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REAR COVER Bukhori, Saiful
INFORMAL: Informatics Journal Vol 2 No 1 (2017): INFORMAL: INFORMATICS JOURNAL
Publisher : Faculty of Computer Science, University of Jember

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Abstract

SISTEM INFORMASI DISTRIBUSI CABAI DENGAN METODE DISTRIBUTION REQUIREMENTS PLANNING (DRP) DI PROVINSI JAWA TIMUR Mansur, Nur Kholis; Bukhori, Saiful; Juwita, Oktalia
INFORMAL: Informatics Journal Vol 4 No 1 (2019): INFORMAL - Informatics Journal
Publisher : Faculty of Computer Science, University of Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19184/isj.v4i1.12288

Abstract

Chili production in East Java in 2016 reached nearly 2 million tons with details of 1 million tons of chili and large chili 939 thousand tons. The abundant amount of chili production is still the cause of inflation. The inflation factor is caused by several factors, one of which is the abundant amount of chili production but occurs in certain months or other causes are uneven distribution. The chili production center in East Java is still experiencing problems with distribution activities in meeting the demands of chili every city. Shipments carried out in East Java also do not have an optimal value to meet the number of requests. The poor delivery plan also caused errors in arranging inventory to make deliveries. The East Java government needs a way to analyze the distribution of chili by planning scheduling to improve the ability to fulfill chili demand using the Distribution Requirement Planning (DRP) method. Planning using this DRP method can produce an analysis of the gross needs and needs of chili in each city with the level of service used in the safety stock is 90%, with a normal distribution table that is equal to 1.28.
PENENTUAN KESESUAIAN LAHAN PEMUKIMAN DI KABUPATEN JEMBER DENGAN MENGGUNAKAN METODE AHP Retnani, Windi Eka Yulia; Bukhori, Saiful; Hastungkara, Duhita
Jurnal Sistem Komputer Vol 5, No 2 (2015)
Publisher : Jurnal Sistem Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jsk.v5i2.92

Abstract

Kebutuhan rumah tinggal merupakan kebutuhan primer bagi manusia. Meningkatnya jumlah penduduk pada tiap tahun mengakibatkan meningkatnya kebutuhan rumah tinggal. Peningkatan kebutuhan rumah tinggal tidak menutup kemungkinan berubahnya fungsi lahan-lahan pertanian, hutan, dan kawasan lainnya menjadi lahan permukiman baru. Permasalahan ini juga menjadi salah satu fokus pengambangan di Kabupaten Jember. Tidak semua lahan di Kabupaten Jember layak untuk menjadi lahan pemukiman. Pertimbangan penentuan kesesuaian lahan yang optimal untuk wilayah permukiman menggunakan berbagai parameter seperti kemiringan lereng, kerawanan bencana, tekstur tanah, kepekaan tanah terhadap erosi, aksesibilitas, curah hujan, serta penggunaan lahan. Penentuan kesesuaian lahan pada penelitian ini digunakan metode Analytical Hierarchy Process (AHP) untuk mendapatkan nilai bobot pada setiap parameter. Hasil dari penelitian ini membagi Kabupaten Jember menjadi 3 kawasan permukiman, yaitu kawasan permukiman sangat sesuai (S1) sebanyak 18,35%, kawasan permukiman sesuai sebanyak 65,3%, dan kawasan permukiman tidak sesuai (NS) adalah sebanyak 16,36%.
REAR COVER Bukhori, Saiful
INFORMAL: Informatics Journal Vol 3 No 1 (2018): INFORMAL - Informatics Journal
Publisher : Program Ilmu Komputer - Universitas Jember

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Parrondo’s Paradox Based Strategies in The Serious Game of RTGS Using Sandpile Model Bukhori, Saiful
Prosiding SNATIKA Vol 01 (2011) Vol 1
Publisher : Prosiding SNATIKA Vol 01 (2011)

