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PREDIKSI PENETAPAN TARIF PENERBANGAN MENGGUNAKAN AUTO-ML DENGAN ALGORITMA RANDOM FOREST 采用随机森林算法的自动监测系统预测航班票价
Pub Date : 2022-06-30 DOI: 10.37600/tekinkom.v5i1.508
Yakub Anuyuta Zebua, Daniel Ryan Hamonangan Sitompul, Stiven Hamonangan Sinurat, A. Situmorang, Ruben Ruben, Dennis Jusuf Ziegel, Evta Indra
With so many airlines competing with each other, airlines are competing to become the consumer/market's main choice, but to achieve this, there is no airline strategy that can predict the price of airline tickets according to market needs. To meet the needs of airlines, we need a way to determine the price of airline tickets according to market needs with the help of the influence of technology and information. This research method was carried out using Google Collaboratory as a media to create a data model automated machine learning (AutoML) with the Random Forest, Logistic Regression and Gradient Boosting Regressor algorithms. In this study, the model that produced the highest R2 value and the lowest RMSE was a random forest with an R2 value of 83.91% and an RMSE of $175.9. However, from the three models, Random Forest got a change in accuracy of 1.96% to 85.87. To assist in predicting the determination of flight fares, airline companies can more easily and be alert to determine flight fares that are in accordance with the market. Therefore, Random Forest can be declared better than Logistic Regression and Gradient Boosting models. The Random Forest model that has been created can be used to predict in real-time using Machine Learning.
如此多的航空公司相互竞争,航空公司竞相成为消费者/市场的主要选择,但要做到这一点,没有航空公司的策略可以根据市场需求预测机票的价格。为了满足航空公司的需求,我们需要一种借助技术和信息的影响,根据市场需求来确定机票价格的方法。本研究方法以Google协作实验室为媒介,利用随机森林、逻辑回归和梯度增强回归算法创建数据模型自动机器学习(AutoML)。在本研究中,产生最高R2值和最低RMSE的模型是随机森林,R2值为83.91%,RMSE为175.9美元。然而,从三个模型中,Random Forest的准确率从1.96%变化到85.87。为了协助预测机票价格的确定,航空公司可以更容易和警觉地确定符合市场的机票价格。因此,可以宣布随机森林比逻辑回归和梯度增强模型更好。已经创建的随机森林模型可以使用机器学习进行实时预测。
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引用次数: 2
ASOSIASI RULE MINING UNTUK REKOMENDASI PADA TRANSAKSI PEMINJAMAN BUKU MENGGUNAKAN FREQUENT PATTERN 规则挖掘协会使用频率模式推荐借书交易
Pub Date : 2022-06-30 DOI: 10.37600/tekinkom.v5i1.497
I. Melati, R. Rahardian, I. M. L. P. Pringgadhan
The purpose of this study is to provide recommendations for grouping books at the ITB STIKOM Bali library, Jimbaran Campus. Currently, the placement of books in the ITB STIKOM Bali library, Jimbaran Campus, is still using a manual catalog. To make it easier for staff to manage books in the library, especially in terms of book data that can be borrowed, recommendations for grouping and placing books in the library are made based on the data on books that are most often borrowed together by library visitors obtained from previous borrowing data. This is done by data mining using the frequent pattern method. The use of this frequent pattern method is applied to the borrowing data of the ITB STIKOM Bali library at Jimbaran campus so that information or knowledge is obtained about recommendations for placing books that will be loaned to library members. This data mining processing is done using Weka software. The results of processing from the Association Rule data mining obtained 5 itemset combinations with confidence values ​​of 0.97, 0.96, 0.95. With the results of this data mining, the librarian obtains recommendations for grouping and placing books in the library through knowledge of the types of books that are most often borrowed.
