Pub Date : 2016-04-26DOI: 10.24843/LKJITI.7.1.19704
Ni Luh Wiwik Sri Rahayu Ginantra
Motif batik merupakan suatu dasar atau pokok suatu pola gambar yang merupakan pusat suatu rancangan gambar sehingga makna dari tanda, simbol atau lambang dibalik motif batik tersebut dapat diungkapkan. Identifikasi secara visual memerlukan skill penglihatan dan pengetahuan dalam mengklasifikasikan pola yang terbentuk dari citra batik. Kurangnya media informasi yang dibuat tentang motif batik menjadikan masyarakat luas kurang mendapatkan informasi tentang motif batik. Berdasarkan hal tersebut penelitian ini dilakukan guna mengimplementasikan identifikasi secara visual kedalam komputer yang dapat membantu dan memudahkan dalam mengidentifikasi jenis batik. Pengenalan citra batik dengan menggunakan metode Co-occurrence Matrix sebagai ekstraksi ciri tekstur dan Geometric Moment Invariant dan pengklasifikasian citra batik dengan menggunakan K Nearest Neighbor.menghasilkan nilai akurasi yang diperoleh dengan metode Geometric Moment Invariant lebih baik dalam mengenali pola batik Parang yang termasuk jenis batik geometric yaitu 80% dibandingkan dengan hasil pada metode Co-occurence Matrix yaitu 70%.
{"title":"Deteksi Batik Parang Menggunakan Fitur Co-Occurence Matrix Dan Geometric Moment Invariant Dengan Klasifikasi KNN","authors":"Ni Luh Wiwik Sri Rahayu Ginantra","doi":"10.24843/LKJITI.7.1.19704","DOIUrl":"https://doi.org/10.24843/LKJITI.7.1.19704","url":null,"abstract":"Motif batik merupakan suatu dasar atau pokok suatu pola gambar yang merupakan pusat suatu rancangan gambar sehingga makna dari tanda, simbol atau lambang dibalik motif batik tersebut dapat diungkapkan. Identifikasi secara visual memerlukan skill penglihatan dan pengetahuan dalam mengklasifikasikan pola yang terbentuk dari citra batik. Kurangnya media informasi yang dibuat tentang motif batik menjadikan masyarakat luas kurang mendapatkan informasi tentang motif batik. Berdasarkan hal tersebut penelitian ini dilakukan guna mengimplementasikan identifikasi secara visual kedalam komputer yang dapat membantu dan memudahkan dalam mengidentifikasi jenis batik. Pengenalan citra batik dengan menggunakan metode Co-occurrence Matrix sebagai ekstraksi ciri tekstur dan Geometric Moment Invariant dan pengklasifikasian citra batik dengan menggunakan K Nearest Neighbor.menghasilkan nilai akurasi yang diperoleh dengan metode Geometric Moment Invariant lebih baik dalam mengenali pola batik Parang yang termasuk jenis batik geometric yaitu 80% dibandingkan dengan hasil pada metode Co-occurence Matrix yaitu 70%.","PeriodicalId":31196,"journal":{"name":"Lontar Komputer","volume":"1 1","pages":"40-50"},"PeriodicalIF":0.0,"publicationDate":"2016-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"68900736","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}
Pub Date : 2016-04-23DOI: 10.24843/LKJITI.2016.V07.I01.P06
I. Joni, I. Sandika
A lecturer at a university has the obligation to perform tri dharma college. One of the tri dharma is research. Research activities is a very important thing to be managed properly. Good management can improve the quality of the lecturer career that will have an impact on the quality of STMIK STIKOM Indonesia (STIKI) as an educational institution. This research has been through various stages, ranging from business process analysis, design until the implementation of the system. Based on the analysis of business processes in the current system found various problems. The main problem is on the process of research recapitulation. The running of manual system could be caused human error and generated inaccurate information and not real time. The system is designed using a structured design models starting from document flow diagrams, system flow diagrams, data flow diagrams until the entity relationship diagram. The bulit system has ranging features from master data management, management of research proposals until the management of the research report. All of these management processes have been designed to run systematically that could be minimized the error rate due to human error.
