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GAME RPG THE ROYAL SWORD BERBASIS DESKTOP DENGAN MENGGUNAKAN METODE FINITE STATE MACHINE (FSM) Marzian, Fadel; Qamal, Mukti
Sisfo: Jurnal Ilmiah Sistem Informasi Vol. 1 No. 2 (2017): Sisfo: Jurnal Ilmiah Sistem Informasi, Oktober 2017
Publisher : Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/sisfo.v1i2.244

Abstract

Game adalah permainan yang menggunakan media elektronik dan sebagaimedia hiburan berbentuk multimedia yang di buat semenarik mungkin agarpemain bisa mendapatkan kepuasaan. Penelitian ini bertujuan untukmembuat sebuah game RPG yang berjudul The Royal Sword yaitu gameyang bertemakan kerajaan dimana pada game ini terdapat beberapa misi dantujuan utama untuk mengembalikan pedang kerajaan yang hilang. Adapunmetodelogi yang digunakan adalah metode Finite State Machine (FSM),yaitu sebuah metodologi perancangan sistem kontrol yang menggambarkantingkah laku atau prinsip kerja sistem dengan menggunakan tiga hal berikut:State (Keadaan), Event (kejadian) dan action (aksi). Sebagai sebuahmetodologi perancangan sistem control. penerapan Finite State Machine(FSM)sangat cocok digunakan pada game. Oleh karena itu penggunaanmetode Finite State Machine (FSM) pada game RPG The Royal Swordberfungsi untuk batas perpindahan misi atau level agar game menjadi lebihteratur dan tertata dengan penyelesaian secara bertahap dan berurutan.Kata kunci : Game, RPG, The Royal Sword, Finite State Machine.
GAME EDUKASI PUZZLE FUN ANIMAL MENGGUNAKAN METODE SHUFFLE RANDOM BERBASIS ANDROID Muthmainnah, Muthmainnah; Saptari, Mochamad Ari; Munandar, Aris; Qamal, Mukti
Jurnal Teknologi Terapan and Sains 4.0 Vol 5 No 1 (2024): Jurnal Teknologi Terapan & Sains
Publisher : Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/tts.v5i1.17235

Abstract

Penelitian ini bertujuan untuk membuat game puzzle edukasi berbasis Android yang menggunakan metode shuffle random untuk anak usia 5-7 tahun. Tujuan lainnya adalah untuk menerapkan metode tersebut ke dalam game puzzle, sehingga setiap sesi puzzle dapat memberikan pengalaman yang berbeda pada setiap permainan. Metode yang digunakan adalah pembuatan game puzzle melalui proses demi proses, desain dan pembuatan animasi menggunakan program Game engine unity 3D, dan pengujian menggunakan teknik Blackbox. Game ini terdiri dari 10 level, dengan 5 level pada setiap game, yaitu drag and drop puzzle dan match up puzzle. Pada setiap level terdapat tantangan seperti skor dan waktu sehingga anak lebih tertantang dalam bermain dan dapat mengasah keterampilan kognitif dan motoriknya. Game ini juga dilengkapi dengan tampilan antarmuka yang menarik dan mudah dipahami oleh pengguna. Penelitian ini memberikan kontribusi dalam pengembangan game edukasi puzzle yang dapat membantu meningkatkan keterampilan anak-anak dan memberikan alternatif cara belajar yang menyenangkan.Kata Kunci”Game, Puzzle, Fun Animal Puzzle, Unity 3D, Shuffle Random
Grouping Sales Levels Smartphone Of Offline Store Using BIRCH Clustering Algorithm Rahmadani Sari, Putri Dwi; Qamal, Mukti; Rosnita, Lidya
International Journal of Engineering, Science and Information Technology Vol 4, No 4 (2024)
Publisher : Department of Information Technology, Universitas Malikussaleh, Aceh Utara, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52088/ijesty.v4i4.558

Abstract

From 2020 to 2024, TM_Store and Jaya Com exhibited different sales patterns based on cluster analysis using the BIRCH algorithm. The background of this research is to provide strategic insights to both stores for improving their sales performance through data analysis. The sales data used includes brand, type, month, year, stock quantity, quantity sold, unit price, and total sales. The BIRCH method was chosen for its effectiveness in handling large datasets and providing accurate clustering results. The clustering results indicate a significant increase in the "Moderate" category, from 12 sales in 2020 to 354 sales in 2023. Meanwhile, the "Very High" category also saw an increase from 5 sales in 2020 to 97 sales in 2023, with sales in the "Very Low" category remaining high at 70 sales in 2023. On the other hand, Jaya Com was dominated by the "Very High" category, with a sharp increase from 25 sales in 2020 to 597 sales in 2023. The "High" category also showed significant growth, from 6 sales in 2020 to 98 sales in 2023. This data indicates that Jaya Com focuses on high-performance products, while TM_Store shows a more balanced distribution across various sales categories. Based on the analysis, Jaya Com had 1988 data points with 1984 cluster points, whereas TM_Store had 2012 data points with 1811 cluster points. Overall, the study concludes that the BIRCH algorithm can identify significant sales patterns in both stores, aiding in the development of more effective and efficient promotional strategies tailored to each sales category's performance.
Identification of Papaya Ripeness Using the Support Vector Machine Algorithm Maito, Rizki Minta; Qamal, Mukti; Fajriana, Fajriana
International Journal of Engineering, Science and Information Technology Vol 5, No 1 (2025)
Publisher : Malikussaleh University, Aceh, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52088/ijesty.v5i1.710

