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KLASTERISASI CALON MAHASISWA BARU MENGGUNAKAN ALGORITMA K-MEANS Adi Sucipto
Science Tech: Jurnal Ilmu Pengetahuan dan Teknologi Vol 5 No 2 (2019): Agustus
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (302.046 KB) | DOI: 10.30738/jst.v5i2.5829

Abstract

Teknologi Informasi berkembang dengan pesat dan penggunaannya juga semakin luas. Pengolahan data hingga pengambilan keputusan dapat dilakukan dengan bantuan perangkat Teknologi Informasi. Demikian juga dengan pengambilan keputusan untuk penerimaan mahasiswa baru. Sistem seleksi penerimaan mahasiswa baru di STMM menggunakan 2 (dua) jenis ujian yaitu CBT (Computer Based Test) dan wawancara yang dilaksanakan pada hari yang sama. Seleksi dengan menggabungkan 2 (dua) nilai tersebut dengan prosentase tertentu, sehingga didapatkan rangking calon mahasiswa baru. Berdasar pada permasalahan tersebut penulis pada kesempatan ini akan membuat klasterisasi data calon mahasiswa baru tersebut berdasar nilai CBT dan wawancara menggunakan algoritma K-Means. Tujuan dari penelitian ini adalah untuk mengetahui pola pengelompokan nilai CBT dan wawancara calon mahasiswa baru STMM Yogyakarta. Hasilnya Ada empat klaster, klaster pertama dengan anggota sebanyak 1059 data calon mahasiswa, terdapat 132 yang lolos seleksi atau 22,147% dari total lulus. Kemudian pada klaster kedua, dari 424 anggota terdapat 12 yang lolos seleksi atau sekitar 2% dari total lulus. Kemudian pada klaster ketiga, dari 659 anggota terdapat 447 yang lolos seleksi atau 75% dari total lulus . Dan pada klaster keempat, dari 547 anggota hanya 5 yang lolos seleksi atau 0,8% dari total lulus.
Temu Kembali Informasi Menggunakan Metode Vector Space Model Pada Majalah Suara Muhammadiyah Periode 2010 – 2015 Adi Sucipto
Emitor: Jurnal Teknik Elektro Vol 21, No 2: September 2021
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/emitor.v21i2.13672

Abstract

Temu kembali informasi berdasar peristiwa pada Majalah Suara Muhammadiyah periode 2010 – 2015 adalah untuk melihat banyaknya kata yang digunakan pada dokumen untuk menggambarkan topik yang dibahas pada dokumen tersebut. Temu kembali infomasi pada dokumen ini dibatasi untuk periode 2010 – 2015 dan dokumen yang dikumpulkan sebanyak 232 dokumen. Pengumpulan dokumen majalah Suara Muhammadiyah dalam bentuk digital yaitu berekstensi pdf. Ektraksi teks dokumen dari berkas pdf menggunakan pdfminer. Metode untuk temu kembali menggunakan Vector Space Model. Tahapan dimulai dari ekstraksi dokumen pdf menjadi teks,kemudian teks diparsing untuk menghapus tanda baca dan tanda hubung, penghapusan stopwords bahasa Indonesia untuk mengurangi kata-kata hubung dan kata-kata yang kurang bermakna, kemudian dilakukan pembobotan teks dan pencarian kemiripan teks untuk dapat menghitung dan mencari kembali informasi. Setelah dilakukan parsing dan pembobotan teks didapatkan bahwa teks yang banyak digunakan di dalam dokumen tersebut. Dengan hasil Precision sebesar 72.96% dan F1 measure sebesar 80.94. Sehingga artikel yang dapat ditemukan dengan kata kunci tertentu yang sesuai.
Website Management Optimization to Improve Nature Tourism Manager's Digital Marketing Capacity RB. Hendri Kuswantoro; Adi Sucipto; Willhelmus Fillianto; Sigit Winarso; R.M Joko Priono
ABDIMAS: Jurnal Pengabdian Masyarakat Vol. 5 No. 2 (2022): ABDIMAS UMTAS: Jurnal Pengabdian Kepada Masyarakat
Publisher : LPPM Universitas Muhammadiyah Tasikmalaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (427.827 KB) | DOI: 10.35568/abdimas.v5i2.2402

Abstract

Tawangsari and Mendoh Kidul hamlets are several hamlets located in the Semowo Village area, Pabelan District, Semarang Regency which have several potential resources that can be used as a support for the existence of a natural tourism village. Efforts to improve skills and management of these resources have been carried out through several series of training activities, including those related to increasing skills in utilizing digital platforms, village websites, while forms of assistance that have been carried out include improving website management and mapping some of the potential resources in the village area. Semowo. From several series of activities that have been carried out, efforts to pioneer the existence of tourist villages have begun to be directed to how to map the potential of existing resources in several hamlets in the Semowo Village area. The implementation of this training provides a practical overview of aspects of optimization village websites, especially in strengthening human resources in digital marketing / e-Marketing capacity or promoting nature tourism. The outputs of this activity are: 1) A village website that describes a map of Potential Areas for Development of Nature Tourism Villages; 2). MoU, cooperation between the village government and university leaders for assistance; 3) .Publication of community service activity programs on the web and social media
Analisis Nilai Sosial dan Nilai Moral dalam Novel “Menikah dengan Calon Mertua” di Aplikasi Noveltoon RM. Joko Priono; RB. Hendri Kuswantoro; Adi Sucipto
Jurnal Ilmiah Universitas Batanghari Jambi Vol 23, No 1 (2023): Februari
Publisher : Universitas Batanghari Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33087/jiubj.v23i1.2414

