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Penerapan Algoritma C4.5 , SVM Dan KNN Untuk Menentukan Rata-Rata Kredit Macet Koperasi Siswanto, Siswanto; Riefky Sungkar; Basuki Hari Prasetyo; M.Anif; Subandi, Subandi; Gunawan Pria Utama; Raden Sutiadi; Buana Suhurdin Putra
Prosiding SISFOTEK Vol 7 No 1 (2023): SISFOTEK VII 2023
Publisher : Ikatan Ahli Informatika Indonesia

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

Abstract

problem that often occurs is the difficulty in determining the average bad credit spread across 7,823 savings and loan cooperatives in Indonesia. The main problem faced by savings and loan cooperatives is the difficulty in identifying and mitigating credit risks that can cause bad credit. Bad credit not only harms cooperatives, but can also disrupt the financial stability of cooperative members. The lack of effective tools to measure and predict credit risk makes cooperatives potentially face unnecessary losses. The aim of this research is to apply the C4.5, SVM, and KNN algorithms in determining the average non-performing loans of savings and loan cooperatives, comparing the results and performance of the three such algorithms in the context of credit risk management, and improve understanding of the use of machine learning techniques in identifying credit risk patterns that may be difficult to detect manually. The application of the C4.5 Algorithm, SVM (Support Vector Machine), and KNN (K-Nearest Neighbors) models in determining the average bad credit in the context of savings and credit cooperatives is carried out by considering the appropriate configuration. This research first collects and preprocesses data which includes credit history, income, length of membership, and other related factors from savings and loan cooperatives. Next, factor analysis and feature selection are carried out to identify the factors that most influence credit risk. The results of the three models are evaluated using various evaluation metrics, such as accuracy, precision, recall, F1-score, and AUC-ROC. The results of this research The results show that the SVM model has the highest performance in predicting credit risk, followed by the C4.5 and KNN algorithms. Careful feature selection and robust model validation are also key components in accurate credit risk assessment. Thus, the results of this research can help cooperatives better manage credit risk and make more informed decisions regarding loan approvals.
IMPLEMENTASI ALGORITMA PATHFINDING DAN DECISION TREE DALAM PEMBUATAN VIDEO GAME BERGENRE THIRD PERSON SHOOTER Sugianto, Bambang; Utama, Gunawan Pria
SKANIKA: Sistem Komputer dan Teknik Informatika Vol 4 No 2 (2021): Jurnal SKANIKA Juli 2021
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (768.28 KB) | DOI: 10.36080/skanika.v4i2.1825

Abstract

Video Games are games that use electronic device technology that provides images as a medium that is related to the user and the user can control the objects that are in the picture with a controller (Input Device). During the times, Video Games have other output media (output) such as sound and vibration. Budi Luhur University has a community that prioritizes Creative Boxes, which is a video game developer community at Budi Luhur University. Creative Box Community has made several games for the Android and PC platforms. However, this community has never implemented a special Artificial Intelligence (AI) technique in the game title created by the Creative Box community. Therefore, the main objective of this Final Project is to create AI content in the Third Person Shooter (TPS) genre as the main opponent, because the TPS genre is used as the main opponent as the main source. For this reason, the Pathfinding Method is needed to determine the direction of the road and the Decision Tree as the determinant of the action (behavior) of the main opponent. Pathfinding method uses Algorithm A *, how to take by taking the distance between each node and destination. The Decision Tree method is a hierarchical tree that is implemented using Nested if-else, each condition will be made and a decision is made based on the condition.
PROTOTIPE PENYIRAMAN OTOMATIS AIR DAN PUPUK MENGGUNAKAN ARDUINO DENGAN METODE FUZZY LOGIC BERBASIS WEBSITE PADA TOKO REZEKI SUMBER POT Pratama, Rivan Dwi; Utama, Gunawan Pria; Chandra, Joko Christian; Kusumaningsih, Dewi
SKANIKA: Sistem Komputer dan Teknik Informatika Vol 6 No 2 (2023): Jurnal SKANIKA Juli 2023
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/skanika.v6i2.3076

