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Journal : Jurnal Ilmiah Sinus

Implementasi Metode Forward Chaining untuk Mendeteksi Defisensi Vitamin Pada Manusia Kurniyanti, Asshiva Fitricia; Siswanti, Sri; Setiyowati, Setiyowati
Jurnal Ilmiah SINUS Vol 22, No 1 (2024): Volume 22 No. 1, Januari 2024
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30646/sinus.v22i1.807

Abstract

There are many vitamins such as vitamins A, B, B1, B2, B3, B5, B6, B7, B9, B12, C, D, E, K and various symptoms that are almost similar, making it difficult to identify independently. The challenges associated with vitamin deficiency disorders include long wait times at the doctor's office or during limited working hours, as well as expensive charges. The purpose of the research is to enable the general population to identify and treat vitamin deficiencies in the body by using symptoms as a guide. The research will be conducted online to save costs and provide accessibility from anywhere at any time. In the study, there were 40 symptoms in 14 vitamins which were then applied according to the concept of Forward chaining method, namely IF-THEN rule. When a user enters answers that comply with the rules, the expert system consults with them to diagnose the problem. If the user enters answers that do not conflict with the rules, the system will display the diagnostic results, which include information and remedies for vitamin deficiencies. While literature reviews and nutritionist interviews were used as the data collection strategy, Web-based system implementation used PHP programming language, and MySQL as database media. After conducting validation tests between the system's output and expert data, the system achieved an 87.5% calculation result. It is clear from the test results that this system is operating effectively and appropriately.    
Implementasi Metode Linear Congruential Generator (LCG) Dalam Game Puzzle Fosil Berbasis Hand Tracking (Studi Kasus: Museum Purba Unit Bukuran) Hidayat, Fahrul; Setiyowati, Setiyowati; Budiadi, Hasman; Kusumaningrum, Andriani
Jurnal Ilmiah SINUS Vol 23, No 2 (2025): Vol. 23 No. 2, Juli 2025
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30646/sinus.v23i2.954

Abstract

In the digital era, the use of interactive technology is increasingly widespread, including in the fields of education and entertainment. This study aims to develop a fossil Puzzle Game based on Hand Tracking at the Museum Purba Unit Bukuran using the Linear Congruential Generator (LCG) method to generate varied and random challenges. The implementation of LCG in this Game is expected to enhance the variation and randomization of Puzzle pieces, providing a more engaging and immersive learning experience for visitors. The Hand Tracking method is chosen to offer a more natural and intuitive interaction, allowing users to interact with the Game using hand gestures without the need for additional devices such as a mouse or keyboard. This technology not only increases user comfort but also adds an interactive element that brings the virtual experience closer to reality. The results of the study show that the use of LCG successfully randomizes Puzzle pieces with great variation, thus increasing the Game's replayability. Additionally, the integration of Hand Tracking in the Game enhances user engagement and satisfaction. Trials conducted on a group of museum visitors showed positive responses, with the majority of participants finding the Game enjoyable and interactive.