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Intelligent System for Recommending Study Level in English Language Course using CBR Method Mirza Sutrisno; Utomo Budiyanto
Proceeding of the Electrical Engineering Computer Science and Informatics Vol 6: EECSI 2019
Publisher : IAES Indonesia Section

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/eecsi.v6.1950

Abstract

In the admission process, an English Course uses a level placement test. The implementation of the test encountered some problems such as slow determination of student learning levels based on the results of paper based test that are still conventional. The purpose of this research provides the recommendations for an intelligent knowledgebased system in recommending student learning levels using the Case-Based Reasoning (CBR) method. CBR is one of the method that uses the Artificial Intelligence approach and focuses on solving problems based on knowledge from the previous cases, by calculating numerical local similarity and global similarity using the nearest neighbor algorithm as the basic for the technical development of this intelligent system. The result of the study was tested for the data accuracy with the confusion matrix method by the result 100% for the accuracy. For evaluating the system systematically was using the User Acceptance Test (UAT) method with the results of the evaluation is 88% of the system meets user needs and expectations
Case Based Reasoning Adaptive E-Learning System Based On Visual-Auditory-Kinesthetic Learning Styles Abdul Rahman; Utomo Budiyanto
Proceeding of the Electrical Engineering Computer Science and Informatics Vol 6: EECSI 2019
Publisher : IAES Indonesia Section

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/eecsi.v6.1955

Abstract

Current technological developments have reached all fields including education. With the support of technology, teaching and learning activities can increase to a better level. The problem that occurs at this time in improving the quality of education is the difficulty of students to get grades that are in accordance with the Minimum Completeness Criteria, the difficulty of the teacher providing material in accordance with each student's learning style. This study aims to develop adaptive E-Learning to assist teachers in recommending material that is suitable for each student's learning style. This adaptive e-learning adopts a Visual Auditory Kinesthetic (VAK) learning style and to recommend material using the Case Based Reasoning (CBR) method. Student test results after using adaptive E-learning have fulfilled the Teaching Mastery Criteria with an average grade of 85. This suggests that under adaptive E-learning has been able to improve student grades.
Genetic Algorithm With Random Crossover and Dynamic Mutation on Bin Packing Problem Hairil Fiqri Sulaiman; Bruri Trya Sartana; Utomo Budiyanto
Proceeding of the Electrical Engineering Computer Science and Informatics Vol 6: EECSI 2019
Publisher : IAES Indonesia Section

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/eecsi.v6.1963

Abstract

Bin Packing Problem (BPP) is a problem that aims to minimize the number of container usage by maximizing its contents. BPP can be applied to a case, such as maximizing the printing of a number of stickers on a sheet of paper of a certain size. Genetic Algorithm is one way to overcome BPP problems. Examples of the use of a combination of BPP and Genetic Algorithms are applied to printed paper in Digital Printing companies. Genetic Algorithms adopt evolutionary characteristics, such as selection, crossover and mutation. Repeatedly, Genetic Algorithms produce individuals who represent solutions. However, this algorithm often does not achieve maximum results because it is trapped in a local search and a case of premature convergence. The best results obtained are not comprehensive, so it is necessary to modify the parameters to improve this condition. Random Crossover and Dynamic Mutation were chosen to improve the performance of Genetic Algorithms. With this application, the performance of the Genetic Algorithm in the case of BPP can overcome premature convergence and maximize the allocation of printing and the use of paper. The test results show that an average of 99 stickers can be loaded on A3 + size paper and the best generation is obtained on average in the 21st generation and the remaining space is 3,500mm2.
Komunikasi Budaya Kebudiluhuran melalui Kebijakan Inovasi Teknologi di Masa Pandemi COVID-19 Umaimah Wahid; Wendi Usino; Nawiroh Vera; Mardi Hardjianto; Utomo Budiyanto
Jurnal Ilmu Komunikasi Vol 19, No 1 (2021)
Publisher : Univeritas Pembangunan Nasional "Veteran" Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31315/jik.v19i1.3740

