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Perencanaan Arsitektur Teknologi Informasi Kelurahan Babau Menggunakan TOGAF ADM 通过TOGAF ADM对Babau的信息技术进行规划
Jurnal Buana Informatika Pub Date : 2021-11-02 DOI: 10.24002/jbi.v12i2.4660
Yohanes E.H. Maur, Andi W.R. Emanuel
{"title":"Perencanaan Arsitektur Teknologi Informasi Kelurahan Babau Menggunakan TOGAF ADM","authors":"Yohanes E.H. Maur, Andi W.R. Emanuel","doi":"10.24002/jbi.v12i2.4660","DOIUrl":"https://doi.org/10.24002/jbi.v12i2.4660","url":null,"abstract":"Abstract. Information technology architecture planning for Baubau Village using TOGAF ADM. Babau Village is a village located in Kupang Regency, East Nusa Tenggara Province. Currently, Babau Village has implemented information technology as a centre for information and administrative services. To improve the quality of service to the community, existing information technology needs to be further developed because the amount of information in the system will continue to increase along with population growth. The problem faced if information technology is not developed is a system performance problem. For further development to be more focused, research on an information technology architecture design for Babau Village. The design using TOGAF ADM is a blueprint and a roadmap for the development of advanced information technology services. The aim is that the existing business processes within the Babau Village related to information and administrative services continue to develop according to the needs of the community and the organizational management of Babau Village.Keywords: enterprise architecture planning, TOGAF, ADM, Babau VillageAbstrak. Kelurahan Babau adalah sebuah kelurahan yang terletak di Kabupaten Kupang, Provinsi Nusa Tenggara Timur. Saat ini Kelurahan Babau sudah menerapkan teknologi informasi sebagai pusat pelayanan informasi dan administrasi. Demi meningkatkan kualitas pelayanan kepada masyarakat, teknologi informasi yang ada perlu dikembangkan lebih lanjut karena jumlah informasi yang ada dalam sistem akan terus meningkat seiring pertumbuhan jumlah penduduk. Masalah yang dihadapi apabila teknologi informasi tidak dikembangkan ialah masalah kinerja sistem. Agar pengembangan tahap lanjut lebih terarah, penelitian mengenai sebuah perancangan arsitektur teknologi informasi untuk Kelurahan Babau. Perancangan yang menggunakan TOGAF ADM tersebut merupakan blueprint dan juga roadmap untuk pengembangan pelayanan teknologi informasi tahap lanjut. Tujuannya ialah proses bisnis yang ada didalam Kelurahan Babau terkait pelayanan informasi dan administrasi terus berkembang sesuai dengan kebutuhan masyarakat dan pengurus organisasi Kelurahan Babau.Kata Kunci: arsitektur teknologi informasi, TOGAF, ADM, Kelurahan Babau","PeriodicalId":381749,"journal":{"name":"Jurnal Buana Informatika","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130109409","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Implementasi Logika Fuzzy pada Alat Cuci Tangan Otomatis Portabel dengan Sistem Monitoring Berbasis Android 采用了带有Android监控系统监控系统的便携式自动清洗工具的模糊逻辑
Jurnal Buana Informatika Pub Date : 2021-11-02 DOI: 10.24002/jbi.v12i2.4768
Hari Setyo Permadi, M. Ridwan, Febri Rismaningsih
{"title":"Implementasi Logika Fuzzy pada Alat Cuci Tangan Otomatis Portabel dengan Sistem Monitoring Berbasis Android","authors":"Hari Setyo Permadi, M. Ridwan, Febri Rismaningsih","doi":"10.24002/jbi.v12i2.4768","DOIUrl":"https://doi.org/10.24002/jbi.v12i2.4768","url":null,"abstract":"Abstract. Fuzzy Logic Implementation on A Portable Automatic Handwashing Station with An Android-Based Monitoring System. When the COVID-19 pandemic hit the world and Indonesia, washing hands with soap was the first step to prevent the virus from entering the body. The hand washing facilities used by the community are still operated by hand. This creates an opportunity for the virus to spread. This study aims to create a hand washing facility using ultrasonic and Arduino sensors to avoid touching method in its operation, and a monitoring system with Android to monitor waste, water and soap which is equipped with