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Journal : Buffer Informatika

IMPLEMENTASI METODE BINET SIMON DAN METODE FUZZY LOGIC PADA APLIKASI TES KEMAMPUAN IQ (INTELLIGENCE QUOTIENT) DAN TIPE KECERDASAN (MULTIPLE INTELLIGENCE) UNTUK ANAK TUNARUNGU BERBASIS ANDROID (Studi Kasus : SLB C YPALB Perwari Ancaran Kuningan) Krisdiawan, Rio Andriyat; Sanhari, Yogi
BUFFER INFORMATIKA Vol 2, No 1 (2016)
Publisher : TI S1 FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/buffer.v2i1.590

Abstract

AbstractThe first intelligence known by man is intelligence or intellectual acumen. Intelligence is mind intelligence, the intelligence function of thought can be used to solve a problem or situation quickly and precisely. Until now, many parents think that intelligence relates to calculations or any form of subjects that are difficult and challenging. However, in fact people have many forms of intelligence called intelligence type or multiple intelligences. This intelligence can be detected through psychological examination with measuring tools given in the form of the problems created by the psychologists to distinguish the person's behavior with others, improving self understanding, self evaluation, and self-acceptance. Intelligence is defined by IQ (Intelligence Quotient) which is grouped based on a comparison between the level of mental abilities (mental age) with age (chronological age). Based on test results, the android based application of IQ and multiple intelligence using Binet Simon method and Fuzzy Logic method for deaf children at SLB C YPALB Perwari Ancaran Kuningan can be done quickly, accurately, and the child's attention so that tests of IQ and multiple intelligence can be done more effective so that it can improve cognitive abilities and emotional, as well as the ability of intelligence of students, especially children with hearing impairment.Keywords   : IQ test, multiple intelligence, deaf children, binet simon method, fuzzy logic method, based android.
APLIKASI PRESENSI PERKULIAHAN DENGAN FINGERPRINT BERBASIS WEB DAN SMS GATEWAY (Studi Kasus Universitas Kuningan) Krisdiawan, Rio Andriyat; Irawan, Dede
BUFFER INFORMATIKA Vol 4, No 2 (2018)
Publisher : TI S1 FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/buffer.v4i2.1468

Abstract

The process of attendance at the Kuningan university environment greatly influences the lecture process for students, payroll for lecturers, and the process of quality services for the brass university lectures. The process of presence in the Kuningan university is still done manually, namely by writing and attending the Student and Lecturer Attendance List (DHMD). The process still has many shortcomings, such as there are still students who leave attendance in the form of signatures on DHMD, there is still a need to do a prescription when reporting data, and easily damage / lose DHMD when managing data. In addition, students sometimes cannot know directly the information on the attendance calculation of lectures that have been conducted. Based on the description above, the researcher will build a lecture presence application using fingerprint as a tool used in the presence input process, and create an effective and efficient presence management application to assist attendance management, as well as service sms gateway as notification of attendance calculation information to students and lecturers will be built with the PHP programming language with MySQL databases. As well as the concept of client server networks where all attendance data centers will be stored on the computer server that will provide the service sms gateway. The implementation will be carried out in accordance with the courses, lecturers, classes, rooms, and lectures at the University of Kuningan, specifically at the Faculty of Computer Science, Kuningan University. And testing is carried out on presence data inputted with a fingerprint scanner through applications and databases that have been built.Keywords: SMS Gateway, Fingerprint, Presence, Lecture, PHP and MySQL
PERANCANGAN APLIKASI PENGARSIPAN BERKAS DSO GURU BERBASIS WEB (STUDI KASUS: SMK MUHAMMADIYAH 2 KUNINGAN) Krisdiawan, Rio Andriyat
BUFFER INFORMATIKA Vol 1, No 1 (2015)
Publisher : TI S1 FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/buffer.v1i1.581

