Pub Date : 2023-03-31DOI: 10.33020/saintekom.v13i1.402
Nur Afiasari, Nana Suarna, Nining Rahaningsi
The large number of products sold by the Bill Lights Store resulted in a stockpile of several product items due to the large supply of products that were less attractive to customers, resulting in many unsold and under-sold products. Bill Lights struggles with inventory levels of sold and unsold products, as well as shortages and overstocks. Bill Lights stores should rank each product so that they know which products are in the most demand. The purpose of this research is to solve the problem of using inventory information by grouping inventory products based on product characteristics using data mining techniques. The technique used is the K-Means algorithm method. K-Means algorithm clustering method and RapidMiner software processing. The data mining process starts with data processing (selection, cleaning, transformation, data mining and interpretation/evaluation). So if we start with a dataset of 160 products, we get cluster 0 with 88 products classified as sold, cluster 1 with 26 products classified as unsold, and cluster 2 with 46 fewer products classified as sold. The result of using the K-Means method is grouped into three clusters. To enable Bill Lights Store to implement sales and growth strategies based on products that are selling well.
Bill Lights商店销售的大量产品导致了一些产品的库存,因为大量的产品供应对客户的吸引力较小,导致许多产品未售出和销售不足。Bill Lights正在努力应对已售和未售产品的库存水平,以及短缺和库存过剩。Bill Lights商店应该对每种产品进行排名,这样他们就知道哪些产品需求最大。本研究的目的是利用数据挖掘技术,根据产品特征对库存产品进行分组,解决库存信息的使用问题。使用的技术是k -均值算法方法。K-Means算法聚类方法和RapidMiner软件处理。数据挖掘过程从数据处理(选择、清理、转换、数据挖掘和解释/评估)开始。因此,如果我们从包含160种产品的数据集开始,我们得到集群0有88种产品被分类为已售出,集群1有26种产品被分类为未售出,集群2有46种产品被分类为已售出。使用K-Means方法的结果分为三个簇。使Bill Lights商店根据销售良好的产品实施销售和增长战略。
{"title":"Implementasi Data Mining Transaksi Penjualan Menggunakan Algoritma Clustering dengan Metode K-Means","authors":"Nur Afiasari, Nana Suarna, Nining Rahaningsi","doi":"10.33020/saintekom.v13i1.402","DOIUrl":"https://doi.org/10.33020/saintekom.v13i1.402","url":null,"abstract":"The large number of products sold by the Bill Lights Store resulted in a stockpile of several product items due to the large supply of products that were less attractive to customers, resulting in many unsold and under-sold products. Bill Lights struggles with inventory levels of sold and unsold products, as well as shortages and overstocks. Bill Lights stores should rank each product so that they know which products are in the most demand. The purpose of this research is to solve the problem of using inventory information by grouping inventory products based on product characteristics using data mining techniques. The technique used is the K-Means algorithm method. K-Means algorithm clustering method and RapidMiner software processing. The data mining process starts with data processing (selection, cleaning, transformation, data mining and interpretation/evaluation). So if we start with a dataset of 160 products, we get cluster 0 with 88 products classified as sold, cluster 1 with 26 products classified as unsold, and cluster 2 with 46 fewer products classified as sold. The result of using the K-Means method is grouped into three clusters. To enable Bill Lights Store to implement sales and growth strategies based on products that are selling well.","PeriodicalId":359182,"journal":{"name":"Jurnal SAINTEKOM","volume":"89 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126501321","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 : 2023-03-31DOI: 10.33020/saintekom.v13i1.379
Simeon Yuda Prasetyo
Cardiovascular disease or heart problems are the leading cause of death worldwide. According to WHO (World Health Organization) every year there are more than 17.9 million deaths worldwide. In previous studies, there have been many studies related to the application of machine learning to predict heart failure and obtained quite good results, ranging from 85 percent to 90 percent, with sophisticated models optimized using neural networks. In this research, experiments were carried out using similar architectures based on the state of the art from previous research, namely Artificial Neural Networks by conducting several hyperparameter tests, namely the number of hidden layers and the number of neuron units in the hidden layer. Based on the test results, the Artificial Neural Network model get the best results by implementing 2 hidden layers with 15 units of neurons in the first hidden layer and 10 units of neurons in the second hidden layer. This model get accuracy on data testing of 92,032% and AUC of 93%.
