cover
Contact Name
-
Contact Email
-
Phone
-
Journal Mail Official
-
Editorial Address
-
Location
Kota makassar,
Sulawesi selatan
INDONESIA
Jurnal Inspiration
ISSN : -     EISSN : -     DOI : -
Core Subject : Education,
Arjuna Subject : -
Articles 197 Documents
Klasifikasi Tingkat Kematangan Buah Berdasarkan Warna dan Tekstur Menggunakan Metode K-Nearest Neighbor dan Nearest Mena Classifier Irwan Siswanto; Ema Utami; Suwanto Raharjo
Inspiration: Jurnal Teknologi Informasi dan Komunikasi Vol 10, No 1 (2020): Jurnal Inspiration Volume 10 Issue 1
Publisher : STMIK AKBA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35585/inspir.v10i1.2559

Abstract

Buah apel merupakan tanaman yang biasa tumbuh di iklim sub tropis, berdasarkan data yang dirilis oleh direktorat jenderal holtikultura kementrian pertanian tahun 2015, produk pertanian apel memiliki kontribusi yang cukup tinggi di tahun 2014. Hal ini ditunjukan bahwa buah apel di pulau Jawa telah diproduksi sebanyak 242.763 ton dari 249.915 ton produksi di Indonesia. Salah satu jenis apel yaitu apel manalagi, memiliki ciri yang berbeda dari apel-apel lainnya yaitu terdapat pada tingkat warna kematangan buah tersebut. dibutuhkan suatu teknologi yang dapat menentukan nilai tingkat akurasi dari pengklasifikasian kematangan buah apel manalagi sehingga memperoleh nilai yang konsisten. Teknologi saat ini memungkinkan untuk melakukan klasifikasi citra digital, Dan berdasarkan beberapa kelas berdasarkan mutu dan perlu dilakukan penelitian ini untuk mengimplementasikan dan menguji akurasi dari metode K-Nearest Neighbor (KNN) dan Nearest Mean Classifier (NMC) untuk klasifikasi tingkat kematangan buah apel berdasarkan karakteristik bentuk dan warna buah dengan harapan nilai akurasi metode NMC lebih dari 87% sehingga dapat membuktikan bahwa metode tersebut lebih unggul daripada metode KNN berdasarkan penelitian sebelumnya.Berdasarkan hasil pengujian diatas dapat diketahui Algoritma K-Nearest Neighbor dapat melakukan klasifikasi tingkat kematangan buah apel manalagi dengan tingkat nilai akurasi paling tinggi adalah dengan menggunakan fitur warna saja dan  kombinasi fitur warna dan tekstur dengan masing-masing menggunakan 1-NN yang menghasilkan persentase kebenaran 73 persen. Hasil pengujian Akurasi yang diperoleh secara global menggunakan Nearest mean  classifier menghasilkan tingkat akurasi sebanyak 70 persen. 
Analisa Permasalahan Berbagai Platform Pinjaman Daring (Peer-To-Peer Lending) Dan Penanganannya Di Indonesia Rahmat Hidayat; Hapsari Wulandari; Yumna Cahyaning; Ardhi Dwi Firmansyah; Brilliant Hartono; Rainal Yusril; Nur Aini Rakhmawati
Inspiration: Jurnal Teknologi Informasi dan Komunikasi Vol 10, No 1 (2020): Jurnal Inspiration Volume 10 Issue 1
Publisher : STMIK AKBA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35585/inspir.v10i1.2538

