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Implementasi Algoritma Allocation Table Method untuk Optimalisasi Pendistribusian Produk Multi Sources dan Multi Destinations (Studi Kasus : Souvenir Kerajinan Vinyl Yogyakarta) Wahyu Sri Utami; Saucha Diwandari
Seminar Nasional Aplikasi Teknologi Informasi (SNATI) 2019: Peran Sains Data Dari Perspektif Akademisi dan Praktisi
Publisher : Jurusan Teknik Informatika, Fakultas Teknologi Industri, Universitas Islam Indonesia

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

Abstract

Masalah pendistribusian produk yang optimal dari sumber ke tujuan menjadi sangat kompleks jika terdapat banyaksumber (sources) dan banyak tujuan (destinations). Tujuanpenelitian ini adalah menentukan jumlah barang yang akan didistribusikan dengan memenuhi jumlah permintaan danpersediaan tercukupi dengan ongkos seminimal mungkin. Metode-metode transportasi sebelumnya telah mampu menghasilkan nilai fisibel awal yang optimal untuk masalahtransportasi. Untuk menguji optimalitas metode, dalampenelitian ini akan dilakukan komparasi dengan sebuah metodetransportasi baru yang disebut Allocation Table Method (ATM)dengan diberikan sebuah implementasi kasus di instansi. Hasilpenelitian membuktikan bahwa dengan menggunakan Allocation Table Method (ATM), solusi yang dihasilkan optimal dan biayatransportasi lebih minimal.
Transportation Problem Optimization Systems using The Algorithm of Allocation Table Method Wahyu Sri Utami; Saucha Diwandari; Aditya Hermawan
International Journal of Applied Business and Information Systems Vol. 3 No. 2 (2019)
Publisher : Association for Scientific Computing Electrical and Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (390.822 KB) | DOI: 10.31763/ijabis.v3i2.231

Abstract

Transportation is the process of distributing products from source to destination. Transportation problems are special cases of network optimization method where the numbers of goods distributed from sources to destinations are optimized thereby minimizing transportation costs. The increasing number of sources and destinations results in complex calculations of the distribution process. The methods to find optimal solutions in determining the number of goods distributed with the aim of minimizing costs have been proposed. Comparative methods have been carried out and obtain optimal solutions. The result shows that the algorithm of the Allocation Table Method has shown better performance compared to previous methods such as Least Cost Method, Vogel Approximation Method dan North West Corner Method. Yet, a more complex transportation network needs a calculation method to seek for solutions. The aim of the study was to implement the algorithm of the Allocation Table Method as a method to seek solutions in a system designed to support problem-solving. The tryout conducted on several cases has shown that the Allocation Table Method is a leading method in finding optimal solutions for transportation problems involving multi-sources and multi destinations.
Data Clustering of Confirmed COVID-19 Patients Using Fuzzy C-Means Wahyu Sri Utami; Selfi Artika; Rizki Aldiansyah
Jurnal Internasional Teknik, Teknologi dan Ilmu Pengetahuan Alam Vol 5 No 1 (2023): International Journal of Engineering, Technology and Natural Sciences
Publisher : University of Technology Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46923/ijets.v5i1.200

Abstract

The continuous mutation of COVID-19 generates new virus variants with nearly identical symptoms, such as sneezing, runny nose, sore throat, cough, fever, loss of taste and smell, and shortness of breath. Since the emergence of this virus in Indonesia, there still needs to be more research on the symptoms caused by the different COVID-19 variants, leaving the public with minimal information that may result in inappropriate early treatment, inefficient costs, and insufficient recovery time. This study aimed to classify COVID-19 patient data into two clusters based on the severity of the symptoms experienced by patients: the confirmed cluster and the unconfirmed cluster. Using Fuzzy C-Means, patient data will be clustered into two confirmed and unconfirmed clusters of covid 19 disease as the initial step in the research phase. The results of this study are anticipated to provide information on variations in the severity of symptoms among infected patients, thereby enhancing the precision of early diagnosis and treatment. The resulting clustering model is based on data collection and processing outcomes using Python and the Fuzzy C-Means algorithm, which is based on experimentation. Keywords: Cluster, COVID-19, Fuzzy C-Means.
Aplikasi Pemesanan Makanan Berbasis Analytical Hierarchy Process (AHP) dengan Menu Rekomendasi Savina Choirina Zuhri; Wahyu Sri Utami
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 3 (2023): Desember 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i3.1299

