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PENENTUAN LOKASI WISATA PANTAI DAN PULAU TERBAIK DI PROVINSI SUMATERA BARAT MENGGUNAKAN METODE ANALYTICAL HIERARCHY PROCESS: PENENTUAN LOKASI WISATA PANTAI DAN PULAU TERBAIK DI PROVINSI SUMATERA BARAT MENGGUNAKAN METODE ANALYTICAL HIERARCHY PROCESS Irma Ardiana; Maya Cendana; Ade Syahputra
Jurnal Mantik Vol. 3 No. 1 (2019): May: Manajemen dan Informatika
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (446.293 KB)

Abstract

Berdasarkan hasil identifikasi masalah melalui penyebaran data kuesioner dan wawancara terhadap para pengunjung wisata pantai dan pulau yang ada di Sumatera Barat, didapatkan beberapa kendala dalam pengembangan pariwisata, terutama dalam hal pemilihan tempat wisata yang tepat bagi para wisatawan. Hal ini disebabkan banyaknya alternatif kriteria yang mempengaruhi pilihan-pilihan yang ada. Permasalahan tersebut dapat diatasi dengan cara membuat Sistem Pendukung Keputusan (DSS) dengan menggunakan metode Analytical Hierarchy Process (AHP). Tahapan metode AHP dimulai dengan menentukan bobot kriteria dari setiap alternatif yang ada hingga perankingan alternatif lokasi terbaik untuk pengambil keputusan. Lokasi yang terpilih sebagai peringkat pertama adalah Pantai Padang dengan nilai 50,2 dilanjutkan dengan Pantai Air Manis, Pulau Carocok Painan, Pantai Pasir Jambak, Pulau Pemutusan, Pulau Pasumpahan dan peringkat terakhir adalah Pulau Sikuai dengan nilai 4,4. Berdasarkan hasil evaluasi, maka diketahui bahwa Metode AHP dapat membantu dalam menentukan lokasi wisata pantai dan pulau terbaik di Provinsi Sumatera Barat.
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%.
Comparative Analysis of Pathfinding Algorithms A *, Dijkstra, and BFS on Maze Runner Game Silvester Dian Handy Permana; Ketut Bayu Yogha Bintoro; Budi Arifitama; Ade Syahputra
IJISTECH (International Journal of Information System and Technology) Vol 1, No 2 (2018): May
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (205.803 KB) | DOI: 10.30645/ijistech.v1i2.7

Abstract

Maze Runner game is a game that requires pathfinding algorithm to get to the destination with the shortest path. This algorithm is used in an NPC that will move from start node to destination node. However, the use of incorrect algorithms can affect the length of the computing process to find the shortest path. The longer the computing process, the longer the players have to wait. This study compared pathfinding algorithms A *, Dijkstra, and Breadth First Search (BFS) in the Maze Runner game. Comparison process of these algorithms was conducted by replacing the algorithm in the game by measuring the process time, the length of the path, and the numbers of block played in the existing computing process. The results of this study recommend which algorithm is suitable to be applied in Maze Runner Game.
PENGARUH MEDIA SOSIAL SEBAGAI REFERENSI INVESTASI DIGITAL GENERASI MUDA DENGAN REGRESI LINEAR BERGANDA Silvester Dian Handy Permana; Ade Syahputra; Ketut Bayu Yogha Bintoro; Fariz Allawi Ghozali
Jurnal Sistem Informasi dan Sains Teknologi Vol 4, No 1 (2022): Jurnal Sistem Informasi dan Sains Teknologi
Publisher : Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/sistek.v4i1.1448

Abstract

Iklim investasi di Indonesia jika dibandingkan dengan negara maju lainnya masih sangat rendah. Pada masa pandemi ini, banyak dari masyarakat Indonesia memulai untuk berinvestasi melalui platform digital. Mereka mendapatkan banyak informasi mengenai investasi dari beberapa media digital yang sekarang dapat diakses kapan saja dan dimana saja. Namun, investasi juga mempunyai resiko yang besar jika tidak disertai oleh analisis yang tepat. Masyarakat juga bisa terpengaruh pada investasi bodong yang ditawarkan dalam media digital dimana mereka dijanjikan untuk mendapatkan return yang besar dalam jangka waktu yang sangat singkat. Instrumen investasi yang ditawarkan kepada masyarakat sangatlah banyak mulai dari Saham, Reksadana, Emas, Obligasi, hingga Aset Kripto. Oleh maka itu, penelitian ini akan mengukur seberapa besar pengaruh dari media sosial dalam referensi atau menjadi acuan dalam investasi yang dilakukan oleh generasi muda. Penelitian ini akan mengambil responden generasi muda yang berusia 17 hingga 35 tahun dan sudah memulai investasi dalam bentuk apapun. Penelitian ini akan menghasilkan model penerapan media sosial dalam pengaruh investasi yang dilakukan oleh generasi muda. Hasil penelitian ini diharapkan dapat bermanfaat untuk menjadi referensi para generasi muda agar mendapatkan konten dalam media sosial yang komprehensif untuk menjadi referensi investasi yang tepat.
SISTEM INFORMASI EDUKASI INVESTASI UNTUK GENERASI MUDA BERBASIS WEBSITE Silvester Dian Handy Permana; Ade Syahputra; Ketut Bayu Yogha Bintoro; Fariz Allawi Ghozali
Jurnal Sistem Informasi dan Sains Teknologi Vol 4, No 1 (2022): Jurnal Sistem Informasi dan Sains Teknologi
Publisher : Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/sistek.v4i1.1449

