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Perancangan Sistem Informasi Perpustakaan Berbasis Pemrograman Berorientasi Obyek Ridwan Mulya; Silvester Dian Handy Permana
JURNAL INTEGRASI Vol 8 No 2 (2016): Jurnal Integrasi - Oktober 2016
Publisher : Politeknik Negeri Batam

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

Abstract

Salah satu tantangan di era globalisasi adalah rendahnya tingkat kualitas sumber daya manusia. Agar dapat menjawab tantangan tersebut dibutuhkan upaya untuk meningkatkan kualitas sumber daya manusia adalah pengembangan minat dan baca dan kebiasaan membaca. Perpustakaan adalah tempat yang menghimpun koleksi buku, majalah, serta bahan cetakan lainnya untuk kepentingan masyarakat umum. Perpustakaan juga dengan menyediakan berbagai informasi ilmu pengetahuan, budaya dan teknologi untuk meningkatkan pengetahuan bagi masyarakat luas. Sistem aplikasi perpustakaan membantu dan mempermudah untuk mencari buku-buku apa saja yang dibutuhkan serta lebih cepat. Sistem informasi pada perpustakaan ini terdapat beberapa fitur yaitu peminjaman buku, pengembalian buku, buku tamu, judul buku dll. Tujuan dari penulisan ini adalah untuk membantu sistem pelayanan pada perpustakaan agar lebih mempermudah hal-hal seperti proses registrasi dan peminjaman buku. Sistem informasi pada perpustakaan diawali dengan pembuatan analisa menggunakan UML, serta menggunakan internet dengan database My SQL dengan pemrograman PHP.
Review Algoritma C-Theta* dan Prospek Implementasinya di Masa Depan Nathanael Aldo Phillip; Ketut Bayu Yoga Bintoro; Silvester Dian Handy Permana
JURNAL INTEGRASI Vol 9 No 2 (2017): Jurnal Integrasi - Oktober 2017
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/ji.v9i2.458

Abstract

Perencanaan jalan digunakan untuk menentukan jalan yang akan dilalui oleh agen agar dapat mencapai tujuannya. Penggunaan perencanaan jalan tidak hanya diterapkan pada game melainkan juga diterapkan pada robot dan mesin lainnya yang memiliki kemampuan untuk bergerak. C-Theta* merupakan algoritma perencanaan jalan baru dengan kecepatan perencanaan dan hasil perencanaan yang lebih baik dibandingkan dengan pendahulunya, algoritma A* dan Theta*. Tentunya sebagai algoritma yang baru C-Theta* belum memiliki penelitian lebih lanjut mengenai prospek implementasinya di masa depan, sehingga para peneliti tidak dapat mengetahui apakah algoritma ini dapat diimplementasikan pada penelitiannya. Demi mengembangkan algoritma perencanaan jalan di berbagai bidang maka perlu dilakukan penelitian lebih lanjut untuk mencari tahu prospek implementasi dari algoritma C-Theta* di masa depan. Penelitian ini bertujuan untuk memberi review mengenai C-Theta* dengan melakukan komparasi C-Theta* dengan algoritma perencanaan jalan lainnya dan menganalisa kasus pada penelitian lain untuk mencari tahu kemungkinan bagi algoritma ini untuk dapat diimplementasikan atau tidak.
Sistem Penunjang Keputusan Untuk Optimasi Penugasan Dalam Proyek Pengembangan Website Dengan Menggunakan Algoritma Hungarian Ridwan Mulya; Silvester Dian Handy Permana
JURNAL INTEGRASI Vol 9 No 2 (2017): Jurnal Integrasi - Oktober 2017
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/ji.v9i2.474

Abstract

Optimasi adalah sebuah topik yang mendapat banyak perhatian dari berbagai kalangan terutama bagi beberapa orang yang akan membuat sebuah keputusan. Dengan menggunakan sistem pendukung keputusan (SPK) dapat membantu untuk mengambil keputusan yang dirasa paling optimal. Dalam makalah ini sistem pendukung keputusan digunakan untuk membantu memberikan pilihan penugasan yang optimal di dalam sebuah proyek pengembangan website. Assignment problem (AP) adalah suatu permasalahan yang memiliki tujuan untuk membagi pekerjaan kepada para pekerja untuk menghasilkan nilai minimum yang optimal. Algoritma Hungarian dipilih karena merupakan salah satu algoritma yang paling populer dalam memecahkan masalah optimasi penugasan dan dapat memberikan pilihan yang cukup optimal.
ANALISIS PERBANDINGAN ALGORITMA NAIVE BAYES, J48,DAN RANDOM FOREST TREE DALAM PENINGKATAN LOYALITAS PELANGGAN UMKM DENGAN VOUCHER BELANJA Maya Cendana; Silvester Dian Handy Permana
JURNAL INTEGRASI Vol 11 No 2 (2019): Jurnal Integrasi - Oktober 2019
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (279.502 KB) | DOI: 10.30871/ji.v11i2.1157

