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APLIKASI PEMASARAN DIGITAL MELALUI RUMAH PENGUSAHA MALANG RAYA DALAM PENATALAKSANAAN BISNIS PADA UMKM Budianto, Alexius Endy; Iswahyudi, Didik; Dianawati, Eris
Jurnal Dharma Bhakti Ekuitas Vol. 5 No. 1 (2020): Jurnal Dharma Bhakti
Publisher : Universitas Ekuitas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52250/p3m.v5i1.303

Abstract

Abstrak Perkembangan UMKM atau Usaha Mikro, Kecil dan Menengah di Indonesia akan semakin berkembang seiring dengan pertumbuhan ekonomi yang semakin meningkat. Selanjutnya berdampak pada pelaku UMKM agar lebih kreatif serta inovatif dalam perencanaan strategis pemasaran yang efektif. Sebuah UMKM akan mendapat kesulitan untuk berkembang jika para pelaku usaha kecil ini tidak memahami bagaimana cara memasarkan suatu produknya dengan efektif.. Dalam kesempatan ini kami bertujuan memberikan solusi lewat Program Pengembangan Kewirausahaan (PPK) Universitas Kanjuruhan Malang yang menggandeng Rumah Pengusaha Malang Raya (RPMR), berupa strategi pemesaran digital yaitu e_pasar. Metode yang kami gunukan dalam kegiatan ini yaitu melakukan workshop dengan membentuk kelompok usaha kecil menengah sesuai jangkauan pasarnya. Investasi yang kami berikan adalah berupa aplikasi pemasaran digital. Hasil dari investasi menunjukan perubahan yang signifikan dalam pemasaran pada anggota Rumah Pengusaha Malang Raya.
IMPLEMENTASI MADM METODE ANALYTIC HIERARCHY PROCESS – SIMPLE ADDITIVE WEIGHTING PENENTUAN LAHAN RENDEMAN TEBU STUDI KASUS KABUPATEN Ediono; Budianto, Alexius Endy; Moh Ahsan
Jurnal Fakultas Teknologi Informasi Vol 6 No 1 (2023): BIMASAKTI
Publisher : Fakultas Sains dan Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/bimasakti.v6i1.9503

Abstract

Jawa timur merupakan tempat penghasil tebu terbesar di Indonesia tahun 2020. Salah satu pabrik yang terbesar dan tergolong baru yauitu Pabrik Gula Rejoso. Menurut data, pertumbuhan panen tebu di Jawa Timur mencapai 1,2 juta ton per tahun 2020. Pertumbuhan lahan tebu pun berbanding lurus dengan berdirinya sebuah pabrik. Seiring dengan berdirinya pabrik, menurut PP Nomor 26 Tahun 2021, yang dimaksud harus menyediakan lokasi lahan untuk kepentingan berjalannya sebuah perusahaan.Dimana lokasi harus berada dalam cakupan pabrik tersebut didirikan. Oleh sebab itu tim PPL yang bertugas diharuskan mencari lahan di daerah dimana nantinya digunakan untuk mendapatkan hasil lahan yang sesuai dengan kebutuhan pabrik. Dalam proses pemilihan lahan tebu oleh tim PPL tentunya tidak terlepas dari pengumpulan data dengan metode perhitungan. proses pengumpulan data menggunakan Data Mining. Metode yang digunakan menggunakan Multi Criteria Decision Making(MCDM). Ada 2 model metode yaitu, Analytical Hierarchy Process (AHP) merupakan untuk memecahkan masalah yang terstruktur. Simple Additive yang mempertimbangkan banyak kriteria sebagai dasar pengambilan keputusan. Berdasarkan hasil implementasi kedua metode digunakan penilaian untuk mendapatkan nilai akurasi. Nilai akurasi dari metode AHP-SAW pada tahun 2021,2020,2019. Nilai akurasi tahun 2021 sebanyak 59%,tahun 2020 sebanyak 59, sedangkan tahun 2019 sebanyak 86,3%.
PENINGKATAN AKURASI KLASIFIKASI ALGORITMA NAÏVE BAYES PADA PASIEN PENYAKIT JANTUNG MENGGUNAKAN METODE PARTICLE SWARM OPTIMIZATION (PSO) DI IHC RUMAH SAKIT PERTAMINA Cahyono, Achmad Febrian Dwi; Budianto, Alexius Endy; Ahsan, Moh
Jurnal Fakultas Teknologi Informasi Vol 7 No 2 (2025): BIMASKTI
Publisher : Prodi Teknik Informatika, Fakultas Sains dan Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/bimasakti.v7i2.10726