Abstract

Pada masa pandemi Covid-19 ini banyak aplikasi mengenai investasi yang mulai bermunculan. Mereka menawarkan jasa untuk membeli instrumen investasi dalam aplikasi mereka. Namun, belum banyak konten edukasi yang terintegrasi mengenai keuangan dan belajar investasi. Hal ini dikarenakan banyak orang yang mulai berinvestasi. Baru sekitar kurang dari 2% dari masyarakat Indonesia yang sudah memulai investasi. Padahal, kebutuhan investasi di suatu negara harus lebih dari 30% agar memajukan perekonomian dari negara tersebut oleh maka itu penelitian ini ini akan membuat suatu media edukasi mengenai investasi yang dapat sad dilakukan oleh para generasi muda. Para generasi muda tentunya belum begitu banyak uangnya, namun kita bisa tahu bahwa generasi muda di Indonesia lah yang sekarang ini akan berkembang dan akan memimpin indonesia di masa yang akan datang.  Media edukasi mengenai investasi ini berwujud suatu website yang akan dirancang dengan metode waterfall dimana nantinya para masyarakat dapat menikmati konten edukasi mengenai investasi dan literasi keuangan di dalamnya. Hasil dari penelitian ini diharapkan dapat membantu para generasi muda dalam memahami literasi keuangan.
PERANCANGAN APLIKASI DROPSHIP BAGI PELAKU USAHA UMKM MENGGUNAKAN METODE WATERFALL Silvester Dian Handy Permana; Ade Syahputra; Ketut Bayu Yogha Bintoro; Sania Smith
Jurnal Sistem Informasi dan Sains Teknologi Vol 4, No 1 (2022): Jurnal Sistem Informasi dan Sains Teknologi
Publisher : Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/sistek.v4i1.1450

Abstract

Persaingan usaha pada zaman ini semakin ketat dengan bertambah banyaknya pengusaha baru selama pandemi covid-19 ini. Para pengusaha berjuang sangat keras untuk mendapatkan pelanggan dalam jual beli barang dagangannya. Namun, tidak semua pedagang mempunyai strategi atau cara dalam menjual barang dagangannya. Mereka hanya mengandalkan media sosial untuk mempromosikan barang dagangannya. Hal ini tidak cukup efektif karena hanya terfokus dalam penjualan dan belum melakukan ekspansi dalam bisnisnya. Mereka membutuhkan sistem aplikasi dropship dimana sistem tersebut dapat memudahkan para pelanggan atau orang lain dalam memasarkan produknya sehingga produknya dapat terjual lebih banyak. Penelitian ini akan membuat suatu aplikasi yang dapat digunakan untuk dropship sehingga para pelaku usaha dapat melakukan ekspansi usaha dengan sistem dropship. Aplikasi ini dibangun secara mobile dan dapat beroperasi dalam smartphone yang berbasis android. Aplikasi ini dibangun menggunakan metode Waterfall sehingga jadi suatu aplikasi yang tepat guna. Aplikasi ini diharapkan dapat membantu para pengusaha UMKM dalam membuat sistem dropship bagi ekspansi bisnisnya.
Sistem Pendukung Keputusan Penentuan Biji Kopi Berkualitas Menggunakan Metode Weighted Product Ade Syahputra; Budi Arifitama
JURNAL INTEGRASI Vol 15 No 1 (2023): Jurnal Integrasi - April 2023
Publisher : Pusat Penelitian dan Pengabdian Masyarakat Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/ji.v15i1.4519

Abstract

Coffee beans are one of the largest commodities in Indonesia, the level of consumption of coffee is increasingly in demand as time goes by the processing of coffee products consumed by the people of Indonesia. However, in determining quality coffee beans, it must comply with predetermined criteria. The different types of coffee used in the roasting and brewing process provide a different taste for each coffee produced. The purpose of this study was to determine which types of coffee beans are of high quality by using a Decision Support System approach regarding the quality of coffee beans using the Weighted Product (WP) Method. The weighted product method is used in this study because it is suitable to be applied by comparing coffee beans with the criteria they have by multiplying them to get the ranking results. The criteria in this study consisted of 5 criteria, namely, Aroma, Taste, Price, Roasting and Body. The final result of the ranking using the Weighted Product method is Sumatra coffee (0.2089), Ubud coffee (0.2082) and Kenya coffee (0.2005).
LEARNING AUTOMATA-BASED AODV ROUTING PROTOCOL TO IMPROVE V2V COMMUNICATION IN URBAN TRAFFIC SIMULATION Ade Syahputra; Ketut Bayu Yogha Bintoro; Erssa Istary Yusuf; Michael Marchenko
JITK (Jurnal Ilmu Pengetahuan dan Teknologi Komputer) Vol. 10 No. 1 (2024): JITK Issue August 2024
Publisher : LPPM Nusa Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33480/jitk.v10i1.5551