features facilitating the maintenance system. This study implemented fuzzy logic in determining the engine ignition reaction with the hand distance indicator to the sensor. The result of testing the accuracy of the ultrasonic sensor to read hand distance is 92.65%.Keywords: Fuzzy Logic, Android, Handwashing Station Abstrak. Saat pandemi COVID-19 melanda dunia dan Indonesia, mencuci tangan dengan sabun merupakan langkah awal pencegahan virus masuk ke dalam tubuh. Sarana cuci tangan yang digunakan oleh masyarakat masih dioperasikan dengan tangan. Hal tersebut menyebabkan peluang penyebaran virus. Penelitian ini bertujuan membuat alat cuci tangan menggunakan sensor ultrasonik dan Arduino untuk menghidari metode sentuh pada pengoprasiannya, dan sistem monitoring dengan Android untuk memantau limbah, air dan sabun yang dilengkapi dengan fitur yang memudahkan sistem perawatan. Penelitian ini menggunakan logika Fuzzy dalam menentukan reaksi penyalaan mesin dengan indikator jarak tangan ke sensor. Hasil pengujian keakuratan sensor ultrasonik untuk membaca jarak tangan ialah 92.65%. Kata Kunci: Logika Fuzzy, Android, Alat Cuci Tangan","PeriodicalId":381749,"journal":{"name":"Jurnal Buana Informatika","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134000720","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Identifikasi Ketunaan Anak Berkebutuhan Khusus dengan Algoritma Iterative Dichotomiser 3 (ID3) 特殊儿童救助的优先权识别算法3 (ID3)
Jurnal Buana Informatika Pub Date : 2021-11-02 DOI: 10.24002/jbi.v12i2.4488
Fathul Hafidh, Mirza Yogy Kurniawan, Rezky Izzatul Yazidah Anwar
{"title":"Identifikasi Ketunaan Anak Berkebutuhan Khusus dengan Algoritma Iterative Dichotomiser 3 (ID3)","authors":"Fathul Hafidh, Mirza Yogy Kurniawan, Rezky Izzatul Yazidah Anwar","doi":"10.24002/jbi.v12i2.4488","DOIUrl":"https://doi.org/10.24002/jbi.v12i2.4488","url":null,"abstract":"Abstract. Disability Identification of Children with Special Needs Using An Iterative Dichotomiser 3 Algorithm (ID3). By using the identification of children with special needs, information about children having abnormalities will be collected, and the results are used as the basis for preparing the child's learning program. Identifying disabilities process requires instruments classifying the issues and the disorders. The current disability identification process is extremely complicated, where the average number of instruments made by schools/institutions is 100 pieces. The complexity can also be observed in the presence of similar items as well as some of the same items on different disabilities. The process can be accelerated by doing data mining. One of its models is Iterative Dichotomiser (ID3) that can solve problems by generating a decision tree. This research implemented ID3 model to 152 symptoms as attribute, 11 labels, and 84 data. This model had 91.81% accuracy with cross-validation test. Decision tree generated by this model can make disabilities identification easier. Keywords: Children with Special Needs, Identification, Iterative Dichotomiser (ID3)Abstrak. Dengan adanya Identifikasi Anak Berkebutuhan Khusus akan terhimpun informasi apakah seorang anak mempunyai kelainan kemudian hasilnya dijadikan dasar penyusunan program pembelajaran anak tersebut. Proses identifikasi ketunaan memerlukan instrumen-instrumen dimana dari instrumen tersebut dapat diklasifikasikan sehingga dapat diketahui kecenderungan dari penyimpangan atau kelainan yang dimiliki. Proses identifikasi ketunaan saat ini sangat rumit dimana ratarata jumlah butir instrumen yang dibuat sekolah/lembaga sebanyak 100 buah. Kerumitan juga dapat dilihat dengan adanya butir yang mirip pada ketunaan yang berbeda. Proses ini dapat dipermudah dengan melakukan data mining. Salah satu modelnya adalah Iterative Dichotomiser 3(ID3) yang dapat menyelesaikan masalah dengan menghasilkan pohon keputusan. Dari total instrumen sebanyak 152 Gejala dan data set identifikasi sebanyak 84 ABK, dihasilkan node dari pohon keputusan sebanyak 11 rule. Klasifikasi metode ID3 telah diuji dengan cross-validation dan mendapatkan akurasi sebesar 91.81%. Hasil Pohon keputusan dari metode ID3 memudahkan dalam memprediksi identifikasi ketunaan pada ABK.Kata Kunci: Anak Berkebutuhan Khusus, Identifikasi, Iterative Dichotomiser (ID3)","PeriodicalId":381749,"journal":{"name":"Jurnal Buana Informatika","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132580040","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Sistem Informasi PT Bintang Sidoraya Dengan Peramalan Penjualan Menggunakan Metode Statistical Parabolic Projection PT star Sidoraya信息系统使用统计抛物线分析方法销售
