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KLIK- KUMPULAN JURNAL ILMU KOMPUTER Vol 3, No 1 (2016)
Publisher : Lambung Mangkurat University

#### Abstract

Determination of the members of the boarding will done through assessment the criteria for determining the status of the members of the Sorority. This determination is usually consultation between members according to their respective conscience. Therefore, determination of the members of the boarding will done using Iterative Dichomotiser Three by displaying the root criteria so that it becomes a reference node in the assessment of the Member. Determination of the Member of a dormitory with Iterative Dichomotiser Three produce entropy values i.e. (Kitchen 0.121596288; Hall 0.091945213; Bathroom 0.114734253; Living room 0.159141033; Terrace 0.271219296; Manners 0.228396102; Religious 0.217768967; sensitivity 0.339842104; and the money base of 0). The results of calculation of the information gain is generating decision tree with nodes of the criteria each branch. Based on the results that sensitivity of root and the money Base into base of decision tree with reference to the value of the information gain. The result also shows determination of the predictive reports members of the dormitory with Iterative Dichomotiser Three Keywords: Members of the boarding, Iterative Dichomotiser Three, Entropy, lnformation Gain, Decision Tree Penentuan anggota asrama dilakukan melalui penilaian kriteria-kriteria untuk menentukan status anggota asrama. Penentuan ini biasanya melalui musyawarah antar anggota sesuai hati nurani masing-masing. Oleh karena itu, penentuan anggota asrama dilakukan menggunakan Iterative Dichomotiser Three dengan menampilkan root kriteria sehingga menjadi acuan node dalam penilaian anggota asrama. Penentuan anggota asrama dengan Iterative Dichomotiser Three menghasilkan nilai entropy yaitu 0,89357112 dan nilai information gain dari 9 kriteria penilaian anggota asrama yaitu (Dapur 0,121596288; Aula 0,091945213; Kamar Mandi 0,114734253; Ruang Tamu 0,159141033; Teras 0,271219296; Tata Krama 0,228396102; Keagamaan 0,217768967; Kepekaan 0,339842104; dan Uang Pangkal 0). Hasil perhitungan information gain menghasilkan pohon keputusan dengan node-node kriteria tiap cabangnya. Berdasarkan hasil bahwa Kepekaan menjadi root dan Uang Pangkal menjadi pangkal pohon keputusan dengan mengacu pada nilai information gain. Hasilnya juga menampilkan laporan prediksi penentuan anggota asrama dengan Iterative Dichomotiser Three. Kata kunci : Anggota asrama, Iterative Dichomotiser Three, Entropy, lnformation Gain, Pohon Keputusan
ALGORITMA BOIDS DAN LOGIKA FUZZY PADA PERGERAKAN DAN PERILAKU NON PLAYER CHARACTERS PERMAINAN BORNEO MISSION Hidayah, Nur; Aziz, Muliadi; Ridwan, Ichsan
KLIK- KUMPULAN JURNAL ILMU KOMPUTER Vol 3, No 1 (2016)
Publisher : Lambung Mangkurat University

