Articles
306 Documents
Sistem Pakar Perilaku Buruk Psikologis pada Anak dengan Metode Forward Chaining
Doddy Satrya Perbawa, Wawan Laksito, Didik Nugroho
Jurnal Ilmiah SINUS Vol 10, No 2 (2012): Juli 2012
Publisher : STMIK Sinar Nusantara
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DOI: 10.30646/sinus.v10i2.93
Expert systems solve the problem of bad behavior in children psikoligis can help a person to cope with bad behavior in children based on psychological knowledge of symptoms and complaints of the patients felt that the patient is a parent of the child, so as to take preventive and early treatment that will not cause the child to experience psychological disorders. The method of data collection that is used by the writer is observation method or of observe directly the behavior who experiences many disturbances on bad behavioural psychologic on children, interview methode and references (take from book and literature). This research contains bad behavior systems program in which the child psychologists and experts there to increase knowledge about the psychology of bad behavior in children symptoms or signs and how to overcome from psychological disorders in bad behavior. Keywords: children healthiness, psychologic
Rancang Bangun Game Edukasi “Petualangan Geometri” Berbasis Android
Andang Sapto Pramono
Jurnal Ilmiah SINUS Vol 17, No 2 (2019): Vol. 17 No. 2, Juli 2019
Publisher : STMIK Sinar Nusantara
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DOI: 10.30646/sinus.v17i2.401
Education is basically one step to improve and develop all aspects of human beings. Education is not only in the form of science, but also in the form of values, skills and attitudes, so that in education it is expected to be able to make a person intelligent, skilled and be able to behave according to the prevailing norms. Mathematics is one of the subjects taught since elementary school education. Geometry and measurement are aspects of basic competencies found in elementary school mathematics learning ranging from class I to class VI. To make a child have good geometry measurement skills, the teacher (parent, teacher or family) must have the means or media that can train children's geometry measurement skills in an interesting and fun way. The purpose of this study is to create a media to train geometry measurement capabilities, especially for class V through an Android-based application, the application created will be packaged in the form of an educational game. The game is developed using SDLC with V-models and the game will be tested through blackbox, installation tests and questionnaires.
Sistem Informasi Akademik berbasis Client Server pada SMP Negeri 2 Delanggu Klaten
Dwi Agung Nugroho Sulistyo, Didik Nugroho, Sri Siswanti
Jurnal Ilmiah SINUS Vol 10, No 1 (2012): Maret 2012
Publisher : STMIK Sinar Nusantara
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DOI: 10.30646/sinus.v10i1.137
The purpose of this paper to find academic information system in SMP Negeri Delanggu Klaten and improve the system for more effetive and efficient and also shows how the processing of data entry and reports of academic data, so it is expected to expedite the processing of academic data. The Metode use was observation techniques, interview techniques carried out directly on the research by collecting information through the media of books as library material. And sourcesof data drawn form the activities carried out in the library (Primary Data Source), these data are taken from reverensi associated with the library (Secondary Data Source). In completing these authora use a computer as a tool to generate more accurate results, relevant and valid. At the same time produce useful information and can be completed more quickly in line with expectations. The application program used is Borland Delphi 7.0 application program as tool for human as user should and can facilitate in making the statement in the program “Academic Information System based Client Keywords: Academic Information System Client Server
Penelusuran Alumni di STMIK Sinar Nusantara dengan Metode Fuzzy Model Tahani
Septi Indriyani, Muhammad Hasbi, Teguh Susyanto
Jurnal Ilmiah SINUS Vol 12, No 2 (2014): Juli 2014
Publisher : STMIK Sinar Nusantara
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DOI: 10.30646/sinus.v12i2.180
Alumni search application STMIK Sinar Nusantara using fuzzy Model Tahani algorithm for processing crisp values into fuzzy. Alumni search parameters consisting of age, duration of study, the waiting period of work, the first salary, GPA, office waiting period now, the scale of the company where the alumni work and whether or not ever leave for college and liveliness of association for college.The objective of the application is to facilitate the search of alumni based on user criteria. Application design using Data Flow Diagrams, relational database and programming language used PHP and MySQL. The result of this system has produced alumni accurate information according to the search criteria entered by the user. Keywords: Alumni search, Fuzzy Tahani, Fuzzy Database.
