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Penerapan Algoritma K-Medoids Dalam Klasterisasi Penyebaran Tempat Ibadah Di Sumatera Utara Didik Maulana; SIti Sundari; Khairunnisa
SNASTIKOM Vol. 2 No. 1 (2023): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2023
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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

Abstract

A place of worship is a public facility built to meet the needs of religious people in carrying out the obligation to worship God Almighty. Places of worship in North Sumatra Province include mosques, churches, monasteries, temples, and temples. The increasing number of congregations can result in inadequate capacity for places of worship so that people have to find other places of worship. Until now, the government and the surrounding community have been trying to determine the location of the construction of a strategic place of worship, which can be used by tourists in terms of worshipping God. Considering that the government has not carried out mapping to find out which areas have been built or have not been places of worship. In order for the process to be more objective, of course, tools are needed, namely an information system that can process existing data into information.The technique used in data processing is data mining. The method used is K-Medoids. Implementation of the k-medoids algorithm that is performed by using Microsoft Visual Basic 2010 The results obtained that data on the distribution of places of worship in North Sumatra for 2011 to 2020 which were divided into 5 clusters where in cluster 1 there were 44 members, cluster 2 totaled 23 members, cluster 3 amounted to 49 members, cluster 4 amounted to 64, and cluster 5 amounted to 150.Keywords: Cluster, K-Medoids, Worship Place, Microsoft Visual Studio
Desain Metaverse: Media Promosi FTK UNHAR Berbasis Augmented Reality Menggunakan Metode Markerless User Defined Target Khairunnisa Khairunnisa; Siti Sundari; Rismayanti Rismayanti
JURNAL UNITEK Vol. 17 No. 1 (2024): Januari - Juni
Publisher : Sekolah Tinggi Teknologi Dumai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52072/unitek.v17i1.833

Abstract

Media Informasi Kampus FTK UNHAR khususnya, akan berada pada dunia Metaverse. Dimana calon mahasiswa ataupun masyarakat akan diberikan nuansa baru untuk mendapatkan informasi dalam konteks virtual 3D dengan teknologi AR. AR merupakan teknologi yang dapat menvisualisasikan dunia maya terhadap dunia nyata dalam bentuk penggabungan dari objek 2D atau 3D. Teknologi AR ini merupakan salah satu teknologi yang terpenting dari 2 teknologi (Virtual Reality / VR dan Cloud Computing) lainnya untuk memasuki era Metaverse. Urgensi dari penelitian ini adalah membangun aplikasi AR sebagai media promosi Kampus FTK UNHAR yang diharapkan dapat menyongsong datangnya era Metaverse. Markerless user defined target merupakan salah satu metode dari AR yang dapat digunakan saat melakukan tracking yang berfungsi sebagai pembaca permukaan datar, jarak, bentuk objek, sudut kamera ataupun Cahaya. Tujuan dari penelitian ini memberikan pengalaman baru kepada calon mahasasiswa untuk mendapatkan informasi dunia kampus, yang tadinya hanya dengan melihat foto atau video saja maka dengan konsep virtual 3D ini akan merubah informasi tanpa harus datang terlebih dahulu tetapi seakan kita berada ditempat.
PERANCANGAN SISTEM PENGAMANAN DOKUMEN PDF MENGGUNAKAN KOMBINASI ALGORITMADIFFIE-HELLMAN DAN RSA Muhammad Ridho; Haida Dafitri; Siti Sundari
PROSISKO: Jurnal Pengembangan Riset dan Observasi Sistem Komputer Vol. 12 No. 3 (2025): Prosisko Vol. 12 No. 3 November 2025
Publisher : Pogram Studi Sistem Komputer Universitas Serang Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30656/prosisko.v12i3.10916

Abstract

Keamanan data pada dokumen digital merupakan aspek penting, terutama pada dokumen PDF yang sering digunakan dalam berbagai transaksi bisnis dan pertukaran informasi sensitif. Penelitian ini bertujuan untuk merancang dan mengembangkan aplikasi pengamanan data pada dokumen PDF dengan menggunakan kombinasi algoritma Diffie-Hellman dan RSA. Diffie-Hellman digunakan untuk pertukaran kunci secara aman antara pengirim dan penerima, sedangkan algoritma RSA berperan dalam proses enkripsi dan dekripsi data. Penggunaan kombinasi kedua algoritma ini diharapkan mampu meningkatkan keamanan dengan meminimalisir risiko serangan pihak ketiga selama proses transmisi data. Pengujian dilakukan untuk memastikan tingkat keamanan, kecepatan enkripsi, serta efisiensi penggunaan sumber daya pada aplikasi. Hasil pengujian menunjukkan bahwa aplikasi ini mampu melindungi data dengan baik dan tetap efisien dalam penggunaannya. Dengan demikian, aplikasi ini dapat diimplementasikan sebagai solusi pengamanan data pada dokumen PDF untuk berbagai kebutuhan.
Implementasi Data Mining Pada Hasil Penjualan Makanan Beku Menggunakan K Means Clustering Nenna Irsa Syahputri; Siti Sundari; Rismayanti
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 2 No. 2 (2023): Mei 2023
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v2i2.54

