Kerajinan merupakan salah satu bagian dari 14 lini industri kreatif yang cukup potensial mendorong kemajuan perekonomian Indonesia. Potensialnya, lini industri kerajinan menghasilkan data kerajinan berjumlah banyak dan berukuran besar sehingga perlu dilakukan analisis data mining dengan teknik pengelompokan data (clustering). Penelitian ini menggunakan metode k-medoid untuk mengelompokkan data kerajinan. Untuk menghasilkan hasil pengelompokan data atau clustering yang maksimal, perlu penentuan jumlah cluster yang tepat. Berbagai metode yang dapat digunakan untuk penentuan jumlah cluster yang tepat, yaitu metode elbow, koefisien silhouette, gap statistics, dan lainnya. Penelitian ini membandingkan metode elbow dan koefisien silhouette untuk menentukan jumlah cluster yang tepat sehingga menghasilkan kualitas cluster yang optimal. Metode yang digunakan untuk menguji hasil cluster adalah metode Davies Bouldin Index (DBI). Hasil pengujian clustering dengan metode elbow menggunakan nilai DBI menghasilkan nilai DBI sebesar 1,10. Sedangkan pada uji coba clustering dengan koefisien silhouette menghasilkan nilai DBI sebesar 1,06. Hal ini menunjukkan bahwa hasil clustering k-medoid dengan koefisien silhouette menghasilkan kualitas cluster lebih baik karena memiliki nilai DBI lebih rendah daripada clustering k-medoid dengan metode elbow. Adapun kebaharuan yang dipaparkan dalam penelitian ini adalah analisis data kerajinan di Bali menggunakan metode k-medoid, koefisien silhouette dan metode elbow. Belum ada penelitian yang menggunakan perbandingan koefisien silhouette dan metode elbow untuk memaksimalkan clustering k-medoid menggunakan Bahasa R.
Many young people have begun to violate the ethics of Balinese traditional dress up by using strict lacy blouse (kebaya), high split sarong (kamen), men sarong (kamen) that not taper on the tip and excessive accessories. Game of “Kwace Adat Bali” is expected as a means of socialization in Balinese traditional dress-up ethics appropriately. In this game, the Balinese traditional dress-up style is classified into three types, namely light traditional clothing (payas alit), middle traditional clothing (payas madya), and great traditional clothing (payas agung). The proposed method is Design Game Based-Learning Instructional Design (DGBL-ID) which is combined with a shuffle random algorithm to shuffle game items. The Game of “Kwace Adat Bali” has tested using alpha testing, beta testing, t-test, and game engagement questionnaire (GEQ). The alpha testing result was 100% game functionality has run suitable for the design. Beta testing shows that overall this game got a value of 77% from 65 respondents. There was a significant difference between user knowledge before and after playing the game of “Kwace Adat Bali” as indicated by t table value of 1.997, t value of 6.5, and the critical value of α = 0.05. The proposed method had an engagement rate of 8.7% higher than just using the DGBL-ID method in developing the game. Therefore, it can be concluded that the game feasible is considered as a new means of socialization in Balinese traditional dress up ethics for the younger generation.
Profit decline is a frightening problem for service companies. The solution to prevent this is by analyzing data transactions using data mining and forecasting. K-Means used to cluster the level of car damage based on the number of panels repaired and the duration of repaired. The results of K-Means used as material for analysis the best time-series method for transaction data. The methods analyzed include the moving average, single exponential smoothing, double exponential smoothing, and winter's method. Single exponential smoothing is the most suitable forecasting method with transaction data. Based on the MAPE value obtained for minor damage of 12.58%, forecasting for moderate damage of 16.83%, forecasting for major damage of 17.31%, and forecasting for overall data of 8.0975%. It concluded that single exponential smoothing can apply with K-Means clustering and the company can use it to make strategies to prepare the number of workers and production materials required.
Sistem kontrol otomatis dan monitoring temperature ruangan menggunakan ESP-32 untuk mengendalikan motor DC pada motorized valve yang mengatur aliran air dingin pada AHU (air handling unit) adalah rancangan alat yang dibuat untuk mengontrol suhu pada suatu ruangan. Dengan adanya alat kontrol temperatur otomatis menggunakan mikrokontroler ESP-32, maka dapat menjadikan alternatif untuk kontrol suhu pada suatu ruangan. Alat kontrol temperature otomatis menggunakan mikrokontroler ESP-32, suatu buah sensor suhu termokopel MAX6675 untuk membaca suhu pada supply ducting AHU serta menggerakkan motorized valve dari 0%, 50%, dan 100%. Komponen yang digunakan untuk mengatur pergerakan motorized valve tersebut adalah motor driver L298N. Motor driver L298N ini berfungsi sebagai pengatur tegangan output motor yang di mana tegangan output tersebut diubah menjadi gelombang PWM yang mengatur pergerakan motorized valve, sehingga motorized valve dapat terbuka dari 0%, 50%, dan 100% sesuai dengan pembacaan suhu dari sensor suhu.
The level of awareness of the Indonesian people to orderly and comply with the implementation of health protocols is still very low. Special touch to young people is needed in socializing health protocols and new normal life. Game of “Prokes” is expected as a means for socialization of covid-19 prevention. The proposed method is agile method that is combined using shuffle random algorithm to randomize question in quiz of this game. The blackbox result was 100% functionality of the game has run well. There was a significant difference between user knowledge before and after playing the game of “Prokes” as indicated by t value of 2.297, t table value of 2.004, and the critical value of ? = 0.05. The proposed method had an GEQ result of 3.04. Therefore, the game feasible as a means of socialization in prevention covid-19 using health protocols and new normal for the young generations.
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