本研究的目的是为金巴兰校区ITB STIKOM峇里图书馆的图书分类提供建议。目前,ITB STIKOM巴厘岛校区图书馆的图书摆放仍然使用手工目录。为了方便工作人员管理图书馆的图书,特别是可以借阅的图书数据,根据以往借阅数据得出的图书馆访客最常一起借阅的图书数据,对图书馆图书的分组和摆放提出建议。这是通过使用频繁模式方法进行数据挖掘来实现的。这种频繁模式方法的使用被应用于ITB STIKOM Bali校区的借阅数据,以便获得关于将借阅书籍放置给图书馆成员的建议的信息或知识。这种数据挖掘处理是使用Weka软件完成的。关联规则数据挖掘的处理结果得到5个项目集组合,置信度分别为0.97、0.96、0.95。通过这种数据挖掘的结果,图书管理员通过了解最常借阅的图书类型,获得对图书馆中图书进行分组和放置的建议。
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引用次数: 1
PENERAPAN DATA MINING UNTUK REKOMENDASI PAKET PERNIKAHAN MENGGUNAKAN METODE ALGORITMA APRIORI 使用四月算法方法对婚礼包推荐数据挖掘应用
Pub Date : 2022-06-30 DOI: 10.37600/tekinkom.v5i1.509
Delima Sitanggang, Nanchy Adeliana Br S. Muham, Saljuna Hayu Rangkuti, Sion Putri Zalukhu, Evta Indra
SM Wedding Decoration is a place that provides services to take care of everything related to weddings. For example, wedding decorations, wedding organizers, and wedding planners. SM Wedding Decoration has several wedding packages that can be offered to customers. The many packages available make the bride and groom or customers confused to determine which wedding package is suitable for their wedding. The a priori algorithm method is used in this study to find recommendations for wedding packages based on existing transaction data and to improve the company's strategy and sales of other wedding packages. The Apriori algorithm is used to help computers learn patterns of association rules. This algorithm looks for a set of things that match the given criteria or sequence and has a certain frequency value. From this research, customers tend to order Photographer & Documentation and MUA → Deluxe packages more often, and these orders account for 44% of all package order transaction data. Package order transaction data for MUA→Deluxe package is 41.3%. Transaction data for the Photographer & Documentation package → Deluxe Package is 41.2%. And the transaction data for ordering the MUA → Premium Deluxe Package package is 41.3%.
SM Wedding Decoration是一个提供婚礼相关服务的地方。例如,婚礼装饰,婚礼组织者,婚礼策划师。SM婚礼装饰有几个婚礼套餐可以提供给客户。众多的婚礼套餐让新娘和新郎或顾客困惑,不知道哪种婚礼套餐适合他们的婚礼。本研究采用先验算法方法,根据现有的交易数据寻找婚庆套餐的推荐,并改进公司的策略和其他婚庆套餐的销售。Apriori算法用于帮助计算机学习关联规则的模式。该算法查找符合给定标准或序列并具有一定频率值的一组事物。从本研究中可以看出,客户更倾向于订购Photographer & Documentation和MUA→Deluxe套餐,这些订单占所有套餐订单交易数据的44%。MUA→豪华套餐的套餐订单交易数据为41.3%。摄影师和文档包→豪华包的交易数据为41.2%。订购MUA→Premium Deluxe Package套餐的交易数据为41.3%。
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引用次数: 0
IDENTIFIKASI LEVEL KAPABILITAS IT GOVERNANCE MENGGUNAKAN FRAMEWORK COBIT 2019 PADA PT XYZ IT管理级别的识别使用PT XYZ上2019框架框架进行
Pub Date : 2022-06-30 DOI: 10.37600/tekinkom.v5i1.465
Cherry Lumingkewas, Maestro Phytagoras, Virjin Fanesa, Michelle Walangitan, Joe Yuan Mambu, Erienika Lompoliu
There are numerous frameworks that can be utilized to develop information technology governance when examining corporate governance. COBIT is an auditing framework that auditors use to control and manage IT governance. PT. XYZ is a newcomer in the paint and coating production industry in Indonesia, and to compete with competitors and accommodate corporate goals, a design in IT Governance is required to determine what must be changed. The research aimed to provide an IT governance design that tailored based on what the company needs. The governance design is compiled by using the latest COBIT 2019 framework, which involved interview and quantification of each Design Factor values from the interview. We conducted interviews with prominent IT personnel within the company using the COBIT 2019 framework Design Factor (DF), which includes: enterprise strategy, enterprise goals, risk profile, and I&T related issues, threat landscape, compliance requirement, role of IT, model of IT, and finally IT implementation methods. The results suggest that five core models, including EDM05, APO06, APO14, MEA03, and MEA04, are advised to have a competency level of 2. There is one core model for which a skill level of 3 is indicated, which is BAI09. This study is only concerned with developing an IT governance design; there is no evaluation of the core model or methodology.
