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Implementasi Algoritma Genetika pada Tata Ruang Ibukota Kecamatan (Studi Kasus : Desa Hantara) Dadan Nugraha; Iwan Lesmana; Gian Megantara
JEJARING : Jurnal Teknologi dan Manajemen Informatika Vol 6, No 2 (2021)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/jejaring.v6i2.6739

Abstract

Spatial planning is an obligation that must be carried out by each Regional Government. At present, spatial planning is still conventionally planned by the spatial planning company. Regarding with the object of research that the authors examined, namely Hantara Village, Hantara Village did not yet have a plan for how the future projection and development of Hantara Village. With a touch of information technology, for now spatial planning can be done using an application by implementing a method that is Genetic Algorithm into the application .Genetic Algorithm is an optimal search algorithm which is in its implementation the genetic algorithm will look for the most optimal points which is match with the constraints that have been determined based on law 26 of 2007 concerning Spatial Planning. Then the search results of the genetic algorithm data will be visualized by using the features of the mapbox, the online map provider. In software development, the author use the Rational Unified Process (RUP) method which has four stages, namely: Inception, Elaboration, Contruction, and Transition. This application is built use the python programming language, along with html and javascript for visualizing the data. Based on the results of this research the authors can conclude that this research can make a projection of residental area in Hantara village accordance with genetic algorithm and its constraint.Keywords— Sepatial Planning, Genetic Algorithm, Data Visualization, RUP, Python
Transformasi Karang Taruna Tangguh: Implementasi Bioflok 4.0, Olahan Lele Kreatif, dan Pupuk Organik Cair sebagai Upaya Peningkatan Ekonomi Desa Iwan Lesmana; Heri Herwanto; Jerry Dounald Rahajaan
Journal of Innovation and Sustainable Empowerment Vol. 5 No. 1 (2026): In Press
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/jise.v5i1.165

Abstract

Program pengabdian kepada masyarakat ini dilaksanakan di Desa Geresik, Kecamatan Ciawigebang, Kabupaten Kuningan dengan tujuan memberdayakan pemuda Karang Taruna melalui penerapan teknologi bioflok berbasis Internet of Things (IoT), diversifikasi produk olahan lele berupa abon, serta pemanfaatan limbah bioflok menjadi pupuk organik cair. Metode yang digunakan adalah partisipatif melalui sosialisasi, pelatihan, pendampingan, serta penerapan langsung teknologi. Pemuda dilibatkan dalam setiap tahapan, mulai dari pengelolaan kolam dengan sensor IoT untuk memantau kualitas air secara real-time, praktik pembuatan produk abon lele dengan kemasan sederhana, hingga fermentasi limbah kolam menjadi pupuk organik cair yang dapat digunakan untuk pertanian lokal. Hasil kegiatan menunjukkan peningkatan keterampilan teknis dan motivasi pemuda, produktivitas kolam lebih stabil, produk olahan mulai dipasarkan secara digital, dan limbah yang sebelumnya mencemari lingkungan kini memiliki nilai tambah. Program ini disimpulkan mampu meningkatkan kapasitas, kreativitas, dan kemandirian Karang Taruna sekaligus mendukung ekonomi dan lingkungan desa secara berkelanjutan. Ke depan, kegiatan ini direkomendasikan untuk diperluas melalui penguatan kelembagaan Karang Taruna, peningkatan mutu dan legalitas produk, serta perluasan pasar agar dampak program lebih berkelanjutan.
Fuzzy-Driven Adaptive NPC Behavior in a Meme-Based Platformer Game for Android Mobile: Perilaku NPC Adaptif Berbasis Fuzzy dalam Game Meme Platformer Berbasis Ponsel Android Encep Sayid Amrulloh; Rio Andriyat Krisdiawan; Iwan Lesmana; Lutfi Rohmawati
NUANSA INFORMATIKA Vol. 19 No. 2 (2025): Nuansa Informatika 19.2 Juli 2025
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/ilkom.v19i2.440

Abstract

Game-based applications are increasingly used beyond entertainment to deliver adaptive, engaging user experiences. Yet, many mobile platformer games still rely on static enemy behaviors, leading to repetitive gameplay. This study introduces Pepe the Ponderland Warrior, a 2D platformer for Android that incorporates culturally relevant meme characters and dynamic NPC behavior using fuzzy logic. Developed with the Game Development Life Cycle (GDLC), the game uses the Fuzzy Sugeno inference system to adapt NPC responses based on player distance, health, and damage received. UML modeling guided the system design, while testing included black-box, white-box, and User Acceptance Testing (UAT). The fuzzy-based system enabled real-time, context-aware NPC decisions, creating more varied and challenging gameplay. The game passed functional and logical testing, with UAT from 30 users producing a high feasibility score of 81.2%, reflecting satisfaction in design, gameplay, and difficulty balance. By integrating fuzzy logic with meme-inspired content, this study offers a novel and efficient AI approach for mobile games, highlighting potential for expansion across platforms and with more adaptive inputs.