cover
Contact Name
Alam Rahmatulloh
Contact Email
alam@unsil.ac.id
Phone
+6285223519009
Journal Mail Official
innovatics@unsil.ac.id
Editorial Address
Program Studi Informatika Fakultas Teknik Universitas Siliwangi Jl. Siliwangi No. 24 Tasikmalaya, Jawa Barat
Location
Kota tasikmalaya,
Jawa barat
INDONESIA
Innovation in Research of Informatics (INNOVATICS)
Published by Universitas Siliwangi
ISSN : -     EISSN : 26568993     DOI : -
Innovation in Research of Informatics (Innovatics) merupakan Jurnal Informatika yang bertujuan untuk mengembangkan penelitian di bidang: Machine Learning Computer Vision Internet of Things Information System and Technology Natural Language Processing Image Processing Network Security Geographic Information System Knowledge based Computer Graphic Cyber Security IT Governance Data Mining Game Development Digital Forensic Business Intelligence Pattern Recognization Virtual & Augmented Reality Virtualization Enterprise Application Self-Adaptive Systems Human Computer Interaction Cloud Computing Mobile Application Innovatics adalah jurnal peer-review yang ditulis dalam bahasa Indonesia yang diterbitkan dua kali dalam setahun mulai dari Vol. 1 No.1 Maret 2019 (Maret, dan September) dengan proses peninjauan menggunakan double-blind review.
Articles 6 Documents
Search results for , issue "Vol 1, No 2 (2019): September 2019" : 6 Documents clear
Pemodelan Data Mining Decision Tree Dengan Classification Error Untuk Seleksi Calon Anggota Tim Paduan Suara Patmi Kasih
Innovation in Research of Informatics (INNOVATICS) Vol 1, No 2 (2019): September 2019
Publisher : Informatika Universitas Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37058/innovatics.v1i2.918

Abstract

Proses penerimaan anggota baru dalam suatu tim membutuhkan kejelasan kriteria penilaian dan ketepatan proses dalam penilaiannya. Demikian juga yang diinginkan oleh Pembina Tim Paduan Suara Harmoni Nusantara di Universitas Nusantara PGRI Kediri. Selama ini proses seleksi penerimaan anggota tim dilakukan secara konvensional dengan wawancara dan tes suara secara langsung. Untuk memutuskan seorang peserta seleksi diterima atau tidak, tim pembina harus melakukan diskusi yang tidak jarang terjadi membawa perselisihan antar pembina saat peserta yang satu mempunyai hasil yang sama atau berimbang dengan peserta seleksi yang lain. Oleh karena itu diperlukan suatu sistem (aplikasi) dengan implementasi algoritma tertentu yang dapat membantu dalam melakukan proses seleksi anggota baru. Untuk mewujudkan sistem yang direncanakan dilakukan pemodelan algoritma decision tree dengan konsep classification error untuk menganalisa algoritma yang cocok untuk dijadikan algoritma bantu dalam pengambilan keputusan. Pemodelan decision tree dengan konsep classification error dilakukan dengan data trainng sejumlah 60 record dengan atribut input gender, interprestasi, teknik, penampilan, komitmen, oktaf. Kelas target yang ditentukan adalah diterima atau tidak diterima. Berdasarkan pemodelan yang dilakukan diperoleh pohon keputusan yang menghasilkan 5 (lima) rule’s base yang mengcover semua record pada data training. Sehingga dapat disimpulkan bahwa decision tree dengan konsep classification error dapat digunakan sebagai algoritma bantu yang akan diimplementasikan dalam sistem (aplikasi) bantu seleksi anggota baru Tim Paduan Suara Harmoni Nusantara pada Univeritas Nusantara PGRI Kediri yang direncanakan.
Sistem Pakar Menentukan Maksimal Kalori Harian Berbasis Mobile Teddy Santya; Cosmas Eko Suharyanto; Pastima Simanjuntak; Alex Alfandianto
Innovation in Research of Informatics (INNOVATICS) Vol 1, No 2 (2019): September 2019
Publisher : Informatika Universitas Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37058/innovatics.v1i2.920

Abstract

The study was conducted because of many concerning event happened in purpose of losing weight in improper methods. By the flow of time with technologies developed in this century, Smartphone became one of necessity because of the feature by many applications which helps a lot in our everyday life of humanity. The Researcher conducted this research of mobile-based application expert system which helps people properly losing their weight, this expert system is a supporting utility for taking care of dietary habit based on the amount of calorie limit calculated by this system, and recommends suitable and healthy food for users. This system is built with React Native framework. The calculation in this system is based on information of weight, height, and age provided by users, and all prediction will not be done without the provided information and every calculation is handled by web-based server-side processing which is developed using Laravel Framework. Inference method used by the researcher is Forward Chaining. This expert system will validate user's requirement to start working on losing weight by using Forward Chaining Inference method. Every successfully registered user will be able to view their calculated information by this system which is maximum calorie value, and list of healthy and recommended foods information provided by the expert herself. From the test results, the Expert System can solve the problem of giving a way to run a proper diet program by adjusting the diet with the calories needed.
Sistem Kendali dan Monitoring Pada Rumah Pintar Berbasis Internet of Things (IoT) Ruuhwan Ruuhwan; Randi Rizal; Indra Karyana
Innovation in Research of Informatics (INNOVATICS) Vol 1, No 2 (2019): September 2019
Publisher : Informatika Universitas Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37058/innovatics.v1i2.877