{"title":"Sistem Informasi Manajemen Sebagai Alat Pengelolaan Penelitian Dosen","authors":"I. Joni, I. Sandika","doi":"10.24843/LKJITI.2016.V07.I01.P06","DOIUrl":"https://doi.org/10.24843/LKJITI.2016.V07.I01.P06","url":null,"abstract":"A lecturer at a university has the obligation to perform tri dharma college. One of the tri dharma is research. Research activities is a very important thing to be managed properly. Good management can improve the quality of the lecturer career that will have an impact on the quality of STMIK STIKOM Indonesia (STIKI) as an educational institution. This research has been through various stages, ranging from business process analysis, design until the implementation of the system. Based on the analysis of business processes in the current system found various problems. The main problem is on the process of research recapitulation. The running of manual system could be caused human error and generated inaccurate information and not real time. The system is designed using a structured design models starting from document flow diagrams, system flow diagrams, data flow diagrams until the entity relationship diagram. The bulit system has ranging features from master data management, management of research proposals until the management of the research report. All of these management processes have been designed to run systematically that could be minimized the error rate due to human error.","PeriodicalId":31196,"journal":{"name":"Lontar Komputer","volume":"7 1","pages":"51-60"},"PeriodicalIF":0.0,"publicationDate":"2016-04-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.24843/LKJITI.2016.V07.I01.P06","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"68899507","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}
Pub Date : 2016-04-23DOI: 10.24843/LKJITI.7.1.19649
I. W. R. Waryanta, I. Putra, I. Purnawan
Sepsis menjadi masalah kesehatan yang diperhatikan pada bayi di negara berkembang maupun negara industri. Hal tersebut dikarenakan sepsis memiliki angka kematian yang cukup tinggi pada bayi. Kurangnya pengetahuan orang tua terhadap penyakit sepsis menyebabkan penanganan yang terlambat. Penelitian ini berusaha menunjukkan bagaimana Metode Dempster-Shafer dapat dimanfaatkan untuk mendeteksi Penyakit Sepsis pada Bayi. Metode Dempster-Shafer mengkombinasikan Nilai Kepercayaan gejala satu demi satu. Metode ini merupakan model ketidakpastian dengan range probabilities. Penelitian menggunakan 6 gejala pada 5 macam kondisi Nilai Kepercayaan yang berbeda dari setiap gejala. Uji coba penelitian diaplikasikan menggunakan Bahasa Pemrograman PHP dan HTML. Hasil Dempster-Shafer untuk Sepsis pada Bayi yaitu Kondisi 1 adalah 0.66977, Kondisi 2 adalah 0.60435, Kondisi 3 adalah 0.69249, Kondisi 4 adalah 0.66132, dan Kondisi 5 adalah 0.76756.