Abstract

Food ordering apps are playing an increasingly important role in allowing users to easily and efficiently order food at various restaurants. However, users are often faced with confusion when choosing a menu that matches their preferences. With the aim of improving user experience and facilitating the decision-making process, this study introduces an approach that uses the Analytical Hierarchy Process (AHP) to provide personalized menu recommendations to food ordering app users. The AHP method is used to develop a ranking that considers various factors related to user preferences, including taste, value and budget. App users have the ability determine of each these factors varies based on the context and specific circumtances, which is then used in the ranking calculation. The model was implemented and tested using real user data. Preliminary experimental results show that users using the AHP-based menu recommendation system are more likely to order dishes that match their personal preferences. This research has practical significance in developing food ordering applications that are more intuitive and in line with user needs. By using AHP to provide personalized menu recommendations. This app has the potential to increase order conversion, build customer loyalty, and reduce food waste. In addition, this research also provides insight into how ranking techniques.
Pengembangan Aplikasi Point of Sale untuk Meningkatkan Kinerja Agen Softdrink Menggunakan Metode Prototype Ayu Kusmawati; Wahyu Sri Utami
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 2 (2023): Oktober 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i2.1300

Abstract

Ice Gum Softdrink Agent is a company that provides softdrink stock to sellers. Currently, the sales system at the Ice Gum Softdrink Agent still uses a conventional system. The method of recording data at softdrink agents that is still manual in the process of monitoring and managing administrative data causes the data to be untidy and a lot of it is tucked away until it is lost, This will of course affect the transaction process and customer comfort during the transaction. To see the status of these issues requires developing a point of sale (POS) application. The existence of this system design will solve the problems taken in carrying out the transaction process and managing agent data starting from registration, monitoring, and product retrieval. As well as to overcome agent obstacles in data processing, stock processing, incoming or outgoing transaction processes to avoid accidental errors. The framework or system design in this study will be used with the prototype method The existing system framework in this research will be used with a prototype method that carries out direct observations at the Ice Gum Candy Agent in Pasuruan City to analyze problems, design a more detailed system design, namely by carrying out UML design, making program code, developing a database according to class diagrams. and system testing After the application design is complete, the next stage is testing using method is the black-box testing. The hope is that through the implementation of this application, it will be possible to implement and manage orders, manage sales data and stock of goods in a computerized and more effective manner
Aplikasi Sistem Rangka Manusia Untuk Pembelajaran Biologi Berbasis Augmented Reality Hanum Salsabila Zakiyah; Wahyu Sri Utami
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 3 (2023): Desember 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i3.1438

Abstract

The anatomy learning process on human skeletal system material utilizes media as a learning aid. Learning media is a method used by teachers and students to communicate during the learning process. Communication in learning can run optimally with the help of means of delivering messages or media. Based on this explanation, this research aims to develop human skeletal system applications for learning media using augmented reality technology. Augmented reality learning media can visualize abstract concepts for understanding and structure of an object model. This research uses augmented reality technology with marker-based tracking method. The development method used for this application is MDLC (Multimedia Development Life Cycle). Testing uses several kinds of android smartphones and functional testing of applications in accordance with the needs. With the development of this android-based application is expected to increase knowledge and interest in learning students for learning the human skeletal system
Pemanfaatan Marker Based Tracking Pada Aplikasi Augmented Reality Pengenalan Alat Musik Tradisional Ukulele Dan Suling Bayu Azrel Megantara; Wahyu Sri Utami
INTECOMS: Journal of Information Technology and Computer Science Vol 6 No 2 (2023): INTECOMS: Journal of Information Technology and Computer Science
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/intecoms.v6i2.8075

