Claim Missing Document
Check
Articles

Found 22 Documents
Search

Segmentasi Lokasi Promosi Penerimaan Mahasiswa Baru Menggunakan Metode RFM dan K-Means Clustering Dyah Susilowati; Hairani Hairani; Indah Puji Lestari; Khairan Marzuki; Lalu Zazuli Azhar Mardedi
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol 21 No 2 (2022)
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (282.401 KB) | DOI: 10.30812/matrik.v21i2.1542

Abstract

Persaingan penerimaan mahasiswa baru antar kampus swasta sangat ketat untuk menarik calon mahasiswa sehingga membutuhkan strategi. Strategi Universitas Bumigora adalah mengirimkan tim promosi ke sekolah-sekolah di pulau Lombok maupun pulau sumbawa. Permasalahan pihak panitia Penerimaan Mahasiswa Baru selama ini adalah tidak melakukan segmentasi sekolah yang menjadi skala prioritas untuk dikunjungi agar efektif dan efisien. Tujuan penelitian ini adalah melakukan segmentasi tingkat potensial sekolah sebagai strategi untuk memilih lokasi promosi penerimaan mahasiswa baru Universitas Bumigora menggunakan analisis model RFM dan metode K-means. Tahapan penelitian terdiri dari persiapan data penerimaan mahasiswa baru tahun 2019 dan 2020, pra-pengolahan data, penerapan model Recency (R), Frequency (F), dan Monetary (M)implementasi metode K-means, dan analisa hasil. Hasil penelitian ini adalah terbentuk 3 klaster tingkat potensial sekolah yang dapat dijadikan skala prioritas untuk lokasi promosi penerimaan mahasiswa baru Universitas Bumigora yaitu kurang potensial, potensial, dan sangat potensial. Klaster sangat potensial (C2) terdapat 28 sekolah, klaster potensial (C3) terdapat 90 sekolah, dan klaster kurang potensial (C1) terdapat 152 sekolah.
Bandwith Optimization on Hotspot using PCQ Method And L2tp VPN Routing for Online Game Latency Usman Ibnu Affan; Khairan Marzuki; Lalu Zazuli Azhar Mardedi
International Journal of Engineering and Computer Science Applications (IJECSA) Vol 1 No 2 (2022): September 2022
Publisher : Universitas Bumigora Mataram-Lombok

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (601.979 KB) | DOI: 10.30812/ijecsa.v1i2.2379

Abstract

VPN L2TP (Layer 2 Tunneling Protocol) is available on one of the services at Mikrotik. L2TP is a development of PPTP and a combination of L2F. The network security protocol and encryption used for authentication is the same as PPTP. However, to communicate, L2TP requires UDP port 1701 so that the security is better, L2TP is connected to IPSec to L2TP/IPSec. An example of its use is for the Windows operating system, which by default the Windows OS uses L2TP/IPSec. However, the consequences in terms of configuration are not as simple as PPTP. The client side must also support IPSec when implementing L2TP/IPSec. In terms of encryption, of course, encryption on L2TP/IPSec has a higher level of security than PPTP which uses MPPE. Traffic passing through the L2TP tunnel will experience overhead. The L2TP protocol is more firewall friendly than other types of VPNs such as PPTP. This is a big advantage if using this protocol, because most firewalls do not support GRE. However, L2TP does not have encryption, so it requires additional services to support higher security. So the author concludes that it will be easier to configure with online games. Online game is a type of computer game that is currently growing and requires a computer network . The networks that are usually used are internet networks or internet wifi and the like and always use current technology, such as modems and cable connections. Therefore, internet service providers (ISPs) must provide stable and fast internet quality. Bandwidth Needs Online games must be supported by an internet network that supports the speed and stability of the internet connection, especially the stability of the latency of the online game itself
REKAYASA ULANG PROSES BISNIS PEMBAYARAN BIAYA PENDIDIKAN PADA STMIK BUMIGORA MATARAM Pahrul Irfan; Lalu Zazuli Azhar Mardedi
Seminar Ilmiah Nasional Teknologi, Sains, dan Sosial Humaniora (SINTESA) Vol 1 (2018): PROSIDING SINTESA
Publisher : LPPM Universitas Dhyana Pura

