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Contact Name
Mesran
Contact Email
mesran.skom.mkom@gmail.com
Phone
+6282161108110
Journal Mail Official
mib.stmikbd@gmail.com
Editorial Address
Jalan sisingamangaraja No 338 Medan, Indonesia
Location
Kota medan,
Sumatera utara
INDONESIA
JURNAL MEDIA INFORMATIKA BUDIDARMA
ISSN : 26145278     EISSN : 25488368     DOI : http://dx.doi.org/10.30865/mib.v3i1.1060
Decission Support System, Expert System, Informatics tecnique, Information System, Cryptography, Networking, Security, Computer Science, Image Processing, Artificial Inteligence, Steganography etc (related to informatics and computer science)
Articles 52 Documents
Search results for , issue "Vol 5, No 3 (2021): Juli 2021" : 52 Documents clear
Prototipe Light Meter Fotografi Studio Menggunakan Mikrokontroler ATMega328 Berbasis Sensor Cahaya dan Warna Chairul Gunawan; Fauziah Fauziah; Nur Hayati
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 5, No 3 (2021): Juli 2021
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v5i3.3043

Abstract

Accuracy in calculating exposure in photographic techniques is the key to being able to produce good quality photos. The light calculation includes three elements (Triangel Exposure), namely shutter speed (shutter speed / t), ISO sensitivity, and diaphragm (aperture / f). A light meter is a tool for calculating lighting in the world of photography to accurately calculate the light falling in or around the object to be photographed. The light meter has a working principle like a lux meter calculates the value of light intensity in a place. However, on a light meter for photography, there is a calculation of a triangle exposure in it. This light meter prototype uses an ATMega328 microcontroller on the Arduino Nano V3 with the help of a TSL2561 light sensor and a TCS34725 RGB color sensor. Tests were carried out by comparing the output value using an original light meter, namely Sekonik Flashmate L-308X with the continuous light shooting method. The results of the test using the original tool with the ATMega328 microcontroller produced values above 90%.
Studi Komparasi Metode Machine Learning untuk Klasifikasi Citra Huruf Vokal Hiragana Amrustian, Muhammad Afrizal; Muliati, Vika Febri; Awal, Elsa Elvira
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 5, No 3 (2021): Juli 2021
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v5i3.3083

Abstract

Japanese is one of the most difficult languages to understand and read. Japanese writing that does not use the alphabet is the reason for the difficulty of the Japanese language to read. There are three types of Japanese, namely kanji, katakana, and hiragana. Hiragana letters are the most commonly used type of writing. In addition, hiragana has a cursive nature, so each person's writing will be different. Machine learning methods can be used to read Japanese letters by recognizing the image of the letters. The Japanese letters that are used in this study are hiragana vowels. This study focuses on conducting a comparative study of machine learning methods for the image classification of Japanese letters. The machine learning methods that were successfully compared are Naïve Bayes, Support Vector Machine, Decision Tree, Random Forest, and K-Nearest Neighbor. The results of the comparative study show that the K-Nearest Neighbor method is the best method for image classification of hiragana vowels. K-Nearest Neighbor gets an accuracy of 89.4% with a low error rate.
Penerapan Metode Preference Selection Index (PSI) Dalam Pemilihan Perguruan Tinggi Swasta Program Studi IT di Provinsi Kalimantan Timur Nursobah Nursobah
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 5, No 3 (2021): Juli 2021
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v5i3.3081

Abstract

Higher education is a place for students to study after graduating from high school/vocational high school in order to continue their higher education level, at college students study according to the majors they are interested in as a provision to find work after graduating from campus that. In choosing a college, it is necessary to choose a university that has good quality and can be recognized by a diploma from the campus. The Department of Informatics Engineering is one of the majors in the university. The selection of majors also needs to pay attention to the quality of universities and the quality of the existing majors at these universities is considered important because universities are the starting gate to create new knowledge and more knowledge for their students so that students also become someone who is competently trained in the IT field, College selection is mandatory and the number of universities offering the same major often confuses prospective students. Therefore, it is necessary to make the right selection using the Preference Selection Index (PSI) method which is one of the accurate methods in solving decision-making problems. The results showed that alternative A5 had the best value with a final value of 0.67.
Augmented Reality Objek Wisata Bogor Menggunakan Algoritma Lucas Kanade Dengan Metode Marker Based Tracking Fikry Ali Sya’ Dani; M Iwan Wahyuddin; Winarsih Winarsih
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 5, No 3 (2021): Juli 2021
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v5i3.3088

