Andreas Situmorang
Universitas Prima Indonesia

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Desain Prototype Smart Building Menggunakan Internet of Things dengan Protokol MQTT Evta Indra; Mohammad Irfan Fahmi; Daniel Ryan Hamonangan Sitompul; Stiven Hamonangan Sinurat; Andreas Situmorang; Ruben Ruben; Dennis Jusuf Ziegel
JURNAL TEKNOLOGI DAN ILMU KOMPUTER PRIMA (JUTIKOMP) Vol. 5 No. 1 (2022): Jutikomp Volume 5 Nomor 1 April 2022
Publisher : Fakultas Teknologi dan Ilmu Komputer Universitas Prima Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34012/jutikomp.v5i1.2595

Abstract

Energy saving is the most wanted thing to prevent overspending in carrying out daily activities in the building. One form of energy savings is implementing Smart Building technology to control Air conditioners (AC) dan lamps according to its need. Methods used in this research were started with the Architectural Design of the devices, Managing of the devices, and their Decommission. The result carried in this research is that the prototype made was running well on low-scale implementation. Buttons in the website functioned well, even though there are still many problems when implementing the project on a huge scale because this research still uses a freeware-based MQTT broker.
Implementation of Greedy Algorithm for Profit and Cost Analysis of Swallow's Nest Processing Dirty to Finished Products Efendi Efendi; Daniel Ryan Hamonangan Sitompul; Stiven Hamonangan Sinurat; Ruben Ruben; Andreas Situmorang; Dennis Jusuf Ziegel; Julfikar Rahmad; Evta Indra
INFOKUM Vol. 10 No. 02 (2022): Juni, Data Mining, Image Processing, and artificial intelligence
Publisher : Sean Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (425.252 KB)

Abstract

Swallow's nest is made from the saliva of swallows, especially species of swallows of the genus Collocalia. Swallow's nest is used traditionally to improve health so it is widely consumed by the community. Swallow nest products are difficult to produce, causing the product to be expensive. This study aims to analyze the costs and benefits of swallow nest production. The analysis uses the Greedy algorithm, which is looking for solutions to each stage of production. The principle of Greedy's algorithm is "take what you can get now". There are 6 processes in the production of swiftlet nests, namely sorting raw materials, cleaning, drying, printing, in process control (IPC) and packaging. In the sorting and cleaning process, employees in the medium and medium to light nest categories were combined. The total costs incurred in the sorting process are reduced by 14% and the costs incurred in the cleaning process are reduced by 8%. The process of drying dense and medium hair nests takes the same time so that they are carried out simultaneously and the required cost is reduced by 11% to Rp 675,000. The stages of printing the original and super types of nests are combined because they have.
PREDIKSI PENETAPAN TARIF PENERBANGAN MENGGUNAKAN AUTO-ML DENGAN ALGORITMA RANDOM FOREST Yakub Anuyuta Zebua; Daniel Ryan Hamonangan Sitompul; Stiven Hamonangan Sinurat; Andreas Situmorang; Ruben Ruben; Dennis Jusuf Ziegel; Evta Indra
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 5 No 1 (2022)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v5i1.508

Abstract

With so many airlines competing with each other, airlines are competing to become the consumer/market's main choice, but to achieve this, there is no airline strategy that can predict the price of airline tickets according to market needs. To meet the needs of airlines, we need a way to determine the price of airline tickets according to market needs with the help of the influence of technology and information. This research method was carried out using Google Collaboratory as a media to create a data model automated machine learning (AutoML) with the Random Forest, Logistic Regression and Gradient Boosting Regressor algorithms. In this study, the model that produced the highest R2 value and the lowest RMSE was a random forest with an R2 value of 83.91% and an RMSE of $175.9. However, from the three models, Random Forest got a change in accuracy of 1.96% to 85.87. To assist in predicting the determination of flight fares, airline companies can more easily and be alert to determine flight fares that are in accordance with the market. Therefore, Random Forest can be declared better than Logistic Regression and Gradient Boosting models. The Random Forest model that has been created can be used to predict in real-time using Machine Learning.
ANALISIS BIG DATA PENJUALAN VIDEO GAMES MENGUNAKAN EDA Davit Toramli Husni; Daniel Ryan Hamonangan Sitompul; Stiven Hamonangan Sinurat; Ruben Ruben; Andreas Situmorang; Dennis Jusuf Ziegel; Julfikar Rahmad; Evta Indra
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 5 No 1 (2022)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v5i1.517

Abstract

Advertising is a very effective way for product marketing, this method is often used to disseminate product information to be marketed. Errors in the analysis of products to be marketed resulted in significant losses to the company due to errors in the exploration of Big Data processing. Big data is described as large-scale data that can be presented, processed and analyzed using existing technologies, methods and theories. Therefore, an assessment of the big data of video game operators that is in demand by the market is carried out to determine the highest and lowest sales of video games using the Exploratory Data Analysis method so that a company can determine the games to be promoted and produced. The results obtained in this study that have the highest and lowest sales of video games in the global market by genre are action at 1745.27 and strategy at 174.5. And for sales by platform, PS2 is 1255.64 and PCFX is 0.03. With this method, video game sales can be presented graphically, making it easier for companies to determine which games to market and promote small game sales.