cover
Contact Name
Mesran
Contact Email
mesran.skom.mkom@gmail.com
Phone
+6285261776876
Journal Mail Official
bit.journals@gmail.com
Editorial Address
Jalan sisingamangaraja No 338, Simpang Limun, Medan, Sumatera Utara, Indonesia
Location
Kota medan,
Sumatera utara
INDONESIA
Bulletin of Information Technology (BIT)
ISSN : -     EISSN : 27220524     DOI : 10.47065/bit.v2i3.106
Core Subject : Science,
Jurnal Bulletin of Information Technology (BIT) memuat tentang artikel hasil penelitian dan kajian konseptual bidang teknik informatika, ilmu komputer dan sistem informasi. Topik utama yang diterbitkan mencakup:berisi kajian ilmiah informatika tentang : Sistem Pendukung Keputusan Sistem Pakar Sistem Informasi, Kriptografi Pemodelan dan Simulasi Jaringan Komputer Komputasi Pengolahan Citra Dan lain-lain (topik lainnya yang berhubungan dengan teknologi informasi)
Articles 18 Documents
Search results for , issue "Vol 4 No 2: Juni 2023" : 18 Documents clear
Implementasi Location Based Service Pendistribusian Bantuan Berbasis Android Yulanda Yunus; Zufrianto Dunggio; Misrawati Aprilyana Puspa
Bulletin of Information Technology (BIT) Vol 4 No 2: Juni 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v4i2.678

Abstract

The design of making an android-based aid distribution application aims to provide convenience in facilitating the village office in distributing aid by taking into account finding the distribution mileage so that the distribution process does not require large transportation costs, as well as distributing aid to the community in Nunukan Village, Bolaang Mongondow Utara Regency based on android by using location-based services. The design of this website uses the Research and Development method. This application is designed using PHP and HTML programming language software, namely Sublime Text, Java Programming Language Using Android Studio, and tools for modeling using UML (Unified Modeling Language).
Prediksi Ketebalan Powder Coating Menggunakan Algoritma SVM Dan Naïve Bayes Zaenur Rozikin; Ahmad Turmudi Zy; Antika Zahrotul Kamalia
Bulletin of Information Technology (BIT) Vol 4 No 2: Juni 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v4i2.687

Abstract

Data Mining is a method that has been widely used to make scientific discoveries from a collection of datasets which so far have only been stored without further management. In the industrial world the use of data mining methods has helped with problems that are often found in the industrial field. Data mining helps in making predictions regarding thickness quality problems in a panel box product. Data mining is very useful for finding patterns in complex manufacturing data processing processes. Especially when we talk about consumers or service users of our product panels who want the panel to have good powder coating quality. This made the researchers conduct research to find the accuracy value which would later be used as a definite reference regarding the thickness of the powder coating. The results of this test the svm algorithm is better than naïve Bayes because the data in general can be categorized as a good result which has an accuracy of 97.60%, precision 99.56% and 96.03% recall. This res ult is an illustration for consumers to ensure that the panels to be purchased are of the best quality. By showing the data that has been processed, the consumer is sure that the purchase is really valid
Sistem Pendukung Keputusan Kelayakan Pemberian Kredit Nasabah Dengan Metode Electre Marlin Lasena; Sulistiawati Rahayu Ahmad
Bulletin of Information Technology (BIT) Vol 4 No 2: Juni 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v4i2.690

Abstract

PT Hasjrat Abadi has collaborated with a financing institution to provide opportunities for vehicle ownership through credit facilities. The credit system offered by the financing institution can boost vehicle sales. However, before that, the lender must conduct a thorough consumer data analysis. This is crucial to ensure that potential customers can repay the approved vehicle loans, thereby avoiding the risk of loan defaults in the future. The process of consumer data analysis is time-consuming due to the abundance of documents involved. Additionally, field surveys are necessary to validate consumer data by applying the 5C Bank Principles (character, capital, capacity, collateral, and condition). Research Objective By implementing the Electre (Elimination and Choice Translation Reality) method in the decision support system, we can provide quick, accurate, and precise information to determine whether potential customers are eligible to purchase vehicles from PT Hasjrat Abadi through credit. This method utilizes the 5C Bank Principles (character, capital, capacity, collateral, and condition) to evaluate consumers. The method used is Research and Development (R&D), which aims to develop specific products and test their effectiveness. The research findings indicate that this system can enhance the services provided to customers at PT Hasjrat Abadi's branch in Gorontalo. Based on the data input by credit analysts, it was found that only 50 percent of the total potential customer data could be approved using the Electre method for credit applications. This facilitates faster, more accurate, and more reliable decision-making for customers.
Sistem Smart Door Lock Menggunakan Voice Recognition Berbasis Arduino Ray Fathur Rizky; Ahmad Turmudi Zy; Aswan S. Sunge
Bulletin of Information Technology (BIT) Vol 4 No 2: Juni 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v4i2.696