{"title":"Prediksi Gagal Jantung Menggunakan Artificial Neural Network","authors":"Simeon Yuda Prasetyo","doi":"10.33020/saintekom.v13i1.379","DOIUrl":"https://doi.org/10.33020/saintekom.v13i1.379","url":null,"abstract":"Cardiovascular disease or heart problems are the leading cause of death worldwide. According to WHO (World Health Organization) every year there are more than 17.9 million deaths worldwide. In previous studies, there have been many studies related to the application of machine learning to predict heart failure and obtained quite good results, ranging from 85 percent to 90 percent, with sophisticated models optimized using neural networks. In this research, experiments were carried out using similar architectures based on the state of the art from previous research, namely Artificial Neural Networks by conducting several hyperparameter tests, namely the number of hidden layers and the number of neuron units in the hidden layer. Based on the test results, the Artificial Neural Network model get the best results by implementing 2 hidden layers with 15 units of neurons in the first hidden layer and 10 units of neurons in the second hidden layer. This model get accuracy on data testing of 92,032% and AUC of 93%.","PeriodicalId":359182,"journal":{"name":"Jurnal SAINTEKOM","volume":"198 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116148449","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 : 2023-03-31DOI: 10.33020/saintekom.v13i1.350
Chayen Remington Huan, Diny Anggriani Adnas
Video games have many genres and for this research, the author focuses on survival genre Video games. Video games with the survival genre give players freedom and try to survive in the world provided by the video game. Because players are free to explore in the video game, the visuals or graphics in the world in the video game will greatly affect the player's interest, but there are survival video games that have good visuals but don't have many interests like Fallalypse and Age of Survival where both video games have a Very Negative rating. However, there is one survival video game that doesn't have good visuals and only relies on unique gameplay but has a lot of interest and that video game is Minecraft. The purpose of this research is to find out the interest of players or gamers in video games in the survival genre. This study used quasi-experimental and qualitative methods on 14 participants with an age range of 18-26 years. After the quasi-experiments and qualitative were completed, the authors were able to receive one conclusion about gamers’ preference in survival video games, gamers prefer playing survival video games. which are not too realistic or similar to the real world in terms of difficulty, but gamers prefer to see visuals or graphics that are realistic or similar to the real world.
电子游戏有许多类型,在这项研究中,作者主要关注生存类电子游戏。生存类电子游戏给予玩家自由,并尝试在电子游戏提供的世界中生存。因为玩家可以在电子游戏中自由探索,所以电子游戏世界中的视觉效果或图像将极大地影响玩家的兴趣,但也有一些生存类电子游戏虽然具有良好的视觉效果,但却没有太多的兴趣,如《Fallalypse》和《Age of survival》,这两款电子游戏都获得了非常负面的评价。然而,有一款生存类电子游戏并没有很好的视觉效果,它只依赖于独特的游戏玩法,但却有很多有趣的内容,那就是《我的世界》。这项研究的目的是找出玩家或玩家对生存类电子游戏的兴趣。本研究采用准实验和定性相结合的方法,对年龄在18-26岁之间的14名参与者进行了研究。在准实验和定性实验完成后,作者可以得到关于玩家对生存类电子游戏偏好的结论:玩家更喜欢玩生存类电子游戏。这些游戏在难度上不太现实或与现实世界相似,但玩家更喜欢看到与现实世界相似的视觉效果或图像。
{"title":"Pengaruh Estetik Video Game terhadap Minat Gamer dengan Genre Survival","authors":"Chayen Remington Huan, Diny Anggriani Adnas","doi":"10.33020/saintekom.v13i1.350","DOIUrl":"https://doi.org/10.33020/saintekom.v13i1.350","url":null,"abstract":"Video games have many genres and for this research, the author focuses on survival genre Video games. Video games with the survival genre give players freedom and try to survive in the world provided by the video game. Because players are free to explore in the video game, the visuals or graphics in the world in the video game will greatly affect the player's interest, but there are survival video games that have good visuals but don't have many interests like Fallalypse and Age of Survival where both video games have a Very Negative rating. However, there is one survival video game that doesn't have good visuals and only relies on unique gameplay but has a lot of interest and that video game is Minecraft. The purpose of this research is to find out the interest of players or gamers in video games in the survival genre. This study used quasi-experimental and qualitative methods on 14 participants with an age range of 18-26 years. After the quasi-experiments and qualitative were completed, the authors were able to receive one conclusion about gamers’ preference in survival video games, gamers prefer playing survival video games. which are not too realistic or similar to the real world in terms of difficulty, but gamers prefer to see visuals or graphics that are realistic or similar to the real world.","PeriodicalId":359182,"journal":{"name":"Jurnal SAINTEKOM","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126350102","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}
A visual novel game is a visual communication design product that integrates graphic design through visual styles, visual character designs, and narrative designs accompanied by interactive communicative story construction. Games with the best storytelling and the ability to communicate historical chronology and cultural facts are synonymous with visual novel games. In the previous study, the Visual Novel Folklore Game of the Origins of the City of Surabaya featured puzzle and dialogue mechanics to build a more interactive narrative with the user. In addition, there is a branching narrative where users can make decisions by choosing which point of view the user wants to play. Several stages in this study include data collection, usability testing, data analysis, and conclusion. The results of this user experience analysis research overview several usability aspects that should be concerned in the subsequent game development. The usability aspects tested are Learnability, Memorability, Efficiency, Error, and Satisfaction. Of the 114 respondents involved in this study, the highest average score was obtained for the satisfaction aspect, which was 4.17, while the lowest average score was for the error aspect, which was 3.83, the games is easy to play and get satisfying results in every aspect of usability, the games is easy to play and achieves satisfactory results in each usability parameter.