Abstract

The purpose of this study is to describe the sosial values and moral values contained in the novel Marrying The Future In-Laws by Sugar Glider. The research method used in studying sugar Glider's novel MarryIng The Future In-Laws is a descriptive qualitative method. The object of this study is sosial values and moral values in the novel MarryIng The Future In-Laws by Sugar Glider which is presented through the Noveltoon application. The data collection technique in this study used a literature study technique. The stages carried out in this study include the stages of data acquisition, data collection and determination of units of analysis. Next is the stage of data selection, as well as a test of the validity of the data. The last stage is the process of analyzing and presenting data. The results of the research and discussion found that the story in sugar Glider's novel Marrying The Future Father-in-Law has things related to sosial and moral values. The sosial and moral values contained in each episode consist of man's relationship with God, man's relationship with himself, man's relationship with sesame and man's relationship with his environment. The sosial and moral values that emerge are more towards values that are considered good and values that are considered bad by society through the stories of their characters in each episode while directing the reader to be able to identify the good and bad values sosially and morally. Sosial values and moral values in the novel Marrying The Future In-Laws can be used as an alternative learning material for prose studies in the scriptwriting course of students of the Multi Media High School Game Technology Study Program.
EVALUASI ANTARMUKA PERMAINAN 3D BALAP KARUNG MENGGUNAKAN METODE SYSTEM USABILITY SCALE (SUS) Adi Sucipto; Anugrah Dwirangga; RM. Joko Priyono
J-ICON : Jurnal Komputer dan Informatika Vol 11 No 1 (2023): Maret 2023
Publisher : Universitas Nusa Cendana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35508/jicon.v11i1.9012

Abstract

Traditional games are a form of knowledge passed down from generation to generation. An example of a traditional game is Balap Karung. Currently, many game developers have created the "Balap Karung" application, but it has deficiencies in its User Interface. The User Interface is one of the visual elements that build a game. The User Interface is a communication mechanism between the user and the system that can receive information and provide information to the user to help direct the navigation flow until the user finds the solution. Creating a user interface in the 3D" Balap Karung" game as a visual design for the "Balap Karung" game will be built on an Android-based system. Creating a graphic user interface is done by researching the use of color in the user interface. The colors that match the "Balap Karung" game style will be used. The System Usability Scale (SUS) method was used as a usability test for the "Balap Karung" game. Through the results of game testing using the SUS method by distributing online questionnaires to be filled out by the respondents after they played the "Balap Karung" game, was obtained the average SUS score of 69.42 after calculating the results of the questionnaires from the respondents. According to the scores, it can conclude that the usability of the "Balap Karung" game is said to be good, with buttons and visuals following the purpose of their respective functions. According to the theory of calculating the SUS score, a score of 69.42, the "Balap Karung" game gets a Good rating in terms of usability.
Design of Gamification of Flood Early Warning Actions Using the "Cikeas – Cileungsi Overflow" Game in the KP2C Community Adi Sucipto; RBH Kuswantoro; Christoffell Christoffel
PROtek : Jurnal Ilmiah Teknik Elektro Vol 10, No 2 (2023): PROtek : Jurnal Ilmiah Teknik Elektro
Publisher : Program Studi Teknik Elektro Universitas Khairun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33387/protk.v10i2.4420

Abstract

The role of the early warning system by the KP2C Community in providing information on flood disasters that often occur in the Cileungsi – Cikeas watershed really helps the community in reducing the impact of the unavoidable flood disaster. The creation of the game “Cikeas – Cileungsi Overflow” aims to introduce knowledge about actions related to flood early warning to the wider community more effectively and fun. By using the gamification method, real activities carried out by KP2C such as interacting with residents through social media, monitoring the condition of upstream rivers, and providing disaster warnings, can be displayed in a simpler form into an educational game. The process of creating a game is carried out by conducting research on various types of KP2C activities in becoming an early warning instrument and then converting the data into a game mechanic. Through the results of game testing, 93.4% of respondents said the gameplay displayed in the game "Cikeas – Cileungsi Overflow'' was quite interesting and 90% of respondents stated that their understanding of the concept of a flood early warning system had been conveyed well. There are still several aspects that need to be developed in the future from the "Cikeas Cileungsi Overflow '' game, especially the leaderboard mechanism which still has problems and continued development to the Android platform
Implementation of Collision Avoidance System Algorithm in NPC Game 3D Gugah Alwan Hamanako; Adi Sucipto
Journal of Information Technology and Its Utilization Vol 6 No 1 (2023): June 2023
Publisher : Sekolah Tinggi Multi Media "MMTC" Yogyakarta

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

Abstract

Nowadays, with the rapid development of technology, we are given the convenience of finding entertainment such as games. Now this game can be quickly run on various media, one of them is a smartphone. Most smartphones' operating systems (OS) are Android and IOS. Among the both of OS which is currently popular is Android. This research aims to create an Artificial Intelligent of Non-Player Character (NPC) that can avoid every obstacle using the Collision Avoidance System algorithm. The result of the research is an android game app that applies the Collision Avoidance System that can make AI NPC avoid obstacles. The application of the algorithm to the NPC is made in 3 stages, namely, design by making a flowchart of the algorithm, then writing a program from the Collision Avoidance System, and finally, testing the AI ​​NPC. The test is carried out by comparing the reactions of NPC 1 and NPC 2 in passing through obstacles when on different paths by being carried out jointly between NPC. Based on the tests on AI NPC, NPC managed to avoid obstacles in front of them and the players, and it is almost 93% successful.