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1318.511 KB)

Abstract

ABSTRAKProses pembayaran biaya pendidikan pada STMIK Bumigora Mataram selama ini masih dilakukan secara manual yaitu mulai dari mahasiswa mengambil blangko pembayaran di bagian keuangan lalu membayar secara tunai pada bank yang di tunjuk dan menyerahkan bukti pembayaran pada bagian keuangan dan akademik. Proses ini membutuhkan waktu 1 jam 30 menit. Tujuan dari penelitian ini adalah melakukan rekayasa ulang proses bisnis terhadap proses pembayaran biaya pendidikan pada STMIK Bumigora mataram sehingga dapat meningkatkan efisiensi proses yang ada selama ini menjadi lebih efektif dan efisien. Adanya penelitian ini diharapkan dapat menjadi masukan dan pertimbangan pihak perguruan tinggi dalam penerapan rencana strategis pengembangan (TIK) pada STMIK Bumigora Mataram. Dengan adanya rekayasa ulang proses bisnis diperoleh perubahan yang radikal terhadap proses pembayaran biaya pendidikan pada STMIK Bumigora Mataram. Hasil dari penelitian ini berupa perancangan desain sistem informasi berdasarkan usulan proses bisnis yang dirancang. Dari hasil perancangan proses rekayasa ulang bisnis diperoleh waktu dan proses yang lebih cepat yaitu menjadi 7 menit.Kata Kunci: Rekayasa Ulang Proses Bisnis, Business Process Reengineering, Pembayaran SPPABSTRACTThe payment process for education cost’s components at STMIK Bumigora Mataram is still done manually, starting from students taking payment forms in the department of finance and paying in cash at the designated bank and submitting proof of payment in both of finance and academic departments. This process takes minimum 2 until 6 hours. The purpose of this research is to reengineering the business process for the payment process of the education cost’s components at STMIK Bumigora Mataram so that it can improve the efficiency of the existing process so far, so it can be more effective and efficient. This research is expected to be suggestion and consideration of the universities in the implementation of the strategic development plan (ICT) in STMIK Bumigora Mataram.By conducted business processes reengineering is obtained radical changes. This is proofed by faster time and process is obtained after business process reengineering, which is 10-30 minutes.Results of this study are designing information system design based on proposed business processes.Keywords: Business Process Reengineering, Tuition Payments, Education Cost Components
Network MEMBANGUN JARINGAN KOMPUTER LAN BERDASARKAN PERBANDINGAN KINERJA PROTOKOL ENHANCED INTERIOR GATEWAY ROUTING PROTOCOL (EIGRP) DENGAN PROTOKOL OPEN SHORTEST PATH FIRST (OSPF) Lalu Zazuli Azhar Mardedi; Khairan Marzuki
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol 18 No 2 (2019)
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v18i2.327