{"title":"Analisis Pengalaman Pengguna Game Visual Novel Asal Usul Kota Surabaya Menggunakan Metode Usability Testing","authors":"Ashafidz Fauzan Dianta, Artiarini Kusuma Nurindiyani, Zakha Maisat Eka Darmawan","doi":"10.33020/saintekom.v13i1.386","DOIUrl":"https://doi.org/10.33020/saintekom.v13i1.386","url":null,"abstract":"A visual novel game is a visual communication design product that integrates graphic design through visual styles, visual character designs, and narrative designs accompanied by interactive communicative story construction. Games with the best storytelling and the ability to communicate historical chronology and cultural facts are synonymous with visual novel games. In the previous study, the Visual Novel Folklore Game of the Origins of the City of Surabaya featured puzzle and dialogue mechanics to build a more interactive narrative with the user. In addition, there is a branching narrative where users can make decisions by choosing which point of view the user wants to play. Several stages in this study include data collection, usability testing, data analysis, and conclusion. The results of this user experience analysis research overview several usability aspects that should be concerned in the subsequent game development. The usability aspects tested are Learnability, Memorability, Efficiency, Error, and Satisfaction. Of the 114 respondents involved in this study, the highest average score was obtained for the satisfaction aspect, which was 4.17, while the lowest average score was for the error aspect, which was 3.83, the games is easy to play and get satisfying results in every aspect of usability, the games is easy to play and achieves satisfactory results in each usability parameter.","PeriodicalId":359182,"journal":{"name":"Jurnal SAINTEKOM","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116812941","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 : 2023-03-31DOI: 10.33020/saintekom.v13i1.349
Abdul Rahman
Getting good academic performance is the goal of the learning process carried out by the education office under the auspices of the Ministry of Education and supervised by the government. Governments that want to be successful in educating students should pay attention to their new generation because they are the future successors of the nation. Students of all levels are the benchmark for a country's success. Therefore, it is necessary to know the student's academic performance from an early age, in order to get special treatment related to the student's learning achievement. In this study, the academic achievement of students from various levels of education such as elementary, middle, and high schools was tried to be determined by applying various data mining classification methods such as Decision Tree and Naive Bayes. This data grouping is open where the data can be accessed easily and can be used in future research. The data grouping is divided into 3 categories, namely Low (L), Medium (M) and High (H). From the results of the dataset trial, it shows that the highest classification accuracy is Decision Tree of 83.89% and Naive Bayes of 85.97%. Thus the Naïve Bayes method is more accurate in grouping students' academic performance data. The results of this study will be used to create a student grouping system based on student learning performance using the appropriate algorithm. So that his contribution later when creating the application system for the formation of study groups can use the Naïve Bayes method.