Abstract

The Particle Swarm Optimization (PSO) method is used in this study to improve the accuracy of using the Naive Bayes algorithm in classifying the life expectancy of heart disease patients. Heart disease data for 300 samples from Kaggle are used in this study. The study compares the classification accuracy before and after applying PSO with the Naive Bayes algorithm. In the three cases examined, the application of PSO proved successful in improving the classification accuracy. From 0.78 to 0.83, the accuracy increased by 5% in the first scenario. From 0.81 to 0.86, the accuracy also increased by 5% in the second scenario. Meanwhile, from 0.8 to 0.83 in the third example, the accuracy increased by 3%. Overall, PSO was able to improve the performance of the Naive Bayes algorithm, resulting in an increase in accuracy of 5%, 5%, and 3% in each case. In the context of heart disease data, these findings suggest that PSO can be used as an effective method to improve the accuracy of predictive models.
IMPLEMENTASI METODE RAPID APPLICATION DEVELOPMENT PADA PENGEMBANGAN SISTEM INVENTORY GUDANG BERBASIS WEB DI CV MALANG PACKAGING Nataliya, Sukma; Alexius Endy Budianto; Heri Santoso
Jurnal Fakultas Teknologi Informasi Vol 7 No 2 (2025): BIMASKTI
Publisher : Prodi Teknik Informatika, Fakultas Sains dan Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/bimasakti.v7i2.10782

Abstract

Data inventory system is needed for decision making regarding the amount of raw materials to be produced or restocked back to the warehouse. And the obstacle that often occurs in Malang Packaging is the amount of remaining goods that are different and cause the number of goods produced to be messy, sometimes lacking or excess. This is because the recording of stock items still uses manual methods. From the above obstacles, a system is needed that can process inventory data in a computerized manner so that recording can be done more quickly, precisely and accurately. Data collection methods carried out using several methods such as observation, interviews and literature studies. The design and design of the application itself uses the Rapid Application Development (RAD) method as a system development method. The system developed is web-based with the PHP programming language. And the data retrieval connection will be connected to MySQL dabatase. The supporting software used is Sublime Text and Xampp. It is hoped that with this website-based inventory system, it will make it easier for users to monitor data on goods in the warehouse and help reduce errors in recording the number of goods in and out.
PENERAPAN APLIKASI FIGMA TERHADAP PERTIMBANGAN LAYANAN USER INTERFACE/USER EXPERIENCE DI KEDAI LELY YUMMY MENGGUNAKAN METODE DESIGN THINKING Aprimavista, Laily Irana; Budianto, Alexius Endy; Ahsan, Moh
Jurnal Fakultas Teknologi Informasi Vol 7 No 2 (2025): BIMASKTI
Publisher : Prodi Teknik Informatika, Fakultas Sains dan Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/bimasakti.v7i2.10867

