M. Abu Jihad Plaza R
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Web-Based Expert System for Diagnosing Chicken and Duck Diseases Using the Dempster–Shafer Method Sella Adelia; M. Abu Jihad Plaza R
Jurnal Info Sains : Informatika dan Sains Vol. 15 No. 02 (2025): Info sains, Desember 2025
Publisher : SEAN Institute

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Abstract

Poultry farming, particularly chicken and duck production, makes a significant contribution to the supply of animal-based protein in Indonesia. However, the high vulnerability of poultry to infectious diseases such as Newcastle Disease, Avian Influenza, Cholera, and Pullorum often results in severe economic losses and impacts public health. The problem is further complicated because disease diagnosis in the field is still largely performed manually by farmers or veterinary personnel, which often requires considerable time, cost, and expertise, while similarities in symptoms among diseases frequently lead to misidentification. To address these issues, this study developed a web-based expert system using the Dempster-Shafer method. This method was selected because it can process uncertain data by combining evidence to generate more representative measures of belief and plausibility. The research stages included problem identification, data collection through interviews and literature studies, system design using the CodeIgniter framework based on the MVC model with PHP and MySQL, implementation of the Dempster-Shafer algorithm in the inference engine, and field testing at Ternak Hasbuan Kebun IV, Kotabumi. The developed system provides features such as a dashboard, symptom input, inference process, diagnosis results, and diagnosis history. Testing results showed that the system achieved an average compatibility rate of 88.76% compared to veterinary expert diagnoses, with system confidence values ranging from 84.6% to 92.4%. These findings demonstrate that the system can serve as a practical solution for farmers to perform independent diagnoses, accelerate disease identification, and effectively support poultry health management. The novelty of this research lies in the integration of dual-species (chicken and duck) diagnosis within a single web-based platform, validated directly through field testing.
Perancangan dan Pengembangan Prototype Aplikasi Pencatatan dan Pemantauan Perkembangan Mahasiswa Berkebutuhan Khusus Berbasis Web Mobile Yulina; Ryan Aji Wijaya; M. Abu Jihad Plaza R; Indah Melati; Hanum Maghfiro Risky Ningtias
Sienna Vol 6 No 2 (2025): Sienna Volume 6 Nomor 2 Desember 2025
Publisher : LPPM Universitas Muhammadiyah Kotabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47637/sienna.v6i2.2311

Abstract

Pendidikan inklusif di lingkungan pendidikan tinggi menuntut sistem pemantauan intensif untuk kemajuan mahasiswa berkebutuhan khusus (MBK). Namun, fakta di lapangan menunjukkan bahwa proses pencatatan perkembangan mahasiswa masih didominasi oleh metode manual, yang mengakibatkan risiko kehilangan data yang tinggi dan koordinasi yang lambat antara dosen pembimbing, asisten, dan institusi. Penelitian ini bertujuan untuk merancang dan mengembangkan prototipe aplikasi berbasis web-mobile untuk mencatat dan memantau kemajuan mahasiswa berkebutuhan khusus guna meningkatkan efisiensi administrasi dan akurasi data. Metode pengembangan sistem yang diterapkan adalah metode Prototyping, dipilih karena fleksibilitasnya dalam mengakomodasi kebutuhan pengguna yang sangat spesifik melalui proses iteratif evaluasi dan revisi. Tahapan penelitian meliputi identifikasi kebutuhan pengguna, pembuatan prototipe awal, evaluasi pemangku kepentingan, dan implementasi pengkodean sistem. Aplikasi ini dirancang menggunakan teknologi web responsif untuk memastikan aksesibilitas optimal melalui perangkat mobile bagi asisten di lapangan. Hasil penelitian menunjukkan bahwa pendekatan prototyping sangat efektif dalam memetakan fitur aksesibilitas dan fungsionalitas yang dibutuhkan untuk memantau mahasiswa berkebutuhan khusus. Keberadaan aplikasi ini memfasilitasi pelaporan kemajuan secara real-time, meminimalkan kesalahan manusia dalam pengelolaan informasi, dan mendukung pengambilan keputusan intervensi pendidikan yang lebih cepat dan akurat. Dengan sistem terintegrasi, lembaga pendidikan tinggi dapat memberikan layanan bantuan yang lebih profesional, transparan, dan berkelanjutan bagi mahasiswa berkebutuhan khusus.
Implementasi Algoritma Pencarian Rute Dijkstra Pada Game Great Elephant dengan Unity Engine Ahmad Zuhdi; Ryan Aji Wijaya; M. Abu Jihad Plaza R; Nadia Salsabila
Sienna Vol 7 No 1 (2026): Sienna Volume 7 Nomor 1 Juli 2026
Publisher : LPPM Universitas Muhammadiyah Kotabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47637/sienna.v7i1.2482

Abstract

The rapid development of modern game technology drives the urgent need for efficient pathfinding systems and structured development processes. In maze-based games, routing algorithms are highly crucial for regulating Non-Player Character (NPC) movements optimally. This research implements the Dijkstra algorithm for shortest pathfinding on an elephant character in the 2D game "Great Elephant" using the Unity Engine. This study serves as an extension of previous research that implemented the A* algorithm. The game development methodology applies the iterative Game Development Life Cycle (GDLC) framework to ensure a structured production process. Furthermore, software quality testing focuses on the functionality aspect using the ISO 25010 standard through two distinct scenarios: the character's success in reaching the destination and the algorithm's success in finding the shortest route. The test results directly executed within Unity demonstrate that the Dijkstra algorithm successfully navigates the elephant character from the starting coordinates to the destination point optimally. The system accurately evaluates 19 search points and successfully determines the single best shortest route consisting of 7 node points without any obstacles or computational errors. Based on the evaluation of the ISO 25010 functionality criteria, the implementation of the Dijkstra algorithm in the game "Great Elephant" achieves a perfect success rate of 100%.