Abstract

Salah satu teknologi sistem jaringan komputer yang sedang berkembang pesat saat ini adalah internet. Untuk membangun jaringan internet dibutuhkan suatu mekanisme routing yang digunakan untuk mengintegrasikan seluruh komputer dengan tingkat fleksibilitas yang tinggi. Routing merupakan bagian utama dalam memberikan suatu performansi dalam jaringan. Dengan banyaknya routing protocol yang ada, administrator jaringan membutuhkan referensi perbandingan mengenai kinerja dari masing-masing jenis routing protocol tersebut. Salah satu routing tersebut adalah Enhanced Interior Gateway Routing Protocol (EIGRP) dan Open Shortest Path First (OSPF). Pada paper ini akan dibahas mengenai kinerja dari kedua routing protocol tersebut pada jaringan dengan topologi hybird. Untuk mengatasi permasalahan pada akses jaringan dengan jumlah client (end user) yang berskala tinggi maka akan dilakukan analisis dan perbandingan kinerja antara Enhanced Interior Gateway Routing Protocol (EIGRP) dengan Open Shortest Path First (OSPF). Simulasi perangkat lunak Cisco Packet Tracer 6.0.1 digunakan untuk mendapatkan nilai dan untuk memverifikasi hasil pelaksanaannya.
Determination of the best rule-based analysis results from the comparison of the Fp-Growth, Apriori, and TPQ-Apriori Algorithms for recommendation systems Moch. Syahrir; Lalu Zazuli Azhar Mardedi
Matrix : Jurnal Manajemen Teknologi dan Informatika Vol. 13 No. 2 (2023): Jurnal Manajemen Teknologi dan Informatika
Publisher : Unit Publikasi Ilmiah, P3M, Politeknik Negeri Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31940/matrix.v13i2.52-67

Abstract

The popular association rule algorithms are Apriori and fp-growth; both of these algorithms are very familiar among data mining researchers; however, there are some weaknesses found in the association rule algorithm, including long dataset scans in the process of finding the frequency of the item set, using large memory, and the resulting rules being sometimes less than optimal. In this study, the authors made a comparison of the fp-growth, Apriori, and TPQ-Apriori algorithms to analyze the rule results of the three algorithms. TPQ- Apriori is an algorithm developed from the Apriori algorithm. For experiments, the Apriori and fp-growth algorithms use RapidMiner and Weka tools, while the TPQ-apriori algorithm uses self-built application programs. The dataset used is the sales data for the Kopegtel NTB department store, which has been uploaded on the Kaggle site. As for the results of testing the base rules from the overall results of testing the rules with the good Kopegtel dataset for 100%, 50%, and 25% of the total volume of the dataset, a conclusion can be drawn that the larger the dataset to be processed, the results will be more optimal when using the fp-growth algorithm RapidMiner, but not optimal if the dataset to be processed is small. It is different from using the Apriori and Weka FP-growth algorithms, where the resulting rules are less than optimal if the dataset used is large and optimal if the dataset is small. Several rules do not appear in the fp-growth and Apriori Weka algorithms because the two algorithms do not have a tolerance value in Weka's tools for the support of the rules that will be displayed. Meanwhile, the TPQ- Apriori algorithm that has been developed is capable of producing optimal rules for both large datasets and small datasets.
Speed Bump System Based on Vehicle Speed using Adaptive Background Subtraction with Haar Cascade Classifier Muhammad Zulfikri; Wirajaya Kusuma; Sirojul Hadi; Husain Husain; Rifqi Hammad; Lalu Zazuli Azhar Mardedi
Sistemasi: Jurnal Sistem Informasi Vol 13, No 3 (2024): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v13i3.3921

Abstract

Driving at high speed and recklessly is the main cause of traffic accidents. In several places speed bumps are installed as a medium to warn drivers to slow down the speed of the vehicle, but the installation of speed bumps in several places has become a problem in itself with inconvenience for drivers traveling at low speeds, so it is necessary to develop an intelligent system to warn drivers when speeding. vehicles break safety boundaries, making drivers safer and more comfortable. At the vehicle identification stage, a combination of the Adaptive Background Subtraction method with the Haar Cascade Classifier is proposed, and vehicle speed estimation is carried out by calculating the time difference in the detection area or Region of Interest (ROI). Testing was carried out using traffic videos with three conditions, namely day, evening and night, with each condition using the same object data, namely 55 images of car objects. The proposed method produces car detection accuracy with an average of 85% and MSE 0.5 in vehicle speed measurements.
Analisis Perbandingan Algoritma Fp-Growth Dan Tpq-Apriori Dalam Menentukan Rule Based Terbaik Untuk Sistem Rekomendasi Produk Lalu Zazuli Azhar Mardedi Zazuli; Kartarina Kartarina; Moch. Syahrir Syahrir
Explore Vol 14 No 2 (2024): Juli 2024
Publisher : Universitas Teknologi Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35200/ex.v14i2.112

