Claim Missing Document
Check
Articles

Found 35 Documents
Search

Pelatihan Pembuatan Presentasi Berbasis Artificial Intelligence Menggunakan Wepik Pada Unit Kerja Yayasan Kopia Raya Insani Mustika, Wida Prima; Badrul, Mohammad; Sihombing, Erene Gernaria; Rinawati, Rinawati
Publikasi Pengabdian Masyarakat Komputer dan Teknologi (PUNDIMASKOT) Vol. 3 No. 2 (2024): PKM-PUNDIMASKOT (Desember 2024)
Publisher : Yayasan Bina Internusa Mabarindo

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Yayasan Kopia Raya Insani memiliki program atau gagasan yang dalam bidang pendidikan keagamaan, sosial, keterampilan, serta kemanusiaan dalam hal ini bergerak membantu korban bencana alam. Yayasan Kopia Raya Insani memiliki misi menumbuhkan kesadaran pada masyarakat akan pentingnya pendidikan sejak dini, mengadakan kegiatan sosial berbasis gotong royong keumatan, bekerjasama dengan elemen masyarakat untuk menciptakan binaan yang bermoral dan mengedukasi binaan kopia melalui pendidikan dan pelatihan yang berkualitas. Terdapat permasalahan yang pada Yayasan Kopia Raya Insani pada kegiatan unit kerja yayasan yang membutuhkan tampilan presentasi yang menarik dan mengesankan untuk meyakinkan para donatur dan juga untuk penyampaian informasi kepada masyarakat atau pelaporan kegiatan yayasan. Proses komunikasi yang terjadi tidak selamanya berjalan dengan lancar, bahkan pada proses komunikasi yang kurang baik dapat menimbulkan salah pengertian ataupun salah konsep. Untuk mencapai proses komunikasi yang efisien, dibutuhkan alat bantu yang dapat memberikan suatu alternatif komunikasi agar para donatur dapat memahami penyajian laporan yang disajikan. Kemampuan presentasi yang baik harus didukung dengan keterampilan dalam pembuatan slide presentasi yang menarik dan informatif. Melalui kegiatan pelatihan berbasis teknologi Artificial Intelligence menggunakan Wepik, peserta yang merupakan pengurus dan penghuni dari Yayasan Kopia Raya Insani mendapatkan informasi penting tentang bagaimana membuat bahan presentasi secara cepat, mudah dan menarik dengn menggunakan Artificial Intelligence sehingga waktu menjadi lebih efisien dalam penyajian materi atau laporan.
Perancangan Sistem Informasi Pengelolaan Consumable Goods Berbasis Web Menggunakan Laravel Pada DPMPTSP Kabupaten Karawang Rizki Prasetyo, Ario; Gernaria Sihombing, Erene
LOGIC : Jurnal Ilmu Komputer dan Pendidikan Vol. 2 No. 6 (2024): Logic : Jurnal Ilmu Komputer dan Pendidikan
Publisher : Shofanah Media Berkah

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Pengelolaan barang habis pakai di Dinas Penanaman Modal dan Pelayanan Terpadu Satu Pintu (DPMPTSP) Kabupaten Karawang masih dilakukan secara manual, sehingga seringkali terjadi kesulitan dalam monitoring stok, pencatatan keluar masuk barang, dan pembuatan laporan. Untuk mengatasi masalah tersebut, penelitian ini bertujuan untuk merancang dan membangun sistem informasi pengelolaan barang habis pakai berbasis web menggunakan framework Laravel. Metodologi yang digunakan dalam penelitian ini adalah metodologi pengembangan perangkat lunak waterfall yang meliputi tahap analisis kebutuhan, desain sistem, implementasi, pengujian, dan pemeliharaan. Tahap analisis kebutuhan dilakukan dengan melakukan wawancara dan observasi langsung di DPMPTSP Kabupaten Karawang. Desain sistem dilakukan dengan menggunakan Unified Modeling Language (UML), sedangkan implementasi sistem menggunakan framework Laravel dan basis data MySQL. Hasil dari penelitian ini adalah sebuah sistem informasi yang mampu mengelola data barang habis pakai secara efektif dan efisien. Sistem ini menyediakan fitur-fitur seperti pencatatan data barang, monitoring stok barang, pencatatan transaksi keluar masuk barang, dan pembuatan laporan. Pengujian sistem dilakukan dengan metode black-box dan menunjukkan bahwa sistem berfungsi sesuai dengan yang diharapkan. Dengan diterapkannya sistem informasi ini, diharapkan dapat meningkatkan efisiensi pengelolaan barang habis pakai di DPMPTSP Kabupaten Karawang, meminimalisir kesalahan pencatatan, dan mempermudah pembuatan laporan.
Rekomendasi Laptop Gaming High end untuk Gamer Professional dengan Elimination Et Choix Traduisant la Realite (ELECTRE) Arisawati, Ester; Rinawati, Rinawati; Handayanna, Frisma; Sihombing, Erene Gernaria; Dewi, Linda Sari
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 3, No 2 (2019): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (731.218 KB) | DOI: 10.30645/j-sakti.v3i2.146