Abstract

Design Thinking is a design process that focuses on user emphaty to understand real problems according (Irwinansyah et al, 2020). Problems that are not clearly defined will be resolved by understanding user needs, for example, selling fastfood products, and drinks at the Lely Yummy Shop which is in located Sukowilangun Village, Kalipare District. Malang Regency. This research designs the Figma application for the fastfood, and beverage sales business by considering the User Interface/User Experience at the Lely Yummy Shop, various kinds of problems, and solutions discussed. This research aims to determine the level of information service for customers, design layout designs in shop business sales, and understand the general description of Lely Yummy shop services using the Design Thinking Method. According to the term, the Design Thinking method is a human-centered design approach to solving problems, and introducing new innovations. The Design Thinking method includes 5 steps consisting of emphatize, define, ideate, prototype, and testing. The five steps in the design thinking method will of course be discussed in chapters 3, and 4 along with a project using the figma application by considering User Interface/User Experience in the business of selling fastfood, and drinks at Lely Yummy stores.
IMPLEMENTASI CERTAINTY FACTOR DIAGNOSA PENYAKIT JANTUNG BERBASIS ANDROID Elmi, Elmi Tiodata; Budianto, Alexius Endy; Aziz, Abdul
Jurnal Fakultas Teknologi Informasi Vol 7 No 2 (2025): BIMASKTI
Publisher : Prodi Teknik Informatika, Fakultas Sains dan Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/bimasakti.v7i2.11974

Abstract

The heart is a vital organ that beats non-stop to pump blood throughout the body, but is targeted by dangerous diseases. Heart disease ranks first as a cause of death in Indonesia. Based on the publication of the Indonesian Ministry of Health (Ministry of Health of the Republic of Indonesia, 2023), an estimated 15.5 out of 1,000 deaths in Indonesia are caused by heart disease. An expert system is a system that tries to adopt human knowledge into computers, so that humans can solve problems like an expert. Efforts to treat heart disease in Indonesia are still hampered by various factors, such as lack of public knowledge about the early symptoms of heart disease, delays in medical treatment due to limited medical personnel, unhealthy lifestyles which are the main risk factors, and limited doctor working hours making it difficult for patients to get access to diagnosis and treatment outside of working hours. The application is made using the certainty factor method, which is a method for measuring confidence in a fact or rule in a diagnosis. Its values ​​range from negative (distrust) to positive (full trust), the certainty factor method was chosen because it can diagnose uncertain situations. The implementation of the Certainty Factor (CF) method produces a high level of confidence in the diagnosis of heart disease, with the conformity of symptoms and diagnosis reaching 89% -99%. Starting with manual calculation of CF, then integrated into the application system. Validation is carried out by comparing the results of the application with expert diagnoses to ensure the accuracy of the diagnosis.
Deteksi Leukemia Limfoblastik Akut menggunakan Convolutional Neural Network Akbar, Mutaqin; Prasetyaningrum, Putri Taqwa; Setyaningsih, Putry Wahyu; Ahsan, Moh; Budianto, Alexius Endy
Jurnal Teknologi Sistem Informasi dan Aplikasi Vol. 7 No. 1 (2024): Jurnal Teknologi Sistem Informasi dan Aplikasi
Publisher : Program Studi Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/jtsi.v7i1.34168

Abstract

Acute lymphoblastic leukemia is the most important type of childhood leukemia, and accounts for 25% of childhood cancers. Accurately differentiating normal cell precursors from cancer cells is key to the diagnosis of acute lymphoblastic leukemia (ALL). However, under a microscope, cancer cells are so similar to normal cells that it is difficult to classify them. This article presents a detection of acute lymphoblastic leukemia using Convolutional Neural Network (CNN). The dataset which is obtained from ALL_IDB is 582 color image data which is divided into 482 training image data and 100 testing image data. The image data will be resized to 128x128x3 before being input to the CNN model. The CNN model used in this study is a multi-scale CNN which consists of 3 convolution layers (filter size of 3x3, number of filters for each convolution layer is 32, 64, and 128 respectively, and ReLU activation function), 3 subsampling layers using maxpool with filter size of 2x2 , 1 concatenate layer is used to combine the output of each subsampling layer, 1 fully-connected layer with a softmax activation function and a cross-entropy error function, and finally an output layer with 2 classes, namely normal cells and cancer cells. The CNN model will be trained using the Adam optimizer training algorithm with a training rate of 0.0002 and iterated 20 times. Based on the training results after iterating 20 times, the smallest error value was obtained, namely 0.0001 and the largest accuracy value, namely 100% in the 20th epoch. The CNN model was then tested with 100 testing image data and obtained an accuracy rate of 98% and an error value of 0.0482.
PENERAPAN USER INTERFACE DAN USER EXPERIENCE PADA SIPETAN (SISTEM PEMETAAN TANAH PERTANIAN) KABUPATEN MALANG Naja, M Muttaqi Saifun; Budianto, Alexius Endy; Moh Ahsan
Jurnal Fakultas Teknologi Informasi Vol 8 No 1 (2025): BIMASAKTI
Publisher : Prodi Teknik Informatika, Fakultas Sains dan Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/bimasakti.v7i2.12372

