Claim Missing Document
Check
Articles

Pemetaan Berbasis Komputer sebagai Sarana Penggambaran Potensi Wilayah Kecamatan Waluran Kabupaten Sukabumi Iwan Rizal Setiawan; George Pri Hartawan
JTERA (Jurnal Teknologi Rekayasa) Vol 3, No 2: December 2018
Publisher : Politeknik Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31544/jtera.v3.i2.2018.303-310

Abstract

Kecamatan Waluran Kabupaten Sukabumi merupakan wilayah yang memiliki banyak potensi. Pada beberapa kesempatan, pihak kecamatan mengalami kesulitan dalam menggambarkan potensi wilayah yang dimiliki. Hal ini disebabkan belum adanya sarana yang representatif untuk menampilkan penggambaran potensi wilayah. Salah satunya, karena kurangnya informasi tentang perangkat lunak yang bisa digunakan untuk hal di atas yang diterima aparat kecamatan itu sendiri. Penelitian ini bertujuan untuk membuat peta berbasis komputer sebagai sarana penggambaran potensi wilayah di Kecamatan Waluran Kabupaten Sukabumi. MapInfo digunakan sebagai perangkat lunak perancangan peta berbasis komputer dengan database dari Microsoft Access serta bantuan sarana grafis. Dengan adanya sistem ini, pihak aparat kecamatan ataupun masyarakat yang membutuhkan data akan dapat dengan mudah menterjemahkan potensi untuk diambil tindakan selanjutnya yang dianggap perlu. Adapun hasil akhir dari penelitian ini adalah adanya sebuah peta interaktif, tabel, serta grafik yang dapat menggambarkan kondisi potensi wilayah. Selain itu, sistem ini juga dapat memperlihatkan performa dari wilayah tersebut dan merepresentasikan update data yang dilakukan oleh pihak kecamatan dan instansi terkait, serta menampilkan dan mempublikasikanya dalam bentuk website.
Penggunaan Metode Analitical Hierarchy Process sebagai Sistem Pendukung Keputusan pada Pemilihan Bantuan bagi Masyarakat Iwan Rizal Setiawan; Anton Ginanjar
SANTIKA is a scientific journal of science and technology Vol. 9 No. 2 (2019): SANTIKA
Publisher : The Faculty of Science and Technology

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/jsa.v9i2.907

Abstract

Sistem pendukung keputusan pemilihan bantuan bagi masyarakat berfungsi sebagai sebuahsistem yang dapat membantu dalam pemilihan bantuan serta didalam pendistribusian. Karenapemilihan yang sering terjadi kekeliruan serta pemilihan bantuan yang kurang objektifmenimbulkan dampak yang cukup besar karena dikalangan masyarakat sering terjadikecemburuan sosial, maka dibutuhkan sistem yang dapat mendukung dalam pemilihan bantuanserta membantu didalam pendistribusian. Metode yang dipakai untuk pembobotan setiapkriteria menggunakan metode Analitycal Hierarchy Process (AHP) dimana setiap kriteriadibandingkan satu sama lainnya untuk menentukan nilai setiap kriteria. Hasil penelitian berupaaplikasi sistem pendukung keputusan yang dapat menentukan jenis bantuan yang didapat sertakondisi yang dimiliki setiap masyarakat dengan menggunakan metode perhitungan AnalitycalHierarchy Process (AHP), sehingga hasil dari aplikasi ini akan lebih akurat.
Penerapan Algoritma Apriori Untuk Rekomendasi Display Produk Mebel Furnitur Rizki Fauzan Suswandy Suswandy; Iwan Rizal Setiawan
Elkom : Jurnal Elektronika dan Komputer Vol 15 No 2 (2022): Desember : Jurnal Elektronika dan Komputer
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/elkom.v15i2.738

Abstract

In a business , the ability to process data is very necessary, information obtained from a business can provide benefits in an effective and efficient business strategy, but with the development of online business strategy information, some users, in business furniture products are confused choosing product according to the wishes of the buyer Therefore, research is made with the aim of making it easier for users, especially in the field of furniture product business to determine the desired product by implementing a recommendation system on the furniture store website which is taken from the amount of data, this data can be in the form of databases. this is also beneficial for shop owners because with this recommendation system it can help as a means of promoting products that are not selling well. the recommendation system uses the a priori algorithm method with data mining techniques, namely association rules.
Metode Analytical Hierarcy Process Untuk Menentukan Sekolah Sepak Bola Di Sukabumi Fahrizal Fahrizal; Iwan Rizal Setiawan; Prajoko
Elkom : Jurnal Elektronika dan Komputer Vol 15 No 2 (2022): Desember : Jurnal Elektronika dan Komputer
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/elkom.v15i2.879

