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Sistem Pakar Diagnosis Penyakit Tanaman Mentimun Dengan Menggunakan Metode Certainty Factor Berbasis Web

IRGI OKTAVIANUS EZINOTU
· Thesis · Open Access

Irgi Oktavianus Ezinotu, C1855201048, 2022, Sistem Pakar Diagnosis Penyakit Tanaman Mentimun Dengan Menggunakan Metode Certainty Factor Berbasis Web, Pembimbing I Sulistyowati, S.Kom., M.Cs.Pembimbing II Christia Putra, S.Kom., M.MSI. Sistem pakar adalah sistem yang menyimpan pengetahuan dan penalaran para pakar. Sistem pakar memiliki kemampuan untuk memecahkan masalah layaknya seorang pakar. Sistem pakar diagnosis penyakit tanaman mentimun dengan menggunakan metode certainty factor ini dibuat untuk memberikan informasi mengenai gejala dan penyakit tanaman mentimun kepada petani yang tidak memiliki informasi terkait penyakit tanaman mentimun. Manfaat yang diperoleh dari sistem pakar yang mampu melakukan diagnosis dengan cepat, tepat terhadap gejala penyakit yang ditimbulkan diharapkan mampu membantu para petani dalam mengantisipasi kemungkinan terburuk akibat serangan penyakit pada mentimun. Metode yang digunakan pada penelitian ini meliputi metode observasi, metode wawancara, metode kepustakaan, metode dokumentasi. Teknik dan alat bantu analisis menggunakan Tools Unifield Modeling Language (UML), Hasil dari penelitian menghasilkan sebuah sistem pakar yang mampu mendiagnosis penyakit tanaman mentimun berdasarkan data yang didapat dari pakar. Hasil penelitian ini siap dipublikasikan untuk memberikan informasi kepada petani yang tidak memiliki informasi tentang gejala dan penyakit tanaman mentimun dengan mudah dan terjangkau.

ANALISIS PEMANFAATAN MEDIA E-LEARNING MENGGUNAKAN METODE TAM PADA KAMPUS STMIK PALANGKARAYA DI MASA PANDEMI

DOMINI VENTRI TAPUTRI
· Thesis · Open Access

Domini Ventri Taputri, C1857201024, 2022. Analisis Pemanfaatan Media E-learning Menggunakan Metode TAM pada Kampus STMIK Palangkaraya di Masa Pandemi, Pembimbing I Hafiz Riyadli, M.Kom., Pembimbing II Norhayati, M. Pd. STMIK Palangkaraya memiliki sebuah sistem informasi yang diberi nama S.M.A.R.T (Sistem Manajemen Administrasi dan Repositori Terintegrasi) yang memiliki berbagai fitur di dalamnya. Salah satu sistem yang dapat dimanfaatkan pada aplikasi S.M.A.R.T khususnya pada masa pandemi saat ini adalah e-learning, dimana dosen dan mahasiswa dapat melakukan perkuliahan tanpa harus bertatap muka langsung. Akan tetapi dalam penggunaannya, aplikasi S.M.A.R.T dirasa masih kurang maksimal seperti dalam proses perkuliahan dimana masih belum terlalu dimanfaatkan. Agar tercapainya tujuan dari penelitian ini maka untuk menganalisis pemanfaatan media e-learning menggunakan technology acceptance model (TAM). Jenis penelitian ini adalah deskriptif kuantitatif dengan menggunakan metode pengumpulan data berupa observasi, studi pustaka, dan kuesioner. Skala pengukuran yang digunakan untuk perhitungan kuesioner adalah Skala Likert. Sedangkan untuk menganalisis setiap butir pernyataan yang ada pada kuesioner menggunakan TAM. Hasil dari penelitian analisis pemanfaatan media e-learning berdasarkan dari perhitungan total nilai dari masing-masing butir persentase jawaban pernyataan kuesioner secara keseluruhan adalah 83,4% yang berarti terletak didaerah rentang Sangat Setuju (SS), sehingga dapat disimpulkan bahwa analisis yang penulis lakukan terhadap pemanfaatan media e-learning yaitu S.M.A.R.T STMIK Palangkaraya mengenai fitur-fitur yang ada dalam sistem e-learnig nya telah dimanfaatkan dengan baik dan sebagaimana mestinya dari masing-masing kegunaannya, selain itu dosen dan mahasiswa juga merasa terbantu dalam menjalankan rutinitas perkuliahan yang berjalan secara online selama terjadinya pandemi karena adanya fitur tersebut meskipun masih terdapat beberapa kekurangan didalamnya.