{"title":"Deteksi Sepsis pada Bayi Menggunakan Metode Dempster-Shafer","authors":"I. W. R. Waryanta, I. Putra, I. Purnawan","doi":"10.24843/LKJITI.7.1.19649","DOIUrl":"https://doi.org/10.24843/LKJITI.7.1.19649","url":null,"abstract":"Sepsis menjadi masalah kesehatan yang diperhatikan pada bayi di negara berkembang maupun negara industri. Hal tersebut dikarenakan sepsis memiliki angka kematian yang cukup tinggi pada bayi. Kurangnya pengetahuan orang tua terhadap penyakit sepsis menyebabkan penanganan yang terlambat. Penelitian ini berusaha menunjukkan bagaimana Metode Dempster-Shafer dapat dimanfaatkan untuk mendeteksi Penyakit Sepsis pada Bayi. Metode Dempster-Shafer mengkombinasikan Nilai Kepercayaan gejala satu demi satu. Metode ini merupakan model ketidakpastian dengan range probabilities. Penelitian menggunakan 6 gejala pada 5 macam kondisi Nilai Kepercayaan yang berbeda dari setiap gejala. Uji coba penelitian diaplikasikan menggunakan Bahasa Pemrograman PHP dan HTML. Hasil Dempster-Shafer untuk Sepsis pada Bayi yaitu Kondisi 1 adalah 0.66977, Kondisi 2 adalah 0.60435, Kondisi 3 adalah 0.69249, Kondisi 4 adalah 0.66132, dan Kondisi 5 adalah 0.76756.","PeriodicalId":31196,"journal":{"name":"Lontar Komputer","volume":"7 1","pages":"13-21"},"PeriodicalIF":0.0,"publicationDate":"2016-04-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"68900364","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}
Pub Date : 2016-01-07DOI: 10.24843/LKJITI.2016.V07.I02.P03
I Gede Aditya Nugraha, I. Putra, I. M. Sukarsa
Museum Bali merupakan salah satu museum yang terletak di Kota Denpasar yang berdiri sejak tahun 1910. Koleksi museum terdiri dari benda-benda seperti peralatan dan perlengkapan hidup, kesenian, keagamaan, bahasa tulisan dan lain-lain yang mencerminkan kehidupan dan perkembangan kebudayaan Bali. Augmented Reality adalah teknologi yang menggabungkan benda maya dua dimensi atau tiga dimensi ke dalam sebuah lingkungan nyata tiga dimensi lalu memproyeksikan objek-objek virtual tersebut ke dalam waktu nyata. Museum Bali mengalami penurunan pengunjung beberapa tahun terakhir dan memerlukan sebuah inovasi untuk mempromosikan Museum Bali. Salah satu inovasi yang diharapkan membantu mempromosikan Museum Bali adalah dengan membuat aplikasi Augmented Reality Museum Bali pada platform Android. Memanfaatkan teknologi augmented reality yang bekerja dengan mendeteksi marker kemudian memunculkan objek 3D dan informasi dari salah satu benda di Museum Bali. Metode markerless digunakan dalam pendeteksian marker, membuat aplikasi Augmented Reality Museum Bali lebih menarik dan diharapkan menjadi pengalaman baru bagi masyarakat yang ingin lebih tahu tentang Museum Bali.
{"title":"Rancang Bangun Aplikasi Augmented Reality Museum Bali Berbasis Android Studi Kasus Gedung Karangasem dan Gedung Tabanan","authors":"I Gede Aditya Nugraha, I. Putra, I. M. Sukarsa","doi":"10.24843/LKJITI.2016.V07.I02.P03","DOIUrl":"https://doi.org/10.24843/LKJITI.2016.V07.I02.P03","url":null,"abstract":"Museum Bali merupakan salah satu museum yang terletak di Kota Denpasar yang berdiri sejak tahun 1910. Koleksi museum terdiri dari benda-benda seperti peralatan dan perlengkapan hidup, kesenian, keagamaan, bahasa tulisan dan lain-lain yang mencerminkan kehidupan dan perkembangan kebudayaan Bali. Augmented Reality adalah teknologi yang menggabungkan benda maya dua dimensi atau tiga dimensi ke dalam sebuah lingkungan nyata tiga dimensi lalu memproyeksikan objek-objek virtual tersebut ke dalam waktu nyata. Museum Bali mengalami penurunan pengunjung beberapa tahun terakhir dan memerlukan sebuah inovasi untuk mempromosikan Museum Bali. Salah satu inovasi yang diharapkan membantu mempromosikan Museum Bali adalah dengan membuat aplikasi Augmented Reality Museum Bali pada platform Android. Memanfaatkan teknologi augmented reality yang bekerja dengan mendeteksi marker kemudian memunculkan objek 3D dan informasi dari salah satu benda di Museum Bali. Metode markerless digunakan dalam pendeteksian marker, membuat aplikasi Augmented Reality Museum Bali lebih menarik dan diharapkan menjadi pengalaman baru bagi masyarakat yang ingin lebih tahu tentang Museum Bali.","PeriodicalId":31196,"journal":{"name":"Lontar Komputer","volume":"7 1","pages":"93-103"},"PeriodicalIF":0.0,"publicationDate":"2016-01-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.24843/LKJITI.2016.V07.I02.P03","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"68899210","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}
Pub Date : 2015-12-29DOI: 10.24843/LKJITI.6.3.17207
I. Purnawan
Implementation of Information Technology (IT) in an organization require significant costs with high risk of failure [3]. Managing data is a matter that must be done continuously by the organization and accompanied by monitoring and measurement of achievement that has been done as to meet the aspect of integrity, availablility. In this study using COBIT as a frame work in preparing the guidelines for information technology governance at PT. X on DS11, which focuses on management of data about the level of concern for management (management awareness) and maturity level (maturity level). The study and analysis indicates that the level of concern for management (management awareness) PT. X already on a fairly level and maturity level for the current maturity level (as is) at level 3 (defined process) and to the expected level of maturity located at level 5 (optimized). From the overall study results showed that PT. X has recognized that the data is an important organizational asset.