Abstract

Information technology has been used for a long time for MSME businesses. Many people who have MSME businesses use online stores to promote their businesses. To be able to attract old customers to shop back to the online store, one of them is by giving a shopping voucher. Shopping vouchers are given to existing customers who have the potential to shop back to online stores. In determining which customer is the right data mining algorithm is needed to find the right information where the customer can shop again. But the error of choosing an algorithm can result in not being optimal in the projected income. In this study, we will analyze and compare the Naive Bayes, J48, and Random Forest Tree algorithms for case studies of online stores. This study involved 7 criteria that would be used to become material in data processing. From the results of this study, a random forest tree is the best algorithm to determine the potential of online store customers. The results of this study are used to help the decision-making process of giving shopping vouchers to customers so that MSME businesses can run and get optimal profits
PRA-PEMROSESAN TEKS PADA GRUP WHATSAPP UNTUK PEMODELAN TOPIK Maya Cendana; Silvester Dian Handy Permana
Jurnal Mantik Penusa Vol. 3 No. 3 (19): COmputer Science
Publisher : Lembaga Penelitian dan Pengabdian (LPPM) STMIK Pelita Nusantara Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (492.582 KB)

Abstract

Fasilitas grup chat yang terdapat pada WhatsApp memungkinkan pengguna untuk saling berkomunikasi dalam kelompok yang diminatinya. Semakin banyak dan aktif sebuah grup WhatsApp maka akan meningkatkan jumlah pesan yang dikirimkan di dalam grup. Hal ini dapat memicu keinginan pengguna untuk mengetahui makna ataupun pola tersembunyi yang terdapat di dalam grup tersebut. Oleh karena itu, penelitian dibidang text mining, terutama natural language programming (NLP) menjadi semakin populer. Salah satunya adalah analisis data chat yang dapat menghasilkan informasi topik yang sering dibicarakan di dalam grup WhatsApp, terutama bagi pengguna yang tidak memiliki banyak waktu untuk membaca chat di dalam grup, ataupun jika grup tersebut merupakan grup diskusi, maka topik utama diskusi dapat diperoleh melalui teknik pemodelan topik. Tahapan penelitian yang dilalui adalah (1) pra-pemrosesan data, (2) pemrosesan teks menggunakan model atau algoritma tertentu, (3) analisis hasil, dan (4) evaluasi. Pada penelitian tahap awal ini akan dilakukan studi pendahuluan dan pra-pemrosesan data menggunakan bahasa pemrograman python yang mencakup proses tokenisasi, filtering dan stemming. Prototipe pra-pemrosesan data ini diharapkan dapat digunakan untuk kasus berbeda dengan data input chat-log Whatsapp. Aturan-aturan bahasa, terutama bahasa gaul atau bahasa alay yang nantinya ditemukan di dalam studi kasus chat-log grup WhatsApp diharapkan juga dapat memperkaya korpus Bahasa Indonesia. 
Implementation of Min Max Algorithm as Intelligent Agent on Card Battle Game Silvester Dian Handy Permana
IJISTECH (International Journal of Information System and Technology) Vol 2, No 2 (2019): May
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (284.022 KB) | DOI: 10.30645/ijistech.v2i2.20

Abstract

Information technology brings transformation from the physical world into the digital world. This transformation developed in various fields, especially games. In the past, games that are involving physical objects such as chess, cards, dominoes, and mahjong are popular for the publics. Card battle game is a game that pits strength between 2 cards. The game must have 2 players who will compete. However, if a player wants to practice before the match or wants to play alone, he needs Non Player Character (NPC). The NPC will be the opponent in card battle games. In order for NPCs to be able to fight players, a special algorithm is needed to make the NPCs compete with players. The algorithm that can be implemented into the NPC is the Min Max Algorithm. This algorithm is a responsive algorithm which can count every step of the player. The results of this study are expected to provide suitable opponents for players who want to practice or compete in Card Battle Game on their own.
STRATEGI OPTIMASI DALAM MENENTUKAN LINTASAN TERPENDEK UNDIVIDED RAGNAROK ASSAULT PROBLEM (UNDIVIDED GAMES) Faisal Piliang; Silvester Dian Handy Permana
KILAT Vol 4 No 2 (2015): KILAT
Publisher : Sekolah Tinggi Teknik - PLN

