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IMPLEMENTASI ALGORITMA APRIORI PADA PENENTUAN KOMBINASI MENU UMKM TOCIN CORNER SUKOHARJO
Jurnal Teknologi Informasi dan Komunikasi (TIKomSiN)
Vol 10
, No 2
(2022)
The thesis report for the April algorithm application of the menu sales in the TOCIN CORNER sukoharjo bar has been conducted on July 1, 2019-31, 2019. In view of the condition of sales in the TOCIN CORNER, there is still a problem in menu and raw materials stocks. Among other things, there is still a steady buildup of preordained menu supplies. This leads to the possibility of consumer disappointment even turning to other wedgies, as the availability of preferred menu has been exhausted. The obj...
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Implementasi Algoritma Fisher-Yates Shuffle Pada Game Edukasi Aksara Jawa Menggunakan Godot Engine
Jurnal Teknologi Informasi dan Komunikasi (TIKomSiN)
Vol 10
, No 1
(2022)
Game is one of the implementations of the computer science field which has developed very rapidly. Game is also a form of educational application, meaning that it can be used as a learning media where the process can be carried out with the 'learning while playing' concept for children.The utilization and use of 'Aksara Jawa' educational game can support the learning process of the children when they want to learn while playing to recognize 'Aksara Jawa'. This 'Aksara Jawa' educational game is a...
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Penerapan Navmesh Dengan Algoritma A Star Pathfinding Pada Game Edukasi 3d Go Green
Jurnal Teknologi Informasi dan Komunikasi (TIKomSiN)
Vol 9
, No 1
(2021)
Cleanliness is one of the requirements to create a healthy living environment. But in reality, not everyone have a concern for environmental hygiene and health. For this reason, learning about the importance of caring for environmental cleanliness must be instilled early on. One interesting method to provide learning about environmental cleanliness can be through games. With the 3D visualization of this environmental cleanliness game, it is an effort to raise awareness of the importance of envir...
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IMPLEMENTASI ALGORITMA DIJKSTRA DAN METODE HAVERSINE PADA PENENTUAN JALUR TERPENDEK PENDAKIAN GUNUNG MERAPI JALUR SELO BERBASIS ANDROID
Jurnal Teknologi Informasi dan Komunikasi (TIKomSiN)
Vol 8
, No 1
(2020)
Mount Climbing or mountaineering is one of high-risk sports having certain techniques. There are many factors emerging the lost of mountaineer, such as, getting lost or having out of the track because of bad weather and trying for a new track without well-preparations. Meanwhile, the information of mountaineering route usually can be got from brochure or map at mount base camp in general. Furthermore, some cases state that the mountaineers also must find the closest path to the peak or the close...
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AUDIT TATA KELOLA SISTEM INFORMASI PENDAFTARAN SISWA MENGGUNAKAN COBIT 4.1 DI BLK SURAKARTA
Jurnal Teknologi Informasi dan Komunikasi (TIKomSiN)
Vol 7
, No 1
(2019)
The registration information system at the BLK Surakarta enables data redundancy. It will be analyzed to avoid this. The process of registering student services into the system is limited to the number of prospective students but input data is still unable to implement policies so that when data input still occurs or data from the same data or many data often occur. This study uses Cobit 4.1 to audit the registration information system available at the BLK Surakarta. The selected subdo...
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IMPLEMENTASI ALGORITMA K-NEAREST NEIGHBOR UNTUK IDENTIFIKASI KUALITAS AIR (STUDI KASUS : PDAM KOTA SURAKARTA)
Jurnal Teknologi Informasi dan Komunikasi (TIKomSiN)
Vol 6
, No 1
(2018)
Water quality in urban areas in Surakarta has decreased nowadays. The increase of industrial development, its poor sewage treatment, and some other factors cause this urban problem. The result of the water quality monitoring system with K-Nearest Neighbor algorithm on this research certainly will help the laborers’ duty of PDAM (Local Government Owned Water Utilities) in analyzing water quality. For the consideration of majority output in this method, the system works by taking the nearest dista...
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PATHFINDING PADA LINGKUNGAN STATIS BERDASARKAN ARTIFICIAL POTENTIAL FIELD DENGAN FLOCKING BEHAVIOR UNTUK NON-PLAYER CHARACTER FOLLOWER PADA GAME
Jurnal Ilmiah Sinus
Vol 14
, No 1
(2016)
Artificial Intelligence in video games are an essential to provide a challenge to the players. One of them makes the character or Follower NPC (non-player character Follower) in video games such as human or animal behavior indeed. Among the many techniques in Artificial Intelligence, pathfinding is one of the popular techniques studied than the other. In own pathfinding is to avoid obstacles that is one of the main problem. Algorithm which solves this problem is Astarpathfinding, but it has a d...
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Deteksi Embrio Ayam Berdasarkan Citra Grayscale Menggunakan K-means Automatic Thresholding
Jurnal Ilmiah Sinus
Vol 12
, No 2
(2014)
Image segmentation is a basic operation for the next image analysis process. Thresholding is one of segmentations technique commonly used to separate the object with the background. Thresholding technique in this paper is used to detect the chicken embryo from the egg observation image (candling eggs) those are fertile or infertile. The main problem in the thresholding technique is to determine the threshold value. In the paper, we propose the use of k-means automatic thresholding method to det...
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