{"title":"Pedoman Tata Kelola Teknologi Informasi Menggunakan IT Governance Design Frame Work (Cobit) Pada PT. X","authors":"I. Purnawan","doi":"10.24843/LKJITI.6.3.17207","DOIUrl":"https://doi.org/10.24843/LKJITI.6.3.17207","url":null,"abstract":"Implementation of Information Technology (IT) in an organization require significant costs with high risk of failure [3]. Managing data is a matter that must be done continuously by the organization and accompanied by monitoring and measurement of achievement that has been done as to meet the aspect of integrity, availablility. In this study using COBIT as a frame work in preparing the guidelines for information technology governance at PT. X on DS11, which focuses on management of data about the level of concern for management (management awareness) and maturity level (maturity level). The study and analysis indicates that the level of concern for management (management awareness) PT. X already on a fairly level and maturity level for the current maturity level (as is) at level 3 (defined process) and to the expected level of maturity located at level 5 (optimized). From the overall study results showed that PT. X has recognized that the data is an important organizational asset.","PeriodicalId":31196,"journal":{"name":"Lontar Komputer","volume":"233 1","pages":"202-207"},"PeriodicalIF":0.0,"publicationDate":"2015-12-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"68899859","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}
Pub Date : 2015-12-17DOI: 10.24843/LKJITI.2015.V06.I03.P06
N. Muliawan, A. A. C. Wiranatha, K. S. Wibawa
Budaya merupakan suatu kebiasaan yang mengandung nilai-nilai penting dan fundamental yang diwariskan dari generasi ke generasi. Wayang merupakan salah satu Kebudayaan Indonesia yang ditetapkan oleh UNESCO sebagai warisan dunia pada Tanggal 7 November 2003. Warisan tersebut harus dijaga agar tidak luntur atau hilang sehingga dapat dipelajari dan dilestarikan oleh generasi berikutnya. Mengatasi masalah tersebut maka dibuatlah Game “Wayang Fighter” yang dapat mengangkat dan melestarikan kebudayaan Indonesia melalui media yang lebih modern dan menghibur. Game Wayang Fighter adalah game ber-genre fighting yang ceritanya diadaptasi dari Cerita Pewayangan Mahabharata. Game dibuat dengan menerapkan Algoritma Basic Probability, yaitu sebuah algoritma yang menilai semua kemungkinan yang komputer lakukan, sebelum player mengambil keputusan. Game Wayang Fighter dibangun menggunakan Corona SDK dengan Bahasa Pemrograman Lua yang diaplikasikan pada Smartphone Android. Hasil yang didapat berdasarkan kuesioner terhadap game ini adalah 66% pengguna mengatakan pengetahuan mereka tentang Cerita Mahabharata bertambah dan 55% pengguna mengatakan tertarik terhadap Budaya Wayang
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Pub Date : 2015-12-17DOI: 10.24843/LKJITI.6.3.16974
I. B. P. Gamaswara, A. O. Sudana, Ni Made Ika Marini Mandenni
Management System Information is needed by an organization or a large company such as hospital to provide information for support several function of operation, management, and problem solver immediately and appropriately. Management System Information had designed for hospital necessary is formed by several modules in accordance with their respective functions, such as the Service Module. The Service Module is expected to reduce hospital employees for working which several services still going manually paperbased, such as recording a patient's medical record. A method is used for this project called TAS Method who had five stages of design. Design of Management System Information of Hospital Service Module has been connected to six others module through exchanged data between module so that produce a integrated. Some process can be explained from this Service Module is Master Data Management, Treatment, Emergency Unit, Medical support, Medical Record, Scheduling, and Report. The result from designing this system is Exchanged Data Between Module Design, Context Diagram, Data Flow Diagram, Hierarchy Chart, Physical Data Model, and Graphical User Interface.