#### Abstract

Non Player Characters (NPC) is an important part of a computer game. Selection of independent action can make the game more interesting. The objective of this research is to build a 3D first person shooter game â€œBorneo Missionâ€ which movement and behavior of NPC with boids algorithm and fuzzy logic. The game was built with Unity 3D. The result, drone movement without boids algorithm flies and rotate independently on its position, but with boids algorithm drone can flies together by separation, cohesion, and alignment to other. Drone behavior without fuzzy logic calculates player distance to drone, if distance less or equal 60 then drone will be attack. Drone with fuzzy logic can decides attack, avoid, or save the transciever. Implementation of boids algorithm and fuzzy logic can increase the complexity, game interest, and willing to return play. Keywords : First person shooter, boids algorithm, fuzzy logic, 3D game, unity 3D Non Player Characters (NPC) merupakan bagian penting di dalam sebuah permainan komputer. Pemilihan aksi yang independen mampu membuat permainan menjadi lebih menarik. Penelitian ini bertujuan membangun game first person shooter3D berjudul â€œBorneo Missionâ€ dimana pergerakan dan perilaku non player characters dengan menerapkan algoritma boids logika fuzzy pada NPC. Game tersebut dibangun menggunakan Unity 3D. Hasil yang diperoleh, Pergerakan drone tanpa algoritma boids hanya terbang berputar secara sendiri pada pos yang telah ditentukan, adapun dengan algoritma boids drone dapat terbang secara berkelompok dengan mempertimbangan separation, cohesion, dan alignment dengan drone lain. Perilaku drone tanpa logika fuzzy hanya mempertimbangkan jarak pemain dengan drone, jika kurang dari sama dengan 60 maka drone akan menyerang. Adapun dengan logika fuzzy, drone dapat memutuskan menyerang, menghindar, atau menyelamatkan transciever. Penerapan algoritma boids dan logika fuzzy tersebut dapat meningkatkan kompleksitas, daya tarik permainan, dan keinginan untuk bermain kembali. Kata kunci : First person shooter, algoritma boids, logika fuzzy, game 3D, unity 3D.
ALGORITMA BOIDS DAN LOGIKA FUZZY PADA PERGERAKAN DAN PERILAKU NON PLAYER CHARACTERS PERMAINAN BORNEO MISSION Hidayah, Nur; Aziz, Muliadi; Ridwan, Ichsan
KLIK- KUMPULAN JURNAL ILMU KOMPUTER Vol 3, No 1 (2016)
Publisher : Lambung Mangkurat University

#### Abstract

Non Player Characters (NPC) is an important part of a computer game. Selection of independent action can make the game more interesting. The objective of this research is to build a 3D first person shooter game Ã¢â¬ÅBorneo MissionÃ¢â¬Â which movement and behavior of NPC with boids algorithm and fuzzy logic. The game was built with Unity 3D. The result, drone movement without boids algorithm flies and rotate independently on its position, but with boids algorithm drone can flies together by separation, cohesion, and alignment to other. Drone behavior without fuzzy logic calculates player distance to drone, if distance less or equal 60 then drone will be attack. Drone with fuzzy logic can decides attack, avoid, or save the transciever. Implementation of boids algorithm and fuzzy logic can increase the complexity, game interest, and willing to return play. Keywords : First person shooter, boids algorithm, fuzzy logic, 3D game, unity 3D Non Player Characters (NPC) merupakan bagian penting di dalam sebuah permainan komputer. Pemilihan aksi yang independen mampu membuat permainan menjadi lebih menarik. Penelitian ini bertujuan membangun game first person shooter3D berjudul Ã¢â¬ÅBorneo MissionÃ¢â¬Â dimana pergerakan dan perilaku non player characters dengan menerapkan algoritma boids logika fuzzy pada NPC. Game tersebut dibangun menggunakan Unity 3D. Hasil yang diperoleh, Pergerakan drone tanpa algoritma boids hanya terbang berputar secara sendiri pada pos yang telah ditentukan, adapun dengan algoritma boids drone dapat terbang secara berkelompok dengan mempertimbangan separation, cohesion, dan alignment dengan drone lain. Perilaku drone tanpa logika fuzzy hanya mempertimbangkan jarak pemain dengan drone, jika kurang dari sama dengan 60 maka drone akan menyerang. Adapun dengan logika fuzzy, drone dapat memutuskan menyerang, menghindar, atau menyelamatkan transciever. Penerapan algoritma boids dan logika fuzzy tersebut dapat meningkatkan kompleksitas, daya tarik permainan, dan keinginan untuk bermain kembali. Kata kunci : First person shooter, algoritma boids, logika fuzzy, game 3D, unity 3D.
IMPLEMENTASI INDEPENDENT T-TEST PADA APLIKASI PEMBELAJARAN MULTIMEDIA RAGAM DAN GERAK SENI TARI DAERAH KALIMANTAN SELATAN Hidayat, Baron; Indriani, Fatma; Aziz, Muliadi
KLIK- KUMPULAN JURNAL ILMU KOMPUTER Vol 2, No 1 (2015)
Publisher : Lambung Mangkurat University

#### Abstract

KLIK- KUMPULAN JURNAL ILMU KOMPUTER Vol 1, No 1 (2014)
Publisher : Lambung Mangkurat University

