1,442 research outputs found
Penerapan Naïve Bayes Classifier Untuk Strategi Penyerangan Jarak Jauh Pada NPC (Non Player Character)
The development of artificial intelligence at this time developed very rapidly, including game playing. Games usually consist of players and NPC (Non Player Character) which make game more appealing. NPC is useful as an enemy or friend in the game. With an algorithm applied inside the NPC, it can behave and have a player-like strategy. One of the existing studies implements the Naive Bayes Classifier method to establish NPC actions for melee strategies such as biting, kicking and hitting. The strategies undertaken in the study were limited to the short-range strategy and applied in enemy NPCs only. Therefore, researchers want to trace further to implement Naive Bayes method on NPC friends with long distance strategies such as shooting and searching items. The system is implemented in the form of a game with genre FPS (First Person Shooter) with the title Zombie Apocalypse. The system is designed using the waterfall method and made with Unity Game engine. The end result of this study is a game with the application of Naïve Bayes on NPC so it can behave autonomously with precision of 75% , 50% recall and accuracy of 42,85%
Perancangan Aplikasi Penggajian di CV Subur Sarana Sejahtera Palembang
Perkembangan Teknologi Informasi saat ini telah memasuki semua bidang kehidupan manusia, termasuk sistem perkantoran terutama penggajian yang saat ini banyak sekali dipengaruhi oleh Teknologi Informasi. Tetapi CV Subur Sarana Sejahtera belum memanfaatkan teknologi informasi dan dalam menghitung gaji terutama untuk sopir serta mengarsip data masih dilakukan secara manual
Dalam pembangunan sistem ini, menggunakan pengembangan sistem prototype model serta diterapkan menggunakan Visual Studio 2010. Prototype dipilih sebagai metode pengembangan sistem penggajian sopir karena dari awal pembangunan sistem diminta oleh perusahaan untuk dibuat hanya berupa rancangan sistem serta terjadi beberapa perubahan pada rancangan sehingga langkah-langkah metode prototype dapat terpenuhi yaitu pengumpulan kebutuhan, membangun prototype, evaluasi prototype, mengkodekan sistem, evaluasi sistem, dan menggunakan sistem.
Hasil yang didapatkan dari penelitian ini adalah berupa suatu rancangan aplikasi penggajian sopir pada CV Subur Sarana Sejahtera Palembang. Rancangan dari fitur yang disedikan adalah sistem login, perhitungan gaji secara otomatis sistem berdasarkan data-data rincian, pengarsipan data-data rincian kedalam database, dan kemampuan mencetak arsip. Rancagan aplikasi ini sangat bermanfaat bagi CV Subur Sarana Sejahtera karena rancangan aplikasi ini dapat digunakan sebagai pedoman untuk membuat aplikasi penggajian sopir yang sebenarnya. Bagi bagian ADM Gaji dapat mempercepat kinerja staff dalam menghitung gaji dan pengarsipan yang dibuat lebih mudah dan aman
Analisis Pengaruh Corporate Social Responsibility (CSR) Terhadap Kepuasan Masyarakat Pada PT. Kirana Musi Persada
Corporate social responsibility (CSR) put the company as the agent of change which is not only has the orientation of maximum profit, but also bring social and moral responsibilities to the whole stakeholders, including the people who live around the company. This research aims to analyze the influence of CSR to the satisfaction of society in PT. Kirana Musi Persada Sekayu. The two variables used are CSR itself and society satisfaction which is developed in to several indicators. The result of this research shows that there is a significant influence of CSR to the society satisfaction of people living around PT. Kirana Musi Persada Sekayu
Pembangunan Peta Tiga Dimensi Kebun Karet Milik Unit Pelaksana Teknis Balai Benih Dan Kebun Produksi Dengan Menggunakan Unreal Engine