Abstract

Perkembangan teknologi informasi pada saat ini memiliki peran penting terhadap kebutuhan masyarakat. Adanya tuntutan pemenuhan kebutuhan yang meningkat dalam masyarakat menjadi salah satu faktor berdirinya perusahaan-perusahaan yang bergerak dalam peminjaman uang. Pertumbuhan teknologi yang semakin pesat menjadikan peminjaman uang semakin dipermudah, salah satunya peminjaman uang secara daring. Melalui data-data yang penulis dapatkan, masih terbuka celah bagi perusahaan yang berniat menyelewengkan tujuan dari adanya peminjaman secara daring. Pada penelitian ini akan dianalisa kasus pinjaman daring serta penangannya. Tujuan penelitian ini adalah untuk menganalisis perkembangan teknologi khususnya dalam bidang finansial. Adapun metodologi yang digunakan oleh penulis adalah studi pustaka dari berbagai literatur. Terjadinya berbagai masalah yang ada menyebabkan berbagai kasus permasalahan pada fintech pinjaman daring, berdasarkan data dari Otoritas Jasa Keuangan pada tahun 2018 - 2019, tingkat kasus transaksi yang statusnya adalah tidak lancar dan macet terus meningkat. Banyaknya pihak yang tidak memahami aturan beserta risiko dalam pelaksanaan pinjaman daring menyebabkan banyaknya kasus yang tidak terselesaikan. Hasil penelitian menunjukkan bahwa hanya 59% ketercapaian perusahaan pinjaman daring dalam memenuhi peraturan yang berlaku.
Implementasi Data Mining Metode Asosiasi Algoritma FP-Growth Pada Perusahaan Ritel Alexander Radityo Wibowo; Arief Jananto
Inspiration: Jurnal Teknologi Informasi dan Komunikasi Vol 10, No 2 (2020): Jurnal Inspiration Volume 10 Issue 2
Publisher : STMIK AKBA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35585/inspir.v10i2.2585

Abstract

ABSTRAKToko Gunung Agung Cabang Semarang adalah salah satu perusahaan ritel yang berada di Kota Semarang, menjual buku-buku, peralatan kantor dan sekolah. Setiap transaksi penjualannya selalu dicatat dan didokumentasikan. Pendokumentasian dan catatan-catatan itu membentuk data dan tersimpan di basis data. Data-data yang tersimpan tersebut akan terus bertambah. Sehingga jumlah data yang tersimpan dalam basis data dan semakin besar ini akan dimanfaatkan dengan menggunakan ilmu data mining. Metodologi yang digunakan untuk pemecahan masalah dalam penelitian ini adalah CRISP-DM (CRoss-Industry Standard Process for Data Mining). Dan menggunakan teknik data mining association. Dari penerapan teknik asosiasi tersebut akan menghasilkan aturan asosiasi atau hubungan antar produk. Dari pengetahuan berupa rule asosiasi yang ditemukan, selanjutnya dimanfaatkan untuk menentukan tata letak barang dagangan sebagai salah satu strategi penjualan.Dari hasil penelitian, perhitungan menggunakan algoritma FP-Growth dengan parameter minimum support 0.04 dan confidence 0.2 secara manual dan menggunakan tools Rstudio untuk 100 transaksi pertama telah menghasilkan rule asosiasi yang sama. Selanjutnya, untuk seluruh transaksi penjualan periode 1 tahun (1 September 2019 sampai 31 Agustus 2020) yaitu sebanyak 57.449 transaksi dengan 133.571 record dengan menggunakan Rstudio telah menghasilkan 6 rule. Sehingga untuk mengatur tata letak barang berdasarkan rule hasil perhitungan semua data tersebut, barang dengan kode kategori H (WRITING INSTRUMENT) harus diletakkan berdekatan dengan barang dengan kode kategori G (SCHOOL STATIONERY) dan barang dengan kategori F (OFFICE ESSENTIAL).
Optimasi Minimum Pola Baju Khas Kain Tenun Sarung Samarinda Menggunakan Algoritma Greedy Hani Subakti; Windu Gata
Inspiration: Jurnal Teknologi Informasi dan Komunikasi Vol 11, No 1 (2021): Jurnal Inspiration Volume 11 Issue 1
Publisher : STMIK AKBA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35585/inspir.v11i1.2602