Abstract

The purpose of this research is as a recommendation tool in determining high end gaming laptops for professional gamers by using a decision support system. The settlement method used in this study is Elimination Et Choix Traduisant la Realite (ELECTRE). The data collection techniques were carried out randomly by conducting observations, interviews and questionnaires to 250 respondents (gamers) and 10 computer shops in the district of Simalungun. In this study, using five alternatives, among others: Asus ROG G703 (A1), Razer Blade Pro (A2) MSI GT75VR Titan-083 (A3), Acer Predator Triton 700 (A4), Alienware 17 (A5) and five assessment criteria, among others: Price (C1), Processor Type (C2), RAM Capacity (C3), VGA Card Type (C4) and Hard Drive (C5). The results of the Elimination Et Choix Traduisant la Realite (ELECTRE) method recommend the Predator Triton 700 (A4) alternative as the first recommendation for the selection of high end gaming laptops for professional gamers.
Sistem Pembuatan Jaminan Tender Pada Perusahaan Jasa Pembuatan Asuransi Dewi, Linda Sari; Arisawati, Ester; Sihombing, Erene Gernaria; Maulida, Linda
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 2, No 1 (2018): EDISI MARET
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (696.241 KB) | DOI: 10.30645/j-sakti.v2i1.56

Abstract

A loss-making service company does not yet have a website on the information of making a Tender Guarantee as a prospective principal registration medium that will use our services for the manufacture of warranties. From the system that will be made to facilitate the making of guarantee which is certificate of Bank Guarantee. The purpose of this study to produce a system of information creation and website-based registration and registration. Online information is an important part of the development of technology in the internet world. The use of website media is very profitable for many parties, for the principal or the party of the company making the loss insurance services. The design of information systems making of this guarantee is made to assist and simplify the entire process of making the existing collateral in the company.
Animasi Interaktif Kesenian Dan Kebudayaan Jawa Barat Untuk Sekolah Dasar Dewi, Linda Sari; Arisawati, Ester; Sihombing, Erene Gernaria
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 1, No 2 (2017): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (941.131 KB) | DOI: 10.30645/j-sakti.v1i2.37

Abstract

Multimedia aims to present information in the form of a fun, exciting, easy to understand and clear. Then by using interactive animation application as an information medium, Indonesian culture can be delivered using an easy and attractive way. Interactive multimedia learning model is very effective. This can be seen because of the many animated elements. This interactive multimedia learning model will make students do not get bored because students will feel how to play and learn with students will be quicker to capture in the learning takes place, especially to get to know art and culture in western Java. In this interactive animation applications also can increase children's knowledge in order to know more about art and culture located in western Java. In this application contains information cultural arts western Java will students can increase the pride and love of the homeland Indonesia
Analisis Algoritma Datamining pada Kasus Daerah Pelaku Kejahatan Pencurian Berdasarkan Provinsi R, Rinawati; Sihombing, Erene Gernaria; Dewi, Linda Sari; Arisawati, Ester
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 4, No 1 (2020): EDISI MARET
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (728.438 KB) | DOI: 10.30645/j-sakti.v4i1.189

Abstract

Theft is a behavior that causes harm to victims who are targeted and can cause victims. The level of theft behavior is increasing in each region due to the increasing number of unemployment and lazy nature of work that makes a person commit theft to make ends meet. The purpose of this study was to analyze using the technique of datamining in the area of perpetrators of theft crimes by province. The technique used is clustering with the K-means method. Data sourced from the Indonesian Central Statistics Agency with the url address: https://www.bps.go.id/. The results of the study using this technique are clustered in areas in Indonesia which have the highest crime theft rates. From the results of the study using the K-means technique, that there are 17 provinces out of 34 provinces that have the highest crime theft (C1) areas, namely: Aceh, North Sumatra, West Sumatra, Riau, Jambi, South Sumatra, Lampung, DKI Jakarta, West Java, Central Java, East Java, Banten, West Nusa Tenggara, East Nusa Tenggara, South Kalimantan, South Sulawesi, Papua. The results of the study are expected to be information for the government in conducting policies to reduce the crime crime rate in Indonesia which is very high (50%).
Application of Learning Rate in Artificial Neural Networks to Increase Prediction Accuracy on Rubber Tree Maintenance Costs Sihombing, Erene Gernaria; Aristawati, Ester; Rinawati, R; Handayanna, Frisma; Dewi, Linda Sari
Kesatria : Jurnal Penerapan Sistem Informasi (Komputer dan Manajemen) Vol 5, No 4 (2024): Edisi Oktober
Publisher : LPPM STIKOM Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/kesatria.v5i4.467

