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Sistem Pendukung Keputusan Untuk Menentukan Stok Kue Menggunakan Forward Chaining Di Toko Cookies YARR Nurul Fajrina; Mufida Khairani; Yessi Fitri Annisah Lubis
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 | Full PDF (432.528 KB)

Abstract

Advances in information and communication technology make it easier for humans to manage data and information, so there is no need to waste a lot of time, effort and money. Technology is useful in various fields, one of which is in the field of small business economics, namely sales stock. In order to make it easier for the owner to make incoming and outgoing stock reports, it is necessary to implement computerized sales data in one web application, which includes information on incoming and outgoing stock of cookies that are still available at the YARR Cookies shop. Stages in Decision Support System research using the Forward Chaining method which will collect facts and end with conclusions. And the end result of this web application can be run properly and is also useful for the owner of the YARR cookie shop.
Implementasi Data Mining Klasifikasi Algoritma Chaid Dalam Menentukan Pola Penerima Mahasiswa Baru Yunita Sari Siregar; Divi Handoko; Mufida Khairani; Nenna Irsa Syahputri; Herlina Harahap
Digital Transformation Technology Vol. 3 No. 2 (2023): Artikel Periode September 2023
Publisher : Information Technology and Science(ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/digitech.v3i2.3612

Abstract

Universitas Harapan Medan adalah salah satu Perguruan Tinggi di Sumatera Utara yang memiliki beberapa fakultas, salah satu diantaranya yaitu Fakultas Teknik dan Komputer. Dimana pada fakultas tersebut terdapat 7 program studi yaitu Teknik Elektro, Teknik Sipil, Teknik Mesin, Teknik Informatika Teknik Industri, Sistem Informasi dan Manajemen Informatika. Program studi Teknik Infrmatika merupakan program studi dengan akreditasi B dengan jumlah mahasiswa aktif sampai tahun 2022 yaitu 1.366 orang. Berdasarkan data tersebut dapat dilihat bahwa program studi informatika memiliki jumlah peminat yang sangat banyak bagi mahasiswa. Dalam proses penerimaan mahasiswa baru seringkali membuat susunan berkas yang sangat banyak, sehingga menyulitkan pihak akademik dalam mengelola dan menentukan mahasiswa yang dapat masuk dalam program studi teknik informatika. Oleh sebab itu, diperlukan suatu pola yang dapat menentukan mahasiswa yang lulus dan tidak lulus menggunakan metode klasisfikasi data mining CHAID (Chi Squared Automatic Interaction Detection). Tujuan dalam penelitian ini adalah Merancang model pola karakteristik berdasarkan kriteria dalam seleksi penerimaan mahasiswa baru pada program studi teknik informatikaMenganalisis metode data mining decision tree dengan algoritma CHAID (Chi Squared Automatic Interaction Detection) dalam menentukan siapa yang lulus berdasarkan kriteria-kriteria yang telah ditentukan. Hasil pohon keputusan dalam perancangan pola karakteristik penerimanan calon mahasiswa baru terdapat 43 rule dimana , faktor tertinggi dari ke- 3 faktor yang mempengaruhi pada 75 data testing adalah kriteria Nilai Rapor. Faktor kedua yang juga mempengaruhi hasil keputusan adalah kriteria Ujian CAT (Computer Assisted Test). Dan faktor Nilai Wawancara terakhir yang juga mempengaruhi hasil keputusan adalah kriteria.
Implementation Of The Data Mining Cart Algorithm In The Characteristic Pattern Of New Student Admissions Ahmad Syahban Rifandy Siregar; Yunita Sari Siregar; Mufida Khairani
Journal of Computer Networks, Architecture and High Performance Computing Vol. 5 No. 1 (2023): Article Research Volume 5 Issue 1, January 2023
Publisher : Information Technology and Science (ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/cnahpc.v5i1.1975

Abstract

University of Harapan Medan is one of the private universities in North Sumatra which has an Informatics Engineering Study Program with Good Accreditation. With better accreditation, the number of students who register is also increasing. At the admission of new students, the committee has a huge pile of data, making it difficult in the process of whether the student passed or did not pass. Therefore, in this study, we will implement data mining with the CART (Classification And Regression Tree) algorithm. Data mining is a technique to determine the characteristic pattern of a variable or data criteria with a large amount. In the CART method, the data is first converted into testing data, which will then be used to form a classification tree by calculating the value of information gain, Gini index and goodness of split. From the results obtained, it will be re-determined terminal nodes, marking class labels and finally pruning the classification tree which produces a decision tree. In this study, the number of testing data was 75 with 3 criteria, namely the average value of report cards, CAT test scores, and interview scores. The results of testing data testing using RapisMiner 5.3 software produce 23 number of characteristic pattern rules, where node 1 is the CAT test score, level 1 branch node is the interview score criteria and level 2 branch node is the average report card value.
Media Pembelajaran Silsilah Marga Adat Batak Toba Berbasis Animasi Menggunakan Adobe Flash Rini Rahmadani Sinambela; Herlina Harahap; Mufida Khairani
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.v2i2.49