Abstract

Network congestion, packet loss, and high latency in the AODV routing protocol are significant obstacles to achieving reliable vehicle-to-vehicle (V2V) communication. Consequently, an update to the AODV protocol is necessary. This research proposes the Learning Automata-based AODV (LA-AODV) routing protocol to address these issues. The LA-AODV protocol incorporates learning automata into the routing protocol by considering speed, acceleration, and x and y coordinates. The communication quality index with the nearest vehicles is measured before selecting a set of relay nodes until the maximum estimated time is reached. The primary objective of this study is to enhance the performance of V2V communications by reducing network congestion, packet loss, and latency. The results demonstrate that LA-AODV achieves a maximum packet delivery ratio (PDR) improvement of 4.0% and a throughput of up to 56.50 kbps, surpassing the performance of both AODV and DSDV protocols. These findings indicate the potential of LA-AODV to optimize V2V communications, thereby significantly improving transportation safety and efficiency. The research contributes to the field by providing a novel solution to enhance V2V communication quality in urban traffic scenarios, offering significant benefits in reduced latency, increased reliability, and overall better network performance.
Improving Biology Learning Through Augmented Reality Technology in Indonesia: A Review Hallaby, Syarifah Fadiya; Syahputra, Ade
JISA(Jurnal Informatika dan Sains) Vol 7, No 1 (2024): JISA(Jurnal Informatika dan Sains)
Publisher : Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jisa.v7i1.2029

Abstract

Biology is always considered difficult either to teach or to learn. As a field of study that learning about living subjects, biology has very broad and abstract concepts. Many students find the abstract concepts of biology are hard to understand. Some students even feel that studying biology is a dull experience. This type of perception in students subsequently led to low academic achievement. Hence, an innovative and attractive learning approach is needed for teaching biology. Augmented Reality (AR) technology has a great possibility to improve biology learning experience due to its ability to concretize the abstract concepts in biology by providing natural interaction between virtual and real-time situations simultaneously. In the last decade, numerous research of implementing AR in education including biology learning have been studied globally and nationally. In order to evaluate the effectiveness of AR in improving biology learning especially for students in Indonesia, this literature review research is conducted. The reviewed articles are retrieved through Google Scholar database with the assigned criteria published between 2020 to 2024, AR implemented, biology learning, student perception, and/or achievement in biological studies. The analysis shows that implementing AR in biology learning increases students’ interest, learning motivation, involvement, collaboration, independent learning, knowledge retention, and achievement. However, the conflicted finding is reported regarding the influence of AR on students’ critical thinking ability. Technical problems related to downloading and distributing AR applications are the main challenge that has been reported when using AR in biology learning.
Performance Analysis of AODV and DSDV Routing Protocols for UDP Communication in VANET Bintoro, ketut Bayu Yogha; Marchenko, Michael; Saputra, Rofi Chandra; Syahputra, Ade
Sinkron : jurnal dan penelitian teknik informatika Vol. 8 No. 4 (2024): Article Research Volume 8 Issue 4, October 2024
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v8i4.13938

Abstract

In high-mobility Vehicular Ad hoc Networks (VANETs), maintaining a low Packet Loss Ratio and a high Packet Delivery Ratio (PDR) under UDP communication is crucial. This study compares the performance of Ad hoc On-Demand Distance Vector (AODV) and Destination-Sequenced Distance-Vector (DSDV) routing protocols in vehicular communications and networking using Network Simulator 3 (NS3) simulations. The research employs a simulation-based approach, leveraging NS3 and SUMO to analyze these protocols across different VANET scenarios, including free flow, steady flow, and traffic jams over varying time intervals (300 to 700 seconds). Our findings demonstrate that AODV outperforms DSDV. AODV maintained an average Packet Loss Ratio of 98% and achieved higher throughput, while DSDV experienced higher packet loss and lower throughput. Additionally, AODV exhibited lower end-to-end delay and a higher Packet Delivery Ratio compared to DSDV. These results indicate that AODV is better suited for UDP communication in VANETs, offering lower packet loss, higher throughput, and reduced delays. The study further emphasizes that AODV is preferable for UDP communication in VANETs due to its superior performance metrics. There is potential for further research in vehicular communications, such as integrating advanced hybrid routing protocols and exploring the effects of different traffic densities, vehicle types, and real-world environmental conditions. By investigating these factors, future studies can enhance the reliability and efficiency of VANET communications, contributing to the advancement of intelligent transportation systems.