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Contact Name
Mesran
Contact Email
mesran.skom.mkom@gmail.com
Phone
+6282161108110
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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 1,182 Documents
Analisis Decision Support System Perbandingan Metode Smarter dan Saw Dalam Menentukan Pemilihan Staff Pegawai Terbaik Laboratorium Komputer Nandri Marsan Sitinjak; Muhammad Zarlis; Roslina Roslina
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 5, No 2 (2021): April 2021
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v5i2.2926

Abstract

The best employees will make an agency to increase in its operations and can develop rapidly. However, relations on the part of an agency are still not optimal in selecting the best staff. Therefore, human resource management is needed in an agency with the selection of the best employee staff to spur staff morale in improving operations, dedication and performance in an agency, so that it becomes better, namely by creating a Decision Support System in selecting the best staff employees by using the Smarter and Saw method comparison method. The Smarter and Saw method is a decision-making method using multiplication to determine the value of a criterion, where the value for each criterion must be determined in advance with the weight of each criterion concerned. By utilizing the advantages and disadvantages of each method, the comparison of this method is able to give a value of 79.5 for the Smarter method, 93 for using SAW. Decision support systems using this comparison method can assist in the selection of the best employees and provide an alternative choice of ranking results
Multi-Aspect Sentiment Analysis Hotel Review Using RF, SVM, and Naïve Bayes based Hybrid Classifier I Putu Ananda Miarta Utama; Sri Suryani Prasetyowati; Yuliant Sibaroni
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 5, No 2 (2021): April 2021
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v5i2.2959

Abstract

In the hotel tourism sector, of course, it cannot be separated from the role of social media because tourists tend to share experiences about services and products offered by a hotel, such as adding pictures, reviews, and ratings which will be helpful as references for other tourists, for example on the media online TripAdvisor. However, tourists' many experiences regarding a hotel make some people feel confused in determining the right hotel to visit. Therefore, in this study, an aspect-based analysis of reviews on hotels is carried out, which will make it easier for tourists to determine the right hotel based on the best category aspects. The dataset used is the TripAdvisor Hotel Reviews dataset which is already on the Kaggle website. And has five aspects, namely Room, Location, Cleanliness, Registration, and Service. A review analysis was carried out into positive and negative categories using the Random Forest, SVM, and Naive Bayes based Hybrid Classifier methods to solve this problem. In this study the Hybrid Classifier method gets better accuracy than the classification using one algorithm on multi-aspect data, namely the Hybrid Classifier got an average accuracy 84%, Naïve Bayes got an average accuracy 82.4%, Random Forest got an average accuracy 82.2%, and use SVM got an average accuracy 81%
Uji Kemiripan Kalimat Judul Tugas Akhir dengan Metode Cosine Similarity dan Pembobotan TF-IDF Indra Mawanta; T S Gunawan; Wanayumini Wanayumini
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 5, No 2 (2021): April 2021
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v5i2.2935

Abstract

Deli Husada Health Institute is a health campus that has been established for 34 years, currently it has 30000 students, each student at the final level will submit a final project of study program every year, each student before doing his final project report must provide the title of an assignment report. Finally, to the study program, to reduce the level of similarity in the title of the student's final report, the study program usually conducts a manual check, the result that appears is that it is not effective in determining the title of the final project for students, so that it creates quite a lot of similarities between students. So that many final project reports look the same. With the above conditions, the Sentence Similarity Test of the Final Project Title was carried out with the Cosine Similarity Method and TF-IDF Weighting at the Deli Husada Delitua Health Institute Campus. At the end of the test results on the training data against the training data, the results obtained were 43% of the titles in Submitted is not eligible to be submitted again and 53% is eligible to be submitted as the title of the final project because it has high similarities to the title of the final project report. And get the average time 0.12117 in minutes
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
Model Optimasi Biaya Produksi Pada Jaringan Rantai Pasok Karet Rakyat Menggunakan Pemrograman Linier Fido Rizki; M Izman Herdiansyah; Darius Antoni
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 5, No 2 (2021): April 2021
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v5i2.2805

Abstract

The purpose of this research is to optimize the smallholder rubber supply chain with the sample data in Kabupaten Musirawas, The main problem in the people's rubber plantation in Musirawas Regency that has not been able to be resolved include the supply chain system that is not optimal and efficient. Based on the results of the author's observations and interviews at the Plantation Office of Kabupaten Musirawas, there are three supply chain channels in Kabupaten Musirawas, the first is through the channel of Planters - Village Collectors - Subdistrict Collectors - Bokar Processing Factories, the second is Planters - Subdistrict Collectors - Bokar Processing Plants and the third is Planters - UPPB - Bokar Processing Factory, this study uses a linear programming method in determining the most efficient and profitable supply chain in Kabupaten Musirawas, For optimization testing the author uses the LINGO 13.0 software, The results of tests that have been carried out using LINGO software show that the optimal and efficient supply chain is channel 3
Analisis Layanan Digital Kependudukan Untuk Masyarakat Miskin di Kota Palembang Menggunakan Framework Information Technology Infrastructure Library (ITIL) Reni Septiyanti; Darius Antoni; M Izman Herdiansyah; Widya Cholil
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 5, No 2 (2021): April 2021
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v5i2.2825

Abstract

As it is known that the Government of Palembang has implemented e-government, but how much e-government can help the Palembang city government to interact between the government and all levels of society including the poor in the city of Palembang. In its application, the condition of e-government services is still insufficient infrastructure that supports                e-government services for the poor in palembang. To design a good e-government service, it is necessary to design SI/IT services for the community in Palembang with service design stages in the Framework Information Technology Infrastructure Library (ITIL) Version 2011 in order to be accepted in all levels of society including the poor in the city of Palembang. SI/IT service design based on the results of analysis of the condition and needs of SI/IT services to the business process of community service. This research uses qualitative approach method and analysis with reference standard approach using ITIL standard version 2011 in Service Design. The result of this research is in the form of the design of information system of digital service of population such as administration and population services, Family of Hope Program (PKH) services and digital archive storage services based on the Stages of Service Design in ITIL Version 2011 that has been done, namely the Service Level Management process in the form of Service Level Requirement, Service Level Agreement and Operational Level Agreement documents.
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%.

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