Abstract

Information technology today, is very developed and easy to find. Especially in information on Bogor tourist attractions such as the Bogor Palace, Tugu Kujang, and Pakansari Stadium. However, the data information held is not completely valid. Because many tourists get data that is not suitable, due to the lack of information obtained. Therefore, the researchers tried to make an android-based "Tourism Object in Bogor" application using Augmented Reality (AR) technology and the Lucas Kanade Algorithm, as well as Marker Based Tracking efforts to make it easier to get the information desired by tourism. Bogor is one of the cities in West Java Province that attracts many tourists, especially domestic tourists. However, there are still many tourist attractions in Bogor that are still many tourist attractions that have not been visited and are still not widely known by tourists. Until now, researchers have tried to make an android-based "Tourism Object in Bogor" application so that tourists know the shape of objects and information such as the Bogor Palace, Tugu Kujang, and Pakansari Stadium. Using Augmented Reality (AR) technology, the technology itself has photos, sounds, and 3d objects that can bring virtual 3d objects into the real world. The "Tourism Object in Bogor" application uses Android Studio, Unity, Sketchup, Vuforia, and Visual Studio. In order to make it easier for tourists to identify data on tourist attractions they want to visit. The application "Tourism Objects in Bogor" serves to share data information for local and foreign tourists, because this is an opportunity for the Bogor Regional Government to improve services and facilities in Bogor, so that tourists feel safe arriving and visiting Bogor.
Implementasi K-Nearest Neighbor Dalam Prediksi Mahasiswa Berhenti Kuliah Yunita Yunita
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 5, No 3 (2021): Juli 2021
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v5i3.3049

Abstract

A student is a student who sits and is registered in one of the universities, both public and private, being a student is the dream of many students around the world and being a student is the starting gate to determine someone will be in the world of science in what field, be it computer science, medicine, world of education and others. However, there are many reasons why students decide to stop attending lectures suddenly due to several factors, both external and internal factors. This causes its own losses that will be faced by the campus, one of which is the reduction in the quantity of student data and resulting in data accumulation, it is necessary to predict students who have the potential to stop studying unilaterally by looking at several criteria and digging up information on the data of students who have the potential to quit college by applying the K-algorithm. NN. In this study, the K-NN algorithm records old data and sees similarities to new data in an effort to recognize patterns of students dropping out of college, the results obtained from new lecture data show that the data is similar to the old data of students who dropped out of college with the closest similarity of values from other cases, namely 17 .3815 with 19.98875 so that the results obtained by the new data student decision decided the possibility of dropping out of college
Analisa Sistem Informasi Akademik Menggunakan WebQual dan PIECES Frameworks Pada Universitas XYZ Irdha Yunianto; Hindriyanto Dwi Purnomo; Sri Yulianto Joko Prasetyo
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 5, No 3 (2021): Juli 2021
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v5i3.3046

Abstract

This study aims to provide recommendations or policy suggestions in order to improve the quality of the academic information system (SIAKAD) for university operator or management. SIAKAD is a website-based application created to assist the process of managing data related to academics and has uses in managing campus or college management. Policy suggestions are compiled based on the analysis of higher education information system assessments with a comparison of the dimensions of WebQual and the PIECES Framework in measuring the quality of SIAKAD as a guide in improving or developing the quality for the better. The results of the analysis using the WebQual method with a value of 3.50 and the PIECES Framework with a value of 3.97 on the quality of the SIAKAD website produced the same results which were in the Good category with a score of 4 (3.43 - 4.23) based on the assessment criteria. The results of the recommendations in this study are expected to contribute to higher education management as a reference or decision support in improving the quality of the website-based academic information system (SIAKAD) for the better
Metode Natural Feature Tracking dan Fast Corner Detection dengan Teknik Virtual Button Pada Aplikasi Sistem Pernafasan Manusia Rifqi Naufal Senja Pratama; Fauziah Fauziah; Ratih Titi Komala Sari
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 5, No 3 (2021): Juli 2021
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v5i3.3067