SISTEM INFORMASI PENJUALAN PADA TOKO BUNGA LOUISA FLORIS BERBASIS WEB

ALDO FRASETIO
· Thesis · Open Access

ABSTRACT Aldo Frasetio, C1857201040, 2022. Sales Information System at Web-Based "Louisa Floris" Florist, Advisor I Ferdiyani Haris, M. Kom., Advisor II Fenroy Yedithia, S. Kom., M. TI. Louisa Floris is a store that implements a B2C (Business to Customer) business model but has not used a web-based sales system or e-commerce. As a result, consumers must come to the location themselves and the payment is made in cash. This information system is built with the aim of the services provided by Louisa Floris Florists to be better and facilitate the buying and selling process. The data collection techniques used in this study are observation, interviews, documentation, literature, and questionnaires. Using the PIECES analysis method, and the Unifield Modeling Language (UML) analysis tool, interface design using Balsamiq Mockup as well as program code processing applications using Visual Studio Code and using MySql as a system database processing. The final result of this final project research is in the form of a Sales Information System at a Web-Based "Louisa Floris" Florist with the results of the questionnaire calculation using the Likert Scale Method, with 5 questions asked to 20 respondents it can be concluded that the Sales Information System at the Web-Based "Louisa Floris" Florist is worth using, because it produces an interpretation value of 92 %.

Rancang Bangun Sistem Penjualan Souvenir Pernak Pernik Kerajinan Khas Dayak Kalimantan Tengah Berbasis Web (Studi Kasus Pada Toko Kerajinan Souvenir Melati)

DESTRI NATALISA
· Thesis · Open Access

The Melati Craft Souvenir Shop is a souvenir shop that sells various products for souvenirs, knick-knacks, typical of Central Kalimantan Dayak crafts, the promotional media carried out by the jasmine souvenir craft shop is currently limited to word of mouth, business cards and banners pasted in front of the shop, to facilitate shop sales. Jasmine souvenir craft the author builds a web-based sales system that can facilitate the delivery of product sales information media, the system that the author builds is a codeigniter web framework. The analytical method used in the design and construction of this system is PIECES analysis. Data collection methods in this study are observation, interviews, library research, questionnaires and documentation. This sales system was built using the PHP framework programming language, Xampp as a server, and MySQL as a database. The system development method used is the Prototype method. The type of research used in this research is Research & Development (R&D) and to design a system process design made using UML (Unified Modeling Language) and interface design using Balsamiq Mockups, a prototype evaluation will be carried out by testing the system using Black Box Testing. To test the system that is made according to the standards and wishes of the user or not, the results of this research have been successfully implemented into a system and test the system using Black Box Testing as expected. This study resulted in a system of selling souvenirs for Central Kalimantan Dayak knick knacks at a web-based jasmine souvenir shop. Based on the results of the questionnaire that has been distributed to 15 respondents stating "Strongly Agree" that this sales system can help the jasmine souvenir shop with an interpretation value of 94%, it can be said that the responses from all respondents are very good.