在检查公司治理时,可以使用许多框架来开发信息技术治理。COBIT是审计人员用来控制和管理IT治理的审计框架。PT. XYZ是印度尼西亚油漆和涂料生产行业的新手,为了与竞争对手竞争并适应公司目标,需要在IT治理中进行设计,以确定必须更改的内容。该研究旨在提供一种基于公司需求的IT治理设计。治理设计是通过使用最新的COBIT 2019框架编制的,该框架涉及访谈和量化访谈中的每个设计因子值。我们使用COBIT 2019框架设计因子(DF)对公司内杰出的IT人员进行了采访,其中包括:企业战略、企业目标、风险概况和与I&T相关的问题、威胁形势、合规需求、IT的角色、IT模型,最后是IT实现方法。结果表明,EDM05、APO06、APO14、MEA03、MEA04这5个核心模型的胜任力水平建议为2级。有一个核心模型,其技能水平为3,即BAI09。本研究只关注开发IT治理设计;没有对核心模型或方法进行评估。
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引用次数: 3
PERANCANGAN MEDIA BELAJAR INSTRUCTIONAL GAMES UNTUK PENINGKATAN MINAT BELAJAR SISWA SMA 为提高高中生的学习兴趣而设计的媒体学习工具游戏
Pub Date : 2022-06-30 DOI: 10.37600/tekinkom.v5i1.431
Fauzi Faisal Nugraha, Eryan Ahmad Firdaus
than studying. Submission of teaching materials in a conventional way will be boring to be followed by students in class. It is necessary to improve teaching methods that are able to attract students' interest in learning to be motivated in participating in teaching and learning activities. The design of interactive learning media with the instructional games model aims to increase the interest of students so that they can receive teaching materials in a good and fun way. The method used in this research is Research and Development (R&D). To analyze students' learning motivation, a field survey questionnaire was used which was given to 33 students of Class XI SMA Negeri 1 Plered. There has been an increase of 8.22%, where the initial motivation of students is at the percentage of 62.88% increasing to a percentage of 71.10%, which can also be interpreted that the use of interactive instructional games learning media is able to increase student learning motivation.
比学习。以传统的方式提交教材会让学生在课堂上感到无聊。必须改进教学方法,使之能够吸引学生的学习兴趣,激发学生参与教学活动的积极性。运用教学游戏模式设计互动式学习媒体,旨在提高学生的学习兴趣,使学生以良好、有趣的方式接受教材。本研究使用的方法是研究与开发(R&D)。学生的初始动机从62.88%的百分比上升到71.10%的百分比,这也可以解释为使用互动式教学游戏学习媒体能够提高学生的学习动机。
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引用次数: 0
PENERAPAN ALGORITMA APRIORI DALAM MENINGKATKAN PRODUKSI BUDIDAYA PERIKANAN MENGGUNAKAN ASSOCIATION RULE 利用协会规则促进渔业养殖的四月算法的应用
Pub Date : 2022-06-30 DOI: 10.37600/tekinkom.v5i1.510
Tajrin Tajrin, David Ebenezer Frans, Nadia Damayanti Nainggolan, Jose Agustin Fernando Marbun, Sediaman Julianus Gulo
Aquaculture production in North Sumatra needs to be increased in order to meet the increasing demand for aquaculture in the area from time to time. In order to optimize aquaculture production, recommendations are made for what types of aquaculture are most in demand by the community so that the North Sumatra Marine and Fisheries Service can prepare fishery supplies optimally. Recommendations for the provision of fish are carried out by utilizing data mining technology with an association rule algorithm. Processed data is fish sales history data. The result of this data processing is the combination of fish data that is most in demand by the community with a minimum amount of support of 40% to 3 itemset. Furthermore, the a priori algorithm is implemented at the marine and fisheries service to determine associations. By utilizing the results of this a priori algorithm analysis, the Department of Marine and Fisheries of North Sumatra can find out what types of aquaculture are the priorities for increasing production so that they can meet the needs of the community.
