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Nizirwan Anwar
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INDONESIA
Jurnal Algoritma, Logika dan Komputasi
ISSN : 2620620X     EISSN : 26219840     DOI : http://dx.doi.org/10.30813/j-alu.v1i1.1107
Jurnal Algoritma, Logika dan Komputasi (Jurnal ALU) adalah jurnal Program Studi Teknik Informatika, yang berisikan kumpulan hasil penelitian dosen, penelitian dosen dan mahasiswa, penelitian mahasiswa yang disusun dalam bentuk artikel penelitian. Jurnal Algoritma, Logika dan Komputasi(Jurnal ALU) adalah jurnal Program Studi Teknik Informatika, yang berisikan kumpulan hasil penelitian dosen, penelitian dosen dan mahasiswa, penelitian mahasiswa yang disusun dalam bentuk artikel penelitian.
Articles 79 Documents
IMPLEMENTASI ALGORITMA FUZZY MAMDANI DAN FISHER-YATES SHUFFLE PADA GAME CITY STREET RUN Chandra, Kelvin; Sipayung, Evasaria Magdalena
Jurnal Algoritma, Logika dan Komputasi Vol 7, No 2 (2024)
Publisher : Universitas Bunda Mulia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30813/j-alu.v7i2.7876

Abstract

This City Street Run game is made by taking a city street background and characters running to collect coins and pass obstacles to get the highest score. The character will run through object obstacles in the form of orange cones and red barriers while collecting coins which will affect the player's score. The reason the author makes this game is that it is expected to improve thinking power, improve concentration, solve problems and improve brain memory. This study uses the Mamdani Fuzzy Algorithm because this algorithm can make scores affect the character's running speed. Then this research also uses the Fisher-Yates Shuffle Algorithm so that coins can be spawned randomly in the City Street Run game. As well as implementing the Multimedia Development Life Cycle Method for the City Street Run game because the City Street Run game combines text, images and audio. Based on the test results with Black Box Testing, it can be concluded that all the features contained in the City Street Run game have run as expected and based on the test results with User Acceptance Testing through a questionnaire, with a percentage value of 85.5%, so it can be concluded that the City Street Run game is classified as very good and can be accepted and played by users. Based on these results, it can be concluded that the design of the City Street Run game was successfully implemented using the Multimedia Development Life Cycle method, the fuzzy mamdani algorithm and the Fisher-Yates Shuffle algorithm.
PERANCANGAN 3D VIDEO GAME AKSI BERCORAK BUDAYA INDONESIA DENGAN PENDEKATAN UI/UX Hadi, Farhan Hidayatul; Nadya, Nadya
Jurnal Algoritma, Logika dan Komputasi Vol 7, No 2 (2024)
Publisher : Universitas Bunda Mulia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30813/j-alu.v7i2.8030

Abstract

 The rapid growth of technology and the gaming industry in Indonesia, along with the increasing number of gamers, presents a significant opportunity to promote local culture. As Indonesia ranks third in the world for the number of gamers, a major challenge is the inadequate representation of local culture, often skewed towards international markets. Local game developers face barriers such as a lack of formal education and difficulties in creating culturally accurate content, despite efforts by the government and studios to enhance cultural representation. This study employs a qualitative-descriptive approach, utilizing data collection methods including interviews, observations, document studies, literature reviews, and questionnaires. The design methodology used is the Multimedia Development Life Cycle, focusing on creating a UI/UX that reflects Javanese culture and employing low poly 3D modeling to ensure accessibility and an engaging visual experience. The game titled "Mahesa: The Darkness of Ruins" is designed to increase awareness among the younger generation of Indonesian culture through local cultural elements and appealing design. Through this game, the author aims to introduce Indonesian culture to the international stage, advance the local gaming industry, and contribute to cultural preservation.
OPTIMASI PERTANIAN DI BEKASI UTARA: PREDIKSI CURAH HUJAN DAN REKOMENDASI TANAMAN DENGAN MENGGUNAKAN MODEL REGRESI LINIER Pangestu, Matias Indra; Ginting, Jusia Amanda; Suryantara, I Gusti Ngurah; Marvelino, Matthew
Jurnal Algoritma, Logika dan Komputasi Vol 7, No 2 (2024)
Publisher : Universitas Bunda Mulia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30813/j-alu.v7i2.8081