Abstract

Perguruan Tinggi menghadapi perubahan drastis dalam proses belajar mengajar dari rumah di situasi COVID-19. Tujuan penelitian ini menganalisis kebijakan mengenai penciptaaan inovasi teknologi berbasis nilai-nilai kebudiluhuran dan menginterpretasikan komunikasi organisasi dalam pemanfatannya oleh Universitas budi Luhur di masa COVID-19. Penelitian ini menggunakan metode kualitatif dengan teknik pengumpulan data wawancara dan observasi. Subjek penelitian adalah pimpinan universitas yang bertanggung jawab merancang inovasi dan komunikasi dan objeknya adalah inovasi teknologi dan upaya komunikasi budaya di tengah pandemi COVID-19. Hasil penelitian menjelaskan bahwa Universitas Budi Luhur menciptakan delapan (8) inovasi yang sangat membantu proses perkuliahan dan kerja online, yaitu: 1) Sistem kuliah online 100 persen Online, 2) Menciptakan modul aplikasi untuk pengajuan keringanan pembayaran uang kuliah, 3) Aplikasi Rapat Online Monitoring Kegiatan Kampus, 4) Aplikasi keringanan SPP bagi calon mahasiswa baru yang terdampak COVID-19, 5) Aplikasi WFH untuk memantau pekerjaan selama WFH, 6) Application Programming Interface (API) untuk pembayaran uang kuliah kelas karyawan, biaya wisuda, sidang proposal dan tesis, 7) Aplikasi Sistem Monitoring Follow up calon mahasiswa baru, dan 8) Aplikasi Sistem pendaftaran online versi lite bagi guru-guru Bimbingan Konseling (BK) dalam mencari calon mahasiswa baru. Inovasi tersebut merupakan upaya kearifan luhur untuk mendukung kebijakan pemerintah sekaligus menjaga keberlangsungan kerja dan belajar mengajar dari rumah. Substansi penelitian ini memberikan kontribusi berupa rekomendasi kebijakan inovasi teknologi kepada perguruan tinggi lain dengan menerapkan komunikasi berbasis nilai-nilai kebudiluhuran agar memperlancar proses inovasi.
Penghitungan Objek Berdasarkan Berdasarkan Jenis Kendaraan Bermotor pada CCTV Lalu Lintas Berbasis Pengolahan Citra Digital Menggunakan Metode Background Subtraction dan Blob Detection Andhika Putra Cahyono; Utomo Budiyanto
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 2 No 2 (2020): August
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v2i2.98

Abstract

In the road traffic space which is often encountered by passing traffic type of vehicle. To find out the traffic conditions that are needed to calculate vehicle traffic, such as using counting or recording CCTV video. This continues the long and long process that was completed on the error data and the slow pace of traffic engineering decisions. This method is difficult to do in full because of the limited number of counters. This can be done by involving digital processing and CCTV video to be able to classify and transfer vehicle type objects. There are several methods for sharing object imagery, such as SIFT, edge detection and Monte Carlo. This research tries to use the Background Substraction and Blob Detection methods because of its superiority in determining objects and backgrounds and being able to maintain moving objects as well as analyzing screen area calculations. The results of testing with this method obtained the MSE value at the threshold of 100 and 3x3 kernel filter with a pixel area of motorcycle 34-63 pixel-X, 67-155 pixel-Y and cars 73-200 pixel-X, 79-307 pixel-Y and bus / truck 130-128 pixel-X, 305-376 pixel-Y. On evaluation, use the confusion matrix obtained in the morning with an average total of 92% and at night with a total average of 73%. It can be concluded by using CCTV installation parameters and the method used can yields higher accuracy in the morning than at night with the weakness of compiling objects that can make it easier to make objects and test the night to obtain light from vehicle lights generated as vehicle objects the flight.
Rancang Bangun Pengukur Suhu Tubuh Dengan Multi Sensor Untuk Mencegah Penyebaran Covid-19 Helmy Yudhistira Putra; Utomo Budiyanto
Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) Vol 5 No 3 (2021): Juni 2021
Publisher : Ikatan Ahli Informatika Indonesia (IAII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (424.368 KB) | DOI: 10.29207/resti.v5i3.2931