Abstract

The use of automated technology has advanced enough that routine tasks can now be performed automatically because people don't always follow rules. Automation can be used to assist ordinary jobs if they can be performed continuously regardless of the passage of time. We can utilize this contemporary technology in the fields of plantations and agriculture to get far better outcomes and maximize time efficiency. Small computers are the latest technical advances that can assist humans in carrying out routine tasks. The name of this device is microcontroller. To produce intelligent internet of things based tools that will facilitate plant care in the future, this research set out to do just that (IOT). So that it can be used in plant maintenance, especially for the maintenance of aglaonema plants which can monitor automatically whenever and wherever we are, whether we are still working, sleeping, or on vacation. A device for watering plants in a greenhouse made with a microcontroller embedded fuzzy logic system in the form of a multi-system, with three inputs for soil moisture fuzzy sets and temperature fuzzy sets for the surrounding environment. The tool can operate according to the requirements of the fuzzy logic method by carrying out routine tests. We can make a prototype that can water the plants automatically and monitor the level of soil moisture and temperature coming from the sensor via the internet using the Arduino microcontroller along with sensors such as the YL-69 soil moisture sensor and the DHT11 temperature sensor. The results of the plant watering prototype show that it can operate effectively based on a predetermined schedule and soil moisture value limit. The prototype will water at 07:00 and 17:00 and will water liquid fertilizer at 08:00 and 18:00 if the soil moisture reading is greater than 700. Electricity must flow through this device
SISTEM KENDALI PINTU MENGGUNAKAN FINGERPRINT DAN WEMOS D1 R2 PADA PT. ENVISION Binangkit, Anindito; Utama, Gunawan Pria; Kusumaningsih, Dewi; Pramusinto, Wahyu
Telematika MKOM Vol 15, No 1 (2023): Jurnal Telematika MKOM Vol. 15 No. 1 Maret 2023
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/telematikamkom.2373

Abstract

Saat ini pintu yang digunakan untuk memasuki ruangan server masih mengunakan pintu dengan kunci manual sehingga memiliki kelemahan yaitu kurangnya sistem keamanan pada pintu dan ruang server. Selain itu, user juga masih menggunakan manual log book untuk mencatat setiap user yang masuk ke dalam ruang server. Sehingga diperlukan sistem kendali pintu untuk memberikan kemudahan pada user dalam mengontrol maupun memberi perintah pada pintu dan memudahkan manajemen log data user yang terintegrasi dengan website. Implementasi dan perancangan alat prototype pada pintu dan sensor fingerprint membutuhkan mikrokontroler yaitu wemos D1 R2. Terdapat lima tahapan penelitian yaitu perancangan blok diagram, flowchart, konfigurasi website untuk Internet of Things, pengkodean program dan implementasi. Implementasi dilakukan dengan menggunakan sidik jari untuk log data user dan aplikasi website untuk mengontrol pintu. Implementasi penelitian ini menggunakan website untuk melakukan log data user dan mengontrol pintu rak server PT. Envision. Hasil implementasi menggunakan tombol on dan off di website menunjukkan bahwa kunci pintu berhasil terbuka sesuai dengan masukan yang diterima. Dan sensor fingerprint untuk membuka pintu dan mendeteksi log user pada pintu rak server. Pengujian pada prototype ini terjadinya perintah yang dikirimkan pengguna dengan pintu maupun sensor fingerprint dengan database terjadi selisih waktu (delay). Hasil dari prototype sistem kendali pintu ini yaitu implementasi pada sensor fingerprint, doorlock, wemos D1 R2 dan relay berjalan sesuai fungsinya, namun jelas mengalami adanya delay pada doorlock pada saat membuka yang diakibatkan oleh koneksi jaringan internet yang ada pada Wemos D1 R2, kabel yang tidak stabil dan arus daya listrik yang bersumber dari adaptor.
Multimedia Interaktif Sebagai Media Pembelajaran Di Yayasan Al Karomah Pendidikan Anak Usia Dini (PAUD) Umi Handayani Shalimar Carla Azzahra Wilantoro; Ari Saputro; Muhammad Anif; Gunawan Pria Utama; Basuki Hari Prasetyo
Indonesian Journal of Education And Computer Science Vol. 2 No. 2 (2024): INDOTECH - August 2024
Publisher : PT. INOVASI TEKNOLOGI KOMPUTER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.60076/indotech.v2i2.679