{"title":"Perancangan Sistem Informasi Manajemen Modul Layanan Pada Rumah Sakit","authors":"I. B. P. Gamaswara, A. O. Sudana, Ni Made Ika Marini Mandenni","doi":"10.24843/LKJITI.6.3.16974","DOIUrl":"https://doi.org/10.24843/LKJITI.6.3.16974","url":null,"abstract":"Management System Information is needed by an organization or a large company such as hospital to provide information for support several function of operation, management, and problem solver immediately and appropriately. Management System Information had designed for hospital necessary is formed by several modules in accordance with their respective functions, such as the Service Module. The Service Module is expected to reduce hospital employees for working which several services still going manually paperbased, such as recording a patient's medical record. A method is used for this project called TAS Method who had five stages of design. Design of Management System Information of Hospital Service Module has been connected to six others module through exchanged data between module so that produce a integrated. Some process can be explained from this Service Module is Master Data Management, Treatment, Emergency Unit, Medical support, Medical Record, Scheduling, and Report. The result from designing this system is Exchanged Data Between Module Design, Context Diagram, Data Flow Diagram, Hierarchy Chart, Physical Data Model, and Graphical User Interface.","PeriodicalId":31196,"journal":{"name":"Lontar Komputer","volume":"6 1","pages":"162-174"},"PeriodicalIF":0.0,"publicationDate":"2015-12-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"68899759","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}
Pub Date : 2015-12-17DOI: 10.24843/LKJITI.6.3.16973
Agus Gede Adi Prayoga, I. P. A. Bayupati
Japanese language is different from other language in general, because in its writing is using Katakana and Hiragana letter. The use of Japanese is in various need, especially in communication for example entertaining tourists. Japanese language learning in Indonesia facing several problems among other are lack of infrastructure in practicing and also boring atmosphere which make students having difficulty in learning. Educational game application for mobile device is a new learning method is considered as a tool to attract one’s interest to learn. Educational Games to Indentify Katakana and Hiragana Letter is created in order to help to overcome the difficulty in learning Japanese Language relate to mastery Katakana and Hiragana letter. Learning material which is implied in the game came from Ni Hon Go 1 and Ni Hon Go No Kyoukasho curriculum. Game have three learning features such as table, letter writing and guessing, there are also entertaining addition features. Based on questionnaire data result on 30 students having difficulty in learning Japanese language, as much as 60% of respondents say that the game was easily understood as a Japanese language learning media.