Abstract

The Smart Home system consists of control, monitoring and automation devices that can be accessed from anywhere as long as there is an internet connection. In Smart Home, several devices or home appliances that can be accessed through android-based applications such as temperature monitoring, gas intensity, fire identification and automatic monitoring of door conditions. This research aims to design and create a smart home system based on the IoT concept. The research methodology uses an experimental methodology. The design of this system is made using an Android smartphone, Arduino microcontroller, Ethernet shield, relay module, fire sensor, temperature sensor (LM35), gas sensor (MQ6), and magnetic sensor. The results of this study are monitoring and control systems on smart homes by utilizing an already available Web service called Teleduino. This web service functions as an intermediary between an Android device and the Arduino microcontroller. The Arduino Microcontroller requires an additional device called the Ethernet Shield to connect Arduino to the Internet that is connected directly to the Teleduino web service.
Perancangan Game Matematika Sebagai Media Pembelajaran Berbasis Android Yulia Yulia
Innovation in Research of Informatics (INNOVATICS) Vol 1, No 2 (2019): September 2019
Publisher : Informatika Universitas Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37058/innovatics.v1i2.929

Abstract

One technology that is developing very rapidly now is information technology and mobile communication (mobile). Mathematics is a science that is widely used in everyday life such as used in trade transactions, carpentry, and so forth. But unfortunately mathematics is considered a difficult subject to understand and is considered terrible by some students who do not like the subject. Like what happened at 004 Batu Aji State Elementary School in Batam. In addition, learning techniques are a bit rigid, because they only come from textbooks. Therefore an educational game was made by incorporating elements of mathematics learning in it to make it look interesting and increase students' interest in learning mathematics. The game to be built is an android-based math education game for grade 2 elementary school students. The variable indicators used are addition, subtraction, multiplication, division, and image installation. By incorporating elements of learning in it, the game can be used as an instructional system using mobile devices. The purpose of this study is to apply and develop mathematics learning media in the form of an android-based educational game in the hope that it can improve the ability to count quickly, add insight and memory to students. From the survey results obtained from elementary school student questionnaire 93.4% were satisfied with the Android-based mathematics education game application that was designed. 
Ekstraksi Citra menggunakan Metode GLCM dan KNN untuk Identifikasi Jenis Anggrek (Orchidaceae) Danar Putra Pamungkas
Innovation in Research of Informatics (INNOVATICS) Vol 1, No 2 (2019): September 2019
Publisher : Informatika Universitas Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37058/innovatics.v1i2.872

Abstract

Orchidaceae is the Latin name of an orchid that has various shapes, colors and sizes of flowers with unique features. The shape and color of the lips or labellum is a unique orchid that is a differentiator from other plants. In general, the types of orchids have similar colors, textures and flower petals, this causes a person to have difficulty identifying orchid species, especially people who do not know the characteristics of some types of orchids. Therefore the process of identifying orchids needs to be done automatically with a computer system so that it is expected to make it easier to identify the types of orchids. In this study using the GLCM method for feature extraction and KNN method for the process of identifying orchids or orchidaceae. Stages of identification of orchid images are changing the initial size of the image, conversion into gray degrees, median filters, feature extraction of the GLCM method and identification with the KNN method. The success rate of identifying Orchidaceae or orchids reaches 80% with an average of 77%. K value influences the success rate of identification, the greater the K value the smaller the accuracy.
Penerapan Metode Rapid Application Development (RAD) Dalam Perancangan Media Pembelajaran Multimedia Ellbert Hutabri
Innovation in Research of Informatics (INNOVATICS) Vol 1, No 2 (2019): September 2019
Publisher : Informatika Universitas Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37058/innovatics.v1i2.932

Abstract

Multimedia learning media is one of the learning media used in the teaching-learning process. Based on the results of observations made on simulation subjects and digital communication shows several obstacles in the learning process such as the level of student understanding of subject matter is still low, the level of student activity and the media used are still less varied because the learning process is still fixated with books and not available media multimedia learning in simulation subjects and digital communication. The method used is the RAD (Rapid Application Development) method with object oriented approach and uses UML as a tool for media development. Based on the results of the trial, the media designed can attract the attention of students when studying, and in hrapakan can increase student grades in simdig subjects.

Page 1 of 1 | Total Record : 6