Jurnal Buana Informatika Pub Date : 2021-11-02 DOI: 10.24002/jbi.v12i2.4649
Eka Larasati Amalia, Moch. Zawaruddin Abdulullah, M. Attariq
{"title":"Sistem Informasi PT Bintang Sidoraya Dengan Peramalan Penjualan Menggunakan Metode Statistical Parabolic Projection","authors":"Eka Larasati Amalia, Moch. Zawaruddin Abdulullah, M. Attariq","doi":"10.24002/jbi.v12i2.4649","DOIUrl":"https://doi.org/10.24002/jbi.v12i2.4649","url":null,"abstract":"Abstract. PT Bintang Sidoraya Information Systems with Sales Forecasting Using Statistical Parabolic Projection Method. The problem that often occurs in companies is the sales prediction in the future period based on data and information in the previous period. These predictions will affect the decisions taken by management for stock availability for the coming period. Due to the demand for goods shipping from around all major cities in Indonesia, sufficient stock availability is needed to minimize the possibility of losing customers. This research was conducted to build an information system application to record data and accompanied by forecasting features using the Statistical Parabolic Projection method. The result of this research is an information system that successfully predicts sales that can facilitate the stock availability calculation for the future period.Keywords: PT Bintang Sidoraya, information systems, Statistical Parabolic Projection Abstrak. Permasalahan yang sering terjadi pada perusahaan ialah prediksi penjualan di periode yang akan datang berdasarkan data dan informasi pada periode sebelumnya. Prediksi tersebut akan berpengaruh terhadap keputusan yang diambil oleh manajemen untuk berapa persediaan stok periode yang akan datang. Karena permintaan pengiriman barang yang hampir mencakupi seluruh kota besar di Indonesia, diperlukan persediaan stok yang cukup untuk meminimalkan terjadinya potensi kehilangan pelanggan. Penelitian ini dilakukan untuk membangun aplikasi sistem informasi untuk melakukan perekapan data dan disertai fitur peramalan menggunakan metode Statistical Parabolic Projection. Hasil dari penelitian ini ialah sebuah sistem informasi yang berhasil melakukan prediksi penjualan yang dapat mempermudah penentuan jumlah stok pada periode mendatang.Kata kunci: PT Bintang Sidoraya, information systems, Statistical Parabolic Projection","PeriodicalId":381749,"journal":{"name":"Jurnal Buana Informatika","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114913724","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Sistem Cerdas Permainan Papan The Battle Of Honor dengan Decision Making dan Machine Learning 系统Cerdas Permainan Papan,荣誉之战,决策和机器学习
Jurnal Buana Informatika Pub Date : 2021-11-02 DOI: 10.24002/jbi.v12i2.4905
Arnan Dwika Diasmara, A. W. Mahastama, Antonius Rachmat Chrismanto
{"title":"Sistem Cerdas Permainan Papan The Battle Of Honor dengan Decision Making dan Machine Learning","authors":"Arnan Dwika Diasmara, A. W. Mahastama, Antonius Rachmat Chrismanto","doi":"10.24002/jbi.v12i2.4905","DOIUrl":"https://doi.org/10.24002/jbi.v12i2.4905","url":null,"abstract":"Abstract. Intelligent System of the Battle of Honor Board Game with Decision Making and Machine Learning. The Battle of Honor is a board game where 2 players face each other to bring down their opponent's flag. This game requires a third party to act as the referee because the players cannot see each other's pawns during the game. The solution to this is to implement Rule-Based Systems (RBS) on a system developed with Unity to support the referee's role in making decisions based on the rules of the game. Researchers also develop Artificial Intelligence (AI) as opposed to