Abstract

Pendidikan Anak Usia Dini (PAUD) merupakan tahap pendidikan penting bagi anak-anak berusia 2 hingga 4 tahun, di mana pengembangan potensi dan pembentukan karakter anak mulai dibentuk. Salah satu metode yang efektif dalam pembelajaran PAUD adalah penggunaan media interaktif. Berdasarkan penelitian di PAUD Umi Handayani, ditemukan beberapa kekurangan dalam pembelajaran berbasis teknologi yang ada saat ini. Oleh karena itu, metode pembelajaran interaktif diusulkan untuk memberikan suasana belajar agar yang lebih menarik dan memudahkan anak-anak dalam memahami pelajaran. Penggunaan media interaktif ini juga diharapkan dapat meningkatkan minat belajar siswa dan mengurangi kejenuhan. Proyek ini bertujuan untuk mengimplementasikan multimedia interaktif sebagai alat bantu pembelajaran di PAUD Umi Handayani, dengan harapan dapat menciptakan lingkungan belajar yang menyenangkan dan mendukung para pengajar dalam menyampaikan materi. Tema "Implementasi Multimedia Interaktif sebagai Media Pembelajaran di Yayasan Al Karomah PAUD Umi Handayani" dipilih untuk menghadirkan solusi pembelajaran yang efektif dan efisien melalui teknologi informasi. Hasil penelitian ini berupa media pembelajaran interaktif edukatif serta desain pendukung berupa stationery dan merchandise yang dirancang untuk memperkaya pengalaman belajar
Pelatihan Dan Sosialisasi Aplikasi Rencana Detail Tata Ruang (RDTR) Real-Time Gunawan Pria Utama; Bima Cahya Putra; Dian Anubhakti
Jurnal Pengabdian kepada Masyarakat TEKNO (JAM-TEKNO) Vol 4 No 1 (2023): Juni 2023
Publisher : Ikatan Ahli Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29207/jamtekno.v4i1.5327

Abstract

Carry out spatial planning and achieve justice for all parties involved in the spatial planning process. The implementation of spatial planning is carried out based on spatial planning which functions as a reference for spatial utilization activities, including investment activities and issuance of business permits. The product of spatial planning is in the form of spatial plans which are divided into national spatial plans (RTRWN), national strategic area spatial plans (RTR KSN), island, regency/city regional spatial layout plans (RTRW) and detailed spatial planning plans (RDTR ). The purpose of this work is the realization of a Real-Time RDTR application that has minimal errors and the use and utilization of the Real-Time RDTR Application by spatial planning forums and stakeholders related to spatial planning, especially state apparatus in various regions. related theory, practice of using the application, question and answer and also discussion with the participants. .Training This application will help RDTRs that have regional regulations but are not yet integrated with OSS, thus helping spatial planning forums to make confirmation/approval decisions on the conformity of spatial use activities (KKPR) which are still manual, assisting the RDTR revision process and socializing this real time RDTR application so that Spatial planning forums or regional governments are not afraid to use them.
Peningkatan Kesiapan Koperasi dan Kapasitas SDM Pengawas Koperasi di Lampung Melalui Pelatihan Gunawan Pria Utama
Jurnal Pengabdian kepada Masyarakat TEKNO (JAM-TEKNO) Vol 4 No 2 (2023): Desember 2023
Publisher : Ikatan Ahli Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29207/jamtekno.v4i2.6014

Abstract

Kurangnya kesiapan koperasi dalam menghadapi tantangan ekonomi dan manajerial, serta terbatasnya jumlah pengawas koperasi yang kompeten menjadi masalah utama dalam pengelolaan koperasi di Provinsi Lampung. Pengabdian Kepada Masyarakat (PKM) ini bertujuan untuk meningkatkan kesiapan koperasi dan memperkuat kapasitas sumber daya manusia Tenaga Pengawas Koperasi, Satgas Pengawasan Koperasi dan Gerakan Koperasi melalui metode Training for Trainers. Pelatihan ini membekali mereka dengan keterampilan dan pengetahuan yang dibutuhkan untuk menjalankan fungsinya secara lebih efektif dan efisien. Hipotesis yang diuji dalam pelaksanaan PKM ini adalah bahwa kesiapan koperasi akan meningkat seiring dengan peningkatan kapasitas sumber daya manusia dan keberhasilan pelaksanaan pelatihan. Pelaksanaan pelatihan menyebabkan peningkatan yang signifikan terhadap kesiapan koperasi dan kapasitas SDM Tenaga Pengawas, Satgas Pengawasan Koperasi dan Gerakan Koperasi. Meningkatnya pemahaman peserta tentang tugas-tugas pengawasan dan kemampuan mereka untuk menerapkannya dalam situasi nyata menunjukkan keberhasilan pelatihan. Temuan ini mengindikasikan pentingnya pelatihan berkelanjutan bagi tenaga pengawas koperasi dalam mendukung keberhasilan pengelolaan koperasi di daerah.
lIntegration of NLP and NLU in the Implementation of Chatbot in Asset Management System Cahya Ash Shoddiqy, Thoha; Unggul Priantoro, Akhmad; Pria Utama, Gunawan
Dinasti International Journal of Education Management And Social Science Vol. 6 No. 2 (2025): Dinasti International Journal of Education Management And Social Science (Decem
Publisher : Dinasti Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/dijemss.v6i2.3716