Abstract

Football School (SSB) is a supporting facility for children who have potential in the field of soccer in order to improve their skills. Football is a large ball game played in teams with a team of 10 players and 1 goalkeeper. In this game, teamwork is an important value that must be possessed to achieve competitive victory. However, along with problems in the form of discrepancies in operational standardization in soccer schools, causing negative public perceptions of the existence of this school. Therefore, a research was conducted to build a decision-making model in determining the choice of soccer schools in accordance with legal standards for children, namely using the Analytical Hierarchy Process (AHP) method. The AHP method is one method that can solve a problem because there is a hierarchy where there are several important aspects, namely Objects, Criteria, Sub Criteria, and Alternatives. By combining data and knowledge, it can increase effectiveness in decision makers. It is hoped that in the future, this research can help the community to support their children in the field of soccer by determining the appropriate soccer school.
Sistem Rekomendasi Paket Diskon Barang dengan Algoritma Apriori di Toko Ryzy Widdy Arfiansyah; Iwan Rizal Setiawan; Prajoko Prajoko
Pixel :Jurnal Ilmiah Komputer Grafis Vol 15 No 2 (2022): Vol 15 No 2 (2022): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v15i2.887

Abstract

Discount is a sales strategy that lowers the price offered to buyers in the hope of increasing sales profits. However, when offering these discounts, stores often don't think about how discounted products can attract customers, so a support system is needed that can respond to the right and appropriate discounts. This support system with data mining techniques using apriori algorithm. This apriori method can search for several products that are often purchased simultaneously, therefore when juxtaposed with this study the effectiveness of the recommendations will be very good. Not only that, if it is added with a combination of recommendations with discounts, it will make customers interested to buying the product. The expected result of this research is to obtain a new sales strategy by making recommendations on items that will be used as discount packages.
PENERAPAN ALGORITMA FISHER YATES SHUFFLE PADA PERMAINAN KUIS SISTEM PEREDARAN DARAH BERBASIS ANDROID STUDI KASUS MATERI AJAR KELAS 5 SDN CIPANAS KOTA SUKABUMI Adif, Mochamad Hanivan; Setiawan, Iwan Rizal; Az-Zahra, Fathia Frazna
IJIS - Indonesian Journal On Information System Vol 7, No 2 (2022): SEPTEMBER
Publisher : POLITEKNIK SAINS DAN TEKNOLOGI WIRATAMA MALUKU UTARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (947.443 KB) | DOI: 10.36549/ijis.v7i2.220

Abstract

Ilmu pengetahuan alam merupakan salah satu materi yang diberikan pada pembelajaran di SDN Cipanas. Sebab pada pembelajaran ilmu pengetahuan alam berisi materi yang berhubungan dengan kehidupan tidak membahas mengenai alam saja tetapi membahas mengenai hewan, tumbuhan dan manusia. Dari beberapa materi yang terdapat pada ilmu pengetahuan alam dalam penyampaian teori semuanya membutuhkan pengamatan mengenai objek yang dibahas. Tetapi ada satu sub materi yang membutuhkan gambaran yaitu organ dalam tubuh sebab organ dalam tubuh manusia tidak dapat dilihat secara langsung oleh karena itu perlu adanya gambaran atau animasi yang menggambarkan organ dalam manusia agar mudah dipahami.Pada proses soal pertanyaan yang akan diberikan pada kuis nantinya akan diacak agar pemain berulang kali untuk mempelajari materi hingga mendapatkan nilai terbaik sebab setiap mengulangi permainan kembali, kuis soal yang dikerjakan berbeda-beda. Pada proses pengacakannya terdapat algoritma yang dapat digunakan seperti naive shuffle dan fisher yates. Fisher yates shuffle, dinamai Ronald Fisher dan Frank Yates, adalah metode untuk membuat permutasi acak. Kesimpulan penelitian ini adalah algoritma fisher-Yates shuffle dapat digunakan untuk mengacak pertanyaan kuis yang muncul di bagian kuis game, sehingga menyulitkan pemain untuk memprediksi pertanyaan yang akan muncul saat mengulang kuisKata Kunci: Ilmu Pengetahuan Alam, fisher yates shuffle, game kuis
ANALISIS SENTIMEN TERHADAP BRAND SKINCARE LOKAL MENGGUNAKAN NAÏVE BAYES CLASSIFIER Kaswili Sriwenda Putri; Iwan Rizal Setiawan; Agung Pambudi
Technologia : Jurnal Ilmiah Vol 14, No 3 (2023): Technologia (Juli)
Publisher : Universitas Islam Kalimantan Muhammad Arsyad Al Banjari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31602/tji.v14i3.11259