日语与一般其他语言不同,因为在书写中使用片假名和平假名字母。日语的使用有各种各样的需要,特别是在交流中,例如招待游客。印度尼西亚的日语学习面临着一些问题,其中包括缺乏练习基础设施和枯燥的氛围,使学生学习困难。教育游戏应用是一种新的学习方法,被认为是一种吸引人们学习兴趣的工具。识别片假名和平假名字母的教育游戏是为了帮助克服学习日语中与掌握片假名和平假名字母有关的困难而创建的。游戏中隐含的学习材料来自《倪Hon Go 1》和《倪Hon Go No Kyoukasho》课程。游戏具有表、写、猜三种学习功能,还有娱乐性的加法功能。根据对30名日语学习困难学生的问卷调查数据结果显示,多达60%的受访者表示游戏很容易被理解为日语学习媒体。
{"title":"Game Edukasi Mengenal Huruf Katakana dan Hiragana Berbasis Android","authors":"Agus Gede Adi Prayoga, I. P. A. Bayupati","doi":"10.24843/LKJITI.6.3.16973","DOIUrl":"https://doi.org/10.24843/LKJITI.6.3.16973","url":null,"abstract":"Japanese language is different from other language in general, because in its writing is using Katakana and Hiragana letter. The use of Japanese is in various need, especially in communication for example entertaining tourists. Japanese language learning in Indonesia facing several problems among other are lack of infrastructure in practicing and also boring atmosphere which make students having difficulty in learning. Educational game application for mobile device is a new learning method is considered as a tool to attract one’s interest to learn. Educational Games to Indentify Katakana and Hiragana Letter is created in order to help to overcome the difficulty in learning Japanese Language relate to mastery Katakana and Hiragana letter. Learning material which is implied in the game came from Ni Hon Go 1 and Ni Hon Go No Kyoukasho curriculum. Game have three learning features such as table, letter writing and guessing, there are also entertaining addition features. Based on questionnaire data result on 30 students having difficulty in learning Japanese language, as much as 60% of respondents say that the game was easily understood as a Japanese language learning media.","PeriodicalId":31196,"journal":{"name":"Lontar Komputer","volume":"12 1","pages":"150-161"},"PeriodicalIF":0.0,"publicationDate":"2015-12-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"68899706","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}
Pub Date : 2015-12-17DOI: 10.24843/LKJITI.2015.v06.i03.p05
Ni Made Erlinta Devi, I. Putra, I. M. Sukarsa
Spatial Data Clustering merupakan salah satu teknik penting pada data mining yang digunakan untuk mendapatkan informasi atau pengetahuan pada data spasial dalam jumlah yang besar dari berbagai aplikasi. Salah satu teknik yang menjadi pelopor perkembangan algoritma clustering pada data spasial adalah DBSCAN. Teknik ini dapat menentukan cluster dari bentuk data yang tidak beraturan dan dapat menangani noise secara efektif. Penelitian ini berfokus pada pengimplementasian Metode DBSCAN pada proses pengambilan keputusan untuk membantu perusahaan menentukan pelanggan potensialnya. Hasil uji coba pada penelitian ini menunjukkan bahwa Metode DBSCAN telah berhasil melakukan proses clustering untuk membantu proses pengambilan keputusan dalam penentuan pelanggan potensial dengan membentuk sejumlah cluster .
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Pub Date : 2015-11-17DOI: 10.24843/LKJITI.2015.V06.I03.P04
Ariyady Kurniawan Muchsin, M. Sudarma
Sesuai dengan amanat UUD 1945 pasal 31 tentang pendidikan pemerintah telah mengeluarkan berbagai kebijakan untuk mewujudkan biaya pendidikan yang semakin murah dan terjangkau oleh semua kalangan masyarakat, salah satunya ialah dengan sistem UKT (Uang Kuliah Tunggal) yaitu merupakan sebagian Biaya Kuliah Tunggal (BKT) yang ditanggungkan kepada setiap mahasiswa berdasarkan kemampuan ekonominya. Mekanisme penentuan golongan UKT saat ini masih dilakukan secara manual oleh Universitas Udayana yang mengakibatkan nilai keadilan bagi calon mahasiswa baru terhadap kemampuan ekonomi mereka masih dirasakan kurang. Oleh karena itu dibutuhkan suatu mekanisme pengisian dan penentuan UKT yang dapat dilakukan secara online , sehingga dapat meningkatkan efisiensi dan efektivitas. Solusi selanjutnya yang dapat dilakukan ialah dengan menggunakan teknik klasifikasi menggunakan Fuzzy C-Means (FCM) dan Index Xie Beni untuk menentukan cluster optimum dalam proses penentuan golongan UKT sehingga dapat memenuhi nilai keadilan bagi calon mahasiswa baru.
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