Abstract

Genealogy or commonly called Tarombo by Batak people is a lineage that has become customary for people to know genealogy or kinship relationships. . However, this custom has begun to disappear from the Batak people because of the hard-to-find family data, the expanding genealogy, and the few people who know the genealogy. The lineage is called Tarombo. These things make Tarombo lose its appeal and become the background of this research. The purpose of this study is to build an application system that will become a medium for users, especially the Toba Batak ethnicity, to be able to have, create or continue family genealogies and make it easier for us to find genealogies or Tarombo clans and families. This application is designed using Adobe Flash CS6 which has a pretty good performance. The system development method used in system development is the literature study method, which collects supporting data related to research such as from social media, websites or other sources. Based on the test results, the genealogy application is running successfully on the Windows 10 operating system. This study resulted in an application with the main function as a medium that requires information about the genealogy of the Batak clan, especially the Sinambela clan and provides the desired convenience and speed.
Implementasi Noise Removal Dan Image Enhancement Pada Citra Digital Menggunakan Metode Adaptive Median Filter Nisa Fachrunnisa; Ari Usman; Mufida Khairani
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 3 No. 1 (2024): Januari 2024
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v3i1.95

Abstract

Image as a multimedia component plays a very important role as a form of visual information. Images have characteristics that text does not have, namely images that are rich in information. Even though an image is rich in information, the image we have often experiences image degradation, namely a decrease in image quality, for example because it contains defects or noise. The Adaptive Median Filter (AMF) method is a method designed to eliminate problems that arise. faced with a standard median filter. Adaptive median filter has a dual purpose, namely removing impulse noise in the image and reducing distortion in the image. This filter also smooths out noise. Therefore, the author is interested in "Implementing Noise Removal and Image Enhancement in Digital Images Using the Adaptive Median Filter Method". This is done in order to find out the results of improving the quality of the noised image. The output that will be produced in this final project is that the author discusses how an image that initially has good quality is then given noise, then a filtering process is applied using the adaptive median filter method and the image quality is improved using image enhancement. Keywords: AMF, Image, Results, Noise
PERANCANGAN APLIKASI AUGMENTED REALITYKENDARAAN TEMPUR ALUTSISTA BERBASIS ANDROID Ahmad Rizky Batubara; Mufida Khairani; Yunita Sari Siregar
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 3 No. 1 (2024): Januari 2024
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v3i1.105

Abstract

Augmented Reality (AR) is an environment that incorporates 3D virtual objects into a real environment. AR allows users to interact in real time. One of the implementations or applications of Augmented Reality technology is the introduction of the main weapons system tool (ALUTSISTA) utilizing media markers using 3D objects. There are three territorial types in military vehicle equipment, namely vehicles on land, air and sea. The introduction of types of military vehicles utilizing augmented reality using 3D objects was built using the SkethUp application to create 3D objects, the Vuforia Library as a marker database and the Unity3D Engine to build augmented reality
Penerapan Metode Interpolasi Linear dan Geometric Mean Filter Pada Citra Resolusi Rendah Hasil Resampling Ivan Alexander; Mufida Khairani; Dharmawati
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 3 No. 1 (2024): Januari 2024
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v3i1.111

Abstract

In addition to the color representation contained in a digital image, the size of the image will also greatly affect the image processing process. In some cases of image acquisition, sometimes the size of the image obtained does not correspond to the desired one. Pattern recognition processes, such as vehicle license plate recognition, may result in incorrect output if the size of the processed input image is not appropriate. Therefore, determining the size of a digital image is very important in further image processing. To solve such problems can be done by enlarging the size of the image through the process of interpolation or resampling. Image magnification is the process of enlarging the size of a digital image from its original size to a new and different size based on the desired magnification scale. However, as a result of enlarging the image obtained there is always a blur, so the image will look like a checkerboard (split). This situation occurs because during the magnification process the resolution of the new image becomes lower. Thus, additional methods are needed to improve the image quality of the resampling results. This study aims to improve the low-resolution image quality of resampling results by applying Linear Interpolation and Geometric Mean Filter methods. The test results showed that the Linear Interpolation method was able to produce a new image that was larger than the original image and the Geometric Mean Filter method could improve the image quality of the enlarged image so that the details of the information in the image are better and clearly seen visually. And to find out if the image enlarged from the Linear Interpolation and Geometric Mean Filter is good or not, we will use the Mean Squared Error (MSE) and Peak Signal to Noise Ratio (PSNR) methods. Keywords : Image, Interpolasi Linear,Geometric Mean Filter, PSNR, MSE.
Analisis Perbandingan Kapasitas Penyisipan Data dan Kualitas Citra Dalam Teknik Steganografi LSB dan MSB Menggunakan Peak to Signal to Noise Ratio dan Mean Squared Error Ilham Fauzi; Mufida Khairani
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.v4i3.236

