa Pratama Putra; Noer Hikmah; Popon Handayani; Narti Narti
JURNAL TEKNIK KOMPUTER Vol 7, No 1 (2021): JTK-Periode Januari 2021
Publisher : Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1541.632 KB) | DOI: 10.31294/jtk.v7i1.9696

Abstract

The growth and era of information, communication and technology have changed and it has benefits in various sectors, one of them is the economy aspect. The current sales system has been moved from conventional sales into online sales by utilizing technology as a media for sales transactions. Then, one of them is the presence of e-commerce websites and e-marketplaces. The concept of e-marketplaces is a place where buyers and sellers meet, then they make online buying and selling transactions. However, there are still many plantations whose agricultural products have not been reached to be implemented by the marketplace. This problem is based on the cultural factors; it is called through the broker. Also, as well as the lack of education of farmers. The purpose of this study is to design the e-marketplace for farmers, especially in the Bugis Village. The user-centered method is applied where the approach is centered on users, then both consumers and partners. The website-designed is made by looking at the needs of the user side. This e-marketplaces can also be an education for businesses in the field of agricultural products. It is also to be involved in technological advancements by becoming partners in the e-marketplaces, so that they are able to market their products through online system. In addition, to minimize the use of agricultural products by broker, too. The results of this study are e-marketplace is able to provide convenient websites for users in conducting transactions by using gadgets to access agricultural products. This e-marketplaces also supports the promotion of Go Green, which has begun to implement a healthy lifestyle; by starting to consume a lot of vegetables. So, people will easily get best quality of agricultural products from farmers.
Analysis and evaluation of employee performance assessment system using the PIECES method at PT. Citra Pesona Gemilang Tri Hartati; Noer Hikmah; Leliyanah Leliyanah
Journal of Information System, Informatics and Computing Vol 6 No 1 (2022): JISICOM: June 2022
Publisher : Sekolah Tinggi Manajemen Informatika dan Komputer Jayakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52362/jisicom.v6i1.798

Abstract

Sumber daya manusia (SDM) are one of the valuable assets owned by institutions/companies to achieve business goals and develop prospects for progress of institutions/companies so that HR plays an important role in decision making at the top level management. Employee performance is also a trigger for the success or failure of an institution/company in running its business. Employee performance appraisal is a step to find out the quality of an employee, what kind of work behavior and how loyal he is to his job. With the employee performance appraisal, the institution/company can determine the policies that will be applied to the employee, such as providing incentives, promotion to promotions, providing training and developing the capabilities of employees. This research focuses on the analysis of the evaluation of the employee performance appraisal system at PT Citra Pesona Gemilang using the PIECES analysis method. This method is used to evaluate the feasibility of implementing the system on the results of employee performance appraisals so as to increase employee productivity. The PIECES method framework that will be discussed in this research is Performance, Information, Economy, Control, Efficiency, Service. This framework will be an indicator of the ongoing analysis and evaluation of information systems
Rancang Bangun Sistem Informasi Penerimaan Karyawan Berbasis Web Menggunakan Metode Waterfall Noer Hikmah; Rifqi Bagus Pratama; Suryanto Suryanto
JURIKOM (Jurnal Riset Komputer) Vol 5, No 5 (2018): Oktober 2018
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (284.123 KB) | DOI: 10.30865/jurikom.v5i5.839

Abstract

The employee recruitment and employee selection process is the first process for a company to get quality employees needed by the company. The need for quality human resources is an absolute need for companies to be able to develop and advance in the future. The company must first ensure the criteria for the desired employee. CV Bina Sarana Utama Cirebon often faces problems about unprofessional and qualified employees at work. This makes the company also often holds an employee recruitment process. For this reason, the authors intend to create an employee acceptance website to help CV develop the main means of Cirebon to select qualified and professional employees to join CV. The main means of Cirebon are using the Waterfall method.