Seiring perkembangan teknologi seperti saat ini, penggunaan konsep 3D dalam dunia grafis mulai banyak digemari oleh banyak kalangan. Penggunaan peta 3D juga telah banyak diterapkan dalam berbagai sistem navigasi serta mempunyai kelebihan adanya peta yang jauh lebih jelas dibandingkan dengan peta 2D. Saat ini telah banyak software yang menawarkan fitur 3D, salah satu contohnya adalah Unreal Engine. Dengan membuat peta dalam bentuk 3D akan mempermudah pengguna untuk mengetahui ruangan dan tempat lebih detail dan lebih nyata. Dalam tugas akhir ini dibuat peta dengan visualisasi tiga dimensi menggunakan Uneral Engine. Unreal Engine merupakan sebuah engine yang biasanya digunakan untuk membuat suatu game. Engine ini memiliki framework lengkap untuk pengembangan profesional. Untuk pengembangannya digunakan bahasa pemrograman Unreal Script yang mirip dengan bahasa pemrograman Java maupun C++. Penelitian ini menghasilkan sebuah peta 3D interaktif yang dapat menghasilkan data dan informasi tentang Kebun dari Unit Pelaksana Teknis Balai Benih dan Kebun Produksi serta menjadi media yang menarik dan interaktif, sehingga mudah di interpretasi oleh penggunanya untuk mengetahui keadaan perkebunan tanpa harus datang langsung ke lokasi dan dapat dijadikan referensi peta perkebunan
Desain Kendaraan Keperluan Lomba Sepeda Gunung Memanfaatkan Cahaya Matahari
Mountain bike is a type of bike with the most lovers in Indonesia. There are plenty of competition involving this type competition, following the growth in the number of mountain bike users. The competition ususally held in highland which is suitable with the characteristic of these bikes. The place is commonly modification of plantation, therefore the location is pretty far from lodging area.Design which is made is a vehicle with capability to accommodate mountain bikers who love to ride on any special bike track. The design is capable of accomodating facilities needed for every bikers and the bicycle itself. The vehicle used two power sources, the conventional one form oil and the alternative one a solar panel. The use of solar panel is expected to fulfill eco-friendly energy needs for outdoor activit
Pengembangan Desain Jam Tangan Analog dengan Prosentase sebagai Penunjuk Waktu
Waktu merupakan fenomena yang abstrak namun selalu dirasakan melalui Perubahan dunia fisik di sekitar kita. Penjelasan atas waktu dilakukan mulai dari pemaknaan lewat bahasa sampai ke penciptaan satuan dan alat ukurnya. Namun hal ini berakibat fenomena waktu menjadi terbatas pada satuan-satuan tersebut. Kebiasaan beraktivitas masyarakat juga semakin mengurangi apresiasi atas waktu. Proyek Tugas Akhir ini bertujuan untuk mencari cara penjelasan waktu yang dapat membuat kita kembali mempertimbangkan mengenai waktu. Penjelasan waktu yang lebih efektif namun tetap familiar dapat menjadi cara agar kita lebih mengapresiasi waktu
Akses Ruangan Dengan Sistem Integrasi Digital Sebagai Sarana Pengendalian Daya Listrik Di Institut Teknologi Bandung
Institut Teknologi Bandung (ITB) termasuk salah satu perguruan tinggi di Indonesia yang memiliki tingkat kesibukan sangat tinggi. Hal ini menjadi masalah yang cukup serius karena pemakaian listrik yang digunakan tidak terpantau. Tingkat kesadaran pengguna yang masih rendah akan pentingnya penghematan energi membuat berbagai USAha yang dilakukan terasa percuma. Maka dari itu diperlukan sebuah solusi yang dapat membantu meningkatkan kesadaran tersebut dengan cara menciptakan interaksi langsung dengan sistem intelligent building menggunakan media handle pintu dengan akses sidik jari. Produk yang mengajak penggunanya untuk mengikuti sistem yang ada diharapkan dapat menciptakan rasa disiplin akan pentingnya penghematan energi dalam kehidupan sehari-hari, terutama di dalam area kampus ITB
Use of Information and Communication Technology by Teachers in Learning History Senior High School Pekanbaru
