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Implementasi Data Mining Transaksi Penjualan Menggunakan Algoritma Clustering dengan Metode K-Means 利用聚均值算法执行销售交易
Pub Date : 2023-03-31 DOI: 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。
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引用次数: 0
Prediksi Gagal Jantung Menggunakan Artificial Neural Network
Pub Date : 2023-03-31 DOI: 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%.
心血管疾病或心脏问题是世界范围内导致死亡的主要原因。根据世界卫生组织的数据,全世界每年有1790多万人死亡。在之前的研究中,已经有很多关于应用机器学习预测心力衰竭的研究,并获得了相当不错的结果,从85%到90%不等,使用神经网络优化了复杂的模型。在本研究中,基于先前研究的最新技术,即人工神经网络,使用类似的架构进行了实验,并进行了多次超参数测试,即隐藏层的数量和隐藏层中的神经元单元的数量。根据测试结果,人工神经网络模型通过实现2个隐藏层,第一隐藏层有15个神经元单位,第二层隐藏层有10个神经元单位,得到了最好的结果。该模型在数据测试上的准确率为92032%,AUC为93%。
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引用次数: 0
Pengaruh Estetik Video Game terhadap Minat Gamer dengan Genre Survival
Pub Date : 2023-03-31 DOI: 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。
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引用次数: 0
Analisis Pengalaman Pengguna Game Visual Novel Asal Usul Kota Surabaya Menggunakan Metode Usability Testing 分析泗水市起源的视觉游戏用户体验体验
Pub Date : 2023-03-31 DOI: 10.33020/saintekom.v13i1.386
Ashafidz Fauzan Dianta, Artiarini Kusuma Nurindiyani, Zakha Maisat Eka Darmawan
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.
视觉小说游戏是一种视觉传达设计产品,它通过视觉风格、视觉角色设计、叙事设计等与互动交流故事构建相结合,将平面设计整合在一起。拥有最好的故事叙述以及能够传达历史年代和文化事实的游戏便是视觉小说游戏的代名词。在之前的研究中,视觉小说《泗水之城的起源》以谜题和对话机制为特色,与用户构建更具互动性的叙事。此外,游戏还存在分支叙述,用户可以通过选择自己想玩的视角来做出决定。本研究的几个阶段包括数据收集、可用性测试、数据分析和结论。用户体验分析研究的结果概述了在后续游戏开发中应该考虑的几个可用性方面。测试的可用性方面包括易学性、可记忆性、效率、错误和满意度。在本次研究的114名受访者中,满意度方面的平均得分最高,为4.17分,错误方面的平均得分最低,为3.83分,游戏易玩且在可用性各方面均获得满意的结果,游戏易玩且在可用性各参数均获得满意的结果。
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引用次数: 1
Klasifikasi Performa Akademik Siswa Menggunakan Metode Decision Tree dan Naive Bayes 采用砍树方法和天真贝耶斯对学生的学术成绩进行分类
Pub Date : 2023-03-31 DOI: 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.
获得良好的学习成绩是学习过程的目标,由教育部主持并由政府监督的教育办公室实施。想要在教育学生方面取得成功的政府应该关注他们的新一代,因为他们是国家未来的接班人。各个层次的学生是一个国家成功的基准。因此,有必要从早期就了解学生的学习成绩,以便获得与学生学习成绩相关的特殊待遇。本研究尝试运用决策树、朴素贝叶斯等多种数据挖掘分类方法,确定小学、初中、高中等不同教育层次学生的学业成绩。这种数据分组是开放的,数据可以很容易地访问,并可以在未来的研究中使用。将数据分组分为Low (L)、Medium (M)和High (H)三类。从数据集试验结果来看,最高的分类准确率是Decision Tree(83.89%)和朴素贝叶斯(85.97%)。因此Naïve贝叶斯方法在对学生学业成绩数据进行分组时更为准确。本研究的结果将用于使用适当的算法创建一个基于学生学习表现的学生分组系统。以便他后来的贡献在创建应用系统形成学习小组时可以使用Naïve贝叶斯方法。
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引用次数: 0
Kontrol Suhu dan Pakan Burayak Ikan Cupang Menggunakan PLC Zelio Sr3b261bd dan NodeMCU ESP8266 温度控制和饲料吻鱼饲料使用PLC Zelio Sr3b261bd和NodeMCU ESP8266
Pub Date : 2023-03-31 DOI: 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.