Abstract

Ketidakpastian dan variabilitas curah hujan merupakan tantangan utama bagi petani dalam menentukan waktu tanam dan jenis tanaman yang paling sesuai untuk kondisi cuaca yang berubah-ubah. Sistem yang dibangun dalam penelitian ini menggunakan data historis curah hujan, parameter iklim, dan informasi varietas tanaman yang dikumpulkan dari wilayah Bekasi Utara. Proses pengumpulan data dilakukan dengan menggunakan citra satelit Landsat 8 dan dataset curah hujan CHIRPS yang kemudian diolah menggunakan bahasa pemrograman Python. Metode machine learning diterapkan untuk memproses dan menganalisis data tersebut guna membangun model prediksi yang akurat. Hasil penelitian menunjukkan bahwa sistem prediksi curah hujan yang dikembangkan mampu memberikan prakiraan curah hujan yang cukup akurat. Selain itu, sistem ini juga dapat memberikan rekomendasi tanaman optimal berdasarkan kondisi iklim dan prediksi curah hujan, yang diharapkan dapat membantu petani dalam meningkatkan hasil panen dan ketahanan pangan di wilayah tersebut. Penelitian ini menyimpulkan bahwa integrasi antara data satelit, analisis iklim, dan metode machine learning dapat menjadi alat yang efektif dalam membantu pengambilan keputusan pertanian yang lebih baik. Sistem yang dikembangkan juga memiliki potensi untuk diimplementasikan di wilayah lain dengan kondisi serupa, setelah dilakukan penyesuaian data lokal.
PENENTUAN AREA WAJAH MENGGUNAKAN ALGORITMA VIOLA-JONES UNTUK APLIKASI MANIPULASI WARNA CITRA DIGITAL Rainhard, Rainhard; Mulyana, Teady Matius Surya
Jurnal Algoritma, Logika dan Komputasi Vol 8, No 1 (2025): Jurnal ALU, Maret 2025
Publisher : Universitas Bunda Mulia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30813/j-alu.v8i1.8152

Abstract

 Nowadays, many smartphones have a high-resolution camera module thus giving them ability to take photo and store it as digital image, with enormous size and dimension. Capturing photo with smartphone is also getting more common and some of the photo contain a subject of human face.The Objective of this research is to implementing the Viola-Jones Object Detection Algorithm to a colour manipulation application for digital image that has been produced by smartphone. Object Detection is a branch of Computer Vision that used to detect the presence of an object using feature or template. In this research, Viola-Jones will be used for detecting the presence of human face on a digital image. The Result of this research is that the Viola-Jones Object Detection Algorithm can be implemented to the digital image colour manipulation application. This application can detect the presence of human face on the digital image.The Conclusion of this research is that Viola-Jones algorithm is able to detect the presence of human face on the smartphone-produced digital image with 93% detection accuracy, based on the ratio of the total amount of face detected by the total amount of real face presence. Proven with the testing of  20 types of digital image with one face, and many faces.
PENGEMBANGAN GAME VISUAL NOVEL "BRENHAN SUCCESS STORY" MENGGUNAKAN METODE MULTIMEDIA DEVELOPMENT LIFE CYCLE Saputra, Rangga; Agustinus, Nicholas; Nurken, Brenhan Mahathasvira; Manando, Evans; Sutanto, Kurniawan
Jurnal Algoritma, Logika dan Komputasi Vol 8, No 1 (2025): Jurnal ALU, Maret 2025
Publisher : Universitas Bunda Mulia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30813/j-alu.v8i1.8149