What we see when studying the subject that is being done by the subject teachers ofhistory in the classroom. Classroom atmosphere during history lessons are generally less encouraging,students look sultry and restless (Haikal, 1989). This situation shows that the less favored historicalsubjects and boring students (Isjoni, 2006). Learning the history of which only emphasizes the pastwith lead students bored and lack of interest in history lessons (Gunning, 1978). Conditions ofsubject teachers of history which mostly still not optimal, even still many who have not been ableto take advantage of advances in technology or in other words still stutter technology (Gatek).Problem formulation is: How where the availability of facilities and prarana, the principal policyto support, education and training has gained teacher and factors that constrain teachers in theuse of information and communication technology in teaching high school history Pekanbaru. Thepurpose of this study is: To determine the extent of availability of facilities and prarana, the principalpolicy to support, education and training of teachers who have acquired the necessary skills andconstraints of teachers in the use of information and communication technology in teaching highschool history Pekanbaru. The purpose of this study is: To determine the extent of availability offacilities and prarana, the principal policy to support, education and training of teachers who haveacquired the necessary skills and constraints of teachers in the use of information and communicationtechnology in teaching high school history Pekanbaru.The location and time of study. The locationwas chosen in this study is the city of Pekanbaru. When the study was conducted for 4 (four)months. The population of this study are all high school teachers who care for high school historycourses at public and private city of Pekanbaru. Samples taken as many as three SMA and threeprivate high school. Pekanbaru City some 14 teachers as respondents, with details: SMAN 5 totaling3 teachers, totaling 3 SMAN 9 teachers, SMAN 11 numbered 2 teachers, high school teachersHandayani numbered 2, SMA PGRI numbered 2 teachers, high school Tri Bakti numbered 2 teachers.Data collection techniques used in this study, such as: (1) observation, (2). Interview, (3)library;(4) Questionnaire. Data analysis techniques in this study using qualitative analysis. From the dataanalysis it can be concluded as follows: (1) Not all teachers use of ICT in teaching History (2) aproportion of the principal has been supporting the use of ICT by teachers in teaching high schoolhistory City Pekanbaru, (3) a proportion of the teachers have received training on ICT. Teachersfelt that ICT can improve the ability of teachers both in PBM and student learning outcomes, (4)Availability of hard ware and sof ware is still limited, the age factor, not confident, doubt and fea
Upaya Meningkatkan Hasil Belajar Mata Pelajaran Sejarah melalui Model Pembelajaran Kooperatif Tipe Two Stay Two Stray (Tsts) pada Siswa Kelas X¹ di SMA N 1 Pusako Kecamatan Pusako Kabupaten Siak
The implementation of education through the teaching and learning process is basically the core of the overall education, in which teachers as the main role holder. Teacher as a learner who is directly involved in the learning process, work to create learning conditions that can make students learn optimally to obtain satisfactory academic achievement. The purpose of this study was 1) to determine the activity of teachers using cooperative learning model two stay two stray 2) to determine the activity of students using cooperative learning model type of two stay two stray 3) to determine the effect of cooperative learning model type of two stay two stray to the results of study subjects in the history of X¹ class SMA Negeri 1 Pusako Pusako Subdistrict Siak. In this study, using a quantitative method in which it will provide full information so useful to science. The results of this study indicate that the application of cooperative learning model Two Stay Two Stray can improve the quality of the learning process both from the teachers and students. Cooperative learning model type Two Stay Two Stray can improve learning outcomes in the subjects of history X¹ class SMA Negeri 1 Pusako. This is evidenced by the increase in pre PTK learning outcomes with an average value of 66.17 increased to 70.73 in the first cycle and 85.44 in the second cycle
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