Implementasi Session Tracking Pada Mobile Application Dengan Menggunakan Java 2 Platform Microedition
Teguh Susyanto
Jurnal Ilmiah SINUS Vol 7, No 1 (2009): Maret 2009
Publisher : STMIK Sinar Nusantara
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DOI: 10.30646/sinus.v7i1.38
Dalam protokol HTTP, setiap koneksi data yang terjadi antara aplikasi client dengan server tidak ada keterkaitan koneksi antara halaman satu dengan halaman lainnya. Hal ini sangat bertolak belakang dengan model koneksi pada aplikasi desktop, yang memiliki kecenderungan koneksi yang terjadi bersifat persistent, dalam artian koneksi data antar client dengan server akan terus terpelihara sampai salah satunya client atau server yang memutuskan koneksi. Dengan latar permasalahan ini, pengelolaan session dalam protokol HTTP perlu penanganan khusus, terutama untuk memelihara koneksi yang terjadi antara client dengan server. Mekanisme pengelolaan sesi pada aplikasi yang memanfaatkan protokol HTTP terutama dalam aplikasi berbasis web maupun aplikasi mobile dapat dimanfaatkan untuk mengimplementasikan fasilitas shopping-cart dalam e-commerce dan juga fasilitas otentikasi user untuk memvalidasi user yang berhak mengakses aplikasi terkait privasi aplikasi. Session ini dimanfaatkan untuk memberikan kemampuan pada aplikasi untuk mengingat data transaksi yang telah dilakukan sebelumnya, meskipun user telah berpindah-pindah mengakses menu-menu aplikasi lainnya. Pada aplikasi mobile untuk mengelola koneksi data via protokol HTTP diperlukan penanganan khusus, sehingga ini yang dijadikan permasalahan yang diangkat penulis terutama penerapan mekanisme session pada aplikasi mobile berbasis Java 2 Microedition kali ini. Adapun metode yang disajikan dalam penelitian ini adalah menggunakan cookie fetch, untuk membangun fasilitas session.
IMPLEMENTASI FUZZY LOGIC DALAM SISTEM PAKAR UNTUK MENDETEKSI PENYAKIT KANKER SERVIKS
Siti Rochana, Andriani KKW, Yustina Retno Wahyu Utami
Jurnal Ilmiah SINUS Vol 15, No 1 (2017): Januari 2017
Publisher : STMIK Sinar Nusantara
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DOI: 10.30646/sinus.v15i1.259
Cervical cancer is one of the most frequent cancer in women with the incidence and death rate from cervical cancer is quite high and is expected to continue to rise. This research will be discussed how to detect cervical cancer by implementing fuzzy logic. Fuzzy logic used is fuzzy Tsukamoto. The input parameters in the form of symptoms such as bleeding, vaginal discharge, pelvic pain, weight loss, and bladder pain. Based on 10 cases tested, there were 8 cases properly, so that the system test results by 80%.Keyword : Cervical Cancer, Fuzzy Logic, Fuzzy Inference System, Tsukamoto.
Penerapan Aljabar Matrik dalam Analisa Masukan-Keluaran
Elis Rimawati
Jurnal Ilmiah SINUS Vol 5, No 1 (2007): Maret 2007
Publisher : STMIK Sinar Nusantara
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DOI: 10.30646/sinus.v5i1.71
Analisa masukan-keluaran bertolak dari anggapan bahwa suatu sistem perekonomian terdiri atas sector-sektor yang saling berkaitan. Langkah analisis dimulai dengan menyusun matriks transaksi yang menggambarkan hubungan antar sector. Matrik transaksi selanjutnya menghasilkan koefisien teknologi. Koefisien teknologi dibentuk sebagai vector kolom. Dengan operasi matrik dari vector koefisien teknologi dapat ditentukan nilai nilai keluaran.