PENERAPAN METODE HAVERSINE FORMULA UNTUK PRESENSI KEHADIRAN DI SMP NEGERI 7 PALANGKA RAYA BERBASIS ANDROID

ELIANA
· Thesis · Open Access

ELIANA, C1755201002, 2022. Application Of The Haversine Formula Method For Attendance Presence At Smp Negeri 7 Palangka Raya Based On Android, Supervisor I Hotmian Sitohang, M.Kom. Advisor II Bayu Pratama Nugroho, S. Kom, MT. The attendance system at SMPN 7 Palangka Raya is generally carried out conventionally by affixing a signature on the attendance sheet, but many problems occur such as forging signatures. This method is easy for an educational institution because the level of discipline cannot be controlled and can be used by irresponsible people, another disadvantage that may appear in the attendance system manual is data recapitulation which still takes a lot of time and effort. This study aims to overcome these presence problems by creating an online presence application using a smartphone and using the GPS feature. The haversine formula is an important equation in navigation, giving the great circle distance between two points on a spherical (earth) surface based on longitude and latitude as input variables. This use uses this method by applying the earth's ellipsoid as well as low altitude and altitude on the earth's surface, has a fairly accurate level. The writing methods used in this study include data collection (observation, literature, documentation and surveys) the google maps device system development method using the harvensie algorithm formula based on the location area and the software testing method using Black Box Testing. The result of this research is a design of the application of the Haversine method of attendance attendance formula in determining the regional performance allowance for educators based on Android which can display the results of the user's location, history and permission. Based on the respondents who managed to get an average score of 81.7% which means very good.

SISTEM INFORMASI GEOGRAFIS UNTUK INFORMASI LOKASI JALAN SATU ARAH DENGAN MENGGUNAKAN GOOGLE MAPS API DI KOTA PALANGKA RAYA

OCTORA SETYANO
· Thesis · Open Access

Octora Setyano, C1855201006 2022. Sistem Informasi Geografis Untuk Informasi Lokasi Jalan Satu Arah Dengan Menggunakan Google Maps API Di Kota Palangka Raya, Advisor I H. Suratno, S.Kom., M.Si., Advisor II Catharina Elmayantie, M.Pd. In Central Kalimantan, 660 cases of traffic accidents have been recorded and 242 people died in 2020 (source: https://banjarmasin.tribunnews.com/). One of these traffic accidents is a driver who accidentally goes against the direction because they don't know that the road they are going through is a one-way street and results in an accident for the driver going in the opposite direction. Therefore, in the city of Palangkaraya there are still many motorists who do not know information about the location of one-way roads in the city of Palangkaraya. The problem to be discussed is how to build a Geographic Information System for one-way road location information using the Google Maps API in the city of Palangka Raya. In conducting this study, software is needed, namely notepad++, xampp, chrome, and the research method used is Research and Development, and the data collection techniques used are observation, literature review and also interviews. From the results of the black box testing of the Geographic Information System for one-way street location information using the Google Maps API in the city of Palangka Raya it was successfully built and can be used by Website users to find information by accessing mobile and Windows Websites.

PENERAPAN METODE ALGORITMA GENETIKA UNTUK PENJADWALAN TUGAS AKHIR PRODI TI STMIK PALANGKARAYA

ACHMAD MACHRANI
· Thesis · Open Access

Final Project (TA) is a scientific work that must be written by final year students as a graduation requirement for students who want to complete Strata-1 studies, of course, under the supervision of the supervisor, in short, students must complete the final project in order to obtain a Bachelor's Academic degree (Strata-1). Making TA Schedules that are still done manually, sometimes there are often obstacles in making them, due to various factors, especially the occurrence of time collisions between examining lecturers. Data collection methods in this study include literature studies and interviews. The software development method used for this research pipeline uses the eXtreme Programing (XP) method. The XP method is a method whose development is not based on a definite flow so it is suitable for development with uncertain requests. This study produced an output in the form of a schedule of days and hours for conducting the trial. While in the XP method the program is made starting from the design planning stage by making UML (Unified Modeling Languag) diagrams and Ouput estimates, then the design stage using Balsamiq, then the coding stage using the Visual Basic program, and the final stage is testing until the application can be in line and produce outpu in the form of days and times of the trial schedule.

