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Pemanfaatan Internet Of Things pada Kendali Lampu

Lamp is a kind of electronic that created light. Light is obtained through the flow of electricity as a current to add a voltage. the die and the life of light are controled by humans using switch. Applying the Internet of Things, as known as IoT determined the life and the die of a lamp by determined by the active light censor. The die and the life of the lamp automatically depends on the light sensor by capturing the intensity of the light produced. The result of the function test found that the data in the form of lux value generated by the light sensor, the value is exposed on a website with the display of graphics and websites serve as a web service provides control values to determine the response lamp, if the value of lux above 30 percent then the lights off And vice versa if under 30 percent of the lamps are on, so that a small value will be sent to the lamp and the lamp will respond that the lights are off or on. So that humans only act as a watchdog and control of the value generated by the light sensor.
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Analisis Perbandingan Metode Weighted Product (Wp) dengan Metode Simple Additive Weighting (Saw) untuk Pendukung Keputusan Pemilihan Biro Perjalanan Pariwisata

Decision Support System (DSS) is a system that helps managers to solve a semi-structured problem. There are techniques used to make the DSS, one of them is Fuzzy Logic Multi Criteria Decission Makaing (MCDM). Weigthed Product Method (WP) and Single Additive Weighting Method (SAW) is a method to solve the problem using multiplication to connect the atribute ratings, where rating attributes must be raised first with the weight relevant attributes weights. The applications results show comparison WP methods and SAW methods is closer to the value 1, so that the SAW method is the most appropriate method to solve the problem of the selection a trvel agency tourism.
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Sistem Pakar Pada Permainan Untuk Mengukur Tingkat Intelligence Quotient (Iq) Menggunakan Metode Binet-simon Berbasis Android

The development of mobile technologies very rapidly at this time, can be seen in all areas of human life. It triggers the level of USAge of mobile equipment itself, this time in the form of a smartphone gadgets familiar to the adults and children. IQ tests that exist today are still many that are manual and less desirable, especially for the children. With combined by mobile technology and packed into a game, is expected to add to the child's interest and can be used as a means of learning. The test results of 30 respondents, the level of user satisfaction based GUI Display, User Friendly and Final Game IQ Method Using Binet-Simon-Based Mobile, obtained a percentage of 71.31% keselurahan assessment. Thus Game IQ can be said Good
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