Abstract

Mengenalkan alat musik tradisional ke generasi sekarang merupakan hal yang penting dilakukan untuk melestarikan budaya. Meskipun alat musik tradisional memiliki nilai sejarah dan keunikan artistik, minat terhadap pengenalan dan pemahaman terhadap alat musik tradisional tersebut seringkali menurun di kalangan generasi muda. Pemanfaatan teknologi Marker Based Tracking dalam konteks aplikasi Augmented Reality (AR) telah membuka peluang baru untuk memperkaya pengalaman pengguna dalam memahami dan mempelajari alat musik tradisional. Penelitian ini membahas implementasi teknologi Marker Based Tracking pada aplikasi AR yang dirancang khusus untuk pengenalan alat musik tradisional sebagai upaya pelestarian budaya yang dikembangkan dengan metode waterfall dan marker based tracking. Aplikasi diuji dengan menggunakan metode black box testing dan menunjukkan bahwa aplikasi berhasil dikembangkan dengan baik. Aplikasi diharapkan dapat meningkatkan minat generasi muda untuk mempelajari dan melestarikan budaya musik tradisional indonesia.
Rancang Bangun Sistem Rekomendasi Pemilihan Hero Pada Game Mobile Legends Menggunakan Algoritma Greedy Didan Sulaiman; Wahyu Sri Utami
INTECOMS: Journal of Information Technology and Computer Science Vol 6 No 2 (2023): INTECOMS: Journal of Information Technology and Computer Science
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/intecoms.v6i2.8128

Abstract

Mobile Legends adalah sebuah permainan online di mana dua tim bermain melawan satu sama lain. Salah satu kompleksitas dari game ini adalah pemilihan karakter ketika fase drafting, di mana pemilihan hero yang tepat berdampak signifikan pada hasil permainan. Penelitian ini bertujuan untuk merancang dan membangun sistem rekomendasi pemilihan hero yang dapat memberikan rekomendasi yang tepat kepada pemain berdasarkan preferensi pemain dan komposisi tim lawan untuk meningkatkan peluang memenangkan pertandingan. Metodologi penelitian mencakup pengumpulan data hero dan penggunaan algoritma greedy untuk menghasilkan rekomendasi pemilihan hero. Penelitian ini menghasilkan aplikasi android yang dapat melakukan rekomendasi pemilihan hero game mobile legend. Sistem ini diuji dengan melakukan simulasi drafting phase. Berdasarkan hasil pengujian, sistem ini berhasil melakukan rekomendasi hero mobile legend berdasarkan hasil himpunan solusi yang didapatkan. Meskipun terdapat beberapa keterbatasan, penelitian ini membuka pintu bagi penelitian lebih lanjut dalam pengembangan sistem rekomendasi yang dapat memperkaya pengalaman bermain game Mobile Legends dan game serupa.
Sistem Rekomendasi Pemilihan Tempat Wisata Banjarnegara dengan Metode Analytical Hierarchy Process Berbasis Android Khafid Nur Maulana; Wahyu Sri Utami
ILKOMNIKA: Journal of Computer Science and Applied Informatics Vol 5 No 3 (2023): Volume 5, Nomor 3, Desember 2023
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/ilkomnika.v5i3.579

Abstract

Pariwisata adalah kegiatan melakukan perjalan sebagai liburan, atau hobi yang telah terbukti memiliki manfaat bagi kesehatan jasmani dan rohani masyarakat. Pada masa lalu dalam memilih tempat wisata, orang mendapatkan saran dan rekomendasi tentang keperluan untuk liburan dari saudara atau biro perjalanannya, namun sarannya sangat terbatas pada tempat yang pernah dikunjungi. Sekarang dengan adanya internet dapat memudahkan kita mendapatkan informasi dari berbagai website untuk membuat perencanaan perjalanan wisata sendiri tapi informasi sering berlebihan dan memerlukan waktu untuk merencanakan perjalanan. Banjarnegara mempunyai banyak tempat wisata yang menarik, tapi tidak semuanya bisa dengan mudah dijelajahi oleh wisatawan. Oleh karena itu, dibuatlah aplikasi sistem rekomendasi berbasis Android untuk memudahkan pemilihan tempat wisata. Metode atau teknik yang digunakan dalam penelitian ini menggunakan teknik Analytical Hierarchy Process (AHP) dan aplikasi ini dibuat dengan menggunakan android studio.