Abstract

Video game kini telah menjadi bagian dalam era teknologi saat ini, dimana para penggunanya dapat memainkan video game pada waktu luang mereka sebagai sebuah hiburan. Perkembangan industri video game adalah salah satu perkembangan paling pesat dalam beberapa tahun terakhir, dimana pada awalnya video game yang dimainkan oleh anak-anak dan remaja telah menjadi permainan untuk semua umur. Salah satu genre yang menarik dalam dunia video game adalah visual novel, yang memadukan unsur naratif dengan gameplay interaktif. Game visual novel dapat digunakan sebagai media pembelajaran karena dapat menyampaikan informasi dengan menarik dan edukatif. Walaupun sudah banyak game visual novel yang ada di pasaran, namun didapati masih sedikit yang bertemakan edukasi dan motivasi. Oleh karena itu, game visual novel ini dikembangkan untuk memberikan motivasi kepada mahasiswa baru dalam menjalankan perkuliahan. Game visual novel ini dikembangkan dengan metode Multimedia Development Life Cycle yang terdiri atas enam tahap, yaitu Concept, Design, Material Collecting, Assembly, Testing, dan Distribution. Pengembangan game visual novel ini telah melalui perancangan storyboard pada tahapan Design, pengumpulan aset dalam Material Collecting, dikembangkan dalam tahapan Assembly dengan software Unity. Setelah game ini selesai dikembangkan, maka dilakukan pengujian pada tahapan Testing yang memastikan gameplay sudah berfungsi sebagaimana harusnya, dan akhirnya didistribusikan secara luas pada tahap Distribution.
Classification Of Student Mental Health Based On Academic And Social Variables Using The Decision Tree Method Anggreani, Desi; Danuputri, Chyquitha; Hayat, Muhyiddin A M; Setiawan, Dedi
Jurnal Algoritma, Logika dan Komputasi Vol 8, No 1 (2025): Jurnal ALU, Maret 2025
Publisher : Universitas Bunda Mulia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30813/j-alu.v8i1.8652

Abstract

Mental health problems are suffered by many people, including students who often have poor lifestyles. Depression and anxiety are widespread among students, with all universities reporting students with depression and 75.5% reporting students with severe anxiety. This research aims to determine the classification of student mental health based on academic and social by using the Decision Tree method so that early treatment can be carried out. The dataset used consists of 11 aspects concerning academic and social. The data that has been collected is processed through the preprocessing stage and analyzed using the Decision Tree classification method. The classification results showed that out of 973 students who did not suffer from depression, the method classified them correctly. In addition, of the 104 college students who were classified as suffering from major depression, all of them were actually suffering from major depression. The agreement between the classification results and the actual condition shows the reliability of this method, with an accuracy rate of 76.71%. This research underscores the importance of academic and social variables in influencing students' mental health. The findings confirm the reliability of the Decision Tree method in detecting students' mental state and point to the need for effective counseling services and mental health interventions in campus and social environments. 
CONGESTION-PRONE POINT CLASSIFICATION SYSTEM USING SOM METHOD ANDROID-BASED A M Hayat, Muhyiddin
Jurnal Algoritma, Logika dan Komputasi Vol 8, No 1 (2025): Jurnal ALU, Maret 2025
Publisher : Universitas Bunda Mulia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30813/j-alu.v8i1.8764

Abstract

Urban traffic congestion has emerged as a significant challenge, primarily driven by rapid urban expansion and increasing vehicle usage. This study presents the development of a congestion-prone point classification system utilizing the Self-Organizing Maps (SOM) algorithm, integrated into an android-based mobile application. The primary objective is to facilitate the real-time detection and visualization of traffic density hotspots using unsupervised machine learning techniques. Traffic-related data comprising vehicle volume, type distribution, and geospatial coordinates are systematically collected, preprocessed, and transformed into multidimensional feature vectors. These vectors are processed using the SOM algorithm to uncover latent congestion patterns across various road segments. Testing results indicate that the proposed model is capable of accurately identifying congestion-prone areas, which are subsequently visualized within the mobile application using a colour-coded map interface. This integration provides commuters and traffic management authorities with actionable, data-driven insights to support route optimization and congestion alleviation strategies. Overall, the proposed system contributes to the advancement of intelligent transportation infrastructure within the broader framework of smart city development.
PERANCANGAN DAN ANALISIS DATA WAREHOUSE MENGGUNAKAN NINE STEP DESIGN PADA PERUSAHAAN SKY Thenata, Angelina Pramana; Agus, Agus; Sinata, Frans
Jurnal Algoritma, Logika dan Komputasi Vol 8, No 1 (2025): Jurnal ALU, Maret 2025
Publisher : Universitas Bunda Mulia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30813/j-alu.v8i1.8250