北苏门答腊的水产养殖产量需要增加,以满足该地区不断增长的水产养殖需求。为了优化水产养殖生产,就社区最需要的水产养殖类型提出了建议,以便北苏门答腊海洋和渔业局能够以最佳方式准备渔业供应。利用数据挖掘技术和关联规则算法对鱼的供应提出建议。处理后的数据为鱼类销售历史数据。这种数据处理的结果是将社区最需要的鱼类数据与最低40%的支持量组合到3个项目集。此外,在海洋和渔业服务中实施了先验算法来确定关联。通过利用这种先验算法分析的结果,北苏门答腊海洋和渔业部可以找出哪些类型的水产养殖是提高产量的优先事项,从而满足社区的需求。
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引用次数: 1
IMPLEMENTASI ALGORITMA DECISION TREE C4.5 DENGAN IMPROVISASI MEAN DAN MEDIAN PADA DATASET NUMERIK
Pub Date : 2022-06-30 DOI: 10.37600/tekinkom.v5i1.435
Neni Febiani, Abdullah Fauzan, Muhamat Maariful Huda
The decision tree is a method of classifying data mining. The decision tree has one type of algorithm model, namely the C4.5 algorithm. The C4.5 decision tree algorithm is easy to understand because it has a tree-like structure in general. The C4.5 algorithm in handling quantitative data is often less efficient and effective. Based on these problems, this study improvised the numerical attribute dataset using the mean and median in the preprocessing of the data. The improvisation is used to obtain a threshold value, thereby minimizing information loss and time complexity when implementing the C4.5 decision tree in predicting training data. Evaluation of the system used in this study using a confusion matrix. The confusion matrix is ​​used as a benchmark in testing the classification method using data testing. In this study, the dataset was partitioned into three scenarios. In scenario 1 with 70% training data and 20% test data, the highest accuracy is 75%. The improvisation of the mean and median on the numerical attributes in the C4.5 algorithm can be used in this scenario.
决策树是一种分类数据挖掘的方法。决策树有一种算法模型,即C4.5算法。C4.5决策树算法总体上具有树状结构,易于理解。C4.5算法在处理定量数据时往往效率较低。针对这些问题,本研究在数据预处理中采用均值和中值方法构建了数值属性数据集。在实现C4.5决策树预测训练数据时,利用临场发挥获得一个阈值,从而使信息损失和时间复杂度最小化。本研究使用混淆矩阵对系统进行评估。将混淆矩阵作为基准,通过数据测试对分类方法进行测试。在本研究中,数据集被划分为三个场景。在场景1中,训练数据占70%,测试数据占20%,最高准确率为75%。C4.5算法中对数值属性的均值和中值的即兴化可以用于此场景。
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引用次数: 0
ANALISIS BIG DATA PENJUALAN VIDEO GAMES MENGUNAKAN EDA EDA在线视频游戏大销售数据分析
Pub Date : 2022-06-30 DOI: 10.37600/tekinkom.v5i1.517
Davit Toramli Husni, Daniel Ryan Hamonangan Sitompul, Stiven Hamonangan Sinurat, R. Rubén, Andreas Situmorang, Dennis Jusuf Ziegel, Julfikar Rahmad, Evta Indra
Advertising is a very effective way for product marketing, this method is often used to disseminate product information to be marketed. Errors in the analysis of products to be marketed resulted in significant losses to the company due to errors in the exploration of Big Data processing. Big data is described as large-scale data that can be presented, processed and analyzed using existing technologies, methods and theories. Therefore, an assessment of the big data of video game operators that is in demand by the market is carried out to determine the highest and lowest sales of video games using the Exploratory Data Analysis method so that a company can determine the games to be promoted and produced. The results obtained in this study that have the highest and lowest sales of video games in the global market by genre are action at 1745.27 and strategy at 174.5. And for sales by platform, PS2 is 1255.64 and PCFX is 0.03. With this method, video game sales can be presented graphically, making it easier for companies to determine which games to market and promote small game sales.