applying Case-Based reasoning (CBR). The application of CBR is supported by the nearest neighbor algorithm to find cases that have a high degree of similarity. In the basic test, the results of the CBR test were obtained with the highest formulated accuracy of the 3 examiners, namely 97.101%. In testing the AI scenario as a referee, it is analyzed through colliding pieces and gives the right decision in determining victoryKeywords: The Battle of Honor, CBR, RBS, unity, AIAbstrak. The Battle of Honor merupakan permainan papan dimana 2 pemain saling berhadapan untuk menjatuhkan bendera lawannya. Permainan ini membutuhkan pihak ketiga yang berperan sebagai wasit karena pemain yang saling berhadapan tidak dapat saling melihat bidak lawannya. Solusi dari hal tersebut yaitu mengimplementasikan Rule-Based Systems (RBS) pada sistem yang dikembangkan dengan Unity untuk mendukung peran wasit dalam memberikan keputusan berdasarkan aturan permainan. Peneliti juga mengembangkan Artificial Intelligence (AI) sebagai lawan dengan menerapkan Case-Based reasoning (CBR). Penerapan CBR didukung dengan algoritma nearest neighbour untuk mencari kasus yang memiliki tingkat kemiripan yang tinggi. Pada pengujian dasar didapatkan hasil uji CBR dengan accuracy yang dirumuskan tertinggi dari 3 penguji yaitu 97,101%. Pada pengujian skenario AI sebagai wasit dianalisis lewat bidak yang bertabrakan dan memberikan keputusan yang tepat dalam menentukan kemenangan.Kata Kunci: The Battle of Honor, CBR, RBS, unity, AI","PeriodicalId":381749,"journal":{"name":"Jurnal Buana Informatika","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114227331","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Perbandingan Pengalaman-Preferensi Mahasiswa pada Pembelajaran Online vs Face to Face 学生在线学习进度与面对面比较
Jurnal Buana Informatika Pub Date : 2021-05-11 DOI: 10.24002/JBI.V12I1.4276
Maria Bellaniar Ismiati, Sri Andayani
{"title":"Perbandingan Pengalaman-Preferensi Mahasiswa pada Pembelajaran Online vs Face to Face","authors":"Maria Bellaniar Ismiati, Sri Andayani","doi":"10.24002/JBI.V12I1.4276","DOIUrl":"https://doi.org/10.24002/JBI.V12I1.4276","url":null,"abstract":"Abstract. Comparison of Student Experiences-Preferences in Online vs Face to Face Learning. Technology is increasingly developing, especially after the world has been hit by the COVID-19 virus pandemic. In the education sector, the learning process was carried out online, whereas before the pandemic it was carried out face to face. Of the two types of learning, there are often differences of opinion between students about which learning is better and more flexible. Based on this, this research is entitled Comparison of Students' Experience and Preferences on Online vs Face to Face Learning. This study uses a methodology, namely pre-field, field work, and data analysis. Data collection through interviews. Miles and Huberman's model is used for data reduction, data presentation, and conclusion drawing applied in data analysis. The results showed that student preferences for face to face learning were more than online learning, which was 75%, while the comparison of experiences felt by students was> 50% who chose face to face learning.Keywords: Online, Face to Face, Experience, Preference Abstrak. Teknologi semakin berkembang, terutama setelah dunia dilanda oleh pandemi virus COVID-19. Di bidang pendidikan, proses pembelajaran dilakukan secara online sedangkan sebelum pandemi dilakukan secara face to face. Dari kedua jenis pembelajaran tersebut, sering terdapat beda pendapat antar mahasiswa mengenai mana pembelajaran yang lebih baik dan fleksibel. Berdasarkan hal tersebut, penelitian ini berjudul Perbandingan Pengalaman dan Preferensi Mahasiswa terhadap Pembelajaran Online vs Face to face. Penelitian ini menggunakan metodologi yaitu pra lapangan, pekerjaan lapangan, dan analisis data. Pengumpulan data melalui wawancara. Model Miles dan Huberman digunakan untuk reduksi data, penyajian data, dan penarikan kesimpulan diterapkan dalam analisis data. Hasil penelitian menjunjukkan preferensi mahasiswa terhadap pembelajaran face to face lebih banyak daripada pembelajaran online, yaitu sebanyak 75% sedangkan perbandingan pengalaman yang dirasakan oleh mahasiswa adalah sebanyak > 50% yang memilih pembelajaran secara face to face.Kata Kunci: Online, Face to Face, Pengalaman, Preferensi","PeriodicalId":381749,"journal":{"name":"Jurnal Buana Informatika","volume":"69 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117317347","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Desain Aplikasi Mobile Gamifikasi untuk Pramuka dengan Metode UI/UX 用UI/UX方法设计侦察兵的移动应用程序