在旱季到雨季的过渡时期,斗鱼养殖者受到的影响尤其严重。斗鱼幼鱼很容易死亡。斗鱼苗是经过1到7天的斗鱼苗。斗鱼幼鱼的原料,即水蚤,由于水溢出而大大减少。不稳定的温度会影响斗鱼幼崽的身体抵抗力。本研究采用PLC Zelio SR3B261BD和NodeMCU ESP8266设计制作了一种对虾鱼苗生长调节装置。该工具的功能包括制作青蒿饲料,分配青蒿饲料,告诉养殖户混合饲料,控制和监测池塘水温。研究结果表明,该装置可完成虫卵孵化、分配虫苗、电报通知养殖户拌料、温度监测等工作,使池水温度保持在24?C - 27?与以往的养鱼研究不同的是,本研究增加了通过孵化青蒿虫卵的过程来制作斗鱼饲料的特点。
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引用次数: 0
Rekomendasi Kelayakan Penerima Kredit Menggunakan Metode TOPSIS dengan Pembobotan ROC 信贷接受者使用TOPSIS方法破解大鹏
Pub Date : 2023-03-31 DOI: 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。
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引用次数: 1
Penerapan Data Mining untuk Klasifikasi Penyakit Stroke Menggunakan Algoritma Naïve Bayes
Pub Date : 2023-03-31 DOI: 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.
中风是一种局部和全身性脑功能紊乱,由于非创伤性脑血液循环紊乱而突然、渐进和迅速发生,持续24小时以上或以死亡告终。中风也是印尼最致命的疾病之一。在这项研究中,中风数据被用来探索新的信息或知识。从一组数据中提取新信息的过程称为数据挖掘。因此,本研究旨在使用Naïve贝叶斯算法对中风相关数据进行分类,以确定患者是否患有中风。中风的病因包括10个属性,其中包括性别、年龄、高血压史、心脏病史、婚姻状况、工作类型、居住类型、血糖水平、体重指数和吸烟状况。结果表明,Naïve贝叶斯算法可用于对笔划数据进行分类,在良好分类类别中准确率达到92.48%。
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引用次数: 1
SISTEM PAKAR DIAGNOSIS HAMA DAN PENYAKIT PADA TANAMAN KANGKUNG MENGGUNAKAN METODE FORWARD CHAINING 康孔植物病理诊断系统使用前链法
Pub Date : 2022-09-30 DOI: 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%.
2020年,中爪哇的菠菜蔬菜作物产量位居世界第二位,为29108吨。菠菜生产中的水分和被病虫害侵袭的风险增加将更加显著,需要适当的护理来提高水菠菜的质量。这需要一个专家来传达控制病虫害的知识,这是好的和正确的。从这些问题出发,我们开发了一套系统来克服水菠菜植物病害问题。该专家系统采用前向链方法。本研究采用基于网站的正向链法建立了水叶菜病虫害诊断系统,并通过测试50条规则,采用混淆矩阵法进行了准确性测试。在50个数据中,45个被认为是合适的,5个规则的结果不相关,因此该专家系统的评估结果产生的系统准确率为90%。
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引用次数: 0
PENGEMBANGAN GAME 2D PLATFORMER “VIRUS MUST DIE” BERBASIS ANDROID MENGGUNAKAN UNITY 彭邦安游戏2d平台游戏《病毒必死》基于android梦古那坎统一
Pub Date : 2022-09-30 DOI: 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%.
开发一款基于android的2d平台游戏,在某些物体上加入人工智能(AI)元素,让用户获得娱乐。但是,在玩游戏的同时加入教育元素,会直接增加用户的知识。本研究的目的是将游戏以数学教育的形式呈现给用户。采用文献研究法、观察法和实验法。软件开发方法使用系统开发生命周期(SDLC)和瀑布开发方法。制作这款游戏所使用的软件是unity版本2020.3.1f1长期支持(LTS)。使用黑盒测试获得良好结果。根据问卷调查的结果,这款游戏适合使用的百分比值为82.4%。
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引用次数: 0
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