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Abstract

This research proposed parrondo’s paradox strategies in the serious game of Real Time Gross Settlement using sandpile model, which develop the existence of the parrondo paradox and applied in serious game of RTGS as switching in the settlement process. The settlement process, that our proposed at this paper, is managed by clearing house. The mechanism at clearing house is a transmitter client sends a message of transaction through transmitter bank, that having canal at clearing house, then continue to receiver client through receiver bank by using sandpile model. When settlement process done by one transmitter bank (Process A), the probability of increase Net Worth (NW) is p. When settlement process done by more than one transmitter bank (Process B), we have introduced the probabilities of a self-transition in each state, that is, if the capital is a multiple of three we have a probability r1 of remaining in the same state, whereas if the capital is not a multiple of three then the probability is r2. We will turn to the random alternation of process A and B with probability γ. This will be named as process AB. Examination result of process A change in net worth trend to decrease, process B trend to decrease and process AB that switches randomly between process A and process B trend to increase net worth. Simulation of parrondo’s paradox based strategies in the serious game RTGS using star logo by randomize process A and process B so distribution net worth lot  in the bank that has wealth in intermediate level, total money and total loan trend to rise, total saving loan trend to rise but total wallets trend to decrease.   Kata Kunci: Parrondo paradox, RTGS, sandpile model, net worth.
Pemecahan Puzzle Dengan Metode Steepest Ascent Hill Climb Ababil, Ahmad Firdaus; Anam, Hairul; Hanafi, Feby Sabilhul; Adifia, Ahmad Fauzal; Bukhori, Saiful
INFORMAL: Informatics Journal Vol 2 No 3 (2017): INFORMAL - Informatics Journal
Publisher : Program Ilmu Komputer - Universitas Jember

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Abstract

Puzzle merupakan salah satu contoh penerapan dari kecerdasan buatan, dalam proses penyelesaiaanya banyak terdapat algoritma-algoritma pencarian yang dapat diterapkan. Solusi 8 puzzle akan lebih cepat diperoleh jika digunakan prinsip array dengan variasi algoritma Steepest-Ascent Hill Climbing (Hill Climbing dengan memilih kemiringan yang paling tajam / curam) dengan parameter heuristik posisi yang benar dan heuristik jarak serta dikombinasikan dengan LogList sebagai penyimpanan state-state yang pernah dilalui untuk menanggulangi permasalah pada algoritma hill climbing itu sendiri dan terhindar dari looping state yang pernah dilalui. Penerapan Algoritma SAHC (Steepest Ascent Hill Climbing) pada puzzle dibutuhkan agar permainan selesai dengan kecerdasan buatan. Steepest Ascent Hill Climbing merupakan metode algoritma yang banyak digunakan untuk permasalahan optimasi. Langkah-langkah dalam perhitungan SAHC (Steepest Ascent Hill Climbing) yaitu : (1) menghitung kotak yang menempati tempat yang benar, (2) hitung pergerakan yang memungkinkan. (3) mendapatkan nilai h(n) menggunakan perhitungan manual dengan menggunakan penjumlahan kotak yang menempati tempat yang benar, (4) membandingkan nilai heuristic dari pergerakan yang mungkin, (5) menerapkan alur pencarian algoritma SAHC (Steepest Ascent Hill Climbing) dengan nilai heuristik h(n) yang telah diperoleh.
INFORMASI DALAM KOLABORASI PERENCANAAN, PERAMALAN, PEMENUHAN PADA RANTAI PASOKAN PERUSAHAAN AGROINDUSTRI Utami, Wiji; Bukhori, Saiful; Apriono, Markus
UNEJ e-Proceeding 2016: Dinamika Global: Rebranding Keunggulan Kompetitif Berbasis Kearifan Lokal
Publisher : UNEJ e-Proceeding