Abstract

The popular association rule algorithms are a priori and fp-growth, these two algorithms are very familiar among data mining researchers, however there are several weaknesses found in the association rule algorithm, including scanning the dataset for a long time in the process of searching for itemset frequencies, the use of large memory and the resulting base rules are sometimes less than optimal. In this research, the author compared the fp-growth and TPQ-apriori algorithms to analyze the base rule results of the two algorithms. TPQ-Apriori is an algorithm resulting from the development of the apriori algorithm, where the performance of the TPQ-Apriori algorithm is better than the traditional apriori algorithm in terms of the dataset scanning process in searching for itemset frequencies. For experiments, the fp-growth algorithm used the rapidminer tool while the TPQ-apriori algorithm used an application program that was built by ourselves. Meanwhile, the dataset used is sales data on CV. Charandita Kusuma NTB which has been uploaded to the Kaggle site. The base rules testing results are from the overall rule testing results with the CV sales dataset. Charandita Kusuma NTB can draw a conclusion that the larger the dataset to be processed, the more optimal the results will be if using the fp-growth rapidminer algorithm, but it is not optimal if the dataset to be processed is a small dataset. Some rules do not appear in the fp-growth algorithm with the rapidminer tool. Meanwhile, the TPQ-Apriori algorithm that has been developed is able to produce optimal rules for both large datasets and small datasets.
Peningkatan Kinerja Metode Random Forest Berbasis Smote-Tomek Link Pada Sentimen Analisis Pariwisata Lombok Marzuki, Khairan; Rady Putra, Lalu Ganda; Hairani, Hairani; Mardedi, Lalu Zazuli Azhar; Guterres, Juvinal Ximenes
Jurnal Bumigora Information Technology (BITe) Vol 5 No 2 (2023)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/bite.v5i2.3166

Abstract

Background: Tourists visiting Lombok Island can access various sources of tourist information and can share their views and tourist experiences through social media such as positive and negative experiences. Objective: This research aims to analyze the sentiment of Lombok tourism reviews using the Smote-Tomek Link and Random Forest algorithms.Methods: The research was carried out in several stages, namely collecting the Lombok tourism dataset, text preprocessing, text weighting using the Term Frequency-Inverse Document Frequency (TF-IDF) method, data sampling using SMOTE-Tomek Link, text classification using Random Forest, and the final stage was performance testing based on accuracy. Result: The research results obtained using the Smote-Tomek Link and Random Forest methods in sentiment analysis analysis of tourist reviews about Lombok were 94%. Conclusion: The use of the Smote-Tomek Link and Random Forest methods in Lombok tourism sentiment analysis produces very good accuracy.
Sosialisasi Peran Penggunaan Management Learning System sebagai Platform Pembelajaran Daring untuk Mendukung Pembelajaran Mandiri Aprianto, Dedi; Mardedi, Lalu Zazuli Azhar; Sutarman, Sutarman; Hendri, Wira; Hairani, Hairani; Innuddin, Muhammad; Rahmawati, Lela
ADMA : Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol 5 No 2 (2025): ADMA: Jurnal Pengabdian dan Pemberdayaan Masyarakat
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/adma.v5i2.4569