CLUSTERING DATA SISWA SMPN-6 PALANGKA RAYA UNTUK MENENTUKAN KELAYAKAN BANTUAN SISWA MISKIN DAN BERPRESTASI

HENDY SUKMA
· Thesis · Open Access

Dalam mencerdaskan bangsa dan negara tidak lepas dari proses dalam menimba ilmu pengetahuan serta mendapatkan wadah dalam hal pendidikan dengan melalui sekolah. Dengan melahirkan anak-anak yang memiliki potensi belajar yang baik serta anak-anak yang berprestasi dalam sekolahnya memungkinkan terdapat beberapa kendala didalam biaya sekolah. Banyak permasalahan yang menjadi faktor kesulitan dalam sekolah contoh yang paling banyak dalam masyarakat yaitu permasalahan ekonomi keluarga. Melihat anak-anak yang memiliki semangat belajar dan berprestasi tetapi terhalang oleh biaya sekolah. Pemerintah dan kemendikbud mengadakan Bantuan Siswa Miskin (BSM) untuk siswa yang berprestasi. Maka dari itu topik Tugas Akhir penulis yaitu mengolah program untuk Clustering Data Siswa Smpn-6 Palangka Raya Untuk Menentukan Kelayakan Bantuan Siswa Miskin Dan Berprestasi menggunakan metode K-Means dengan Bahasa pemograman python. Penulis memilih tempat penelitian SMPN-6 Kota Palangka serta menentukan beberapa variabel yang diambil seperti pekerjaan orang tua, penghasilan orang tua, usia orang tua dan nilai rata-rata siswa tujuan dari penelitian ini agar bantuan tersebut benar-benar tersampaikan kepada siswa yang berprestasi namun keadaan keluarga tidak mampu. Hasil akhir dari program Clustering K-Means yaitu berdasarkan logika jika nilai rata-rata tinggi dan penghasilan rendah maka BSM layak didapat serta program berhasil mengklasterkan data siswa SMPN-6 Kota Palangka Raya antara cluster layak dan tidak layak.

GAME RANCANG DAN BANGUN “MAN OF SURVIVOR” MENGGUNAKAN UNREAL ENGINE 4 BERBASIS DESKTOP

DAVID HANSEN SUSANTO
· Thesis · Open Access

Among the many types of games, the first person shooter (FPS) game is one that is quite popular. This game is the first game to use 3D graphics, online and modding. This game uses the main point of view of the player, so it is as if he is directly involved in the game. The gameplay of this game is move and shoot, where players can move and shoot at the same time. The method used in this research is literature study. The software development method used for this research workflow uses the MDLC (Multimedia Development Life Cyrcle) method. The software used in making the game "Design and Build the Game "MAN OF SURVIVOR" Using Unreal Engine 4 Based on Desktop" is Unreal Engine 4 version 2.7 Based on the results of the questionnaire that has been carried out on the Game Design and Build application "MAN OF SURVIVOR" Using Desktop-Based Unreal Engine 4 with ( ) respondents, this game can be said to be feasible to use and get very good results with a percentage value ( %)

