Dina Andayati
Teknik Informatika, IST AKPRIND Yogyakarta

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SKRIPSI IMPLEMENTASI KECERDASAN BUATAN PADA GAME MENGGUNAKAN METODE PATHFINDING DENGAN GAME ENGINE UNITY3D Edi Heriyanto; Erna Kumalasari Nurnawati; Dina Andayati
Jurnal SCRIPT Vol. 06 No. 01 Edisi Juni 2018
Publisher : Jurusan Informatika INSTITUT SAINS & TEKNOLOGI AKPRIND YOGYAKARTA

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Abstract

Artificial intelligence is one part of computer science that makes machines (computers) can do work like humans and computers is possible to be able to think. However, for now in accordance with the development of games and artificial intelligence applied. In artificial intelligence based games, there are many techniques adapted from the field of artificial intelligence to be applied to the game. Some of them are: Chasing and Evading, Movement Patterns and Pathfinding, Neural Networks and Genetic Algorithms (Genetic Algorithm). Pathfinding method is most easily encountered in game-type games where we designate a character (player) to be moved to a particular location by clicking on the location to be addressed. The player will move in the right direction, and "smart" can find the shortest path or avoid the obstacles. Artificial intelligence is needed in the making of the game, which is to design and produce fun games and inter-safe machine that is smart and interesting to play. The results of this study is a game that there are three types of artificial intelligence that is stupid enemies, brutal enemies and intelligent enemies programmed using pathfinding method with game maker software that is Unity3D.
IMPLEMENTASI PAKET TABEL JEASYUI PADA INVENTORY (STUDI KASUS TOKO BANGUNAN UD.TOKOSA) Esa Novedieli Gulo; Yuliana Rachamawati; Dina Andayati
Jurnal SCRIPT Vol. 3 No. 1 (2015): Vol. 03 No. 01 Edisi Juni 2015
Publisher : Jurusan Informatika INSTITUT SAINS & TEKNOLOGI AKPRIND YOGYAKARTA

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This research purpose to design and develop an information system so it becomes an inventory applications in internet, as well as optimizing the use of computers and the Internet as a means of data processing. Packet table jasyui implementation is the design and development of the inventory table of UD.TOKOSA with javascript coding, the draft using php and data storage to Mysql and proponent of web design so builded an inventory web at store building of UD TOKOSA . Jquery EasyUI offers a complete collection of the datagrid component, menu of control panel, and dynamic tabs on the web page. Application packets easyui table is capable to processing data goods from the store building of UD.Tokosa, reports in the form of a pdf file and save time in data processing and have shortcomings in terms of the feasibility of the system login and for the development of the next system can be equipped with a data of goods discount which stored in the inventory, barcode of goods to facilitate the transaction process and be added of forecasting process of goods to be stored and sold.
APLIKASI SISTEM PENDUKUNG KEPUTUSAN UNTUK PEREKRUTAN KARYAWAN DENGAN METODE SIMPLE ADDITIVE WEIGHTING (SAW) DI PT BANGKIT MAKMUR ABADI PURBALINGGA Dani Heriyanto; Uning Lestari; Dina Andayati
Jurnal SCRIPT Vol. 03 No. 02 Edisi Desember 2015
Publisher : Jurusan Informatika INSTITUT SAINS & TEKNOLOGI AKPRIND YOGYAKARTA

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ABSTRACT The process of recruitment is an important element in a company, because employees will act as the person who will carry out production activities. The more qualified employees in a company, then it will increase the maximum work. The process of hiring employees to still use manual way is by using Microsoft Excel. And for all this time the recruitment process is less objective, so requiring a system that is able to help and support in making decisions. This application is designed using Unified Modeling Language (UML) using the programming language Hypertext Processor (PHP), and the MySQL database and use the Decision Support System with Simple Additive weighting method (SAW) to produce a decision. The results of this system will be emphasized on the way of decision making. The use of a decision support system application using Simple Additive weighting method (SAW) on the recruitment system is able to provide a solution or the best alternative based on the highest ratings.
SISTEM PENDUKUNG KEPUTUSAN BERBASIS WEB UNTUK MENENTUKAN KONSENTRASI JURUSAN SISWA DENGAN METODE LOGIKA FUZZY TSUKAMOTO (STUDI KASUS : MADRASAH ALIYAH WATHONIYAH ISLAMIYAH KARANGDUWUR PETANAHAN KEBUMEN) Mujtahidatun Khusna Sabil; Dina Andayati; Mohammad Sholeh
Jurnal SCRIPT Vol. 4 No. 1 (2016): Vol. 04 No. 01 Edisi Juni 2016
Publisher : Jurusan Informatika INSTITUT SAINS & TEKNOLOGI AKPRIND YOGYAKARTA

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The determination of student's concentration is one of activities need to be conducted every year at Madrasah Aliyah Wathoniyah Islamiyah Karang duwur. The final output of the determination process is each student will be recommended to take whether science or social class. The existing system of the determination process, so far, has not been computerized yet.One of the system that could be applied in this case is decision support system with a certain method and a supporting tool. The method applied in this case is Tsukamoto fuzzy logic method. This method was chosen due to its simplicity, more tolerant with inappropriate data, and compatible to be applied in the case. Whereas, the tool used in this case is PHP programming language.The system would help the teachers to determine the students' major concentration. It will offer an output in sort of quality value for the students to join whether science or social class. Furthermore, the quality value can be used in the process of decision making. With the existence of the sytem, it is highly expected that the decision making process will be easier and quicker to be done.
SISTEM NOTIFIKASI AGENDA HARIAN MENGGUNAKAN APPLICATION PROGRAMMING INTERFACE (API ) DAN SMS GATEWAY Imam Prasetyo; Joko Triyono; Dina Andayati
Jurnal Jarkom Vol. 4 No. 2 (2016): Desember 2016
Publisher : Jurnal Jarkom

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At this moment, the density of someone’s own activities are not infrequently missing or forgetting to do. The Indonesian people use the book to record the important things. One of the most book types used to record is the schedule book. As the development of technology, having a digital reminder with an accurate time frame is one of eases desired many people, by using social media, sms gateway and computer technology, a notification daily schedule reminder application is made acceptable and readed using social media or SMS. This application is expected to reduce the difficulty of the client which is usually recorded in the schedule book, if the book is lost, the notes will be lost and if recorded in a mobile phone and switch the phone then records which are crucial going to be lost too.This research uses computer technology by utilizing a database server MySQL, HTML5, PHP5, CSS, JavaScript, API (facebook, twitter and whatsapp), gammu and crontab. The methods used in this research are observation, a study literature and experiment. The system uses five tables to store client, sub client and schedule data, the tables are: user, alamat_notif, pesan, penerima and h_pesan. The conclusions can be taken based on the research are: API whatsapp and API facebook chat cannot be used, the sending of messages management to the notification media can be done in accordance with priorities and time that has been determined, the sending of messages media can be done in twitter, email and sms, crontab in the research used to run php file, so the sending of messages can be done automatically, and crontab begin to walk at range of time 0 to 2 seconds.