{"title":"Klasifikasi Performa Akademik Siswa Menggunakan Metode Decision Tree dan Naive Bayes","authors":"Abdul Rahman","doi":"10.33020/saintekom.v13i1.349","DOIUrl":"https://doi.org/10.33020/saintekom.v13i1.349","url":null,"abstract":"Getting good academic performance is the goal of the learning process carried out by the education office under the auspices of the Ministry of Education and supervised by the government. Governments that want to be successful in educating students should pay attention to their new generation because they are the future successors of the nation. Students of all levels are the benchmark for a country's success. Therefore, it is necessary to know the student's academic performance from an early age, in order to get special treatment related to the student's learning achievement. In this study, the academic achievement of students from various levels of education such as elementary, middle, and high schools was tried to be determined by applying various data mining classification methods such as Decision Tree and Naive Bayes. This data grouping is open where the data can be accessed easily and can be used in future research. The data grouping is divided into 3 categories, namely Low (L), Medium (M) and High (H). From the results of the dataset trial, it shows that the highest classification accuracy is Decision Tree of 83.89% and Naive Bayes of 85.97%. Thus the Naïve Bayes method is more accurate in grouping students' academic performance data. The results of this study will be used to create a student grouping system based on student learning performance using the appropriate algorithm. So that his contribution later when creating the application system for the formation of study groups can use the Naïve Bayes method.","PeriodicalId":359182,"journal":{"name":"Jurnal SAINTEKOM","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131316123","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 : 2023-03-31DOI: 10.33020/saintekom.v13i1.348
Sri Kusumastuti, S. Suryono, Adi Wisaksono, S. Supriyati, Vinda Setya Kartika
In the transition from the dry season to the rainy season, betta fish breeders are particularly affected. Betta fish cubs are prone to death. Betta fish fry are betta fish children after 1 to 7 days. The feedstock of betta fish cubs, namely water fleas, is greatly reduced due to overflowing water. Unstable temperature attacks the body resistance of betta fish cubs. This study designed and made a conditioning device for the growth of betta fish fry using PLC Zelio SR3B261BD and NodeMCU ESP8266. Features of the tool consist of making artemia feed, distributing artemia feed, telling breeders to mix feed, controlling, and monitoring the temperature of the pond water. The results of the study showed that the device can work to hatch artemia eggs, distribute artemia to fry, notify farmers via telegram to mix feed, monitor the temperature, and maintain the temperature of the pond water in the range of 24?C - 27?C. The difference with previous fish farming research, this research adds a feature of making betta fish feed through the process of hatching artemia eggs.
{"title":"Kontrol Suhu dan Pakan Burayak Ikan Cupang Menggunakan PLC Zelio Sr3b261bd dan NodeMCU ESP8266","authors":"Sri Kusumastuti, S. Suryono, Adi Wisaksono, S. Supriyati, Vinda Setya Kartika","doi":"10.33020/saintekom.v13i1.348","DOIUrl":"https://doi.org/10.33020/saintekom.v13i1.348","url":null,"abstract":"In the transition from the dry season to the rainy season, betta fish breeders are particularly affected. Betta fish cubs are prone to death. Betta fish fry are betta fish children after 1 to 7 days. The feedstock of betta fish cubs, namely water fleas, is greatly reduced due to overflowing water. Unstable temperature attacks the body resistance of betta fish cubs. This study designed and made a conditioning device for the growth of betta fish fry using PLC Zelio SR3B261BD and NodeMCU ESP8266. Features of the tool consist of making artemia feed, distributing artemia feed, telling breeders to mix feed, controlling, and monitoring the temperature of the pond water. The results of the study showed that the device can work to hatch artemia eggs, distribute artemia to fry, notify farmers via telegram to mix feed, monitor the temperature, and maintain the temperature of the pond water in the range of 24?C - 27?C. The difference with previous fish farming research, this research adds a feature of making betta fish feed through the process of hatching artemia eggs.","PeriodicalId":359182,"journal":{"name":"Jurnal SAINTEKOM","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134318765","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 : 2023-03-31DOI: 10.33020/saintekom.v13i1.376
Dian Nur Sholihaningtias
The process of applying for credit (loan funds) by customers is one of the many forms of service at the Bank. To approve credit applications, the bank, especially the credit manager, must carry out a complex assessment in accordance with the standard requirements that apply to the bank, this is due to minimizing the risk of bad credit because customers cannot make installment payments in the future. Due to the complexity of the considerations in determining the eligibility of customers who apply for credit, limited employees (labor) and also the evaluation process that is still done manually so it takes a long time, so to overcome these problems, we need a system that can provide recommendations for customer decisions that are acceptable. in applying for credit using a decision support system method, one of which is used in this study is the Technique For Others Reference by Similarity to Ideal Solution (TOPSIS) method with the weighting Rank Order Centroid (ROC) method. The criteria used in this appraisal process include the price of the vehicle, down payment (DP), income, customer character and housing status. Based on the calculation results according to predetermined criteria, the highest value is 0,86 and the lowest value is 0,10.
