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Evaluasi Performa Algoritma Naïve Bayes Dalam Mengklasifikasi Penerima Bantuan Pangan Non Tunai Mohammad Mastur Alfitri; Nurahman Nurahman; Minarni Minarni; Depi Rusda
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 7, No 3 (2023): Juli 2023
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v7i3.6151

Abstract

The improvement of the standard of living of the community in Bapinang Hulu Village is carried out through various social assistance programs. However, the realization of the implementation of social assistance programs did not go smoothly. Social jealousy often occurs among the community during the distribution of social assistance. The distribution of assistance is carried out based on the assessment of the village officials and the Village Consultative Body, which is then validated by the heads of RT and RW. The quota provided by the government is often not in accordance with the actual number of eligible recipients in the village. Another difficulty is determining the criteria or attributes used for the selection of Non-Cash Food Assistance recipients. This study aims to obtain a classification model from which the classification pattern can be applied to the population data of Bapinang Hulu Village for the selection of social assistance recipients. To solve this problem, the classification method is applied using the Naive Bayes Algorithm. The research results show that the performance of the Naive Bayes algorithm model before feature selection had the highest accuracy in the 8th test with an accuracy of 89.80%. Meanwhile, after feature selection, the highest accuracy was found in the 3rd test with an accuracy of 88.37%. The feature selection using the Information Gain algorithm reduced the number of attributes from 16 to 6. Therefore, it is known that the highest accuracy is obtained before feature selection, but in selecting social assistance recipients, more criteria need to be applied, which is time-consuming. Meanwhile, after feature selection, only 6 criteria are used to determine social assistance recipients.
MEMPREDIKSI JUMLAH PRODUKSI KEDAI KOPI KAGANANGAN MENGGUNAKAN METODE FUZZY TSUKAMOTO Herlina Kristin Rahel; Hana Silviana Sutanto; Imelda Susilawaty; Minarni
JURNAL ILMIAH BETRIK Vol. 14 No. 01 APRIL (2023): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : P3M Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v14i01 APRIL.28

Abstract

Kaganangan Coffee Shop is a trading business whose business line is a shop. Because the high level of competition makes more and more similar businesses pop up, Kedai Kopi Kaganangan is required to design a strategy that can provide more value to consumers at a more affordable cost. The habit of drinking coffee among Indonesian people has become a lifestyle in society. From the past until now, this coffee business continues to be enjoyed by teenagers to parents. One of the coffees that have been popular with coffee lovers in the city of Sampit is the Kaganangan Coffee Shop. This coffee is often visited by coffee lovers when teenagers come home from school and adults during recess or go home from the office which is located on H.M Arsyad Street, Sampit. One of these coffee shops makes it difficult for business owners to determine how much coffee production they must have to meet sales demand. To predict coffee production for one week, the data used may include, coffee sales data during the previous period can be used to predict coffee demand in the coming week. This data can be obtained from in-store sales records or consumer surveys, current coffee inventory data can be used to predict how much coffee to produce in the coming week. These data can be combined and analyzed using the Tsukamoto fuzzy method, to make predictions of coffee production for one week. In addition, external factors such as weather, raw material prices, and market conditions also need to be considered in making predictions. The purpose of this research is to overcome the problem with the Tsukamoto fuzzy method used by the author, and the results obtained are said to produce 821 Kaganangan Coffee. Therefore, the results of this study can be used as a consideration in determining the average production amount of Kaganangan Coffee.
Pengembangan Website Interaktif untuk Meningkatkan Pengalaman Virtual di Metaverse Betang Tumbang Gagu Minarni Minarni; Elika Thea Kirana; Juanda Prastiya Risma
Jurnal Teknologi Informatika dan Komputer Vol. 9 No. 2 (2023): Jurnal Teknologi Informatika dan Komputer
Publisher : Universitas Mohammad Husni Thamrin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37012/jtik.v9i2.1781