Jurnal Buana Informatika Pub Date : 2021-05-01 DOI: 10.24002/jbi.v12i1.4424
Fedelis Brian Putra Prakasa, M.kom
{"title":"Desain Aplikasi Mobile Gamifikasi untuk Pramuka dengan Metode UI/UX","authors":"Fedelis Brian Putra Prakasa, M.kom","doi":"10.24002/jbi.v12i1.4424","DOIUrl":"https://doi.org/10.24002/jbi.v12i1.4424","url":null,"abstract":"Abstract. The number of Scout members has decreased due to being outdone by other extracurriculars. In addition, given the current pandemic conditions, scouting activities are hampered. This study aims to create an attractive and online Scout mobile application prototype. This research method applies gamification so that scouting activities especially in schools, become more enjoyable and more attractive to students. Apart from gamification, this research also uses UI / UX methods such as usability testing, A / B testing, and User Experience Questionnaires (UEQ). This method is used so that the results of the prototype design can be easily used and understood by the user. The results of this study indicate that the gamification application in this prototype was successful. In addition, the design results that have been tested with the UI / UX method get a mean value of 2.04 and are included in the excellent criteria. Looking at the results of the research, it can be said that gamification makes scouting activities more interesting. Furthermore, the design concept of this application can help scouting activities online.Keywords: Gamification, Scout, UI/UX.Abstrak. Jumlah anggota pramuka mengalami penurunan dikarenakan kalah bersaing dengan ekstrakurikuler lainnya. Selain itu, mengingat kondisi pandemi saat ini, kegiatan pramuka menjadi terhambat. Penelitian ini bertujuan untuk membuat purwarupa aplikasi mobile pramuka secara daring dan menarik. Penelitian ini menerapkan gamifikasi agar kegiatan pramuka khususnya di sekolah menjadi lebih menarik minat siswa dan lebih menyenangkan. Selain gamifikasi, penelitian ini juga menggunakan metode UI/UX seperti usability testing, A/B testing dan User Experience Questionaire (UEQ). Metode ini digunakan agar hasil desain purwarupa dapat mudah digunakan dan dimengerti oleh pengguna. Penelitian ini menunjukan penerapan gamifikasi di purwarupa ini berhasil. Selain itu, hasil desain yang telah diuji dengan metode UI/UX mendapatkan nilai rerata 2,04 yang termasuk ke dalam kriteria unggul. Berdasar dari hasil penelitian, dapat dikatakan penggunaan gamifikasi membuat kegiatan pramuka lebih menarik. Selain itu, konsep desain aplikasi ini dapat membantu kegiatan pramuka secara daring.Kata Kunci: Gamifikasi, pramuka, UI/UX.","PeriodicalId":381749,"journal":{"name":"Jurnal Buana Informatika","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115439174","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Implementasi Ekstraksi Ciri Histogram dan K-Nearest Neighbor untuk Klasifikasi Jenis Tanah di Kota Banjar, Jawa Barat
Jurnal Buana Informatika Pub Date : 2019-10-30 DOI: 10.24002/jbi.v10i2.2141
Rudi Rudi, Donny Avianto
