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KLASIFIKASI JENIS BATU ALAM MENGGUNAKAN METODE GRAY-LEVEL CO-OCCURRENCE MATRIX (GLCM) DAN K-NEAREST NEIGHBOR (K-NN) (STUDI KASUS: PABRIK BATU PRIMA STONE DI DESA BALAD) Bayu Eka Salam; Petrus Sokibi; Agus Sevtiana
Kohesi: Jurnal Sains dan Teknologi Vol. 1 No. 5 (2023): Kohesi: Jurnal Sains dan Teknologi
Publisher : CV SWA Anugerah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.3785/kjst.v1i5.195

Abstract

Gambar memiliki peran penting untuk pengusaha terutama untuk pengusaha yang online, Pemilik Usaha Pabrik Prima Stone memiliki permasalahan pada gambar untuk mengembangkan usaha nya dibidang online. Menurut Pemilik Usaha sudah saatnya usaha ini berkembang melalui online agar bisa menjadi berkembang dan dibutuhkannya solusi terhadap permasalahan tersebut. Untuk bisa mengatasi permasalahan tersebut dibutuhkannya teknologi kecerdasan buatan yang bernama Labelimg. LabelImg adalah perangkat lunak sumber terbuka yang digunakan untuk melakukan anotasi pada gambar. Labelimg digunakan untuk memberikan label pada gambar. Labeling juga diperlukannya metode yang tepat, metode tersebut adalah Gray-Level Co-occurrence Matrix (GLCM) dan K-Nearest Neighbors (K-NN). K-Nearest Neighbors (K-NN) adalah metode klasifikasi yang digunakan untuk membangun sistem klasifkasi sedangkan Gray-Level Co-occurrence Matrix (GLCM) adalah metode ektraksi ciri tekstur yang sering digunakan dalam mengambil ciri fitur dalam tahap image processing.
Sistem Pendukung Keputusan Dengan Menggunakan Metode Simple Additive Weighting pada Excelso Coffee Rinjani Semarang Lenny Ariyanto; Petrus Sokibi; Viar Dwi Kartika
ICIT Journal Vol 10 No 1 (2024): Februari 2024
Publisher : UNIVERSITAS RAHARJA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/icit.v10i1.2814

Abstract

Excelso coffee is a cafe located in several cities, including in Semarang which began operating in 2017. The process of selecting raw material suppliers that is currently underway still uses the conventional method, which does not have a method for selecting suppliers. With this problem, it is expected to be able to find out the factors in the selection of suppliers of non-coffee food and beverage raw materials to make a Decision Support System Application (DSS) using the Simple Additive Weighting (SAW) method. DSS is a method used to support decision making using data, with an easy display for users, and involves the thoughts of decision makers. SAW is a method by calculating a weighted sum to rate all options and attributes. The results of this study show that the factors used in the selection of raw material suppliers are delivery speed, price, discount rate, service, warranty, product authenticity, payment term. In addition, a decision support system application is also produced which consists of a homepage menu, goods, suppliers, criteria, sub criteria, weights, ratings and results. This application can produce the best alternative recommendations according to the weight and value desired by Excelso Coffee Rinjani Semarang.
RANCANG BANGUN SISTEM INFORMASI MANAJEMEN ASET MENGGUNAKAN METODE STRAIGHT LINE (Studi Kasus: SMK Samudra Nusantara Cirebon) Yogie Purnama; Petrus Sokibi; Suhadi Parman
Jurnal Informatika dan Teknik Elektro Terapan Vol 12, No 1 (2024)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jitet.v12i1.3599

Abstract

Penelitian ini bertujuan untuk mengetahui metode penyusutan aset tetap yang diterapkan oleh SMK Samudra Nusantara Cirebon. Untuk mengetahui penyusutan aset tetap berpengaruh terhadap laba SMK Samudra Nusantara Cirebon. Metode analisis yang digunakan dalam penelitian ini adalah Straight Line yaitu metode yang paling sering digunakan di akuntansi untuk menjaga penyusutan tetap konstan. Dengan kata lain, biaya penyusutan suatu aset akan tetap bernilai sama di setiap periode sampai akhir umur ekonomisnya. Dalam menghitung biaya penyusutan, terdapat beberapa faktor yang mempengaruhinya, seperti harga perolehan, umur ekonomis aset atau aktiva dan nilai residu. Hasil penelitian ini menunjukan bahwa metode penyusutan aktiva tetap yang digunakan SMK Samudra Nusantara Cirebon adalah metode penyusutan garis lurus. Dengan menggunakan metode penyusutan garis lurus jumlah beban penyusutan lebih kecil dibandingkan dengan menggunakan metode saldo menurun ganda dan angka tahun. Metode penyusutan aktiva tetap berpengaruh terhadap laba sekolah dimana penggunaan metode penyusutan akan berdampak pada semakin besar atau semakin kecilnya laba sekolah.
Kegiatan Sosial Kesehatan Masyarakat dalam Program “Gerakan Kaki Seribu Chandra Lukita” bagi Masyarakat Penyandang Disabilitas di Indonesia Chandra Lukita; Taufan Hunneman; Amroni Amroni; Marsani Asfi; Petrus Sokibi; Yuni Awalaturrohmah Solihah; Wiwiek Nurkomala Dewi; Agus Sevtiana
KREATIF: Jurnal Pengabdian Masyarakat Nusantara Vol. 1 No. 2 (2021): Juni : Jurnal Pengabdian Masyarakat Nusantara
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/kreatif.v1i2.2448