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1381.47 KB) | DOI: 10.33322/kilat.v4i2.442

Abstract

The research purpose is to help the end user which is the Undivided Ragnarok players to solve Minimum spanning tree (MST) of a journey from the player’s city to attack monsters in another place by using a graph. The Kruskal algorithm is often used to solve the graph problem of the Minimum spanning tree (MST). The minimum spanning tree (MST) problem is how to select or specify the minimum cost of a minimum spanning tree (MST) of each segment (edge) of a graph that does not form as a circuit, but form as a tree. The conclusion of this research is that the aspects of the graph on the Kruskal algorithm can be applied to solve the shortest path of a journey from the player’s city to attack monsters in another place by obtaining a minimum value of 2550 zeny.
Analisa dan Perbandingan Kinerja Routing Protocol OSPF dan EIGRP dalam Simulasi GNS3 Gede Andika Loka; Silvester Dian Handy Permana; Ketut Bayu Yogha Bintoro
JISA(Jurnal Informatika dan Sains) Vol 1, No 1 (2018): JISA(Jurnal Informatika dan Sains)
Publisher : Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jisa.v1i1.300

Abstract

Router is the network equipment for route the packet from one network segment to another in a bigscale network. Router can route packet because there is a routing table in router configuration. Routing table is anaddress list of source and destination address where the packet will be routed. There are two methods of routing tableconfiguration, static routing and dynamic routing. Static routing is a routing table configuration method where all ofrouting table content is configured manually, usually for a small scale of network. Dynamic network is a routing tableconfiguration method by the router automatically, usually for a big scale of network. A dynamic routing is built fromthe routing information collected by the routing algorithm. There are two routing algorithm, link-state and distancevector algorithm. This simulation will be built in GNS3 simulation software. Goal of this research is to compare theperformance between that two algorithm from two routing protocol that using each of those two algorithm. Thecomparison will be running between OSPF routing protocol on the link state routing protocol and EIGRP on thedistance vector routing protocol side. The result of this analysis and comparison of those two routing protocol isexpected to be a reference of choosing better routing protocol in building a network
Proses Clipping pada Map Game Online RPG menggunakan Algoritma Cohen-Sutherland silvester dian handy permana
JISA(Jurnal Informatika dan Sains) Vol 1, No 1 (2018): JISA(Jurnal Informatika dan Sains)
Publisher : Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jisa.v1i1.301

Abstract

Nowadays, online games is the media for interaction with another people in the world. In this game, players are presented in the virtual world. This virtual world displayed on a graph of realism that have various shapes fact as houses, roads, walls, fences, etc. Players in this online game will also be given an avatar of the identity and the realization of the players in the virtual world. Virtual world in the online RPG game certainly require a lot of graphics realism in the viewport windows virtual but certainly not to display the virtual world as a whole. This is because the views of the players who became avatar certainly made equal to the real-world view of the player. In presenting part of the virtual world certainly requires clipping of the map which is a manifestation of the virtual world. Clipping technique used to use Cohen-Sutherland algorithm. This algorithm makes clipping as nine areas where the viewport window will be the main focus in the map and displayed on the screen viewport. This would blur the eight other areas that cannot be seen directly in the viewport. This study provides a view of the same players as in the real world that is played online games can provide a real experience to his players.
The Implementation of Augmented Reality Hairstyles at Beauty Salons Using the Viola-Jones Method (Case Study: Eka Salon) Graha Virgian Gustira Putri; Ade Syahputra; Silvester Dian Handy Permana
JISA(Jurnal Informatika dan Sains) Vol 3, No 2 (2020): JISA(Jurnal Informatika dan Sains)
Publisher : Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jisa.v3i2.847

Abstract

Augmented reality is the technology that superimposes a computer-generated digital content on a user's view of the real world in a real time so users can experience the real virtual objects. The use of augmented reality has spread into various industries, for an example in the fashion industry. One of fashion industry type is hairstyle industry. Eka Salon is a beauty salon that provides beauty treatments for women's hair care. This salon has a problem that customer are not satisfacted with the results of their new haircut because that doesnt match with their expectations. This can be seen from the results of observations at Eka Salon is resulted that 8 out of 15 interviewed customers were not satisfied with their new haircuts because it did not match the appearance in the catalog. In this research, an augmented reality hairstyles will be made that can visualize how the shape of the selected hairstyle by the customer without having to cut their hair first. The Viola-Jones method was chosen as the method used in this study because it has a high accuracy of 90% in face detection. The result of this research is that the Viola-Jones method can detect facial surfaces and generate a 3D hairstyle model distance to 100cm properly. The test of the acceptance level of this application is carried out by Eka Salon customers with an average percentage of 84.3%.