IMPLEMENTASI KOMPRESI CITRA DIGITAL DENGAN MENGATUR KUALITAS CITRA DIGITAL
Bayu Dwi Raharja;
Paulus Harsadi
Jurnal Ilmiah SINUS Vol 16, No 2 (2018): Juli 2018
Publisher : STMIK Sinar Nusantara
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DOI: 10.30646/sinus.v16i2.363
Image is one of the most popular media used in today’s information exchange. Increased needs for the use of images must also be supported by available storage media. The imagery generated from each high-resolution camera device has a relatively large size. Image compression is a data compression application performed on digital image in order to reduce the redundancy of the data contained in the image so that it can be stored or transmitted efficiently.Image compression techniques can be grouped into two namely lossless compression and lossy compression. Lossy compression is a method to compress the image where compressed image decompression results are not the same as the original image because there is missing information, but still can be tolerated by the eye. Lossless compression is an image compression where the decompression of compressed images is the same as the original image, no information is lost. For the following image compression by reducing image quality that can still be tolerated by the eye.
Implementasi Aplikasi Pembelajaran Dasar Pada SLB B (Tunarungu Dan Wicara) Dengan Menggunakan Macromedia Flash
Dian Rustamaji, Sri Siswanti
Jurnal Ilmiah SINUS Vol 11, No 2 (2013): Juli 2013
Publisher : STMIK Sinar Nusantara
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DOI: 10.30646/sinus.v11i2.119
This learning application system is to get closer to the students on the subject matter and enhance students' understanding and clearly and can assist teachers in presenting the material to the students about learning SLB B (hearing and speech impaired).Data collection methods include interviews, observations, and literature. This study included interviews with the method to the field of learning in Extraordinary School class of B Mitra Amanda Trayu Boyolali and material about the learning that is taught to students. Observations made with the observation, recording and retrieving data involving teachers how about learning groove. While the literature carried out to obtain the relevant reference in making learning applicationsThe results of the implementation of learning applications with Macromedia Flash using the questionnaire method is by distributing questionnaires containing questions about the respondents. Questionnaire given to the teachers and students with hearing impairment and speech. The results for the teachers themselves learning applications is very helpful in presenting the material to students. Respond students with learning applications students can receive lessons well and easy to understand. Overall learning applications is feasible for children with hearing impairment and speech base class (class 1 and 2)Key words :learning application, Macromedia Flash, hearing and speech impaired
Pengaruh Pemanfaatan E-Learning Terhadap Prestasi Belajar Mahasiswa (Studi Kasus STMIK Sinar Nusantara Surakarta)
Sri Tomo, Bebas Widada
Jurnal Ilmiah SINUS Vol 12, No 1 (2014): Maret 2014
Publisher : STMIK Sinar Nusantara
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DOI: 10.30646/sinus.v12i1.151
College are required to implement the learning process by making use of information and communication technologies, facing many obstacles that are not simple. The main problem that is often faced by the college is limited infrastructure, human resources and learning resources. While the lecturers is limited knowledge about the management of e-learning, and motivation of lecturers in the use of e-learning as a learning medium. This study aims to examine the use of e-learning by faculty as instructional media and its influence on motivation, performance and student learning outcomes in higher education. This research method with a questionnaire distributed to 100 students in e-learning users STMIK Sinar Nusantara. Questionnaire was tested with validity and reliability. Hypothesis is tested using linear regression techniques. The results showed the use of e-learning affect the motivation of learning, e-learning has a positive effect on student performance, motivation to learn a positive effect on learning outcomes, Readiness positive effect on learning outcomes, and e-learning has a positive effect on student learning outcomes.Keyword : e-learning, motivation of learning, readiness, student performance, student learning outcomes