#### Abstract

PREFERENCE RANKING ORGANIZATION METHOD FOR ENRICHMENT EVALUATION(PROMETHEE) SEBAGAI PENUNJANG KEPUTUSAN PEMILIHAN ANGGOTA BEM FMIPA UNLAM BANJARBARU Adhiyani, Megi; Aziz, Muliadi; Kartini, Dwi
KLIK- KUMPULAN JURNAL ILMU KOMPUTER Vol 2, No 2 (2015)
Publisher : Lambung Mangkurat University

#### Abstract

The members election process of Student Executive Board of FMIPA UNLAM Banjarbaru is still done manually, so that the election of members require a long time and sometimes subjective. Thus, it needs a decision support system that could help ease the decision-making process using Promethee. Promethee is a method determining the sequence (priority) to analyze the problems with the point is the simplicity, clarity, and stability (Arsita, 2013). From the result of the research and observation of the system has been made, can be known that Decision Support System for Member Election of Student Executive Board using Promethee get compliance 89.80 percent and the remaining 10.20 percent not in accordance with the decision of Student Executive Board of FMIPA UNLAM. Keywords : Decision Support System, Member Election of Student Executive Board, Promethee. Badan Eksekutif Mahasiswa (BEM) FMIPA UNLAM Banjarbaru memiliki proses pemilihan anggota yang masih dilakukan secara manual sehingga pemilihan anggota BEM memerlukan waktu yang lama dan terkadang subjektif. Oleh karena itu, diperlukan sebuah sistem pendukung keputusan yang dapat mempermudah proses pengambilan keputusan menggunakan metode Promethee. Metode Promethee adalah suatu metode penentuan urutan (prioritas) dalam analisa yang masalah pokoknya adalah kesederhanaan, kejelasan, dan kestabilan (2). Dari hasil penelitian dan pengamatan dari sistem yang telah dibuat, dapat diketahui bahwa Sistem Pendukung Keputusan Pemilihan Anggota BEM menggunakan metode Promethee ini mendapatkan nilai kesesuaian 89,80% dan sisanya 10,20% tidak sesuai dengan keputusan dari BEM FMIPA UNLAM. Kata kunci : Sistem Pendukung Keputusan, Pemilihan Anggota BEM, Metode Promethee.
IMPLEMENTASI METODE ELECTRE PADA SISTEM PENDUKUNG KEPUTUSAN SNMPTN JALUR UNDANGAN Setiawan, Fahmi; Indriani, Fatma; Aziz, Muliadi
KLIK- KUMPULAN JURNAL ILMU KOMPUTER Vol 2, No 2 (2015)
Publisher : Lambung Mangkurat University

#### Abstract

THE APPLICATION OF UML IN THE PROTOTYPE OF DESIGN EXPERT SYSTEM FOR THE DIAGNOSIS OF CHILI DISEASES AND PESTS Aziz, Muliadi; Budiman, Irwan; Sofyan, Antar
KLIK- KUMPULAN JURNAL ILMU KOMPUTER Vol 5, No 2 (2018)
Publisher : Lambung Mangkurat University

#### Abstract

Prototype or archetype is the initial form or standard size of an entity. In the design field, a prototype is made before it is developed or precisely made specifically for development before it is made on an actual scale or before mass produced, it will feel very difficult if you do not have a compounding model to design a system. Therefore, to design a prototype expert system for diagnosing diseases and pests of chilli plants using the Unified Modeling Language (UML) method. The purpose of the implementation of this model is to meet all user needs for the software to be built. Manfaat dari model ini dapat membantu perancang perangkat lunak dalam membangun sistem pakar untuk mendiagnosis penyakit dan hama tanaman cabai. The result of this UML implementation is to obtain use case of system processing, diagram activity, entity relationship diagram, and form input output design.
IMPLEMENTASI INDEPENDENT T-TEST PADA APLIKASI PEMBELAJARAN MULTIMEDIA RAGAM DAN GERAK SENI TARI DAERAH KALIMANTAN SELATAN Hidayat, Baron; Indriani, Fatma; Aziz, Muliadi
KLIK- KUMPULAN JURNAL ILMU KOMPUTER Vol 2, No 1 (2015)
Publisher : Lambung Mangkurat University