Abstract

This study discusses a comparison between the Least Significant Bit (LSB) and Most Significant Bit (MSB) methods in digital image steganography based on image quality parameters using the Mean Squared Error (MSE) value. The LSB method embeds secret information in the least significant bits of each pixel, while the MSB method embeds information in the most significant bits. The test results show that the LSB method produces very low MSE values, ranging from 0.1 to 2, thereby maintaining image quality with changes that are visually imperceptible. In contrast, the MSB method produces high MSE values, reaching 40 and above, indicating significant pixel intensity changes and a considerable decline in image quality. Based on these results, it can be concluded that the LSB method is more effective and secure for hiding data in digital images, as it preserves visual quality and is difficult to detect. Meanwhile, the MSB method is less recommended due to its susceptibility to detection and noticeable degradation of image quality.
Implementasi Metode Multimedia Development Life Cycle (MDLC) Dalam Perancangan Aplikasi Augmented Reality Yang Memperkenalkan Budaya Suku Alas di Aceh Rizki Aidil Akbar; Mufida Khairani
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.v4i3.248

Abstract

The rapid development of information technology has significantly transformed the way information is delivered, including efforts to preserve local culture. This research focuses on the implementation of the Multimedia Development Life Cycle (MDLC) method in designing an Augmented Reality (AR) application aimed at introducing the cultural heritage of the Alas Tribe in Southeast Aceh. The Alas Tribe culture, which is rich in traditional values such as traditional houses, clothing, dances, and local wisdom, is increasingly threatened by modernization and the lack of interactive media that can attract the younger generation. Therefore, an innovative digital solution is needed to present cultural information in an interactive, engaging, and accessible way. The MDLC method was chosen because it provides a systematic framework consisting of concept, design, material collecting, assembly, testing, and distribution. Each stage was applied in a structured manner to ensure that the development process runs effectively and efficiently. The AR application enables users to interact with 3D objects representing elements of the Alas Tribe culture through Android devices, offering an immersive learning experience. User testing was conducted using questionnaires, and the results showed that most respondents found the application engaging, easy to understand, and useful for learning about local culture. The findings demonstrate that implementing the MDLC method successfully produces an effective AR application as a medium for cultural education and promotion. Beyond functioning as an educational tool, the application also contributes to cultural preservation and supports the development of the tourism sector in Southeast Aceh. For future development, it is recommended to expand the application by adding more cultural objects, integrating interactive quizzes, and enabling cross-platform compatibility to reach a wider audience. Keywords: Augmented Reality, Multimedia Development Life Cycle, MDLC, Alas Tribe Culture, Learning Media, Cultural Preservation.
Perancangan Aplikasi Augmented Reality Sebagai Media Pengenalan Struktur Lapisan Matahari Berbasis Android Indra Wijaya; Mufida Khairani
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.v5i1.250

Abstract

The structure of the Sun’s layers is a complex subject as it involves multiple physical phenomena, making it difficult to understand when explained only through conventional media such as text or static images. This research aims to design and develop an Android-based Augmented Reality (AR) application as a medium for introducing the structure of the Sun’s layers. The method used is the Multimedia Development Life Cycle (MDLC), which includes the stages of concept, design, material collection, assembly, testing, and distribution. The application was built using marker-based AR technology that presents interactive 3D models of the Sun’s layers, accompanied by descriptions and audio explanations to strengthen user understanding. The implementation results show that the application runs smoothly on Android devices, providing key features such as an AR camera and interactive quizzes. Black-box testing confirmed that all functions work as intended, while respondent testing indicated that the application is easy to use, displays 3D objects clearly, and increases students’ learning interest. Therefore, this application is proven to be effective as an innovative learning medium, simplifying the visualization of the Sun’s structure, and enhancing interactivity and engagement in the learning process.