Abstract

Maintaining inventory stock so that there are no empty items is one way to maintain customer satisfaction. In today's competitive business world, we are required to always develop our business in order to survive in the competition, especially in sales competition, it requires entrepreneurs to find a pattern that can increase sales and marketing within the company, one of which is by utilizing sales data. Applying clustering data mining techniques so that it can help NCekma Frozen stores in determining strategies for determining frozen food stocks using the K Means algorithm.
Penerapan Data Mining dengan Metode Algoritma Apriori untuk Menentukan Pola Pembelian Froozen Food Siti sundari; Rismayanti; Khairunnisa
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 2 No. 2 (2023): Mei 2023
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v2i2.55

Abstract

Maintaining inventory stock so that there are no empty items is one way to maintain customer satisfaction. In today's competitive business world, we are required to always develop our business in order to survive in the competition, especially in sales competition, it requires entrepreneurs to find a pattern that can increase sales and marketing within the company, one of which is by utilizing sales data. Applying clustering data mining techniques so that it can help NCekma Frozen stores in determining strategies for determining frozen food stocks using the K Means algorithm.
Mengenal Dinosaurus Dengan Memanfaatkan Game Edukasi Museum Virtual Agung Bardansyah Hasibuan; Siti Sundari
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 4 No. 3 (2025): September 2025
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v4i3.234

Abstract

The importance of introducing knowledge about dinosaurs as part of prehistoric life history to children from an early age cannot be overlooked. This understanding equips them with a foundational perspective on Earth's evolution and ancient biodiversity. Unfortunately, conventional teaching methods often fail to capture children's interest, appearing monotonous and lacking immersive learning experiences. This limits their potential to deeply explore and appreciate the wonders of the prehistoric world. Recognizing these limitations, an innovative study was conducted to develop an educational game based on multimedia technology, specifically designed to address these challenges. The primary objective of this game is to enable users—especially children—to learn about various types of dinosaurs through a first-person perspective within a detailed and interactive virtual museum environment. The development method used in this project is the Multimedia Development Life Cycle (MDLC), a systematic framework consisting of six essential stages: concept, design, material collection, creation, testing, and distribution. The game is carefully designed to allow users to explore the museum interactively, as if they were physically present. Users are free to interact with realistic 3D models of dinosaurs and receive educational information through easily understandable visual and audio formats. Test results show that the game successfully provides an enjoyable learning experience, significantly enhances children's interest in dinosaur history, and supports a more interactive and effective learning process. Therefore, this innovative media is expected to serve as a fresh and effective alternative for delivering educational content based on history and science to children, opening doors to deeper understanding and excitement in learning. The game also demonstrated increased learning interest, with 93.8% of users providing positive feedback.
PERANCANGAN APLIKASI SCRAMBEL WORD GAME UNTUK MENINGKATKAN KEMAMPUAN BAHASA INGGRIS ANAK SEKOLAH DASAR BERBASIS ANDROID MENGGUNAKAN ALGORITMA BREADHT FIRST SEARCH Dhana Hervia Siregar; Siti Sundari; Khairunnisa Khairunnisa
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 5 No. 1 (2026): Januari 2026
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v5i1.249

Abstract

English has played an important role in life, apart from being an international language that can connect globally, English has also become an added value in the world of work. The design of the scrambled word game application for elementary school children is expected to help increase vocabulary and encourage children to concentrate more and be able to think critically. The design of this Scrambled Word Game application uses the Breadth First Search (BFS) algorithm, where the BFS algorithm will carry out a search to determine the goal to be achieved. It can be seen from the results of the questionnaire that was distributed to 20 respondents that 85% stated "Agree" that this Scrambled word game can help to improve the English language skills of elementary school children, especially in terms of vocabulary and word understanding.
Penerapan Algoritma K-Nearest Neighbor dalam Menentukan Kualitas Buah Jeruk Bali Musbar Harahap; Fera Damayanti; Siti Sundari
INCODING: Journal of Informatics and Computer Science Engineering Vol 6, No 1 (2026): INCODING APRIL
Publisher : Mahesa Research Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34007/incoding.v6i1.930