Abstract

PT XYZ, a startup in the Information Technology sector, developed an asset management application to digitalize the asset management process for its clients. However, as new features were added, the application became more complex, causing difficulties for new users. PT XYZ responded by introducing a customer service system to assist new users in exploring the company’s services and application features. To improve service efficiency while maintaining quality, the company opted to implement a chatbot. The chatbot was designed to provide automatic and responsive assistance, reducing the load on the customer service team and increasing user satisfaction. The author integrated NLP and NLU in designing the chatbot for PT XYZ using the open-source RASA framework. This framework was chosen for its strong capabilities in natural language processing and understanding conversational context. The NLP and NLU models are used to create a customer service engine in the form of text messages that answer questions specifically related to the use of the asset management application. By leveraging this technology, the chatbot can provide relevant and accurate responses, even when faced with variations in language and complex questions. Based on black box testing, the chatbot successfully recognized the intent behind user queries. The testing was conducted to evaluate how well the chatbot understood and responded to user questions. The results, using a confusion matrix, showed that precision, recall, accuracy, and f1-score all achieved a perfect score of 1.0.
Peningkatan Kompetensi Guru melalui Pelatihan Learning Management System SMK Putra Pelita Tenjolaya Wardani, Hadidtyo Wisnu; Utama, Gunawan Pria; Prasetyo, Basuki Hari Prasetyo; Pramusinto, Wahyu; Saputro, Ari
Jurnal Pengabdian kepada Masyarakat TEKNO (JAM-TEKNO) Vol 5 No 2 (2024): Desember 2024:
Publisher : Ikatan Ahli Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29207/jamtekno.v5i2.6429

Abstract

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Sosialisasi Literasi Digital Bermedia Sosial bagi Mahasiswa Untuk Mewujudkan Generasi Bijak Digital Wardani, Hadidtyo Wisnu; Pria Utama, Gunawan; Saputro, Ari; Hari Prasetyo, Basuki; Christian, Joko Christian
Jurnal Pengabdian kepada Masyarakat TEKNO (JAM-TEKNO) Vol 6 No 1 (2025): Juni 2025
Publisher : Ikatan Ahli Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29207/jamtekno.v6i1.6723

Abstract

The development of digital technology has made digital literacy an essential skill, especially for young people who are active on social media. The proliferation of hoaxes and invalid information in the digital space requires systematic education on credible and ethical news publishing techniques. This Community Service Activity (PKM) aims to enhance the digital literacy of students participating in the Community Service Learning (KKN) program in Mekarwangi Village, Cisauk, Banten, through training sessions and practical exercises in news publication on social media. The activity is conducted through a combination of lectures and practical exercises, using an educational approach and open discussions. The materials covered ethical behavior on social media, news writing techniques, and strategies for utilizing platforms such as Instagram and Kompasiana, accompanied by concrete examples and interactive dialogue about the participants' experiences. The results of the socialization showed an increase in participants' understanding. An evaluation through a quiz related to the material showed a good level of understanding, with most of the answers being correct. Additionally, the news content published by participants showed significant improvements in writing structure, accuracy of information, and visual appeal. This activity not only provided theoretical insights but also equipped participants with practical skills that can be directly applied in academic and social activities. Thus, this training proved effective in enhancing digital literacy and has the potential to serve as a model for similar educational initiatives in both academic and general community settings