广告是产品营销的一种非常有效的方式,这种方式经常被用来传播产品信息进行营销。由于对大数据处理的探索错误,对上市产品的分析错误给公司造成了重大损失。大数据被描述为可以使用现有技术、方法和理论来呈现、处理和分析的大规模数据。因此,利用探索性数据分析的方法,对市场有需求的视频游戏运营商的大数据进行评估,确定视频游戏的最高和最低销量,从而确定公司要推广和制作的游戏。本研究得出的结果是,在全球市场上,按类型划分的电子游戏销量最高和最低的分别是动作游戏(1745.27)和策略游戏(174.5)。分平台销售,PS2为1255.64,PCFX为0.03。通过这种方法,电子游戏的销售可以以图形化的方式呈现出来,这让公司更容易决定要推广哪些游戏,并促进小型游戏的销售。
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引用次数: 1
SISTEM INFORMASI ABSENSI KARYAWAN PADA CV. MANHA DIGITAL BERBASIS ANDROID 简历中的员工信息系统。MANHA以ANDROID为基础
Pub Date : 2022-06-30 DOI: 10.37600/tekinkom.v5i1.378
Tabrani Muhamad, S. Suhardi, Hananda Priyandaru
Technology is currently developing very rapidly, especially in the field of information system development, forcing companies or agencies to adapt, and must take advantage of existing opportunities to facilitate the performance of all employees. During the COVID-19 pandemic, all companies were forced to employ all employees from home. CV Manha Digital updated the employee attendance policy which was previously done manually by taking daily attendance at the company. During the pandemic, in support of government policies that require working from home to avoid physical contact between employees and reduce the spread of the corona virus, an Android-based attendance information system is needed that allows employees to take attendance using cellphones from home. The software development method uses the waterfall method starting from needs analysis, design, and implementation. testing the application using a black box shows the results are 100% running as expected. The results of the questionnaire test using the System Usability Scale method on a presence information system that is easy to use, user friendly and effective is stated by employees by 92%. It can be concluded that the application of an android-based information system during the COVID-19 pandemic is the most appropriate solution in solving problems in CV. Manha Digital
技术目前发展非常迅速,特别是在信息系统开发领域,迫使公司或机构适应,必须利用现有的机会,以促进所有员工的绩效。在2019冠状病毒病大流行期间,所有公司都被迫在家雇佣所有员工。CV Manha Digital更新了员工出勤政策,该政策以前是通过每天在公司进行手工出勤来完成的。在大流行期间,为了支持政府要求在家工作的政策,避免员工之间的身体接触,减少冠状病毒的传播,需要一个基于android的考勤信息系统,允许员工在家里使用手机考勤。软件开发方法使用瀑布方法,从需求分析、设计和实现开始。使用黑盒测试应用程序显示结果100%按预期运行。采用系统可用性量表法对一个易于使用、用户友好和有效的在场信息系统进行问卷测试,92%的员工表示该系统具有易用性和有效性。综上所述,基于android的信息系统在2019冠状病毒病大流行期间的应用是解决CV问题最合适的解决方案。另一位数字
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引用次数: 3
APLIKASI E-TICKET BERBASIS ANDROID PADA BUMDES DESA SUMBERMULYO
Pub Date : 2022-02-03 DOI: 10.37600/tekinkom.v4i2.306
A. R. Faqih, Moh. Anshori Aris Widya
The development of technology is growing rapidly nowadays, one of them is an mobile system that widely used to facilitate all affairs from all fields that can change people's behavior towards the digital era, so that society is greatly facilitated in all aspects, e-tickets are one of the system developments. information that is currently widely used on various platforms such as smartphones and computers, android is an OS that has many advantages and lots of features to make it easier for us to do various jobs, one of which is selling tickets using android for ticket sales so that ticket sales work more efficiently. today's smartphone is not only a means of communication, but smart phones have many uses, including for business, games, payments, etc. With the development of science and technology, people's lifestyles have been like culture, economy, society, and education, So this research we use android to be able to run the e-ticket application using a Bluetooth printer to make it more efficient place and time for data management which later this application is made with a hybrid mobile application with fremwork7 to connect to our database using API and MySQL.
当今科技的发展日新月异,其中之一就是移动系统,广泛应用于各个领域的各种事务,可以改变人们的行为走向数字化时代,使社会的各个方面都得到了极大的便利,电子票务就是其中一种系统的发展。目前在智能手机和电脑等各种平台上广泛使用的信息,android是一个具有许多优点和许多功能的操作系统,使我们更容易做各种工作,其中之一就是使用android销售门票,使门票销售工作更有效。今天的智能手机不仅是一种通讯工具,而且智能手机有很多用途,包括商务、游戏、支付等。随着科学技术的发展,人们的生活方式已经像文化、经济、社会和教育一样,所以本研究我们使用android来运行电子票务应用程序,使用蓝牙打印机,使其更有效地进行数据管理的地点和时间,然后这个应用程序是用一个混合的移动应用程序与fremwork7使用API和MySQL连接到我们的数据库。
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引用次数: 1
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Jurnal Teknik Informasi dan Komputer (Tekinkom)
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