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Contact Name
Mesran
Contact Email
mesran.skom.mkom@gmail.com
Phone
+6282370070808
Journal Mail Official
jurnal.bulletincsr@gmail.com
Editorial Address
Jalan sisingamangaraja No 338 Medan, Indonesia
Location
Kota medan,
Sumatera utara
INDONESIA
Bulletin of Computer Science Research
ISSN : -     EISSN : 27743659     DOI : -
Core Subject : Science,
Bulletin of Computer Science Research covers the whole spectrum of Computer Science, which includes, but is not limited to : • Artificial Immune Systems, Ant Colonies, and Swarm Intelligence • Bayesian Networks and Probabilistic Reasoning • Biologically Inspired Intelligence • Brain-Computer Interfacing • Business Intelligence • Chaos theory and intelligent control systems • Clustering and Data Analysis • Complex Systems and Applications • Computational Intelligence and Soft Computing • Distributed Intelligent Systems • Database Management and Information Retrieval • Evolutionary computation and DNA/cellular/molecular computing • Expert Systems • Fault detection, Fault analysis, and Diagnostics • Fusion of Neural Networks and Fuzzy Systems • Green and Renewable Energy Systems • Human Interface, Human-Computer Interaction, Human Information Processing • Hybrid and Distributed Algorithms • High-Performance Computing • Information storage, security, integrity, privacy, and trust • Image and Speech Signal Processing • Knowledge-Based Systems, Knowledge Networks • Knowledge discovery and ontology engineering • Machine Learning, Reinforcement Learning • Networked Control Systems • Neural Networks and Applications • Natural Language Processing • Optimization and Decision Making • Pattern Classification, Recognition, speech recognition, and synthesis • Robotic Intelligence • Rough sets and granular computing • Robustness Analysis • Self-Organizing Systems • Social Intelligence • Soft computing in P2P, Grid, Cloud and Internet Computing Technologies • Support Vector Machines • Ubiquitous, grid and high-performance computing • Virtual Reality in Engineering Applications • Web and mobile Intelligence, and Big Data • Cryptography • Model and Simulation • Image Processing
Articles 5 Documents
Search results for , issue "Vol. 4 No. 3 (2024): April 2024" : 5 Documents clear
Penerapan Uji Fungsionalitas dan Uji Pengguna Augmented Reality Word Warrior Sebagai Media Ajar Kosakata Bahasa Inggris Andam Lukcyhasnita; Ferry Fachrizal; Juneidy
Bulletin of Computer Science Research Vol. 4 No. 3 (2024): April 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v4i3.301

Abstract

This research developed and tested the "Word Warrior" game based on Augmented Reality (AR), applied as an Instagram filter, as a medium for teaching English vocabulary. The method used was Research and Development (R&D) with the 4D model (Define, Design, Development, Dissemination). The study focused on functionality and user testing. Functionality testing showed that all game features worked according to specifications after several improvements. User testing involved students from Politeknik Negeri Medan, indicating that the game is easy to use and well-received, with an overall product rating of 78.5. The lowest average score was found in the game mechanics aspect, with a value of 77.5, although this aspect was still rated as good. This will serve as a basis for future evaluations and improvements to enhance the comfort and ease of use for future players. In conclusion, the AR-based "Word Warrior" game effectively serves as a vocabulary teaching medium, meeting user needs and expectations, and providing important references for the further development of AR-based educational games in the future.
Implementasi Algoritma ID3 Pada Analisa Data Pengolahan Karet Nuraini
Bulletin of Computer Science Research Vol. 4 No. 3 (2024): April 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v4i3.340