Abstract

During the COVID-19 pandemic, the price of preventive equipment such as masks and hand sanitizers has increased significantly. Likewise, thermometers are experiencing an increase and scarcity, this tool is also sought after by many companies for screening employees and guests before entering the building to detect body temperatures that are suspected of being positive for COVID-19. The use of a thermometer operated by humans is very risky because dealing directly with people who could be ODP (People Under Monitoring/Suscpected ) or even positive for COVID-19, therefore we need tools for automatic body temperature screening and do not involve humans for the examination. This research uses the MLX-90614 body temperature sensor equipped with an ultrasonic support sensor to detect movement and measure the distance between the forehead and the temperature sensor so that the body heat measurement works optimally, and a 16x2 LCD to display the temperature measurement results. If the measured body temperature is more than 37.5 ° C degrees Celsius then the buzzer will turn on and the selenoid door lock will not open and will send a notification to the Telegram messaging application. The final result obtained is the formation of a prototype device for measuring body temperature automatically without the need to involve humans in measuring body temperature to control people who want to enter the building so as to reduce the risk of COVID-19 transmission
PENERAPAN METODE BASED TRACKING SEBAGAI MEDIA INFORMASI PADA MUSEUM SENI RUPA DAN KERAMIK JAKARTA Abdul Nasir; Utomo Budiyanto
SKANIKA: Sistem Komputer dan Teknik Informatika Vol 4 No 1 (2021): Jurnal SKANIKA Januari 2021
Publisher : Fakultas Teknologi Informasi, Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (753.689 KB) | DOI: 10.36080/skanika.v4i1.2467

Abstract

Saat ini banyak sekali tempat hiburan yang menerapkan berbagai teknologi untuk menarik minat masyarakat. Sehingga membuat tempat museum kurang diminati oleh masyarakat, karena kurang menariknya penyajian dari museum tersebut dalam mengenalkan benda sejarah yang ada didalamnya. Sehingga membuat masyarakat enggan mengunjunginya dikarenakan terlalu membosankan bagi mereka. Teknologi saat ini diharapkan mampu membuat proses pembelajaran mengenal benda museum dengan lebih canggih dan menarik. maka dari itu pihak Museum Seni Rupa dan Keramik sangat mendukung aplikasi augmented Reality (AR). Tujuan penelitian ini untuk menggunakan aplikasi augmented reality (AR) diharapkan pengelola museum Seni Rupa dan Keramik dapat menarik minat masyarakat dalam mengunjungi museum untuk mengenal benda sejarah dengan cara yang berbeda. Aplikasi ini diharapkan dapat membantu pengelola dalam proses pengenalan benda seni dan sejarah, sehingga mengunjungi museum lagi tidak menjadi hal yang membosankan lagi dan sehingga membuat masyarakat lebih mengenal karya seni dan benda sejarah yang ada. Dalam penelitian ini menggunakan metode Marker Based Tracking dengan bantuan aplikasi Unity 3D dan Vuforia untuk membuat aplikasi augmented reality (AR). Hasil Use Acceptance Test dari penelitian ini mendapatkan hasil yang baik dari masyarakat pengunjung museum dengan skor 393 dari 500.
Sistem Pendukung Keputusan Seleksi Penerimaan Beasiswa Pada Smk Tunas Grafika Infromatika Berbasis Desktop Dengan Metode Simple Additive Weighting Retsya Andany Putri; Utomo Budiyanto
SKANIKA: Sistem Komputer dan Teknik Informatika Vol 1 No 3 (2018): Jurnal SKANIKA Juli 2018
Publisher : Fakultas Teknologi Informasi, Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (309.786 KB)

Abstract

Proses penyeleksian penerima beasiswa di SMK Tunas Grafika Informatika menggunakan Ms. Excel untuk melakukan perhitungan, akan tetapi saat ini belum ada penerapan metode yang objektif dalam menyeleksi siswa yang berhak menerima beasiswa. Untuk menghindari unsur subjektif dalam melakukan penyeleksian penerima beasiswa, maka tujuan dari penelitian ini yaitu menghasilkan suatu aplikasi sistem pendukung keputusan yang mudah digunakan dan dapat membantu pengambil keputusan membuat keputusan dengan proses yang objektif dalam menyeleksi siswa yang berhak menerima beasiswa, sehingga penerima beasiswa yang ditentukan tepat sasaran. Metode yang digunakan untuk sistem ini yaitu metode Simple Additive Weighting (SAW). Metode ini dipilih karena dapat menentukan nilai bobot untuk masing-masing atribut/kriteria, kemudian dilanjutkan dengan proses perankingan untuk menyeleksi alternatif terbaik dari sejumlah alternatif yang tersedia, dimana alternatif disini adalah siswa yang berhak menerima beasiswa di sekolah tersebut. Berdasarkan hasil pengujian aplikasi, manfaat yang dapat diperoleh dengan mengimplementasikan metode SAW yaitu sistem yang dibangun dapat membantu pengambil keputusan melakukan penyeleksian penerima beasiswa secara objektif. Hasil uji akurasi dari hasil perhitungan penyeleksian penerima beasiswa di sekolah tersebut dengan hasil perhitungan menggunakan aplikasi ini yaitu 60%. Sedangkan persentase hasil pengujian kuesionernya yaitu 78,8%, yang berarti secara keseluruhan responden setuju bahwa aplikasi sistem pendukung keputusan beasiswa mudah digunakan.
Pengenalan Hybrid Mobile Application “Membangun Mobile Apps Untuk Media Promosi” Pada SMK Yuppentek-2 Utomo Budiyanto; Titin Fatimah; Pipin Farida Ariyani
Prosiding Konferensi Nasional Pengabdian Kepada Masyarakat dan Corporate Social Responsibility (PKM-CSR) Vol 1 (2018): Prosiding PKM-CSR Konferensi Nasional Pengabdian kepada Masyarakat dan Corporate Socia
Publisher : Asosiasi Sinergi Pengabdi dan Pemberdaya Indonesia (ASPPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (304.038 KB)