Abstract

Perkembangan dunia teknologi informasi yang sudah semakin pesat memberikan dampak yang besar pada perusahaan, terutama dalam dunia bisnis yang semakin sulit untuk bersaing. Perusahaan Sky merupakan perusahaan yang bergerak di bidang penjualan aksesoris variasi kendaraan roda dua. Perusahaan ini masih menggunakan cara yang konvensional dalam proses mencatat transaksi penjualan, sehingga membutuhkan waktu yang lama dalam mengolah data tersebut. Sebuah data warehouse berfungsi untuk mengkonsolidasikan dan meringkas data perusahaan yang berbeda sehingga dapat membantu para pemimpin/manajer menganalisis data yang ada untuk membuat keputusan strategis dengan cepat dan akurat. Berdasarkan permasalahan tersebut penelitian ini bertujuan untuk merancang dan mengimplementasikan data warehouse menggunakan metode Nine Step Design serta menyajikan hasil analisisnya melalui visualisasi guna mendukung pengambilan keputusan strategis di perusahaan Sky. Adapun perancangan data warehouse ini menggunakan pemodelan data skema bintang dan proses migrasi database ke dalam data warehouse (ETL) dengan menggunakan aplikasi Pentaho Data Integration. Kemudian dalam pengolahan dan analisis data menggunakan OLAP (On-Line Analytical Processing) dengan menggunakan aplikasi Tableau. Hasil penelitian ini berupa 3 tabel dimensi dan 1 tabel fakta, yaitu dimensi waktu, dimensi produk, dimensi admin, dan fakta transaksi. Perancangan data warehouse pada perusahaan Sky ini membantu perusahaan dalam menunjukkan perkembangan transaksi bulanan, dan tahunan. Hasil tersebut dapat meningkatkan mutu pelayanan perusahaan, serta dapat menjadi landasan dalam pengambilan keputusan untuk menentukan strategi penjualan dan perencanaan stok bulanan atau tahunan.
KOMPARASI FRAMEWORK AGILE DENGAN METODE FUNCTION POINT DALAM PENGEMBANGAN APLIKASI MOBILE Widyaningrum, Destriana; Lumba, Ester; Suryantara, I Gusti Ngurah
Jurnal Algoritma, Logika dan Komputasi Vol 8, No 1 (2025): Jurnal ALU, Maret 2025
Publisher : Universitas Bunda Mulia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30813/j-alu.v8i1.8780

Abstract

 This study aims to evaluate the effectiveness of two Agile methodologies—Scrum and Extreme Programming (XP)—in the development of a mobile application for online examinations. In the context of rapidly changing requirements and the need for flexibility, Agile-based software development approaches are highly relevant, particularly for small to medium-scale projects. This research adopts a qualitative case study approach, supported by quantitative analysis using Function Point (FP) to provide an objective comparison of productivity between the two methods.The results show that XP produced 85 Function Points in 120 working hours, achieving a productivity rate of 0.708 FP per hour. In comparison, Scrum produced 75 Function Points in 110 working hours, with a productivity rate of 0.682 FP per hour. Although the difference is relatively small, the data suggests that XP is slightly more efficient in delivering system functionalities within a given time frame. Qualitative findings from interviews and observations also indicate that XP is more adaptive to changes and promotes stronger technical collaboration among team members, particularly through practices like pair programming and continuous refactoring. On the other hand, Scrum offers a more structured workflow through sprint planning and backlog grooming, which supports better task management and documentation.Based on these findings, it can be concluded that XP is more effective in project environments that require rapid iteration and high flexibility, while Scrum remains advantageous for structured project planning. The selection of methodology should be aligned with the project's characteristics, team dynamics, and development goals.