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INDONESIA
Jurnal Sintaks Logika (JSilog)
ISSN : -     EISSN : 2775412X     DOI : -
Core Subject : Science,
Jurnal Sintaks Logika (JSilog) Jurnal Penelitian Ilmiah Teknik Informatika adalah jurnal ilmiah sebagai media kajian ilmiah hasil penelitian, pemikiran dan kajian analisis-kritis mengenai penelitian bidang ilmu komputer dan teknologi. Sebagai bagian dari semangat menyebarluaskan ilmu pengetahuan hasil dari penelitian dan pemikiran untuk pengabdian pada masyarakat luas dan sebagai sumber referensi akademisi di bidang Ilmu Komputer dan Teknologi
Articles 166 Documents
Aplikasi Game Checkers Menggunakan Metode Alpha Beta Dan Minimax Givan, Muhammad; Wafiah, Andi
Jurnal Sintaks Logika Vol. 5 No. 1 (2025): Januari 2025
Publisher : Fakultas Teknik Universitas Muhammadiyah Parepare

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31850/jsilog.v5i1.3602

Abstract

One option for fun when hanging out with friends is to play checkers. Playing the game, meanwhile, may be made more difficult by its limits. The purpose of this study is to create a checkers gaming application based on the Alpha Beta and Minimax algorithms. Experimental research methods and literature review were used to collect data over a two-month period. Analysis utilizing the programming language PHP, Javascript, Web Server, Editor Visual Studio Code, and white box testing with the result V(G) = 5, as well as black box testing, reveal that the function performance is consistent with F0 logic. The study results of the Checkers Game Application give a playing experience that is tough, enjoyable, and pleasant to use rather than utilizing the physical.
Perancangan Alat Perangkap Dan Pembasmi Hama Tanaman Bawang Merah Rahim, Abdul; Basri, Muhammad
Jurnal Sintaks Logika Vol. 5 No. 1 (2025): Januari 2025
Publisher : Fakultas Teknik Universitas Muhammadiyah Parepare

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31850/jsilog.v5i1.3603

Abstract

Shallot farmers often face pest attacks that reduce crop yields. However, in shallot farming, farmers do not always achieve satisfactory results; there are times when they experience failure due to several factors, one of which is pests on shallot plants. To address this issue, this research develops an automatic pest trap tool using Internet of Things (IoT) technology. The purpose of this research is to replace the manual tool with an automatic pest trap system using the Arduino IDE application as a platform to create the tool's program, and PHP programming language for the web. The method used in this research is qualitative, with data collection carried out through direct observation on farmers' fields to gather the necessary data for building the pest trap. The research results show that the pest trap, designed with ultraviolet LED lights and controlled by Arduino, can effectively attract pests. This tool is also monitored through a web application, which is used to monitor the tool’s condition to ensure it is functioning as intended.
Absensi Perpustakaan Pengenalan Wajah Berbasis Open Computer Vision Ikmal, Ikmal; Masnur, Masnur; Hamra, Hamra
Jurnal Sintaks Logika Vol. 5 No. 1 (2025): Januari 2025
Publisher : Fakultas Teknik Universitas Muhammadiyah Parepare

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31850/jsilog.v5i1.3604

Abstract

Conventional attendance methods have shortcomings, including manual student sign-ins, which are time-consuming and result in long queues at the library. The aim of this research is to develop a library attendance system that is fast and efficient. This study employs a qualitative approach through a literature review using the Python programming language and Visual Studio Code application. The web application development results in a library attendance system utilizing facial recognition technology, with features such as: login menu, attendance menu, student menu, and recognition menu. This attendance system speeds up and simplifies the service process for students in the library.
Aplikasi Pembelajaran Sistem Pendukung Keputusan Menggunakan Metode Weighted Product Yunus, Mughaffir; Sahidin, Sudirman; Rafly Arifin, Mohammed
Jurnal Sintaks Logika Vol. 5 No. 1 (2025): Januari 2025
Publisher : Fakultas Teknik Universitas Muhammadiyah Parepare

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31850/jsilog.v5i1.3605

Abstract

tudents can develop creativity, insight, and mindset by following the trend of learning media that utilizes technology using learning media applications. The purpose of this study is to create a learning application to help students understand the concept of decision support systems. This study uses quantitative methodology based on literature studies with the weighted product method. The results of the study show that this learning application can be used by students in studying the Weighted Product Method Decision Support System, both in theory and practice. The Weighted Product method can help in making decisions with the greatest value that will be selected as the best alternative. The test results with 3 SPKs can be seen from the accuracy of the calculation of the weighted product method application which can provide accurate results in finding the best alternative decision ranking.
Monitoring Irigasi Otomatis Berbasis IoT dan Android Suwardoyo, Untung; Sanjani MK, Raf
Jurnal Sintaks Logika Vol. 5 No. 1 (2025): Januari 2025
Publisher : Fakultas Teknik Universitas Muhammadiyah Parepare

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31850/jsilog.v5i1.3606

Abstract

Irrigation management is still often done manually, especially in Pinrang Regency. Managing irrigation efficiently has challenges due to distance and unpredictable weather conditions. The purpose of this design is to make it easier to open and close irrigation doors through Android. The method used is an experimental method with a design using Internet of Things-based tools and Android applications. The test results show that the system prototype can operate the automatic irrigation gate according to the required water height and volume. The design proves that it can be an effective and efficient solution in irrigation management.
Sistem Pakar Berbasis Backward Chaining untuk Meningkatkan Ketahanan Tanaman Jagung Esther Rumagit, Silviani; Lumentut, Hence; Alfons Ansanay, Yohanis
Jurnal Sintaks Logika Vol. 5 No. 2 (2025): Mei 2025
Publisher : Fakultas Teknik Universitas Muhammadiyah Parepare