Abstract

Seiring dengan perkembangan teknologi informasi yang makin meningkat serta akses internet yang semakin mudah, banyak masyarakat yang menyuarakan opini mereka di media sosial salah satunya yaitu Twitter. Salah satu isu atau topik yang sering dibahas di twitter adalah mengenai perawatan kulit atau skincare terutama dalam mengulas produk-produk skincare dari suatu brand. Ulasan serta opini terhadap brand skincare terutama brand skincare lokal seperti Avoskin, Azarine dan Somethinc di twitter dijadikan sumber data untuk mengetahui persepsi masyarakat terhadap brand skincare lokal tersebut. Data tweet yang digunakan dibagi kedalam 3 dataset berdasarkan ulasan terhadap brand yang dituju yaitu Avoskin, Azarine dan Somethinc. Untuk mendapatka hasil yang jelas, maka dilakukan proses klasifikasi. Salah satu algoritma yang dapat digunakan untuk mengklasifikasikan suatu data adalah naïve bayes classifier dengan mengklasifikasikan data kedalam 2 jenis, yaitu positif dan negatif. Proses klasisfikasi yang menggunakan naïve bayes classifier ini menghasilkan nilai akurasi sebesar 79% untuk dataset Avoskin, 78% untuk dataset Azarine dan 75% untuk dataset Somethinc. Sedangkan pengujian dengan k-fold cross validation menghasilkan nilai sebesar 79% untuk dataset Avoskin serta Somethinc dan 78% untuk dataset Azarine.
Pemanfaatan Tools Live2D terhadap Animasi menggunakan Metode Face Tracking Azhilla Margiani Saraswati; Iwan Rizal Setiawan; Asriyanik Asriyanik
Pixel :Jurnal Ilmiah Komputer Grafis Vol 16 No 1 (2023): Vol 16 No 1 (2023): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i1.1242

Abstract

In the era of globalization, cultural exchange is easier to do. One of the cultures that are popular with young people in Indonesia is Japanese animation. Animation is an image that is made to look real with artificial intelligence technology. At this time many people are interested in animated content that is displayed in real-time via social media, but there are still many who have not been able to present it optimally regarding the expressions and movements of the characters. So the researchers used the face tracking method in the Live2D application to produce animated characters that can interact directly with the exact expressions of the actors behind the camera. Tests using Vtube Studio Unity proved that the animations created succeeded in displaying the actors' expressions and movements in real-time. The final result of the animation created is distributed via social media YouTube and TikTok. Keywords: Animation, Live2D, Character, Face Tracking
PENERAPAN EXTREME PROGRAMMING DALAM MEMBANGUN APLIKASI KOS-KOSAN DI KOTA SUKABUMI BERBASIS WEB Naufal Ali Fardiansyah; Iwan Rizal Setiawan; Lelah Lelah
Elkom : Jurnal Elektronika dan Komputer Vol 16 No 1 (2023): Juli : Jurnal Elektronika dan Komputer
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/elkom.v16i1.928

Abstract

With the changing times, technology has become more sophisticated and powerful. Even all circles of society also feel the impact, as time goes by many people have taken advantage of this technology, thus making it easier for users to carry out activities in each of their activities. Especially in this millennial era, which predominantly uses everything digital. For example, new students who study to the next level at a dominant university from outside the region who need a temporary residence or what is commonly called a boarding house. The difficulty encountered at first was the difficulty of getting information and locations that were easily accessible by students to campus. In this way researchers take advantage of existing problems by utilizing technology to create an information system. With this application, it is hoped that it will make it easier for students to find boarding houses that match the student's wishes and assist the owner of the boarding house in promoting his boarding house. By making this boarding house application, it is a form of utilizing existing technology so that it can be used anywhere and anytime. By using this extreme programming method, it is software development that gives users access rights to add or change application processes. So a website was created to build applications for boarding houses in the city of Sukabumi.
Penggunaan Metode Game Development Life Cycle (GDLC) Untuk Memudahkan Belajar Bahasa Inggris Dalam Media Game Rijal Agus Rusmana; Asriyanik Asriyanik; Iwan Rizal Setiawan
Journal of Information System Research (JOSH) Vol 4 No 4 (2023): Juli 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i4.3578

Abstract

The development of information and communication technology has developed rapidly in various fields such as in the field of education and the field of play. Technology that is often used in all circles is a smartphone, the use of smartphones in addition to work can also be used to play. Ownership of smartphones according to the survey approximately 81.7% are used to send messages, regarding education, especially English learning according to the EF EPI survey (Englisg Profiency Index) Indonesia is in position 80 in Asia and includes low profiency. It can be concluded that there are still many Indonesian people, especially elementary school children, who still do not know about English. Therefore, a solution is made to introduce English with the theme of writing (writing) on game media, in making this educational game using the GDLC (game development life cycle) method. Educational games need development because many of the mechanics in educational games have passive mechanics, therefore in this game added mechanics, namely endless runner. After making the Tiny Man Genius game, tests were carried out on elementary school children in grades 4 and 6 based on the results of the pre-test and post-test conducted, it looks quite good even though in the pre-test session 81.3% were still below 100 with a maximum score of 200, but in the second experiment, the post-test increased, namely 93.8% increased and 87.5% with scores above 100. After conducting the test, the children stated that 68.8% helped in learning English.