Abstract

Jeruk bali (Citrus maxima) merupakan tanaman buah tropis bernilai ekonomi tinggi dan berpotensi dikembangkan di Indonesia. Namun, penentuan kualitas buah masih banyak dilakukan secara manual sehingga hasil penilaian cenderung subjektif. Penelitian ini bertujuan menerapkan algoritma K-Nearest Neighbor (K-NN) untuk menentukan kualitas jeruk bali berdasarkan atribut fisik buah. Variabel yang digunakan meliputi pigmen kulit buah, kemulusan, kelunakan buah, bobot buah, dan tebal kulit buah, sedangkan label hasil diklasifikasikan menjadi kategori baik dan tidak baik. Data penelitian terdiri atas 50 data latih dan 2 data prediksi. Tahapan penelitian meliputi analisis data, preprocessing, pembagian data uji, perhitungan jarak menggunakan Euclidean Distance, serta pengujian menggunakan aplikasi Orange. Hasil pengujian menunjukkan dua data prediksi diklasifikasikan sebagai buah berkualitas baik. Evaluasi model memperoleh nilai akurasi 0,834, classification accuracy 0,860, F1 0,860, precision 0,861, recall 0,860, dan MCC 0,720.
KLASIFIKASI JENIS DAUN TANAMAN OBAT BERDASARKAN CITRA TEKSTUR MENGGUNAKAN GRAY LEVEL CO OCCURRENCE MATRIX (GLCM) DAN ALGORITMA K-NN Anakanda Bungsu Panogari Lubis; Siti Sundari
Journal Computer and Technology Vol. 3 No. 2 (2025): Desember 2025
Publisher : Ninety Media Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69916/comtechno.v3i2.414

Abstract

Penentuan jenis daun tanaman obat yang cepat dan konsisten penting untuk menjamin mutu pemanfaatan fitofarmaka, sementara identifikasi manual rentan bias dan memakan waktu. Penelitian ini merancang sistem klasifikasi berbasis citra tekstur dengan ekstraksi fitur Gray Level Co occurrence Matrix dan pengklasifikasi K-NN. Alur kerja mencakup praproses citra menjadi grayscale, penyetaraan ukuran 128×128, pembentukan GLCM pada empat orientasi, serta perhitungan enam properti tekstur sehingga dihasilkan vektor fitur yang merepresentasikan pola permukaan daun. Vektor ini diklasifikasikan menggunakan K-NN pada skenario multikelas. Dataset berisi seribu citra dari sepuluh kelas yang dibagi menjadi delapan ratus data latih dan dua ratus data uji. Implementasi dilakukan di Google Colab dengan antarmuka Gradio sehingga pengguna dapat mengunggah citra dan memperoleh hasil secara interaktif. Hasil awal menunjukkan akurasi tiga puluh empat persen yang menandakan sistem telah menangkap sebagian sinyal tekstur namun masih memerlukan peningkatan. Perbaikan yang disarankan meliputi kurasi dan augmentasi data, normalisasi pencahayaan, seleksi serta penimbangan fitur, penalaan parameter K-NN, dan eksplorasi pengklasifikasi lanjutan seperti SVM atau CNN agar kinerja meningkat pada variasi citra yang lebih luas. Sistem ini menjadi baseline yang sederhana, transparan, dan mudah direplikasi untuk pengembangan berikutnya.
Perancangan Augmented Reality Untuk Pembelajaran Gerakan Senam Aerobik Menggunakan Metode Marker-Based Tracking Gita Amanda; Siti Sundari
Jurnal Komputer Teknologi Informasi Sistem Komputer (JUKTISI) Vol. 4 No. 2 (2025): September 2025
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juktisi.v4i2.488

Abstract

The development of Augmented Reality (AR) technology has had a significant impact on the field of education, particularly in delivering learning materials in a more interactive and engaging manner. This study aims to design and develop an Augmented Reality application as a learning tool for aerobic exercise movements using the marker-based tracking method. This method utilizes visual markers to display virtual objects in the form of aerobic movement animations directly through mobile devices. The design process includes needs analysis, system design, application development using Unity and Vuforia SDK, and system functionality testing. The test results show that the application can accurately and responsively display aerobic exercise movements when the marker is detected by the camera. Furthermore, the application is considered helpful for users, especially beginners, in understanding and following aerobic movements more easily and enjoyably. Therefore, the implementation of AR in physical movement learning, such as aerobic exercises, has proven to be effective as an innovative interactive learning aid.