Abstract

PT. Socfindo, rubber cultivation and production is one of the main activities, where production risks play a significant role. Fluctuating rubber production and productivity are among the consequences of production risks. The production and productivity of natural rubber at Aek Pamienke PT Socfindo have experienced fluctuations from 2009 until now. There have even been instances of unmet production targets at the company. This is attributed to several production risks, such as technological usage, rainfall, pests, and diseases, resulting in a yearly decrease in total rubber processing despite consistent land area. Data mining is a process that utilizes statistical techniques, mathematics, artificial intelligence, and machine learning to extract and identify useful information and related knowledge from various large databases. The ID3 algorithm is one data mining algorithm specifically applied to decision tree techniques. By employing the classification algorithm ID3, it can assist PT. Socfindo Aek Pamienke in processing rubber processing data. In this algorithm, the selection of attributes to be processed uses information gain. In selecting attributes for object resolution within multiple data, the attributes that produce the greatest information gain must be chosen.
Implementasi Metode AHP dan SAW Menentukan Kreasi Inovasi Daur Ulang Terbaik Pada Bank Sampah Safitri, Mayang; Fakhriza, M; Dedi Irawan, Muhammad
Bulletin of Computer Science Research Vol. 4 No. 3 (2024): April 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v4i3.343

Abstract

Waste remains a significant problem in the city of Medan, even in Indonesia. Dealing with waste in the city of Medan continues to be a major task for anyone responsible for its management. However, waste can be turned into creative and innovative recycling projects that can be competed in and always be present in events related to the environment. Waste banks serve as a platform for organizing recycling competitions, but differences in priority criteria, participant data storage, and a lengthy assessment process pose challenges. Decision Support Systems (DSS) offer a solution to this issue. This research aims to identify participants deserving of winning the best recycling creativity and innovation competition. The method used to determine priority weights is the Analytical Hierarchy Process (AHP), and to rank the competition participants, the Simple Additive Weighting (SAW) method is employed.
Penerapan Metode Fisher Yates Shuffle Pada Game Edukasi Pendidikan Agama Islam Ahmad Thariq; Husaini; Apriani Pattimura
Bulletin of Computer Science Research Vol. 4 No. 3 (2024): April 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v4i3.344

Abstract

Since childhood children must be familiarized with various teachings about religion. Where in the teaching process there is a need for software that is suitable for children, namely learning software in the form of educational games. Because with the existence of educational games, learning that was originally considered troublesome, difficult, boring and tiring can be an increase in motivation for students in studying Islam besides that, the purpose of this study can provide knowledge about the basics of Islamic religious learning from an early age through educational game applications and make student learning more interesting and fun. Educational games in this system by displaying learning menu options that will be selected by the user and quiz using randomized questions. Programs needed to create this application include unity 3D which uses the C# programming language and uses additional supporting software, namely adobe photoshop CS6. For the development model using the Interactive Multimedia System of Design and Development model while for the randomized question process using the fisher yates shuffle method which consists of 40 questions but for those displayed on the quiz only 10 questions so that each question will change for each student. The results with this educational game can prevent student cheating when answering questions and can increase students' concentration and interest in learning in using educational games.
Analisis Deskriptif Penerapan Sistem Navigasi Peta Pada Video Gim ‘Grand Theft Auto: IV’ Hariz Kurniawan; Hefi Kristianto; Willy Azrieel; Ressa Priskilla; Viktor Handrianus Pranatawijaya
Bulletin of Computer Science Research Vol. 4 No. 3 (2024): April 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v4i3.349

Abstract

Grand Theft Auto IV is one of the groundbreaking installments in the renowned franchise that has shaken up the video game industry. Showcasing the captivating fictional city of Liberty City, the game entices users to explore and immerse themselves in its world. To enhance the immersive experience and facilitate exploration, the game introduces a revolutionary map navigation system. This revolutionary navigation system piqued our interest, leading us to uncover the secrets behind its success in addressing the common navigation issues faced by players over the past decade. This study aims to examine the functionality and application of artificial intelligence within this acclaimed navigation system. Utilizing a descriptive analysis method, we investigated the workings, types, and role of the pathfinding algorithms employed in the map navigation system. The system offers two navigation options, visual and audio, both powered by Dijkstra's algorithm. This algorithm calculates the shortest route between the player’s current position and the set destination. Additionally, the adaptive voice selection algorithm brings the calculated route to life through verbal instructions. In terms of performance, the visual navigation system excels with a route calculation time of 2.064 seconds, while the audio navigation system is slower at 6.009 seconds. Despite this, both navigation systems effectively assist users in navigating the complexities of Liberty City.

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