Abstract

Papaya is a tropical fruit that is commonly consumed and found in Indonesia. The ripeness level of papaya is typically assessed based on its colour. However, farmers and consumers often make mistakes identifying the fruit's ripeness. This research aims to design an application capable of determining the ripeness level of papaya based on colour images using Red, Green, Blue (RGB) and Hue, Saturation, Value (HSV) features and applying the Support Vector Machine (SVM) algorithm for ripeness classification. The dataset consists of images of California papayas, with 150 samples. The outcome of this study is a digital image application that can classify papaya ripeness into three categories: raw, half-ripe, and fully ripe. The evaluation used 80% of the data for training and 20% for testing. The results show an accuracy of 80%. With this relatively high level of accuracy, it can be concluded that the SVM algorithm is reliable for classifying papaya ripeness levels of Papayas.
ASSA: Agricultural Marketplace Application in the Distribution of Goods with GPS Tracking Ulva, Ananda Faridhatul; Yulisda, Desvina; Fhonna, Rizky Putra; Qamal, Mukti; Fadhliani, Fadhliani
Science: Indonesian Journal of Science Vol. 1 No. 2 (2024)
Publisher : LPPI Yayasan Almahmudi bin Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/science.v1i2.34

Abstract

Agriculture in North Aceh District, with the number of Milleneal Farmers increasing every year, has become a major issue. The problem is that many farmers still lack access to markets, long and inefficient distribution chains and lack of transparency in the distribution delivery chain. So that with the ASSA application, the agricultural marketplace application with the GPS tracking feature can optimise the distribution channel by monitoring real-time movements of both product origin, delivery conditions and estimated time of arrival. In order for this research to succeed using the R&D (Research and Development) method, which is a systematic approach in creating new applications and making improvements. From the results of the implementation of the ASSA application in all villages in North Aceh District 90% experienced satisfaction in using the ASSA application, and 5% there are still users who experience bugs or errors, so this application will be improved next.
SISTEM INFORMASI WARUNG MAKAN SATE APALEH KECAMATAN GANDAPURA KABUPATEN BIREUEN BERBASIS WEB Qamal, Mukti
Jurnal Teknologi Terapan and Sains 4.0 Vol 1 No 3 (2020): Jurnal Teknologi Terapan & Sains
Publisher : Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/tts.v1i3.3269

Abstract

Pembuatan aplikasi ini bertujuan untuk menunjang dan mempermudah sistem informasi pada Warung Sate Apaleh sehingga diharapkan dapat dirasakan oleh para pelanggan. Sistem ini dikembangkan dengan menggunakan bahasa pemrograman PHP, Jquery dan MySQL dan disertai dengan menggunakan database yang disesuaikan dengan kebutuhan dalam proses perancangan sistem ini. Adapun hal yang terdapat dalam sistem ini meliputi berbagai  informasi seperti informasi data pesanan, data menu makanan, dan minuman. Untuk perancangannya menggunakan metode terstruktur yang menggunakan ERD, DFD sebagai alat bantu untuk merancang Perancangan Aplikasi Pelayanan Digital Restoran Berbasis Android. Hasil dari sistem ini adalam terciptanya sebuah aplikasi yang dapat di gunakan oleh pelanggan Warung Sate Apaleh dalam pemesanan menu makanan dan minuman secara online dan memudahkan pihak Warung Sate Apaleh dalam memanajemen penjualan. Kata Kunci : Pelayanan, Warung Sate Apaleh, PHP, Jquery, Mysql, DFD, Android
ANALISIS SENTIMEN TOKO ONLINE MENGGUNAKAN ALGORITMA NAIVE BAYES CLASSIFIER Qamal, Mukti
Jurnal Teknologi Terapan and Sains 4.0 Vol 2 No 3 (2021): Jurnal Teknologi Terapan & Sains
Publisher : Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/tts.v2i3.6771