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31850/jsilog.v5i2.3689

Abstract

Corn is one of the leading food commodities in Indonesia, and it has a vital role in national food security. However, corn productivity often decreases due to the attacks of various types of plant diseases. Limited knowledge of farmers about the symptoms and types of corn diseases is one of the obstacles to proper and fast handling. Therefore, this study aims to build an expert system that can assist farmers in diagnosing corn diseases based on the symptoms shown. This system uses the Backward Chaining method, which tracks logic from conclusions (disease hypotheses) to the facts (symptoms) that support it. The tracing process is carried out until the appropriate facts are found to decide on the diagnosis of the disease. The system design is carried out using the prototype system development method. The testing is carried out by the Black Box Testing method to ensure that all system functions run as expected. The test results show that this expert system can provide accurate diagnoses, assist users in recognizing the type of corn disease, and provide treatment advice. Hopefully, this system can increase the effectiveness of handling corn diseases and support crop productivity.
Perancangan Game Edukasi Pengenalan Bagian Tubuh Manusia Dengan Bahasa Hubula-Indonesia Beedwel Lumentut, Hence; Karen Tuuk, Gabriela; Meage, Yopi
Jurnal Sintaks Logika Vol. 5 No. 2 (2025): Mei 2025
Publisher : Fakultas Teknik Universitas Muhammadiyah Parepare

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31850/jsilog.v5i2.3742

Abstract

Along with the development of information technology, various areas of life have undergone significant transformations, including in the education sector. The information technology use in the teaching and learning process has been proven to improve the quality of learning, especially in early childhood education. This research aims to develop a Rapid Application Development (RAD) educational game that introduces human body parts using Hubula and Indonesian, the local language used by the Wamena people. The prototype development method was used to create an early model of the game as an alternative interactive media that was more interesting than conventional book-based learning methods. This game is expected to increase students' interest and understanding of the anatomy of the human body in a more effective and fun way. In addition, using regional languages in learning media is also an effort to preserve local culture. With an interactive and innovative approach, this game prototype serves as a learning tool to introduce regional cultural values to the younger generation. The results of this development show the great potential of integrating technology and culture in improving the quality of education.
Implementasi Hand Gesture Recognition Berbasis Computer Vision untuk Kontrol Permainan Subway Surfers Ahmad Rifa'i; Febria Wardhani, Dyah
Jurnal Sintaks Logika Vol. 5 No. 2 (2025): Mei 2025
Publisher : Fakultas Teknik Universitas Muhammadiyah Parepare

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31850/jsilog.v5i2.3772

Abstract

The advancement of computer vision has created new possibilities for human-computer interaction, especially in digital games. This study develops a hand gesture-based control system for Subway Surfers using computer vision. The system enables players to control the game character through hand gestures captured by a camera, eliminating the need for conventional input devices like keyboards or touchscreens. The methodology involves capturing gesture data, processing images to extract gesture features, implementing a recognition model using MediaPipe Hands and Convolutional Neural Network (CNN), and integrating the system with the game via input control emulation. Testing evaluates gesture recognition accuracy, system responsiveness, and user experience. Results show the system achieves an average accuracy of 85% under stable lighting and a response time of 100–150 ms, which is acceptable for real-time gameplay. These findings indicate that hand gesture-based controls using computer vision are feasible and effective for controlling Subway Surfers. This research contributes to the development of more immersive human-computer interaction, particularly in gaming and interactive applications.
Perkembangan Kecerdasan Buatan Dalam Industri Video Game Izza, Muhammad Gausan; Febria Wardhani, Dyah
Jurnal Sintaks Logika Vol. 5 No. 2 (2025): Mei 2025
Publisher : Fakultas Teknik Universitas Muhammadiyah Parepare

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31850/jsilog.v5i2.3773

Abstract

Abstract Artificial Intelligence (AI) has played an increasingly significant role in the video game industry, providing more dynamic and realistic gaming experiences. This research discussed the development of AI in video games, spanning from basic techniques to advanced algorithms. Over the past decades, AI has evolved from simple scripts into systems capable of learning and adapting through machine learning and neural network-based approaches. The application of AI in video games has included enhancing the behavior of non-playable characters (NPCs), optimizing game mechanics, and personalizing user experiences. Furthermore, AI has been utilized in procedural content generation (PCG) to automatically create expansive and diverse game worlds. This article also explored the challenges and future prospects of AI within the gaming industry, encompassing the ethics of AI implementation and its influence on game design. It was concluded that advancements in AI technology are expected to continue to elevate the interactivity and complexity of games, thereby creating more immersive experiences for players.
Pemanfaatan AI Dalam Dunia Game Ahmad Padla Kamal; Febria Wardhani, Dyah
Jurnal Sintaks Logika Vol. 5 No. 2 (2025): Mei 2025
Publisher : Fakultas Teknik Universitas Muhammadiyah Parepare

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31850/jsilog.v5i2.3774

Abstract

The utilization of artificial intelligence (AI) in the gaming industry has significantly advanced, impacting gameplay experience, game development, and player interaction. This study analyzes AI applications in various aspects of the industry, including the development of non-player characters (NPCs), enhancement of gameplay realism, and optimization of game design, using literature review and analysis of modern implementations. The findings reveal that AI enhances NPC intelligence, enables more adaptive and challenging gameplay, and supports developers in procedural design and testing. Moreover, AI processes player data to deliver personalized and dynamic experiences. In conclusion, AI fosters innovation and efficiency in game development, though challenges such as balancing AI with player engagement and addressing ethical concerns in data usage must be considered for sustainable and responsible growth.