Abstract

At this time the development of information and communication technology has developed very rapidly. As in smartphones, the technology contained in smartphones today has an important role for human activities. The technology that is currently being implemented on smartphones is Augmented Reality. Augmented reality can be used in all fields of human activity, one of which is in the field of education. The purpose of this research is to develop an educational media about the organs of the human respiratory system that is interactive and can be understood by users such as students. In this study, 2 methods were used, namely Fast Corner Detection and Natural Feature Tracking Methods to read a marker which would later bring up information and also use the virtual button technique in the application. In testing using 5 smartphones. The results of testing at an angle of 60o and 90o the five smartphones can detect markers. The distance test has different results from the smallest having a minimum distance of ±70 cm to a maximum distance of ±150 cm. In tests based on light intensity, the five smartphones can detect markers at light intensities above 5 lux
Prediksi Persediaan Perlengkapan Hewan Peliharaan Pada Toko Poopy Cat Store Menggunakan Algoritma Apriori Muliati Badaruddin; Santoso Santoso
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 5, No 3 (2021): Juli 2021
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v5i3.3063

Abstract

Pets such as tame animals of various types such as cats, dogs, rabbits and others are one of the pleasures for animal lovers in having a desire to meet the needs and protect the animal from everything, difficulty in predicting the tendency of the breed. the goods to be purchased by consumers make shop owners often run out of items that are needed by consumers, this is because buyers do not make transactions and can reduce profit income to the store so it is necessary to extract information on data on buying and selling data or transaction data, in the application of extracting information using data mining methods with the APRIORI algorithm approach which is able to assist in finding out items of pet equipment from the number of sales, the results obtained from using this algorithm show the combination of the most frequent purchases carried out simultaneously on the supply of pet equipment so that it shows items that need to be stocked up more, the results obtained meet the previously set support and confidence values of 25% and 50%, the results obtained by 3 items Bolt 10 gr, Cage, Bowl get the highest value of 65%
Penerapan Algoritma A-Star Dalam Mencari Jalur Tercepat dan Pergerakan NonPlayer Character Pada Game Petualangan Labirin Tech-Edu Bagus Tegar Dwi Irianto; Septi Andryana; Aris Gunaryati
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 5, No 3 (2021): Juli 2021
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v5i3.3094

Abstract

Games are a means of entertainment that are in electronic media such as smartphones that are made as attractive as possible so that players get inner satisfaction. The development of the game industry is growing quite fast from mobile to desktop. There are many categories of games such as action, strategy, sports, shooter, adventure and simulation. Adventure games are one category of games where players are trained to think in order to complete the game. There are many things that need to be considered, such as visuals on maps or interactions with NPCs (NonPlayer Character), by utilizing technology now learning can be delivered through a game. The characteristics of entertaining games and interesting visual activities will make learning more attractive. Making games will of course use algorithms as features or systems in game making. The a-star algorithm is one that is widely used in making maze games. The a-star algorithm can be applied to the help of the fastest path or movement of the NPC. The purpose of the research is to make a maze educational game using the a-star algorithm as the fastest path search and NPC movement. The test results on games on seven devices got the results that they were successfully run, in CPU usage on mobile devices a minimum of 7% and a maximum of 57%. CPU usage on desktop devices is a minimum of 2% and a maximum of 33%.
Penerapan MOORA pada Evaluasi Kinerja dalam Mengefektifkan Biaya Operasional Arridha Zikra Syah; Yessica Siagian
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 5, No 3 (2021): Juli 2021
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v5i3.3112

Abstract

Sales performance evaluation is a stage in conducting an examination and assessment of information seeking performance or work results of employees / workers in the sales field of a company, this is done in an effort to streamline the company's operational costs because a salesperson is the peak in the achievement and turnover of an operational cost. company, carried out by a salesperson where a salesperson certainly sells products produced by the company or organization with a predetermined sales level, so it is necessary to conduct an assessment or evaluation of sales performance in order to appoint and find out the quality level of sales performance, to reward good sales performance will increase motivation and enthusiasm for sales work achievement so as to be able to streamline operational costs, a systemized selection is made using the MOORA (Multi-Objective Optimization On The Basis Of Ratio Analysis) method. in measuring sales performance evaluation so that the implementation process is more structured and runs honestly and fairly. The results obtained in the study that alternative A1 is a sales that has the best performance with a value of 0.546616.