PENERAPAN TEKNOLOGI AUGMENTED REALITY SEBAGAI MEDIA PROMOSI PERUMAHAN DEVELOPER PROPERTY SYARIAH (DPS) KALIMANTAN TENGAH

AYU WULAN NDARY
· Thesis · Open Access

Ayu Wulan Ndary, C1655201042, 2020. Penerapan Teknologi Augmented Reality Sebagai Media Promosi Perumahan Developer Property Syariah (DPS) Kalimantan Tengah, Advisor I Sulistyowati, S.Kom.,M.Cs., Advisor II Rudini, M.Pd. Business growth in the field of property agents is growing year by year because the community needs to be an increasing residential place. Several promotional efforts with various media began to be used to increase business presence and efforts to face competition between other property agents. Brochures that have become the main promotional media for each property agent are considered to have many limitations, because in addition to only being a 2D object, limited information on media brochures also makes the marketing process monotonous. Likewise in the Amana Residence housing which is incorporated in the Kalimantan Tengah Developer Property Syariah (DPS) community, the promotional media used are still limited to brochure media. Therefore, in an effort to make the marketing process more attractive and effective, this Augmented Reality (AR) technology is used. Augmented Reality (AR) is a technology used to convey information, where this technology can combine the virtual world in the form of 2 dimensions or 3 dimensions into the real world in real-time. To apply this technology to the promotion of development efforts in the Amana Residence housing, an Augmented Reality (AR) 3D application was created using Unity 3D and Sketchup. In this final project, the Android-based Augmented Reality application has been successfully implemented, and this application has gone through a testing process using blackbox testing. Based on the results of the questionnaire against the respondents produced an average value of 86% which means included in the excellent category.

Implementasi Deteksi Tepi Untuk menentukan Bentuk Citra Pada Daun

RIDO AZWA RIZAL
· Thesis · Open Access

Citra merupakan istilah lain untuk gambar yang memegang peranan penting sebagai salah satu komponen multimedia dalam bentuk informasi visual. Daun merupakan salah organ tumbuhan yang tumbuh dari ranting yang biasanya berwarna hijau (mengandung klorofil) dan memiliki fungsi sebagai penangkap energi dari cahaya matahari untuk fotosintesis. Bentuk daun disekitar kita ada beragam macam seperti daun melengkung, daun menjari, daun menyirip dan daun sejajar. Implementasi deteksi tepi untuk menentukan bentuk citra pada daun yaitu suatu penerapan atau tindakan image processing pada citra daun dengan deteksi tepi menggunakan operator sobel, canny, prewitt, dan robert. Adapun tujuan dari penelitian ini yaitu itu untuk menganalisis perbandingan hasil masing-masing operator deteksi tepi sobel, canny, prewitt, dan robert pada bentuk citra daun dengan mengambil nilai ciri mean, standar deviasi dan nilai varian dengan menampilkan nilai hasil evaluasi tiap operator dengan peak signal to noise ratio (PSNR). Untuk metode pengujian menggunakan euclidean distance atau pencarian jarak terdekat antar data latih dan data uji. Penelitian ini menggunakan aplikasi matlab sebagai media implementasinya. Metode-metode penulisan yang digunakan dalam penelitian ini meliputi pengumpulan data (observasi, studi pustaka, eksperimen, dan dokumentasi). Indentifikasi untuk menentukan bentuk citra daun terhadap 20 data uji dari 80 data latih dapat memberikan informasi bahwa dapat dikenali oleh sistem 16 data benar dan 4 data salah dengan nilai akurasi 80% dengan eror 20%. Keakuratan data dari hasil data uji yang diperoleh tiap-tiap operator deteksi tepi yaitu sobel dengan nilai akurasi 90%, canny dengan nilai akurasi 90%, prewitt dengan nilai 95%, dan robert dengan nilai akurasi 95% dengan nilai peak signal to noise ratio (PSNR) tertinggi pada bentuk daun menjari dan nilai terendah pada bentuk daun sejajar.