Abstract

This research aims to explore the impact of various learning rate values in artificial neural networks (ANN) in increasing the accuracy of predicting rubber tree maintenance costs. Using a dataset that includes factors such as tree age, soil conditions, weather, and maintenance methods, an ANN model is built and tested with various learning rate values to find optimal parameters. The research results show that the influence of various learning rate values on the performance of artificial neural networks (ANN) in predicting rubber tree maintenance costs varies significantly. From the training and testing results, learning rate 0.1 shows the best results with MSE 0.00995387 and 75% accuracy on training data, and MSE 0.00976614 and 83% accuracy on testing data. This conclusion emphasizes the importance of choosing the right learning rate value in applying ANN to predict rubber tree maintenance costs, which is expected to help plantation managers improve operational efficiency and cost management.
Rekomendasi Laptop Gaming High end untuk Gamer Professional dengan Elimination Et Choix Traduisant la Realite (ELECTRE) Arisawati, Ester; Rinawati, Rinawati; Handayanna, Frisma; Sihombing, Erene Gernaria; Dewi, Linda Sari
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 3, No 2 (2019): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (731.218 KB) | DOI: 10.30645/j-sakti.v3i2.146

Abstract

The purpose of this research is as a recommendation tool in determining high end gaming laptops for professional gamers by using a decision support system. The settlement method used in this study is Elimination Et Choix Traduisant la Realite (ELECTRE). The data collection techniques were carried out randomly by conducting observations, interviews and questionnaires to 250 respondents (gamers) and 10 computer shops in the district of Simalungun. In this study, using five alternatives, among others: Asus ROG G703 (A1), Razer Blade Pro (A2) MSI GT75VR Titan-083 (A3), Acer Predator Triton 700 (A4), Alienware 17 (A5) and five assessment criteria, among others: Price (C1), Processor Type (C2), RAM Capacity (C3), VGA Card Type (C4) and Hard Drive (C5). The results of the Elimination Et Choix Traduisant la Realite (ELECTRE) method recommend the Predator Triton 700 (A4) alternative as the first recommendation for the selection of high end gaming laptops for professional gamers.
Sistem Pembuatan Jaminan Tender Pada Perusahaan Jasa Pembuatan Asuransi Dewi, Linda Sari; Arisawati, Ester; Sihombing, Erene Gernaria; Maulida, Linda
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 2, No 1 (2018): EDISI MARET
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/j-sakti.v2i1.56

Abstract

A loss-making service company does not yet have a website on the information of making a Tender Guarantee as a prospective principal registration medium that will use our services for the manufacture of warranties. From the system that will be made to facilitate the making of guarantee which is certificate of Bank Guarantee. The purpose of this study to produce a system of information creation and website-based registration and registration. Online information is an important part of the development of technology in the internet world. The use of website media is very profitable for many parties, for the principal or the party of the company making the loss insurance services. The design of information systems making of this guarantee is made to assist and simplify the entire process of making the existing collateral in the company.
Animasi Interaktif Kesenian Dan Kebudayaan Jawa Barat Untuk Sekolah Dasar Dewi, Linda Sari; Arisawati, Ester; Sihombing, Erene Gernaria
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 1, No 2 (2017): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/j-sakti.v1i2.37

Abstract

Multimedia aims to present information in the form of a fun, exciting, easy to understand and clear. Then by using interactive animation application as an information medium, Indonesian culture can be delivered using an easy and attractive way. Interactive multimedia learning model is very effective. This can be seen because of the many animated elements. This interactive multimedia learning model will make students do not get bored because students will feel how to play and learn with students will be quicker to capture in the learning takes place, especially to get to know art and culture in western Java. In this interactive animation applications also can increase children's knowledge in order to know more about art and culture located in western Java. In this application contains information cultural arts western Java will students can increase the pride and love of the homeland Indonesia