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PENGUJIAN ALGORITMA GENETIKA PADA SISTEM PENJADWALAN PENGUJI TUGAS AKHIR UNIVERSITAS AMIKOM YOGYAKARTA Windha Mega PD; Haryoko Haryoko
Jurnal Mantik Penusa Vol. 2 No. 2 (2018): Computer Science
Publisher : Lembaga Penelitian dan Pengabdian (LPPM) STMIK Pelita Nusantara Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (635.773 KB)

Abstract

The scheduling of the final project / thesis lecturer examiners must be in accordance with the competency of the examining lecturer. In addition to considering the competency of examiners, the scheduling process must pay attention to several aspects, including the availability of rooms used in the session, the available schedule of examiners and the number of available sessions.So we need a final assignment examiner information system with Genetic algorithms, and calculate the accuracy value using k-fold cross validation. Through the approach of Genetic Algorithm, it is expected that the system designed to produce the most optimal final / thesis exam schedule based on fitness values, considering this algorithm uses a combination of the principle of natural selection and inheritance in order to get individuals or schedules as expected. The stages of algorithm testing using lecturer datasets, the field of lecturer science, the concentration of lecturers, students, the field of student knowledge and the concentration of students obtained from the Amikom website. The results of the tests were carried out statistical tests to find out the results of applying Genetic Algorithms. Then it will be concluded whether it has answered the problem statement and according to the research objectives. Berdasarkan hasil pengujian didapatkan nilai optimal berada pada kombinasi Probabilitas Crossover 0.7 dan Probabilitas Mutasi 0.4
Penerapan Teknologi Stack MERN pada Aplikasi Service Manajemen Bengkel Berbasis Web Moch. Akbar Maulana; Haryoko Haryoko; Banu Santoso; Lukman Lukman
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 6, No 3 (2022): Juli 2022
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v6i3.4147

Abstract

Xyz Motor is a repair shop engaged in the automotive motorcycle sector by providing services in the form of motorcycle service and spare parts sales. All business processes such as recording of spare parts, sales and purchase transactions of spare parts, as well as television/monthly recapitulation are carried out manually so that business processes take a long time and are inefficient. To overcome the problems experienced by the Xyz Motor workshop, the researchers created a web-based management service application to manage all processes that occur so that it is easier for the workshop to see the entire business process and the owner can improve performance and productivity in recapitulation.The Management Service application was developed using the MERN Stack technology, namely MongoDB for the database, React Js for the frontend library and Node Js with the Express Js library to create the backend API. The application developed includes features for making spare parts, recording daily and monthly reports and creating customer invoices. This Management Service Application Development has succeeded in supporting responsive web design so that workshop owners can access the web from a laptop or smartphone
Perancangan UI/UX Platfrom NACL Entertainment sebagai Wadah Kreatif Digital Masyarakat dengan Figma Menggunakan Metode Design Thinking Nadea Cipta Laksmita; Agus Purwanto; Haryoko Haryoko; Rizki Kana Maulana
Syntax Idea 313-321
Publisher : Ridwan Institute

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Abstract

The development of digital technology has created opportunities for communities to collaborate and express creativity through online platforms. This study aims to design the user interface (UI) and user experience (UX) of the NACL Entertainment platform as a creative hub for society, supporting activities in arts, culture, and innovation. The research adopts the Design Thinking method, which consists of five stages: empathize, define, ideate, prototype, and test. The empathize stage involved collecting data through interviews and surveys to understand user needs and challenges. In the define stage, the collected data was analyzed to formulate the core problems to address through the platform design. The ideate stage generated various creative solutions, which were then visualized in the prototype stage using Figma. The resulting prototype was tested during the test stage to gather user feedback and refine the design. The findings indicate that the Design Thinking approach can produce a responsive, intuitive UI/UX design that aligns with the needs of creative communities. The NACL Entertainment platform is expected to become a digital ecosystem that fosters collaboration, creativity exploration, and the growth of arts and culture communities.
Pengembangan Aplikasi Teknologi Augmented Reality untuk Mendukung Konsep Smart City Daerah Istimewa Yogyakarta Sahria, Yoga; Haryoko, Haryoko; Piskonata, Yogi Piskonata
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Vol 14, No 1: April 2025
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35889/jutisi.v14i1.2601

Abstract

This research develops Augmented Reality (AR) applications at Sonobudoyo Museum as part of the Smart City concept in Yogyakarta. Museum digitization aims to improve visitor experience through interactive technology. The AR application developed allows users to access museum collection information in the form of 3D visualization, video, and text via mobile devices. The research method uses Research and Development (R&D) with the Analyze, Design, Develop, Implement, Evaluate development model and the MDLC (Multimedia Development Life Cycle) approach. Evaluation was conducted based on visitor responses related to ease of use, attractiveness, and cultural understanding. The results showed that the application of AR increased visitor engagement and satisfaction and supported public services in the tourism and cultural education sectors. With a System Usability Scale (SUS) score of 88, this application is categorized as “excellent”. AR technology is proven to be effective in preserving and promoting local culture and has the potential to be applied more widely in the Smart City ecosystem.Keywords: Augmented Reality; Sonobudoyo Museum; Smart Cities; Education Culture and technology. AbstrakPenelitian ini mengembangkan aplikasi Augmented Reality (AR) di Museum Sonobudoyo sebagai bagian dari konsep Smart City di Yogyakarta. Digitalisasi museum bertujuan meningkatkan pengalaman pengunjung melalui teknologi interaktif. Aplikasi AR yang dikembangkan memungkinkan pengguna mengakses informasi koleksi museum dalam bentuk visualisasi 3D, video, dan teks melalui perangkat seluler. Metode penelitian menggunakan Research and Development (R&D) dengan model pengembangan Analyze, Design, Develop, Implement, Evaluate serta pendekatan MDLC (Multimedia Development Life Cycle). Evaluasi dilakukan berdasarkan tanggapan pengunjung terkait kemudahan penggunaan, daya tarik, dan pemahaman budaya. Hasil penelitian menunjukkan bahwa penerapan AR meningkatkan keterlibatan dan kepuasan pengunjung serta mendukung layanan publik di sektor pariwisata dan edukasi budaya. Dengan skor System Usability Scale (SUS) 88, aplikasi ini masuk kategori "excellent". Teknologi AR terbukti efektif dalam melestarikan dan mempromosikan budaya lokal serta berpotensi diterapkan lebih luas dalam ekosistem Smart City.