PENGENALAN HURUF HIJAIYYAH MELALUI BENTUK JARI TANGAN DENGAN MEDIA AUDIO VISUAL BERBASIS ANDROID

DONI IRWANDI
· Thesis · Open Access

Doni Irwandi, C1655201007, 2020. Introduction of hijaiyyah letters through hand finger shapes with android based audio visual media, supervisor I Lili Rusdiama, M.Kom. Advisor II Ir. Hj. Siti Maryamah, MM. Currently the media for learning sign language for deaf and mute people is still done in direct eye contact with the teacher who teaches. This method can be said to be less practical especially in the technology era like nowadays. Technology is familiar to every individual, the general public is familiar with the use of technology such as smartphones The purpose of this study is to make the introduction of hijaiyyah letters through finger shapes with an Android-based audio visual media that can be used easily and can be accepted by deaf and mute people. The application displays various form hijaiyyah sign language fingers. This application was created using Android Studio with the JAVA programming language The method used in this thesis is the method of data collection (literature, studies, documentation, questionnaires) and the prototype model software development method. The results of the application can be run on smartphones and are easy to use by users, with the main menu display that is clear and easy to understand. Every feature in the application is functioning properly. Display of sign language that is displayed is easy to understand and audio visual objects of hijaiyyah letters and numbers are displayed correctly. And the results of user respondents were 83.2% very good.

Pengenalan Jenis Bunga Anggrek Dendrobium Dengan Ciri Warna Menggunakan Metode K – Nearest Neighbor (KNN)

MUHAMMAD FAJAR FIRDAUS
· Thesis · Open Access

Muhammad Fajar Firdaus, C1655201026, 2020. Introduction of Dendrobium Orchid Species With Color Characteristics Using the K-Nearest Neighbor (KNN) method, Supervisor I Sulistyowati, S.Kom., M.Cs., Supervisor II Catharina Elmayantie, M.Pd Orchid is one of the types of plants that are in great demand because of its attractive flower appearance. Orchids are often used as home decorations, religious ceremonies and as congratulations. The types are widespread throughout the world. Some types of orchids that are widely known include Cattleya, Cymbidium, Dendrobium, Phalaenopsis, and Vanda. Dendrobium is an extraordinary type of orchid both in quantity and in the beauty of flowers. Because of the diverse shapes and colors and the many types of orchids derived from crossing, orchids have very many species and species. The number of orchid species and species makes it very difficult for people to recognize orchid species and species, so a system based on appropriate literary and expert references is established, namely the introduction of dendrobium orchid species with color characteristics using the K-Nearest Neighbor (KNN) method, to identify types of orchids more easily and precisely. Flower colors can be identified through the extraction of color features that can be extracted through the calculation of the average value of Red Green Blue (RGB) and Hue Saturation Value (HSV) images. The results of the two extractions can then be classified by the K-Nearest Neighbor (KNN) method to determine the appropriate type of orchid. KNN classifies objects based on the characteristics of learning data (training data) that are closest to the object's characteristics. Based on the test results, the highest system accuracy reaches 100% with a value of k = 5 and 62.5% for a value of k = 10.

Aplikasi Pemesanan Alat dan Atudio Musik pada Rian Studio Musik Palangka Raya Berbasis Android

TIMOTI ANDI
· Thesis · Open Access

The development of technology at this time is rapidly increasing and sophisticated in the computers field and other fields, thus requiring humans to master or understand how to work and use these technologies. With such rapid development, humans can make various kinds of equipment that can simplify work and find out information in the surrounding environment. Therefore, this ordering application is expected to help the Rian Music Studio to improve quality and performance to become better. The problem in this research is how to make a Rental Application for Music Instrument and Music Studio at Rian Music Studio Palangka Raya. This research aims to make an application to help and facilitate the studio to manage data better. The method used in this study includes several stages that is observation, documentation, interviews, and literature study. The development method uses the Prototype model. System analysis using pieces analysis method and system testing using the Black-Box method. The software used to build applications in android studio and sublime text. From the results of the questionnaire using the Likert scale method it can be concluded with the number of respondents 10 getting a value or an outcome of 81%, it has been categorized that this application very useful to be used by users of Rental Application for Music Instrument and Music Studio at Rian Music Studio Palangka Raya.

