This research aims to build an information system that can support the company in decision-making, especially about the promotion of positions at PT. Global Beautiful Fashion. This is motivated by the difficulty of determining whether or not an employee has been promoted to office, due to an uncomputed system and stacked employee data documents. In this study, the data used is data on the promotion of employee positions at PT. Global Beautiful Clothing and the method used is the Naïve Bayes Classifier algorithm method. And to find out how well the Naïve Bayes Classifier algorithm was used in this study, RapidMiner software was used to conduct testing. RapidMiner's testing yielded an accuracy score of 91.67% and a ROC value of 0.979 which means the Naïve Bayes Classifier algorithm was very well used in this study. After testing using RapidMiner software and obtaining test results, it is then implemented into a system using PHP and MySQL designed to predict promotion. The prediction results obtained from the system are following the calculation results obtained from RapidMiner software and manual calculations. Based on the research that has been done that the decision support system built can be applied to PT. Busana Indah Global (BIG) to make it easier to determine the feasibility of promotion for its employees.
Three Sister’s House Of Beauty is one of the several business located at karangtengah cibadak sukabumi. This Business offers all things about skincare, makeup and fashion for youngest to the oldest especially for a man. In the process business activity, Three Sister's has implement strategic planning, but in this prospect the planning has a missed targeted so that it cannot be realized properly, the problems regarding data collection process of sold product and ordering data for customers sometimes just written, input into Ms.Word and Ms.Excel. In odd moment, Three Sister’s share and promotion product on social media, the community of beauty have every rules if want post on group. So that, Three Sister's House of Beauty must planning of ISand IT strategies to be good business proces in future. The conclusion, strategic planning for implementing Enterprise Architecture is one of the best solutions for supports a business or organization. So with this, the author conducts research with the study of the Togaf ADM to support Sales Information Systems that are integrated, right on target, and support business processes in Three Sisters' House of Beauty.
This research aims to design a learning management system application at LKP Bumi Kreatif Institute where the learning process in the institution is still classically carried out and does not have system support for online learning so that learning will be hampered in the event of natural disasters such as the Current Covid-19 pandemic because it requires all learning activities to be carried out at home and there is no direct interaction between students and instructors in the classroom. The process in developing applications using waterfall models includes observation studies, system modeling using UML, application construction using PHP and MySQL programming languages as database management, system testing using BlackBox, and to test application feasibility, usability testing is used by distributing questionnaires and weighting through Likert scales. Based on the results of research conducted that the application built can be implemented and able to facilitate online learning activities at the LKP Bumi Kreatif Institute, starting from the registration process, payment calculation, course administration management, students, and instructors. The results of the usability value recap show the overall attribute has an average user acceptance value of 4.27 so it can be said that the application implementation of Learning Management System in LKP Bumi Kreatif Institute has a good value of usability aspect, namely: learnability, efficiency, memorability, errors, and satisfaction.Abstrak: Penelitian ini bertujuan untuk merancang aplikasi sistem manajemen pembelajaran di Lembaga LKP Bumi Kreatif dimana proses pembelajaran di lembaga tersebut masih dilakukan secara klasikal dan belum memiliki dukungan sistem pembelajaran daring sehingga pembelajaran akan terhambat jika terjadi bencana alam seperti pandemi Covid-19 saat ini karena mengharuskan semua kegiatan pembelajaran dilakukan di rumah dan tidak ada interaksi langsung antara siswa dan instruktur di dalam kelas. Proses dalam pengembangan aplikasi menggunakan model waterfall meliputi studi observasi, pemodelan sistem menggunakan UML, pembuatan aplikasi menggunakan bahasa pemrograman PHP dan MySQL sebagai pengelolaan database, pengujian sistem menggunakan BlackBox, dan untuk menguji kelayakan aplikasi digunakan pengujian usability dengan menyebarkan kuisioner dan pembobotan melalui Skala likert. Berdasarkan hasil penelitian yang dilakukan bahwa aplikasi yang dibangun dapat diimplementasikan dan mampu memfasilitasi kegiatan pembelajaran daring di lembaga LKP Bumi Kreatif, mulai dari proses pendaftaran, perhitungan pembayaran, pengelolaan administrasi kursus, mahasiswa, dan instruktur. Hasil rekap nilai usability menunjukkan secara keseluruhan atribut memiliki rata-rata nilai penerimaan pengguna sebesar 4.27 sehingga dapat dikatakan bahwa penerapan sistem manajemen pembelajaran di LKP Bumi Kreatif Institute memiliki nilai aspek usability yang baik yaitu: learnability, efficiency, memorability, errors, and satisfaction.
Lobster merupakan hewan yang hidup di perairan dangkal. Hewan ini memiliki nilai jual yang sangat tinggi, oleh karena itu perlu ditingkatkan produksinya untuk proses peningkatan ekspor dan untuk memenuhi kebutuhan pasar. Di Indonesia sistem budidaya lobster dilakukan di lepas pantai dengan menggunakan bantuan keramba. Sistem ini masih dilakukan secara tradisional dan lobster yang dijual bervarietas. Nilai jual lobster akan meningkatkan jika lobster tersebut berukuran besar dan dalam kondisi hidup, sehingga cara pengawasan dan peningkatan hewan ini perlu dilakukan secara spesifik dan dilakukan secaraserius. Monitoring perkembangan lobster dengan cara ini memiliki beberapa kelemahanya itu sistem montoring yang sulit karena hanya bisa dilakukan pada saat-saat tertentu dan tidak terpantau selama 24 jam, kadang air dan pusaran arus laut yang berubah-ubah sehingga berpengaruh besar pada perkembangan lobster. Perkembangan lobster dengan keramba juga saat ini berbahaya yang dipengaruhi oleh suhu air yang dapat menyebabkan lobster tersebut kekurangan makanan. Solusi masalah tersebut adalah dengan menggunakan bantuan teknik komputerisasi dengan Teknik machine learning yang dipergunakan untuk memonitoring pertumbuhan lobster tanpa mengganggu habitat lobster tersebut. Dengan bantuan teknik machine learning bisasecara langsung menampilkan gambar visual keadaan lobster tersebut dibawah laut atau bisa dipergunakan untuk monitoring lobster pada tangki atau kolam. Tingkat monitoring dan pemberian pakan bisa dilakukan secara otomatis. Identifikasi dan monitoring lobster dengan teknik computer vision memiliki tingkat akurasi hingga 90%.
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