客户申请信贷(贷款资金)的过程是银行众多服务形式之一。为了批准信贷申请,银行,特别是信贷经理,必须根据适用于银行的标准要求进行复杂的评估,这是由于尽量减少客户将来无法分期付款而造成的不良信用风险。由于在确定申请信贷的客户的资格方面考虑的复杂性,有限的员工(劳动力)以及仍然手动完成的评估过程,因此需要很长时间,因此为了克服这些问题,我们需要一个可以为客户决策提供可接受的建议的系统。在申请信用时使用决策支持系统方法,本研究使用的其中一种方法是加权秩序质心(ROC)方法的TOPSIS (technical for Others Reference by Similarity to Ideal Solution)方法。在这个评估过程中使用的标准包括车辆的价格,首付款(DP),收入,客户的性格和住房状况。根据预定准则计算结果,最大值为0.86,最小值为0.10。
{"title":"Rekomendasi Kelayakan Penerima Kredit Menggunakan Metode TOPSIS dengan Pembobotan ROC","authors":"Dian Nur Sholihaningtias","doi":"10.33020/saintekom.v13i1.376","DOIUrl":"https://doi.org/10.33020/saintekom.v13i1.376","url":null,"abstract":"The process of applying for credit (loan funds) by customers is one of the many forms of service at the Bank. To approve credit applications, the bank, especially the credit manager, must carry out a complex assessment in accordance with the standard requirements that apply to the bank, this is due to minimizing the risk of bad credit because customers cannot make installment payments in the future. Due to the complexity of the considerations in determining the eligibility of customers who apply for credit, limited employees (labor) and also the evaluation process that is still done manually so it takes a long time, so to overcome these problems, we need a system that can provide recommendations for customer decisions that are acceptable. in applying for credit using a decision support system method, one of which is used in this study is the Technique For Others Reference by Similarity to Ideal Solution (TOPSIS) method with the weighting Rank Order Centroid (ROC) method. The criteria used in this appraisal process include the price of the vehicle, down payment (DP), income, customer character and housing status. Based on the calculation results according to predetermined criteria, the highest value is 0,86 and the lowest value is 0,10.","PeriodicalId":359182,"journal":{"name":"Jurnal SAINTEKOM","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115369422","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 : 2023-03-31DOI: 10.33020/saintekom.v13i1.352
Agus Fajar Riany, Gusmelia Testiana
Stroke is a disturbance of brain function, both local and general, that occurs suddenly, progressively, and rapidly due to non-traumatic brain blood circulation disorders that lasts more than 24 hours or ends in death. Stroke is also one of the deadliest diseases in Indonesia. In this study, stroke data was used to explore new information or knowledge in it. The process of extracting new information from a set of data is known as data mining. Therefore, this research aims to classify data related to stroke using the Naïve Bayes algorithm to find out whether the patient has a stroke or not. There are 10 attributes that are included in the causes of stroke, among others, gender, age, history of hypertension, history of heart disease, marital status, type of work, type of residence, glucose level, body mass index and smoking status. The results showed that classification with the Naïve Bayes algorithm can be applied in classifying stroke data resulting in an accuracy value of 92.48% in the Good Classification category.