Abstract

Nowadays, the typical clothes of the Samarinda sarong woven cloth have become a secondary requirement in the daily activities of the people in Samarinda City. In making the typical woven cloth, the sarong of Samarinda requires a sufficient area of the woven cloth to attach it to the pattern of clothes of various sizes. This research requires an appropriate method in measuring the area of woven fabric required for the installation of clothing patterns of various sizes, namely by using the greedy algorithm. Greedy algorithm is the right method to solve optimization problems, including the size of the fabric. With the method used, it is indicated that it can make it easier for producers or makers of typical clothes patterns for the Samarinda sarong woven cloth to find out the size of the woven cloth they need. Therefore, in this study several stages were carried out, including the first stage analyzing the medium-sized clothing pattern, the second stage measuring the area of each pattern on the shirt section, and the third stage installing a medium-sized pattern on the woven cloth typical of Samarinda sarong by optimizing the width of the cloth. there is. The application of the typical cloth woven sarong pattern of Samarinda by using the greedy algorithm on the medium size can be concluded to be able to optimize the use of these fabrics. This systematic stage can make it easier for producers or makers of typical Samarinda sarong woven cloth to utilize the woven fabric to the minimum so that there is no waste of the Samarinda sarong woven fabric. Keywords: Shirt, Typical fabric woven sarong Samarinda, Patterns, Greedy Algorithm
Media Pembelajaran Interaktif Mata Kuliah Pemrograman Web Berbasis Android Abdullah, Alfiah; Achmad, Andani; Sahibu, Supriadi
Inspiration: Jurnal Teknologi Informasi dan Komunikasi Vol 11, No 1 (2021): Jurnal Inspiration Volume 11 Issue 1
Publisher : STMIK AKBA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35585/inspir.v11i1.2626

Abstract

The learning process faces relatively large challenges, which are related to the extraordinarydevelopments in science and technology (IPTEK). The rapid development of science andtechnology offers a variety of new facilities in learning, especially the variety of learning mediathat educators can use in delivering learning materials. Interactive learning media is alearning medium that is used in learning and there is good interaction between students andlecturers, students and students. Currently, the teaching and learning process uses the manualmethod, provided that lecturers and students come face to face in order to carry out theteaching and learning process. When lecturers cannot attend the learning process, thedistribution of knowledge will be hampered. Interactive learning media is an effective way tostimulate students. The purpose of this research is to design applications that can attract theattention of students and facilitate understanding of web programming materials. Datacollection methods used are observation and interviews. The research stages of data collectionare then the design of an Android-based interactive learning media application device. Theresults of the study can be concluded that the Interactive Learning media for studying web  programming courses can attract students' attention and make it easier to understand webprogramming materials
Sistem Pengambilan Keputusan Pemilihan Bibit Ikan Air Tawar untuk Dibudidayakan Menggunakan Metode AHP Berbasis Web Jumarlis, Mila
Inspiration: Jurnal Teknologi Informasi dan Komunikasi Vol 11, No 1 (2021): Jurnal Inspiration Volume 11 Issue 1
Publisher : STMIK AKBA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35585/inspir.v11i1.2605

Abstract

Farmers in fish farming in the context of selecting suitable fish seeds for cultivation have not paid too much attention to geographical conditions and water quality. The purpose of this study is to assist freshwater fish farming farmers in selecting the types of fish seeds to be cultivated in accordance with geographical conditions and quality. water in the area. The method used is the AHP method, where the AHP method is a functional hierarchy with the main input being human perception. With a hierarchy, a complex and unstructured problem is solved into groups arranged into a hierarchical form. The research design used is UML (Unified Modeling Language), which is designed in a structured manner consisting of usecase diagrams, activity diagrams, sequence diagrams and class diagrams. The language used in building this system is the PHP programming language with a sublime text editor and using the xampp database. The results of this study are a Freshwater Fish Seed Selection Decision Making System that can make it easier for farmers to make decisions in selecting fish seeds.
Implementasi Rigging pada Rambut 3D Askar, Muhammad Ichfan; Setyanto, Arief; Sofyan, Amir Fatah
Inspiration: Jurnal Teknologi Informasi dan Komunikasi Vol 11, No 1 (2021): Jurnal Inspiration Volume 11 Issue 1
Publisher : STMIK AKBA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35585/inspir.v11i1.2623

Abstract

3D animation is an art to be able to create and move 3D objects, so that it can produce amovement in accordance with the wishes of the maker. In making the animation, 3D objet andrigging are needed. The stages of program implementation are: The first stage is an object,where 3D objects choose several types, one of which is always used is a human object. Humanobjects have a high level of difficulty, especially the hair. Each hairdo making chooses adifferent surgical process. The second stage is rigging, regular rigging is likened to ananimation bone that functions to move an animation object. Based on this, this researchdescribes the process of implementing rigging in several 3D hairstyles and basic patterns todetermine the type of hair to be made. The implementation of this model uses a rigging modelapproach between the object and the animator so that it can produce 3D animation works well.
Media Pembelajaran Fingerspelling Alphabet untuk Penderita Tunarungu dan Tunawicara Berbasis Android Mirfan, Mirfan
Inspiration: Jurnal Teknologi Informasi dan Komunikasi Vol 11, No 1 (2021): Jurnal Inspiration Volume 11 Issue 1
Publisher : STMIK AKBA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35585/inspir.v11i1.2607