Abstract

Urek-Urek Village with all its community diversity requires overlapping in terms of economic equality, especially in terms of fertilizer subsidies. The problem is caused by inaccurate land data so that the asset data used as the basis for distributing subsidies affects the amount of subsidies received which does not match field conditions. The implementation of subsidy management so far has been based on conventional techniques so that a capable system is needed to accommodate the problems. This study uses a user-centered design approach as the basis for designing the Land Mapping Information System (SIPETAN) application design. This study will concentrate on two main problems: the SIPETAN user interface design process and the analysis of SIPETAN users in providing agricultural information to farmers in Urek-Urek Village. This study shows practical applications that can be used for the land data collection process and to help the Urek-Urek Village organization manage it.
PERANCANGAN METODE HUMAN CENTERED DESIGN USER INTERFACE DAN USER EXPERIENCE PADA SISTEM HARGA KEBUTUHAN POKOK KABUPATEN MALANG Eka Wahyudi, Desantara; Budianto, Alexius Endy; Ahsan, Moh
Jurnal Fakultas Teknologi Informasi Vol 8 No 1 (2025): BIMASAKTI
Publisher : Prodi Teknik Informatika, Fakultas Sains dan Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/bimasakti.v8i1.12516

Abstract

The Ministry of Communication and Information with all its diverse society requires overlapping in terms of equalizing services, especially in terms of data information. The problem is caused by inaccurate data information so that the asset data used as the basis of the data affects the data information received which does not match the field conditions. The running of data processing so far is still based on technicalities that tend to be conventional so that a capable system is needed to accommodate the problem. By using a mixed method, this study uses Human Centered Design as the basis for designing an application design called SIHARKEPO (Basic Needs Price Information System). This study will later focus on two main problems, namely the SIHARKEPO user interface design process and the analysis of users of the Basic Needs Price Information System (SIHARKEPO) in providing data information to users. The results of this study are concrete applications that can be applied to the process of providing basic needs price information data services and make it easier for the public to obtain them.
PEMBERDAYAAN GURU-GURU SMA/SMK UNTUK MENINGKATKAN PEMAHAMAN TENTANG GAME TECH MELALUI WORKSHOP PEMBUATAN GAME ANIMASI BERBASIS 3D DI PRONOJIWO KAB. LUMAJANG Budianto, Alexius Endy; Ardian, Yusriel
Martabe : Jurnal Pengabdian Kepada Masyarakat Vol 3, No 2 (2020): Martabe : Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/jpm.v3i2.240-244

Abstract

Community service is one part that cannot separate from the Tri Dharma of Higher Education. In this service, we from the Faculty of Science Technology of Kanjuruhan University will train high school / vocational teachers in Pronojiwo Lumajang Regency and Workshop participants to understand the Importance of the Role of Game Tech in the global era. Workshop participants in this service are high school / vocational school teachers and the general public in the Pronojiwo area, Lumajang Regency. Most of the participants still did not optimize the function and role of the game, especially Game Tech. Besides, they also the public and the public still use technology as a medium of information and communication, so it is very appropriate to be given an understanding of game technology through a workshop on making this 3D-based animation game by optimizing the technology available to participants. The method used in community service is a workshop on making 3D-based animation games in Pronojiwo District. Lumajang to maximize the understanding of technology that exists in the teachers and participants in particular so that participants can understand and can use these technologies to support the scientific and technological insights of the game from each participant.