Eggs are livestock products contributed greatly to the achievement of the nutritional adequacy of the public; the egg is a food that is very good for children who are growing because it contains nutrients such as a complete protein, fat, vitamins and minerals that are easy to digest. One of the eggs are much in demand by children are quail eggs. The nutritional value of quail eggs is not less than the nutritional value of eggs containing 12.8% protein and 11.5% fat. Quail eggs are good quality will have good nutritional value anyway. To determine the quality of a good quail eggs will require an expert system. The method used in determining the quality of a good quail eggs using Simple Additive weighting method. The criteria in this research that egg size, style/color of the shell, the shell thickness, shell texture, shape and cleanliness of quail eggs. With the expert system is expected to assist farmers in determining the quail eggs quail egg quality so that the people can consume quail eggs that have good nutritional value. The results of this study showed an alternative ranking first in C with a value of 0.95, ranking second D with a value of 0.7208, ranking third E with a value of 0675, ranking the fourth A with a value of 0.4542 and ranking last in the B with a value of 0.4541.
Notebooks are technological devices widely adopted to assist in human daily life including learning, business, communication and other tasks. Equipped with the distinctive features, notebook was facilitated more simply for one touch screen basis to enable freely in exploring the users’ creativity. This study attempts to examine the process of selecting notebook brand among the consumers. Using AHP (Analytical Hierarchy Process) to help decision support system in the selection of Notebook from decision support systems designed to enhance all decision-process through identifying problems, selecting relevant data and defining the approaches was used to evaluate the selection of alternatives in the decision-making process. The finding reveals that the visibility of decision making into the ranking of priority with alternative choice of notebook can be viewed as follows Zyrex 16%, HP 15%, Asus 14%, Apple 13%, Samsung and Axioo 11%, Acer and Toshiba with priority 10 %.
Admission process is required in promoting the strategy to achieve the target. Through determining the strategic promotion, minimizing the cost in the marketing process could be reached with determining the appropriate promotion strategy. Data mining techniques in this initiative were applied to achieve in determining the promotional strategy. Using Clustering K-Means algorithm, it is one method of non-hierarchical clustering data in classifying student data into multiple clusters based on similarity of the data, so that student data that have the same characteristics are grouped in one cluster and that have different characteristics grouped in another cluster. Implementation using Weka Software is used to help find accurate values where the attributes include home address, school of origin, transportation, and reasons for choosing a school. The cluster of students was classified into five clusters in the following: the first cluster 22 students, the second cluster 10 students, the third cluster 10 students, the fourth cluster a total of 33 students, and the fifth cluster 25 students. The pattern of this result is supposed to contribute to enhance the significant data mining to support the strategic promotion in gaining new prospective students.
With the advancement of the era that increasingly rapidly affect the pattern of all-dependent life with advanced technology that allows us to do many things in everyday life in accordance with our needs such as using gadgets as a medium of learning. By using Android based gadgets we can use it to learn to play guitar that is supported by the Android application program that presents learning about playing guitar. Using gadgets as a medium of learning is an interesting and very easy. Android application program about learning to play the guitar is facilitate us in learning. Gadget as a medium of learning is an utilization technological developments that are worth positive and useful for us. Android guitar application presents about the correct guitar playing procedure and there chord and chord sound, not only see the chord form but we can listen to chords. Application made using prototyping method so that will continue to be fixed when there are deficiencies. This application will continue to grow in accordance with the needs of the user. This application is made to facilitate the learning process. Application users will continue to be developed to fit the needs of users and become the right facilities and useful for its users.
Sepak takraw is played by two regus, each consisting of three players. One of the three players shall be at the back and he is called a Tekong. The other two players shall be in front, one on the left and the other on the right. Having volley kicked a throw from the net by a team mate, the ball must then travel over the net to begin play. During the service, as soon as the Tekong kicks the ball, all the players are allowed to move about freely in their respective courts. The novel approach is the integration within a Tsukamoto's Fuzzy reasoning and inferences for evidential reasoning based on Dempster-Shafer theory. Sepak takraw is a highly complex net-barrier kicking sport that involves dazzling displays of quick reflexes, acrobatic twists, turns and swerves of the agile human body movement. Because of the human’s involvement in the game, the Fuzzy Logic type reasoning are the most appropriate. The individual rule outputs of Tsukamoto's Fuzzy reasoning scheme are crisp numbers, and therefore, the functional relationship between the input vector and the system output can be relatively easily identified. The result reveals that if Tekong is kick far and front player is kick near then another regu's player is kick far, if Tekong is kick near and front player is kick far then another regu's player is kick near, moreover possibility of kicking range is another regu's player is kick far in kicking range.<br /><br />
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