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Penentuan Posisi Mesin Game Menggunakan Metode Aras Dan Algoritma Apriori : Determination of Game Machine Position Using Aras Method And Apriori Algorithm Fernandito Freddy Setlight Durand; Kusrini; Dhani Ariatmanto
Jurnal Teknik Elektro dan Komputer Vol. 12 No. 2 (2023): Jurnal Teknik Elektro dan Komputer
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jtek.v12i2.48493

Abstract

Abstract — There are various game rides that can be used by the public like playing a Redemption Tickets game, vending machines, Large Game, and then bumper cars, and there also children's games 4 - 10 years called Kiddie Land/Kiddie Zone. This research will determine the position of game in The Play Zone Balikpapan using transaction data in June 2022 using 2 methods, aras method, association rules using the apriori algorithm and combination of these 2 methods. With aras method, a ranking search will be carried out with normalization and data optimization in order to find out the top 10 top machines that will be positioned near the entrance. With apriori algorithm, an itemset combination will be choosed on the minimum support and confidence parameters, in order to combine a game machine that is often played if a customer plays 1 or more then the customer also plays other machines in close proximity. From the results of this study, it was obtained the increase in game machine revenue for The Play Zone Balikpapan is game ticket redemption at the level method of 66.98%, the a priori algorithm is 173.11%, and a combination of these 2 methods is 489.54%.   Key words — Game Center, Algorithm Apriori, Data Mining, Aras Methods, Decision System Support   Abstrak — Ada berbagai wahana permainan yang dapat dipakai oleh masyarakat, seperti memainkan game yang mengeluarkan tiket yaitu Tiket Redemption, vending machine, juga Large Game seperti shooting game, fighting game, dance game, ada juga bumper car , dan permainan anak-anak 4 - 10 tahun yaitu Kiddie Land/Kiddie Zone dan Kiddy Ride. Pada penelitian ini akan dilakukannya penentuan posisi permainan di The Play Zone Balikpapan menggunakan data transaksi mesin pada bulan Juni 2022 dengan menggunakan 2 metode yaitu metode aras, aturan asosisai menggunakan algoritma apriori dan gabungan 2 metode ini. Dengan metode aras posisi mesin game akan dilakukannya pencarian ranking dengan normalisasi dan optimasi data guna untuk mengetahui 10 mesin top teratas yang nantinya posisi mesin tersebut akan diletakkan di dekat pintu masuk. Dengan menggunakan algoritma apriori akan dilakukannya kombinasi itemset berdasarkan parameter minimum support dan confidence, guna untuk mengkombinasikan suatu mesin game yang sering dimainkan jika suatu pelanggan memainkan 1 atau lebih maka pelanggan juga memainkan mesin yang lain secara berdekatan (aturan asosiasi) Dari hasil penelitian ini, didapat peningkatan pendapatan mesin game untuk perusahaan The Play Zone Balikpapan adalah game tiket redemption pada metode aras 66,98 %, algoritma apriori 173,11 %, dan gabungan antara 2 metode ini 489,54 %.     Kata kunci — Game Center, Algoritma Apriori, Data Mining, Metode Aras, Sistem Pendukung Keputusan, MCDM, Metode Asosiasi
PENGEMBANGAN SISTEM INFORMASI PENGARSIPAN KINERJA DOSEN ABK PRIMANIYARTA DENGAN METODE SDLC Setlight, Durand Fernandito Freddy; Supriyanto, Supriyanto; Canon, Lidya Juwita Pratiwi
Jurnal Teknik Informasi dan Komputer (Tekinkom) Vol 8 No 1 (2025)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v8i1.2330

Abstract

The management and archiving of lecturer performance data are crucial for accountability, professional development, and meeting higher education accreditation standards. In many universities, like ABK Primaniyarta, the collection and archiving of performance evidence (e.g., teaching, research, and community service reports) are often done manually. One of the key needs for ABK Primaniyarta is an archiving information system or e-repository. Therefore, this research focuses on the design and development of a lecturer performance archiving system based on the Software Development Life Cycle (SDLC) using the Waterfall model, which includes requirements analysis, design, implementation, testing, and maintenance. In this application, document input will be performed by lecturers acting as administrators/users. The main objective of this application is to facilitate lecturers in submitting their performance data to each other and to ensure it can be properly archived. Data collection techniques involved interviews with lecturers and observations of the existing document reporting and archiving system at ABK Primaniyarta. The outcome of this research is an official web-based information system for archiving and reporting lecturer performance at ABK Primaniyarta, eliminating the need for Email & Google Drive.