Penerapan Fuzzy Logic Tsukamoto Dalam Sistem Pendukung Keputusan Pemilihan Calon Kepala Desa Di Desa Papar Pujung

DANO SNAJI TAKA
· Thesis · Open Access

ABSTRAK Dano Snaji Taka, C1755201009, 2021. Application of Tsukamoto's Fuzzy Logic in the Decision Support System for the Selection of Prospective Village Heads in Papar Pujung Village, Supervisor I Lili Rusdiana, M. Kom., Supervisor II Elok Faiqotul Himmah, S. Si., M. Sc . Papar Pujung Village is one of eleven villages located in the West Lahei sub-district, North Barito Regency, Central Kalimantan which has long held democratic village head elections. This research was made to simplify the process of selecting prospective village heads using the Tsukamoto fuzzy system with parameters (Education, Age, Experience and Interview) and using Microsoft Excel software in the calculation process. Data collection methods are literature, documentation and interviews. The results obtained with the decision support system for the election of prospective village heads using Tsukamoto fuzzy which can facilitate the process of calculating the value obtained by prospective village heads with 4 input parameters, namely education, age, experience and interviews on system testing data. The score obtained by the C1 village head candidate is 76.98275862. Keywords: Fuzzy Tsukamoto, Election of Candidates for Village Head, Decision support system

Rancang Bangun Aplikasi Monitoring dan Evaluasi Kegiatan Akademik Pada STMIK Palangkaraya Berbasis Web

SATRIA DANNU KUSUMA
· Thesis · Open Access

Satria Dannu Kusuma, C1555201017, 2020. Rancang Bangun Aplikasi Monitoring dan Evaluasi Kegiatan Akademik Pada STMIK Palangkaraya Berbasis Web, Pembimbing I. Sulistyowati, S.Kom, M.Cs, Pembimbing II. Rudini, M.Pd Proses Monitoring dan Evaluasi di STMIK Palangkaraya salah satu tujuannya adalah menilai kinerja atau pelayanan akademik. Dengan dilakukannya monitoring dan evaluasi secara online melalui website, proses monitoring dan evaluasi dapat dilakukan lebih efisien, terstruktur, rapi dan tepat sasaran sehingga hasil yang diharapkan dapat dijadikan acuan dalam meningkatkan pelayanan khususnya kepada mahasiswa dan semua civitas akademik STMIK Palangkaraya secara umum. Penulis bermaksud mengembangkan sebuah sistem dengan judul “Rancang Bangun Aplikasi Monitoring dan Evaluasi Pada STMIK Palangkaraya Berbasis Web” yang diharapkan dapat membantu proses monitoring yang dilakukan para tim dosen STMIK Palangkaraya menjadi lebih efisien, dan serta mempercepat kinerja dalam memonitoring dan mengevaluasi kegiatan akademik. Di dalam pengembangan aplikasi, penulis menggunakan metode pengumpulan data yaitu dengan keperpustakaan, observasi dan adanya aplikasi wawancara. Untuk model pengembangan perangkat lunak yang digunakan dalam penelitian ini adalah waterfall. Laporan tugas ini menguraikan aktivitas-aktvitas yang dihasilkan pada tahapan pengembangan. Berdasarkan hasil kuesioner yang telah dihitung menggunakan metode skala likert apabila diinterprestasi nilai 89,1% atau 321 terletak lebih dekat dengan daerah Setuju (S) sehingga penggunaan sistem ini dapat membantu pengguna dan dapat dikatakan sistem yang dibuat layak untuk digunakan.

ANALISIS JARINGAN WLAN (WIRELESS LOCAL AREA NETWORK) PADA SMP-N 1 DUSUN TENGAH KAB. BARITO TIMUR MENGGUNAKAN APLIKASI AXENCE NETOOLS