Abstract

Kegiatan pengabdian kepada masyarakat ini berfokus pada goals pencapaian program Sustainable Development Goals (SDGs) nomor 4 (dari 17 goals) yaitu menjamin kualitas pendidikan yang adil dan inklusif serta mempromosikan kesempatan belajar seumur hidup bagi semua, dengan membidik target nomor 4 (dari 7 target), yaitu tahun 2030, secara substansial meningkatkan jumlah remaja dan orang dewasa yang memiliki keterampilan yang relevan, termasuk keterampilan teknis dan kejuruan, untuk pekerjaan, pekerjaan yang layak dan kewirausahaan. Menanjaknya trend mobile device yang didominasi oleh smartphone diikuti oleh naiknya trend penggunaan native application. Seiring semakin populernya native application mendorong para developer aplikasi membuat beragam aplikasi. Mobile web yang selama ini sebagai alternatif bagi pengguna smartphone dalam mengakses web mulai kalah pamor. Namun, budget yang tinggi dibutuhkan untuk membangun aplikasi yang mampu mempertahankan native application tetap update. Tujuan dari kegiatan ini adalah untuk memperkenalkan keunggulan hybrid application dibandingkan dengan web/native application. Siswa-siswi SMK Yuppentek-2 program keahlian Rekayasa Perangkat Lunak (RPL) mendapatkan pelatihan mengenai bagaimana merancang bangun mobile apps untuk media promosi. Metode yang digunakan pada kegiatan ini adalah pemberian materi mengenai pengenalan Hybrid Mobile Application dengan membangun mobile apps untuk media promosi yang dapat diakses melalui smartphone.
Prediksi Jumlah Pasien Sembuh COVID-19 Menggunakan Jaringan Syaraf Tiruan Giri Sarah Mustika; Utomo Budiyanto; Subandi Subandi
Bit (Fakultas Teknologi Informasi Universitas Budi Luhur) Vol 18, No 2 (2021): SEPTEMBER 2021
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (3132.528 KB) | DOI: 10.36080/bit.v18i2.1667

Abstract

Diseases experienced by humans can be sourced from various things such as bacteria, viruses, fungi and others. Serious diseases that have been experienced in the world include MERS, SARS, Ebola, HIV/AIDS and many more. In 2019, the World Health Organization (WHO) received a report about a group of patients with pneumonia of unknown cause from the same city, namely Wuhan, the capital of Central China's Hubei Province, named Corona Virus Disease-19 (COVID-19). This COVID-19 has made all affected countries become overprotective of their communities and regions. The number of people who have tested positive for the virus, recovered and even died is increasing every day. One of the public's questions regarding the number of recovered patients is a question that is waiting for an answer because the addition of cured patients is good news for all levels of society in the world. The problem in this study is how to predict the number of recovered patients. This question can be answered with predictions through existing methods, so the purpose of this study is to utilize a Backpropagation Artificial Neural Network which has high accuracy to predict the number of recovered COVID-19 patients in each country with the learning rate, hidden layer, neurons in hidden layers and epochs. The input values for the Backpropagation Neural Network method are the number of positive patients, the number of patients dying, the number of positive cases per day, and the number of cases dying per day. The architecture used is [4-4-1] which means it consists of 4 input values and 4 neurons in the hidden layer and will produce 1 output value. The amount of data used is 171 countries from January 22, 2020 to June 21, 2020 with a total data of 25,992 and produces an average value of 90.9% accuracy.