Abstract

AbstractInside An organization / institution in which there are labor / employee are important documents of the employees in it. Activity in school SMK Muhammadiyah 2 Kuningan could not be separated with the activities of labor / employee in it, including the documentation of the teaching force, be it filing certificate, decree, until the letter of assignment and a seminar attended by the teaching staff. Archiving documents (DSO) is usually done manually stored and managed by the administrative staff. The archiving process is still manual that cause a variety of problems that often occur as the number of the document to be archived, the time required in the search process files, up to a lecturer who did not report the files relating to the institution, such as education and seminars have been followed. Application design data file on a web-based school teacher SMK Muhammadiyah 2 Kuningan provides applications to manage, store and search the data files of teachers in SMK Muhammadiyah 2 Kuningan. In this application the faculty will be given access rights to login to update your personal file with upload to the system in the form of image format scanning results. Further, the application was built to help manage the archiving process data file teachers become more effective and efficient. This application is designed to use web-based programming language that is PHP and the MySQL database, to be accessible to all faculty anywhere and anytime. System development method used in this application development using RUP (Rational Unified Process). Keyword: Archiving DSO, SMK Muhammadiyah 2 Kuningan, web programming, php, MySQL
RANCANG BANGUN SISTEM INFORMASI JUDUL DAN PEMBIMBING SKRIPSI /TUGAS AKHIR FKOM UNIKU Krisdiawan, Rio Andriyat
BUFFER INFORMATIKA Vol 4, No 1 (2018)
Publisher : TI S1 FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/buffer.v4i1.1135

Abstract

AbstrakFakultas Ilmu Komputer adalah salah satu fakultas yang terdapat di Universitas Kuningan. Fakultas tersebut memiliki 4 Program studi yaitu Teknik Informatika S1, Sistem Informasi S1, Manajement informatika D3, dan Teknik Informatika D3. Dalam proses mencetak lulusan-lulusan di bidang computer yang unggul, mahasiswa harus dapat menentukan ide yang sesuai dengan perkembangan teknologi dan kebermanfaatan yang luas untuk diajukan dalam judul skripsi dan tugas akhir. Begitu juga dalam proses penentuan pembimbing skripsi yang sesuai dengan kompetensi dari judul yang diajukan harus sesuai dengan kompetensi dosen yang dipilih sebagai dosen pembimbing. Dari proses pengajuan judul, dan pengajuan dosen pembimbing yang dilakukan oleh mahasiswa, memerlukan pelayanan informasi yang terupdate dari Program studi dan Fakultas Ilmu Komputer, sebagai salah satu pelayanan agar mahasiswa tersebut mudah dalam menentukan judul dan menentukan pembimbing skripsi/tugas akhir. Sistem informasi yang akan Perancangan aplikasi di buat dengan metodologi pengembangan sistem RUP (Rational Unified Process). Aplikasi yang akan dibuat menggunakan bahasa pemrograman berbasis WEB dengan bahasa pemrograman PHP dan database MySQL.Kata Kunci : FKOM UNIKU, Pembimbing Skripsi/Tugas Akhir, RUP, PHP dan MySQL.
PEMBUATAN GAME RUNAWAY FROM CULIK DENGAN ALGORITMA FUZZY MAMDANI Krisdiawan, Rio Andriyat; Rohmana, Muhamad Faza; Permana, Aji
BUFFER INFORMATIKA Vol 6 No 1 (2020)
Publisher : TI S1 FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/buffer.v6i1.2623

Abstract

The game comes from an English word that has the basic meaning of the game. Games have a type or can be called a genre, the function of the game genre is used to classify a game based on how the interaction of the game. Endless runner is a genre in the game. Endless runner games generally have a game system where players must avoid an obstacle and get as many scores as possible. At this time many games are endless runners, but there are no endless runner games with a kidnapper theme and a speed system that uses algorithms. Mamdani fuzzy algorithm is a Fuzzy inference method for rules represented in the form of If-Then where the system output is not a Fuzzy set but a constant or linear equation. In this study, the Mamdani fuzzy algorithm is applied to the conditions at which obstacles appear. With the Mamdani fuzzy algorithm a speed system can be made. In making games a game development method is also needed, so that the stages of development are clearer and as expected. For this research, the game development method used is the Game Development Life Cycle (GDLC) development model. GDLC is a game development process that adopts an iterative approach consisting of 6 development phases, starting from the initialization / concept making phase, preproduction, production, Testing (Alpha testing, Beta testing), and realease. From the 6 phases it can be grouped into 3 main processes, namely: Initialization Process which consists of concepts and designs, Production process consists of Pre Production, Production, and Testing consisting of Alpha Testing and Beta Testing, the last is Realease.Keywords: Games, Endless runner, Fuzzy Mamdani Algorithm, Game Development Life Cycle (GDLC).