Abstract

keterbatasan kesadaran mahasiswa tentang optimalisasi penggunaan MLS sebagai media yang dapat menunjang belajar mandiri meskipun telah diterapkan sebagai media belajar komplementer, tetapi belum sepenuhnya efektif. Sehingga hal ini mengurangi potensi maksimal dalam mendukung proses belajar mereka. Kegiatan Pengabdian kepada Masyarakat (PkM) ini bertujuan untuk meningkatkan pemahaman dan kesadaran mahasiswa mengenai penggunaan Management Learning System (MLS) dalam mendukung pembelajaran mandiri. Isu yang diangkat adalah rendahnya kesadaran mahasiswa tentang MLS, yang berdampak pada efektivitas pembelajaran daring guna meningkatkan pembelajaran mandiri. Untuk mencapai tujuan tersebut, metode yang digunakan, yaitu sosialisasi; ceramah, diskusi, tanya-jawab, dan demonstrasi langsung. Kegiatan ini terdiri dari tiga tahapan: persiapan, pelaksanaan, dan evaluasi. Hasil kegiatan PkM ini menunjukkan bahwa bahwa (85%) peserta merasa lebih memahami cara menggunakan MLS setelah pelatihan, dan (78%) merasa siap untuk menerapkan MLS dalam pembelajaran mandiri. Selain itu, (90%) peserta menyatakan bahwa kegiatan ini bermanfaat bagi mereka. Kesimpulan kegiatann ini menunjukkan keberhasilan dalam memperkuat pemahaman mahasiswa tentang penggunaan MLS, sekaligus mendukung peningkatan pembelajaran mandiri dalam konteks pembelajaran daring.
Media Pembelajaran Interaktif Pengenalan Jenis - Jenis Ikan Berbasis Augmented Reality Madani, Miftahul; Kartarina, Kartarina; Fadli, M. Najmul; Setiawan, Pandu Dwi; Nasri, Muhammad Haris; Azhar Mardedi, Lalu Zazuli
Progresif: Jurnal Ilmiah Komputer Vol 19, No 2: Agustus 2023
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35889/progresif.v19i2.1338

Abstract

Augmented Reality is a virtual object capable of conveying information so that it can assist humans in carrying out their daily work. The teaching and learning process carried out in grade 3, especially for the material on theme 1, sub-theme 3, learning 3 regarding the types of fish and their characteristics, has limitations, and the teacher has difficulty if he has to present various kinds of fish directly. This study aims to apply an interactive learning media for the introduction of fish species based on Augmented Reality at SDN 1 Mataram. The methodology used is the ADDIE method which consists of 5 stages, namely analysis, design, development, implementation, and evaluation. The results achieved are interactive learning media applications for the introduction of types of fish using Augmented Reality which can be run on an Android smartphone. The conclusion of this study is that the application of interactive learning media applications for the introduction of fish species based on Augmented Reality for grade 3 students at SDN 1 Mataram can help students obtain a wider variety of fish and more complete information. The test results are using a Likert scale with a value of 33.46 which is in the Strongly Agree category.Keywords: Learning Media; Fish Type; Augmented Reality; Androids AbstrakAugmented Reality adalah objek virtual yang mampu menyampaikan informasi sehingga dapat membantu manusia dalam melakukan pekerjaannya sehari-hari. Proses belajar mengajar yang dilakukan pada kelas 3 khususya untuk materi tema 1 subtema 3 pembelajaran 3 mengenai jenis-jenis ikan dan cirinya memiliki keterbatasan, serta pengajar mengalami kesulitan jika harus menghadirkan macam-macam ikan secara langsung. Penelitian ini bertujuan untuk menerapkan media pembelajaran interaktif pengenalan jenis-jenis ikan berbasis Augmented Reality pada SDN 1 Mataram. Metodologi yang digunakan yaitu metode ADDIE yang terdiri dari 5 tahapan yaitu analysis, design, development, implementation, dan evaluation. Hasil yang dicapai yaitu aplikasi media pembelajaran interaktif pengenalan jenis-jenis ikan menggunakan Augmented Reality yang dapat dijalankan pada smartphone android. Kesimpulan dari penelitian ini adalah penerapan aplikasi media pembelajaran interaktif pengenalan jenis-jenis ikan berbasis Augmented Reality untuk siswa kelas 3 SDN 1 Mataram dapat membantu siswa memperoleh ragam ikan yang lebih banyak dan informasi yang lebih lengkap. Hasil pengujian dengan mengugunakan skala likert dengan nilai 33.46 yang berada pada kategori Sangat Setuju.Kata kunci: Media Pembelajaran; Jenis Ikan; Augmented Reality; Android