{"title":"Implementasi Ekstraksi Ciri Histogram dan K-Nearest Neighbor untuk Klasifikasi Jenis Tanah di Kota Banjar, Jawa Barat","authors":"Rudi Rudi, Donny Avianto","doi":"10.24002/jbi.v10i2.2141","DOIUrl":"https://doi.org/10.24002/jbi.v10i2.2141","url":null,"abstract":"Land plays an essential role in the availability of nutrients and water to support our life on earth. Soil quality can be seen from the characteristics of color and texture. By knowing the quality of the soil, we can determine the type of plant that is most suitable for planting. In this study, we conducted a study of soil quality at Langensari. Langensari was chosen because most of the region has an altitude of fewer than 25 meters above sea level, so it is very potent as an agricultural and planta-tion area. The proposed system uses a cross-sectional image of the ground as input. The image is then extracted using histo-gram feature extraction to obtain the intensity, standard deviation, skewness, energy, entropy and smoothness values. K-Nearest Neighbor then used to classify resulting features. The proposed system was tested using 20 test images. Based on the experiment result, the system can classify soil types appropriately with accuracy reaching 60% when value of K = 3.","PeriodicalId":381749,"journal":{"name":"Jurnal Buana Informatika","volume":"56 2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121004017","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Rekomendasi Pemilihan Barang pada Parcel dengan Algoritma Harmony Search 选择项目建议与Harmony Search算法
Jurnal Buana Informatika Pub Date : 2019-10-30 DOI: 10.24002/jbi.v10i2.2332
Hendry Setiawan, Kevin Putra Wardojo, Oesman Hendra Kelana
{"title":"Rekomendasi Pemilihan Barang pada Parcel dengan Algoritma Harmony Search","authors":"Hendry Setiawan, Kevin Putra Wardojo, Oesman Hendra Kelana","doi":"10.24002/jbi.v10i2.2332","DOIUrl":"https://doi.org/10.24002/jbi.v10i2.2332","url":null,"abstract":"Parcel yang berisi berbagai macam barang, merupakan suatu hadiah yang diberikan kepada seseorang yang memiliki relasi dengan pemberinya. Parcel sering kali dikemas menjelang atau memperingati hari tertentu seperti Natal, Idul Fitri maupun peringatan yang lain. Isi dari parcel bervariasi, dapat berupa makanan, minuman, kue, buah, permen, maupun yang lain.  Pada beberapa toko swalayan umumnya menjelang peringatan hari tertentu telah menyediakan Parcel dengan variasi isi di dalamnya dengan harga yang telah ditetapkan. Namun tidak jarang pembeli yang ingin mengemas Parcel mempunyai pandangan yang berbeda dengan isi parcel serta harga yang telah ditetapkan. Untuk memudahkan pencarian isi parcel yang berdasarkan harga tersebut maka digunakan algoritma Harmony Search. Pengembangan pencarian dilakukan dengan pertimbangan ukuran keranjang, kategori barang, serta prosentase masing-masing kategori. Evaluasi nilai aesthetic yang dicari adalah nilai minimum dari selisih harga yang ditetapkan dengan total harga pencarian yang didapatkan. Hasil pengujian dilakukan pada 3 macam harga dengan hasil terbaik didapatkan pada nilai Harmony Memory Consideration Rate(HMCR) 0,95","PeriodicalId":381749,"journal":{"name":"Jurnal Buana Informatika","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129536699","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Segmentasi Warna Citra Bunga Daisy dengan Algoritma K-Means pada Ruang Warna Lab
Jurnal Buana Informatika Pub Date : 2019-10-30 DOI: 10.24002/jbi.v10i2.2458
Derry Alamsyah, Dicky Pratama
{"title":"Segmentasi Warna Citra Bunga Daisy dengan Algoritma K-Means pada Ruang Warna Lab","authors":"Derry Alamsyah, Dicky Pratama","doi":"10.24002/jbi.v10i2.2458","DOIUrl":"https://doi.org/10.24002/jbi.v10i2.2458","url":null,"abstract":"Segmentasi pada citra bunga atau tanaman merupakan pra proses yang penting dalam bidang botani, salah satunya untuk mengidentifikasi penyakit pada bunga atau tanaman lainnya. Salah satu permasalah dalam segmentasi citra menghasilkan citra tersegmentasi secara automatis, hal tersebut dikarenakan kebutuhan akan waktu yang tidak sebentar untuk menghasilkan citra tersegmentasi secara manual. Untuk mengatasi kendala tersebut dilakukan proses klasterisasi dengan menggunakan algoritma k-means. Pada penelitian ini segmentasi dilakukan dengan menggunakan ruang warna Lab dan RGB sebagai pembanding kinerja k-means dalam mengklasterisasi citra bunga dalam hal ini bunga Daisy. Hasil yang baik dimiliki oleh ruang warna Lab dalam proses klasterisasinya.","PeriodicalId":381749,"journal":{"name":"Jurnal Buana Informatika","volume":"97 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123748255","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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