{"title":"Penerapan Data Mining untuk Klasifikasi Penyakit Stroke Menggunakan Algoritma Naïve Bayes","authors":"Agus Fajar Riany, Gusmelia Testiana","doi":"10.33020/saintekom.v13i1.352","DOIUrl":"https://doi.org/10.33020/saintekom.v13i1.352","url":null,"abstract":"Stroke is a disturbance of brain function, both local and general, that occurs suddenly, progressively, and rapidly due to non-traumatic brain blood circulation disorders that lasts more than 24 hours or ends in death. Stroke is also one of the deadliest diseases in Indonesia. In this study, stroke data was used to explore new information or knowledge in it. The process of extracting new information from a set of data is known as data mining. Therefore, this research aims to classify data related to stroke using the Naïve Bayes algorithm to find out whether the patient has a stroke or not. There are 10 attributes that are included in the causes of stroke, among others, gender, age, history of hypertension, history of heart disease, marital status, type of work, type of residence, glucose level, body mass index and smoking status. The results showed that classification with the Naïve Bayes algorithm can be applied in classifying stroke data resulting in an accuracy value of 92.48% in the Good Classification category.","PeriodicalId":359182,"journal":{"name":"Jurnal SAINTEKOM","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129647250","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 : 2022-09-30DOI: 10.33020/saintekom.v12i2.321
Pradana Ananda Raharja, Amalia Beladinna Arifa, Iffan Ahmad Nasrulloh
The production of water spinach vegetable crops in 2020 in Central Java ranks 2nd in water spinach production, which is 29,108 tons. The amount of water in spinach production and the increased risk of being attacked by pests and diseases will be even more significant, and proper care is needed to improve the quality of water spinach. It takes an expert to convey knowledge about controlling pests and diseases that are good and right. From these problems, we developed a system to overcome the problem of water spinach plant disease. This expert system uses the forward chaining method. The results of this study are a pest and disease diagnosis system on water spinach using a website-based forward chaining method with accuracy testing using the confusion matrix method by testing 50 rules. Of 50 data, 45 are considered appropriate, and the results of 5 rules are not relevant, so the evaluation results of this expert system produce system accuracy with a percentage of 90%.
{"title":"SISTEM PAKAR DIAGNOSIS HAMA DAN PENYAKIT PADA TANAMAN KANGKUNG MENGGUNAKAN METODE FORWARD CHAINING","authors":"Pradana Ananda Raharja, Amalia Beladinna Arifa, Iffan Ahmad Nasrulloh","doi":"10.33020/saintekom.v12i2.321","DOIUrl":"https://doi.org/10.33020/saintekom.v12i2.321","url":null,"abstract":"The production of water spinach vegetable crops in 2020 in Central Java ranks 2nd in water spinach production, which is 29,108 tons. The amount of water in spinach production and the increased risk of being attacked by pests and diseases will be even more significant, and proper care is needed to improve the quality of water spinach. It takes an expert to convey knowledge about controlling pests and diseases that are good and right. From these problems, we developed a system to overcome the problem of water spinach plant disease. This expert system uses the forward chaining method. The results of this study are a pest and disease diagnosis system on water spinach using a website-based forward chaining method with accuracy testing using the confusion matrix method by testing 50 rules. Of 50 data, 45 are considered appropriate, and the results of 5 rules are not relevant, so the evaluation results of this expert system produce system accuracy with a percentage of 90%.","PeriodicalId":359182,"journal":{"name":"Jurnal SAINTEKOM","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122088741","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 : 2022-09-30DOI: 10.33020/saintekom.v12i2.340
Dimas Prayoga, Lili Rusdiana, Fenroy Yedithia
The development of an Android-based 2d platformer game with elements of Artificial Intelligence (AI) on certain objects makes users get entertainment. However, with the addition of educational elements simultaneously when playing games, it will directly increase user knowledge. The purpose of this study is to present games in the form of education about mathematics to users. The methods used include literature study, observation, and experiment. The software development method uses the System Development Life Cycle (SDLC) with a waterfall development approach. The software used in making this game is unity version 2020.3.1f1 Long Term Support (LTS). Testing using black box testing with good results. Based on the results of the questionnaire, this game is said to be suitable for use with a percentage value of 82.4%.
{"title":"PENGEMBANGAN GAME 2D PLATFORMER “VIRUS MUST DIE” BERBASIS ANDROID MENGGUNAKAN UNITY","authors":"Dimas Prayoga, Lili Rusdiana, Fenroy Yedithia","doi":"10.33020/saintekom.v12i2.340","DOIUrl":"https://doi.org/10.33020/saintekom.v12i2.340","url":null,"abstract":"The development of an Android-based 2d platformer game with elements of Artificial Intelligence (AI) on certain objects makes users get entertainment. However, with the addition of educational elements simultaneously when playing games, it will directly increase user knowledge. The purpose of this study is to present games in the form of education about mathematics to users. The methods used include literature study, observation, and experiment. The software development method uses the System Development Life Cycle (SDLC) with a waterfall development approach. The software used in making this game is unity version 2020.3.1f1 Long Term Support (LTS). Testing using black box testing with good results. Based on the results of the questionnaire, this game is said to be suitable for use with a percentage value of 82.4%.","PeriodicalId":359182,"journal":{"name":"Jurnal SAINTEKOM","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128780514","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}