Abstract

Rumah Adat Betang Tumbang Gagu adalah bagian berharga dari budaya Dayak Ngaju, Kalimantan Tengah. Rumah Adat ini telah kehilangan daya tarik dan pemahaman dalam masyarakat modern. Namun, teknologi informasi dan komunikasi (TIK) membuka peluang baru untuk memperkaya pemahaman dan melestarikan warisan budaya. Penelitian ini bertujuan untuk mengembangkan platform Metaverse, situs web interaktif serta asisten virtual guna meningkatkan pemahaman masyarakat tentang Rumah Adat Tumbang Gagu. Platform Metaverse mereplikasi lingkungan Rumah Adat Tumbang Gagu secara virtual, memungkinkan pengunjung untuk menjelajahi lingkungan dan berpartisipasi dalam aktivitas tradisional. Situs web interaktif memberikan informasi mendalam tentang sejarah, filosofis dan budaya Rumah Adat Tumbang Gagu dengan foto dan video interaktif. Sebuah asisten virtual AI bernama Bawi Tumbang Gagu menjawab pertanyaan pengunjung sedangkan kacamata VR digunakan untuk memberikan pengalaman yang mendalam dalam Metaverse. Pengembangan Metaverse dan website melibatkan penggunaan perangkat lunak seperti SketchUp, Photoshop, Figma dan Canva. Hasil penelitian ini  adalah pemanfaatan platform Metaverse dan website  interaktif yang merupakan penggabungan teknologi modern dan budaya tradisional untuk melestarikan warisan budaya. Penggunaan kacamata VR Pico 4 dan asisten virtual Bawi Tumbang Gagu telah meningkatkan pengalaman pengunjung dalam menjelajahi warisan budaya ini. Platform ini telah menjadi alat efektif dalam mempromosikan, melestarikan, dan memahami lebih dalam tentang Rumah Adat Tumbang Gagu..
Pengembangan Teknologi Augmented Reality Sebagai Inovasi Media Promosi UNDA University Berbasis Android Minarni; Karina Indah Deswanti; Yes Fina
Jurnal Teknologi Informatika dan Komputer Vol. 10 No. 2 (2024): Jurnal Teknologi Informatika dan Komputer
Publisher : Universitas Mohammad Husni Thamrin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37012/jtik.v10i2.2257

Abstract

Promosi kampus yang efektif adalah faktor penting dalam menarik minat calon mahasiswa. Namun, metode promosi tradisional seperti brosur 2D seringkali kurang mampu memberikan gambaran jelas dan menarik tentang keunggulan dan fasilitas kampus. Dalam konteks ini, pengembangan teknologi Augmented Reality (AR) menawarkan solusi inovatif yang dapat meningkatkan daya tarik dan interaktivitas promosi kampus. Penelitian ini bertujuan mengembangkan aplikasi AR berbasis Android khusus untuk UNDA University. Aplikasi ini memungkinkan pengguna mengakses informasi tentang gedung dan fasilitas kampus dalam bentuk 3D interaktif melalui brosur promosi. Aplikasi ini dinamakan ARUNY (Augmented Reality UNDA University), yang berfungsi untuk mempromosikan UNDA University. Metode yang digunakan meliputi perancangan aplikasi, pengembangan menggunakan teknologi AR, dan pengujian untuk memastikan keandalan serta efektivitasnya. Aplikasi AR ini menerapkan kode QR pada brosur promosi, yang ketika dipindai, akan memunculkan model 3D gedung dan fasilitas kampus di perangkat pengguna. Hasil pengujian menunjukkan bahwa aplikasi ini berhasil meningkatkan minat dan pemahaman calon mahasiswa terhadap UNDA University. Respon pengguna menunjukkan aplikasi ini lebih efektif dibandingkan metode promosi tradisional. Penelitian ini bertujuan untuk menguji fungsionalitas, efektivitas dan daya tarik Aplikasi Augmented Reality yang dikembangkan oleh UNDA University. Dengan persaingan yang ketat antar Universitas, penting bagi UNDA University untuk memastikan bahwa aplikasi AR ini tidak hanya berfungsi dengan baik tetapi juga memberikan pengalaman yang lebih menarik dibandingkan dengan metode promosi konvensional.  Dengan demikian, aplikasi AR ini menawarkan pengalaman yang lebih menarik dan interaktif bagi calon mahasiswa.