Abstract

In Indonesia, like many other developing countries, there are still many individuals who have lost their legs or have serious leg problems due to various reasons, such as accidents, illnesses or congenital conditions. The main focus of this activity is providing orthopedic assistance/prosthetic limbs to people in need. The aim of this activity is to improve the health and welfare of people with disabilities through a program called "Gerakan Kaki Seribu Chandra Lukita". The method of community service activities consists of socialization, patient registration and examination, making orthopedic equipment, installing equipment and monitoring and evaluating activities. The result of this activity is an improvement in general health status among people with disabilities, including increased access to needed health services.
GAME EDUKASI RPG SEAL BREAKER MENGGUNAKAN RPG MAKER MV BERBASIS ANDROID Petrus Sokibi Sukanto; I Ketut Widhi Adnyana
Jurnal Bahasa Rupa Vol. 2 No. 1 (2018): Jurnal Bahasa Rupa Oktober 2018
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v2i1.240

Abstract

Finding insights into the questions for learning exercises is not only found in schools but outside the school environment such as reading books in the library or by utilizing the sophistication of Smartphones. The majority of children are very willing to play games, based on data from Appbrain (2015) shows that the number of games on Google Play are Action Games totaling 17,853, Casual Games 51,458, Puzzle Games 59,283, Game Education only 14,180. By playing an educational game, children can easily remember and discuss problems. The method used is a system approach with Object Oriented that uses AOO (Object Oriented Analysis) and DOO (Object Oriented Design) which are visualized with UML (Unified Modeling Language) and the results obtained from this study are games that are able to combine RPG games by discussing the questions of the junior high school national exams.
GAME EDUKASI PEMBELAJARAN BAHASA INGGRIS BERBASIS ANDROID UNTUK SDIT SABILUL QUR’AN CENDIKIA petrus sokibi sukanto; Ady Widjaja
Jurnal Bahasa Rupa Vol. 3 No. 2 (2020): Jurnal Bahasa Rupa April 2020
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v3i2.440

Abstract

In this modern era, technology continues to evolve rapidly so that it affects us in various areas of life, especially in the field of education. Educational game is a digital game designed for educational enrichment, using interactive multimedia technology and having a good chance with game based. Android is a Linux-based operating system used for mobile phones, such as smartphones and tablet computers (PDA). In SDIT Sabilul Qur’an Cendikia, the English language learning has started from Grade 1, but in his studies, enough students are difficult to remember the English vocabulary that has been taught and sometimes students make mistakes in writing English vocabulary. This Android based educational Game is expected to be useful in the learning of Grade 1 children in SDIT Sabilul Qur'an Cendikia in learning English vocabulary and also can help teachers as alternative learning media in delivering Material about the English vocabulary.
Kegiatan Sosial Kesehatan Masyarakat dalam Program “Gerakan Kaki Seribu Chandra Lukita” bagi Masyarakat Penyandang Disabilitas di Indonesia Chandra Lukita; Taufan Hunneman; Amroni Amroni; Marsani Asfi; Petrus Sokibi; Yuni Awalaturrohmah Solihah; Wiwiek Nurkomala Dewi; Agus Sevtiana
KREATIF: Jurnal Pengabdian Masyarakat Nusantara Vol. 1 No. 2 (2021): Juni : Jurnal Pengabdian Masyarakat Nusantara
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/kreatif.v1i2.2448

Abstract

In Indonesia, like many other developing countries, there are still many individuals who have lost their legs or have serious leg problems due to various reasons, such as accidents, illnesses or congenital conditions. The main focus of this activity is providing orthopedic assistance/prosthetic limbs to people in need. The aim of this activity is to improve the health and welfare of people with disabilities through a program called "Gerakan Kaki Seribu Chandra Lukita". The method of community service activities consists of socialization, patient registration and examination, making orthopedic equipment, installing equipment and monitoring and evaluating activities. The result of this activity is an improvement in general health status among people with disabilities, including increased access to needed health services.