Abstract

Fingerspelling is one of sign language by using the, hands lips or body to symbolize vocabularyindonesia.penelitian language is aimed at: to design and implement media applicationsfingerspelling learning the alphabet to people with the deaf and tunawicara an android.Datacollection in this research, obtained through a technique, observation interviews andengineering. literatureA design study that used is the unified modeling language uml ( ), whichis designed in a structured consisting of a draft model usecase, diagram activity, diagramsequence diagram. diagrams and classThe software used in building this system is theapplication unity. System was featuring sign language fingers spelling accompanied withimages and explanation for each gambar.dan can be used to help of society especially patientstunawicara in berkomunikasi.terdapat menu evaluation to evaluate lessons material that hasread or seen in menu the finger spelling alphabetic and menus conversation basic the fingerspelling .The understanding of users can known , how far our insights about sign language thefinger spelling
Analisis Rekomendasi Penggunaan Provider Telekomunikasi Seluler Berdasarkan Pengukuran Bandwdith pada Masa Pandemi Hadryan Eddy; Kusrini Kusrini; Asro Nasiri
Inspiration: Jurnal Teknologi Informasi dan Komunikasi Vol 11, No 1 (2021): Jurnal Inspiration Volume 11 Issue 1
Publisher : STMIK AKBA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35585/inspir.v11i1.2624

Abstract

This study aims to provide recommendations for the use of cellular telecommunicationsproviders for use in online learning during a pandemic. This study used an experimental studyin which the researcher collected data manually by comparing the download and uploadbandwidth usage of each available cellular telecommunications provider in the Mamujudistrict. This research was conducted during the COVID-19 pandemic to impact the teaching and learning process, which must do online or remotely, which certainly requires good internetconnectivity. This research uses quantitative methods and comparative analysis by collectingdata download bandwidth and upload bandwidth using NetLimiter from three cellulartelecommunications providers, namely Telkomsel, XL, and Indosat in Mamuju district. Thenthe data is processed by calculating the bandwidth. The results of data analysis obtained areTelkomsel with a download bandwidth of 0.0136 MBps, upload 0.0147 MBps, XL downloadbandwidth 0.0116 MBps, upload 0.0129 MBps, Indosat download bandwidth 0.0066 MBps,upload 0.0162 MBps. The results of this study show that among the three providers, Telkomselis superior in the use of download bandwidth with a size of 0.0136 MBps. In contrast, forupload bandwidth usage, it is recommended to use Indosat with a size of 0.0162 MBps. Still,an overall analysis of the provider, Telkomsel is a recommended provider for using videoconferencing applications due to gaps Between the download bandwidth usage with a size of0.0136 MBps and upload with a size of 0.0147 MBps is not too significant and more stablethan other providers. Suggestions for further research are re-measurement by looking at thedistribution factor or the number of BTS in the area
Perangkat Lunak 3D Modelling Properti sebagai Media Pemasaran menggunakan Augmented Reality Berbasis Android pada Perumahan Graha Cipta Hertasning Nurkhalik Wahdanial Asbara
Inspiration: Jurnal Teknologi Informasi dan Komunikasi Vol 11, No 1 (2021): Jurnal Inspiration Volume 11 Issue 1
Publisher : STMIK AKBA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35585/inspir.v11i1.2583

Abstract

This study aims to produce an application that can display a 3D house model in an Augmented Reality environment so that it can help buyers to physically see the house they are going to buy as well as to help property company marketing to manage the house by displaying information on house specifications. The result of the research is an application that can display 3D house images and 3D house plans when highlighting the marker in the direction of the highlighted brochure marker object. The method used in making AR applications is Superimposition Based Augmented Reality .The System Testing Method uses a direct test method based on the Black Box technique by testing the functionality of the application, buttons and the suitability of the application results. Keyword : Augmented Reality, House, Marketing