Abstract

Penelitian ini mencakup implementasi algoritma HMM pada smart door lock dengan menggunakan pengenalan suara berbasis Arduino. Tujuan penelitian ini adalah untuk meningkatkan keamanan pintu agar terhindar dari upaya pembobolan dan kejahatan. Saat ini, penguncian pintu rumah masih dilakukan secara manual. Dalam penelitian ini, algoritma yang digunakan adalah Hidden Markov Model. Pembuatan alat ini dilakukan dengan menggunakan bahasa pemrograman C++. Hasil penelitian ini dapat diimplementasikan dalam bentuk alat/robotik, di mana sistem dapat membuka dan menutup pintu rumah sesuai dengan rancangan yang telah direncanakan, yaitu melalui perintah suara.
Rancang Alat Pengukur Tinggi Badan Dengan Output Suara Berbasis Arduino Uno Yandri Lesmana Yandri Lesmana; Iwan Purnama; Rohani
Bulletin of Information Technology (BIT) Vol 4 No 2: Juni 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v4i2.697

Abstract

In every health test, of course, there is a measurement of height, so that a person's height can be measured, starting from the soles of the feet to the head, the height measuring device used is still manual, which uses a meter and the measurement process in done by someone to measure the height of someone who wants to know his height so that the results of these measurements require more time when the number of people measured is more than 20 people in other words the manual height meter is less effective when used during the recruitment period of new employees started. With these constraints, the authors created a tool that can measure height automatically by utilizing an Ultrasonic sensor as a measuring tool and an Arduino Uno microcontroller as a control center by displaying measurement results on a 16x2 LCD screen. In this result it can replace the manual height measuring device so that it helps the activities of workers in carrying out their noble duties to provide health services to the general public.
Pengembangan Game Puzzle Find Grass Menggunakan Algoritma Backtracking Yulyanto; Tito Sugiharto; Fikri Maudia Arsyad
Bulletin of Information Technology (BIT) Vol 4 No 2: Juni 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v4i2.703

Abstract

Game like a tools of entertainment that is enjoyed and played by many grups ranging from children. teenagers and adults. With the rapid development of technology, games are becoming more practical. For example, nowadays we no need to buy a games console like Playstation to play a games. One of the games that has a good impact to users is a game in the form of education, from the explanation above, idea arises to take research to make a game entitled “Find Grass” based on 3D perspective android. That the concept of each level of the game, user must direct or control the player, namely a rabbit looking for a grass to get to the final destination poin with limited time. In making this game requires a Backtracking Algorithm that can find the fastest path to get to a certain destination poin and later will be applied to the help system in the game. The system development method is GDLC (Game Development Life Cycle) which has stages such as initiation, pre-production , production, beta, release. For application design using UML (Unified Modeling Language ). In addition , the application to create games uses Unity 3D. The final result of the application created is a game that is compatible on smartphone devices with an android operating system at least 5.0 (Lollipop). This game has several menus including the main menu, stage menu consisting of 3 stage guide menu and exit menu.
Rancang Bangun Game Pembelajaran Operasi Dasar Matematika Menggunakan Algoritma Fisher Yattes Yulyanto; Andriasnyah; Nunu Nugraha
Bulletin of Information Technology (BIT) Vol 4 No 2: Juni 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v4i2.704

Abstract

One of the lessons regarding basic mathematical operations is found in 2nd grade material of SD Negeri 2 Randusari. In the learning process the teacher has not maximized in utilizing existing technology, especially since grade 2 elementary school. The students still tend to like to play and mathematics is considered a difficult subject. Therefore it is necessary to utilize media to be able to attract students' interest with the learning while playing method. one of them with game media. In this game the researcher applies the Fisher Yattes algorithm to each question that comes out so that students are not monotonous in playing it. The Game Development Life Cycle (GDLC) is a guideline that regulates the process of making this game with development stages including initiation, pre-production, production, alpha testing, beta testing and release. The results of the UAT test on 14 students where this game can be accepted by users by getting an average percentage value of 89.64%. In its application the Fisher Yattes algorithm succeeded in generating random values in the game and no similar questions came out repeatedly at the same level.
Rancang Bangun Aplikasi Pendataan Kendaraan Operasional Menggunakan Metode Prototipe Astri Aprilia Pratiwi; Muhammad Iqbal
Bulletin of Information Technology (BIT) Vol 4 No 2: Juni 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v4i2.714

Abstract

PT. HM Sampoerna Tbk is a leading tobacco company in Indonesia as well as an affiliate of the world's leading tobacco company, Philip Morris International, which has many operational vehicles to support the process of distributing their products but the process of managing operational vehicles for maintenance or repair is still not optimal. Operational vehicles that are poorly maintained can cause problems with the vehicle at any time, causing large losses for the company. Operational vehicle maintenance must be carried out regularly so that the company's operational activities are not disrupted and to keep the vehicle in good condition and primed for traveling to distribute the company's products. The author develops an operational vehicle data collection application using the prototype method, namely rapid software development to present an overview of existing ideas and problems and then obtain feedback from users so that prototypes can be repaired immediately. The application design uses DFD and ERD and the results obtained from this research are applications that can provide information about the history of operational vehicle repairs, remind operational vehicle data management staff to carry out periodic maintenance.

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