Claim Missing Document
Check
Articles

Found 3 Documents
Search

Perancangan Dan Implementasi Kecerdasan Buatan Menggunakan Algoritma String Matching Pada Prototype Filtering Asap Berbasis Mikrokontroler AVR Atmega 32A Wan Hendra Manihuruk; Budi Purnomo; Saharudin
Jurnal Bangkit Indonesia Vol 9 No 1 (2020): Bulan Maret 2020
Publisher : LPPM Sekolah Tinggi Teknologi Indonesia Tanjungpinang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1214.275 KB) | DOI: 10.52771/bangkitindonesia.v9i1.128

Abstract

The pollution was became an important issued that would be threaten human life. The human being activities that cause becoming pollution. Therefore, the monitoring level of pollution needed to determine for pollution index in the area, in order to maintain pollutant level in the lower value. To find out of the fume level is used MQ-2 fume censor that could be sensitive toward to air quality and and the view of index is used LCD and according software with serial communication that previously processed by microcontroller. This system expected to be able provide solution against pollution problems because the affordable cost compared from environmental agency equipment. The designing and intelligence of implementation synthetic used algoritma string matching based of the fume prototype filtering microcontroller ATmega 32A is implemented according of needs analysis with use arduino language programing. Arduino as language programing microcontroller and eclipse to made android application.
Sistem Informasi Pembelian Stok Barang Pada Toko Anguang Dengan Metode Eqq Aggry Saputra; Saharudin; Meri
Jurnal Bangkit Indonesia Vol 9 No 1 (2020): Bulan Maret 2020
Publisher : LPPM Sekolah Tinggi Teknologi Indonesia Tanjungpinang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (686.286 KB) | DOI: 10.52771/bangkitindonesia.v9i1.133

Abstract

Toko Anguang adalah Toko yang bergerak di bidang dagang menjual barang-barang sembako. Pengolahan data yang digunakan Toko Anguang saat ini masih menggunakan sistem penyimpanan secara manual, seperti dalam proses merekap pembelian penjualan, termasuk juga dalam membuat laporan bulanan masih dilakukan secara manual. Penerapan pengendalian sediaan sangat penting bagi badan usaha yang bertujuan untuk mendukung pengambilan keputusan organisasi agar didapatkan sediaan yang optimal. Permintaan yang tinggi terhadap barang membutuhkan pengendalian sediaan yang tepat karena organisasi mengeluarkan biaya yang sangat besar untuk sediaan. Sehingga dengan sistem yang ada saat ini dirasa kurang efektif dan kurang efisien, karena sering terjadi kesalahan saat melakukan rekap pembelian. Berdasarkan permasalahan yang ada, penulis melakukan analisa dan merancang sistem baru yang mengantisipasi kelemahan-kelemahan pada sistem yang berjalan tanpa menimbulkan permasalahan-permasalahan baru.
Penerapan Intelegensi Buatan Dengan Algoritma Negamax pada Aplikasi Permainan Deret Lima Ridwanto Salmon; Imron Nugraha; Saharudin
Jurnal Bangkit Indonesia Vol 6 No 2 (2017): Bulan Oktober 2017
Publisher : LPPM Sekolah Tinggi Teknologi Indonesia Tanjungpinang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1643.957 KB) | DOI: 10.52771/bangkitindonesia.v6i2.171

Abstract

The development of technology is growing rapidly, including developments in the world of digital entertainment, in this case the development of computer-based games. Artificial intelligence is part of technological advancement itself that makes machines or computers able to do work like and as well as humans where computers can think like humans, in the world of computer games too, computers can think like humans in playing games. The five-line game that applies the development of computer-based digital game technology using artificial intelligence with the Negamax algorithm to form computers can play, thinking like humans in arranging five balls in a row horizontally, vertically, or diagonally where computers can beat humans in playing The fifth line game is a symmetrical type of game, which uses a checkerboard in its game. Players will arrange five white and black balls in a row either horizontally, vertically or diagonally on the game board. The player who can arrange the balls first wins the game.