SUNIA ISANASINTA
· Thesis · Open Access

INTISARI Sunia Isanasinta, C1955201078, 2023, Analisis Jaringan WLAN (Wireless Local Area Network) pada SMP Negeri 1 Dusun Tengah Kab. Barito Timur menggunakan aplikasi Axence NetTools Pembimbing I Hotmian Sitohang, M.Kom. Pembimbing II Amaya Andri Damaini, S.Kom., M. Pemanfaatan jaringan komputer di SMP Negeri 1 Dusun Tengah Kab. Barito Timur sangat besar manfaatnya untuk mendukung peranan penting dalam melakukan proses belajar mengajar. SMP Negeri 1 Dusun Tengah Kab. Barito Timur telah memiliki kapasitas jaringan WLAN (Wireless Local Area Network) yaitu sebuah jaringan yang dapat melakukan pertukaran data antar komputer dalam satu gedung. Namun kondisi jaringan yang ada pada SMP Negeri 1 Dusun Tengah Kab. Barito Timur masih kurang stabil sehingga hal ini yang mendorong peneliti untuk melakukan sebuah analisis pengukuran parameter kinerja jaringan Qos (Quality Of Serfice). Dalam melakukan analisis ini jenis penelitian yang digunakan peneliti yaitu menggunakan jenis penelitian Kuantitatif dan dengan memanfaatkan Software aplikasi Axence NetTools. Analisis kinerja jaringan pada SMP Negeri 1 Dusun Tengah Kab. Barito Timur menekan pada proses pengukuran parameter jaringan pada infrastruktur jaringan seperti delay, paket lost, jitter dan troughput.

KLASIFIKASI JENIS BERAS BERDASARKAN CITRA MENGGUNAKAN METODE CONVOLUTIONAL NEURAL NETWORK (CNN)

ZIKI AZHIMA
· Thesis · Open Access

Ziki Azhima, 2023. Klasifikasi Jenis Beras Berdasarkan Citra Menggunakan Metode Convolutional Neural Network (CNN), Pembimbing I Sulistyowati, S.Kom., M.Cs., Pembimbing II Rudini, M.Pd. The technology of machine learning is currently experiencing rapid development and has been applied in various fields, including agriculture. One application of machine learning in agriculture is the classification of rice. Automatic rice classification can help accurately and quickly determine the type of rice. This study utilized the convolutional neural network VGG16 architecture to classify rice. The dataset consisted of photographs of five different types of rice, which were used to train and test the model. The training process utilized transfer learning techniques by utilizing a previously trained model on a large dataset of images. The dataset was pre-processed by resizing images and splitting them into folders. Hyperparameters such as batch size, epoch, and optimizer were modified to obtain the optimal model for rice classification. The test results show that the rice classification model using the convolutional neural network VGG16 architecture is capable of producing high accuracy. The evaluation results showed that the classification accuracy reached 99.86%, with an F1-score of 0.98. With the rice classification system using the CNN VGG16 method, it is hoped that it will simplify the distinction between different types of rice. An effective and accurate rice sorting process can help produce high-quality rice that is safe for consumption. As a result, consumers can choose the type of rice that suits their individual needs and preferences.

Algoritma Pathfinding A* Pada Game Edukasi Penyelamatan Diri dari Virus Covid-19 Berbasis Android

M.HAIKAL FIRDAUS
· Thesis · Open Access

Game is one of the entertainment media that becomes the choice of the public to eliminate saturation or just to fill free time. Entertainment is considered important for a person because with entertainment one will be able to refresh the mind after being preoccupied with various activities that drain energy and mind. Pathfinding in the game context is a way to move the player through a shortest path without crashing into obstacles. The most frequent use of the pathfinding method is in real-time games where a player at the starting point determines the end point/goal. Pathfinding has now become an important element in the gaming world. Where all 2D/3D games definitely have different pathfinding methods. According to the complexity level of the 2D/3D games used. In conducting this Final Task research there are 3 methods used by the author to collect data, namely the library study method, and the MDLC (Multimedia Development Life Cycle) method while the system implementation method that the author uses is the Pathfinding A* (A Star) algorithm method. The final result of this study is in the form of pathfinding algorithm A* (A Star) as a method to improve the quality of the game. in the educational game "self-rescue from the Covid-19 virus".