Abstract

Belanja online merupakan salah satu kebiasaan masyarakat untuk mendapatkan barang atau jasa secara cepat dan mudah. Salah satu situs online yang paling banyak dikunjungi ialah Shopee yang mempunyai banyak fitur dan dapat digunakan oleh penggunanya untuk memberi ulasan (review) seperti memberikan bintang terhadap suatu produk atau juga dapat memberikan komentar terhadap suatu produk. Banyaknya komentar yang terdapat pada ulasan produk shopee membutuhkan pengklasifikasian untuk mengelompokkan suatu komentar termasuk sentimen positif atau sentimen negatif. Naive Bayes Classificier merupakan suatu algoritma yang dapat digunakan untuk mengklasifikasikan komentar - komentar tersebut, sehingga suatu produk dapat dinilai berdasarkan review sentimen positif. Pada penelitian ini digunakan 1000 data training, dimana 500 merupakan data training untuk sentimen positif dan 500 data training untuk sentimen negatif. Data uji dilakukan pada beberapa toko pakaian dengan mengambil 10 produk dan 10 komentar perproduknya, sehingga untuk data uji digunakan 100 data untuk sekali pengujian. Penelitian ini dapat di uji pada berbagai macam jenis toko pakaian, seperti toko pakaian wanita, toko pakaian pria dan toko pakaian anak -anak. Persentase sentimen positif yang paling tinggi diperoleh oleh toko pakaian anak - anak dari 100 komentar menghasilkan 90% sentimen positif. Persentase keakurasian pada toko online dengan algoritma naive bayes adalah 87 % akurat.Kata kunci : e-commerce, review, analisis, naive bayes
Design of a Mobile Application for Real-Time Flood Information in North Aceh Region Based on GIS and Haversine Method Muhammad Naufal; Qamal, Mukti; LRosnita, Lidya
INOVTEK Polbeng - Seri Informatika Vol. 10 No. 2 (2025): July
Publisher : P3M Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35314/kwqt3q67

Abstract

This research focuses on the design and development of a mobile application for real-time flood information in the Aceh Utara region, utilizing Geographic Information Systems (GIS) and the Haversine method. The primary goal of this study is to provide an accessible and reliable tool for residents and local authorities to monitor flood events, allowing them to make timely and informed decisions. By integrating GIS technology, the application enables users to view flood-prone areas on an interactive map and receive real-time alerts based on proximity to flood locations. The Haversine method is applied to calculate distances between various flood points and user locations, ensuring the accuracy of the alerts. The methodology includes the design of a user-friendly interface and the implementation of real-time data processing. Results show that the application successfully integrates GIS and the Haversine method, providing accurate flood data and enhancing user experience in disaster management. The significance of this research lies in its potential to improve disaster preparedness and response in flood-prone regions, thus reducing the impact of floods on communities and infrastructure. This mobile application can be a crucial tool for managing flood risks and ensuring the safety of the population in Aceh Utara.
Few-Shot Learning for Classifying Genuine and Bot Comments on YouTube Using Transformer Models Fikriah Nst, Nahdah; Hamdhana, Defry; Qamal, Mukti
Journal of Applied Informatics and Computing Vol. 9 No. 4 (2025): August 2025
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jaic.v9i4.10023

Abstract

This study aims to develop a comment classification system on the YouTube platform to distinguish between real accounts and bot accounts, addressing the challenge of limited labeled data through a few-shot learning approach. The issue of bot accounts masquerading as real users in comment sections is becoming increasingly prevalent and has the potential to spread spam, misinformation, and influence public opinion. In this study, a Transformer-based model, DistilBERT, is used, which is known for its efficiency in understanding natural language context. The model is trained in a few-shot scenario (N5 to N50) using a very limited amount of training data. Testing results show that the model maintains high and stable performance even with minimal data (N5), achieving an F1-score above 0.90. In addition, this system is implemented into a web application using Flask to enable direct and interactive comment detection. The main contribution of this research is the proof that the combination of few-shot learning and the DistilBERT model can provide a practical and efficient solution for classifying YouTube bot account comments even with limited data conditions, as well as providing a replicable approach for similar problems on other digital platforms.
Smart Valve Irrigation System Using Fuzzy Logic for Mustard Pranidana, Abdi Mulia; Qamal, Mukti; Risawandi, Risawandi
Journal of Applied Informatics and Computing Vol. 9 No. 5 (2025): October 2025
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jaic.v9i5.10024

Abstract

This study presents the design and implementation of a smart irrigation system using Mamdani fuzzy logic integrated with IoT-based environmental sensors. The system utilizes an ESP32 microcontroller, DHT22 temperature sensor, capacitive soil moisture sensor, and a solenoid valve to perform adaptive irrigation based on real-time environmental conditions. The fuzzy logic engine processes sensor inputs and determines the irrigation intensity through centroid-based defuzzification. A web-based dashboard was developed using PHP and JavaScript to monitor temperature, soil moisture, and irrigation status in real time. The system was tested on mustard greens (Brassica juncea L.) for 12 hours, resulting in a 35% water usage reduction compared to manual watering methods while maintaining optimal soil moisture. This approach demonstrates a promising solution for sustainable and efficient smart agriculture.