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Abstract

Information Systems Collaborative Planning, Forecasting and Compliance (CPFR) is increasingly used to improve supply chain performance. This study uses panel data to examine the learning curve CPFR between PT. Seed Citra Asia, and one of the partners in the field distributors. Identified two key components of CPFR, namely Colaboratif Forecasting (CF) and Colaboratif Replenishment (CR), shows a different learning curve. There is an increased forecasting accuracy immediately after execution CPFR but the rate of increase slowed from time to time, while inventory levels increased initially and begin to decline after a certain period. There are different learning effects in terms of inventory levels when the product is then replaced with a second product. The second product has a lower inventory levels than earlier products.
Duration of Gadget Usage Affects Eye Fatigue in Students Aged 16-18 Years Rahmat, Nafolion Nur; Munawir, Al; Bukhori, Saiful
Health Notions Vol 1 No 4 (2017): October-December 2017
Publisher : Humanistic Network for Science and Technology (Address: Cemara street 25, Ds/Kec Sukorejo, Ponorogo, East Java, Indonesia 63453)

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Abstract

Gadget is one of the innovations generated by humans in order to simplify the work or for the benefit of everyday because with gadgets will easily get various kinds of information needed with a single press. Gadgets easily accessible by everyone one of them is a student or schoolchild so that it is possible for school children have complaints on the eyes if too concentrated on gadgets. Student should know Factors associated with vision complaints such as gender and length of use of gadgets in a day. The purpose of this study was to determine the effect of long use of gadgets against eye fatigue. This research is analytic observational with cross sectional method. The population in this study were all students in SMA Zainul Hasan Gengong Problinggo which used gadgets as many as 296 students. A large sample calculation using the formula Isaac and Michael, amount to 165 students. Sampling technique with simple random sampling and carried out in August 2017. To determine the effect of the long use of gadgets against eye fatigue is used chi-Square test. The results of this study as many as 58 respondents who long using gadgets and fatigue, 22 respondents used gadget for < 2 hours, 3 respondents used gadget 2-3 hours, 5 respondents used gadgets for >3-4 hours, 4 respondents used gadget for  > 4-6 hours, 23 respondents usedgadget for  >6-8 hours, and 1 respondents used gadget > 8 hours. then. Respondents who long used gadget and  did not experience some eye fatigue 107 respondents, 43 respondents used gadget for < 2 hours, 30 respondents used gadget 2-3 hours, 20 respondents used gadget for > 3-4 hours, 3 respondents used  gadget for > 4-6 hours, 9 respondents used gadget for >6-8 hours, and 2 respondents used gadget > 8 hours. Chi-Square result is taken data P value < 0,00 with  α significance 0,05 so it takes conlusion H1 received if P value <0,05 it means there is an effect of long time usage of gadget against eye fatigue in SMA 1 Zainul Hasan Genggong Probolinggo. Technological innovation is made in the purpose in order to simplify all human affairs hence from the human unknowingly also exposed negative impact of the use of gadgets one of them is eyestrain.
Pengembangan Graph Mining untuk Prediksi Jaringan Kerja Sistem Pembayaran dalam Real Time Gross Settlement Berbasis Clearing House Bukhori, Saiful; Hariadi, Mochamad; Purnama, I Ketut Eddy; Purnomo, Mauridhi Heri
Jurnal Teknik Industri Vol 12, No 1 (2010): JUNE 2010
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (175.978 KB) | DOI: 10.9744/jti.12.1.pp. 33-40

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This research develops the settlement mechanism in the Real Time Gross Settlement using so called clearing house through a serious game method. In this approach banks are represented as nodes that do the settlement process according to the simple rules. Moreover, the graph mining approach is used for predicting the activity networks on those banks. As the result, for constant nodes indicate that the more the activity networks among banks are available, the more the activity networks can be identified. Furthermore, the smaller the differences among the bank health’s level are, the greater the network activities can be identified. This behavior is a consequence of chosen fixed point assumption.
Dampak Kualitas Sistem, Pengguna Sistem dan Organisasi dalam Pemanfaatan Kinerja Sistem Informasi Manajemen Rumah Sakit di RSU Dr. H. Koesnadi Bondowoso Mudiono, Demiawan Rachmatta Putro; Hernawati, Sri; Bukhori, Saiful
Multidisciplinary Journal Vol 1 No 1 (2018): Agustus 2018
Publisher : Pascasarjana Universitas Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19184/multijournal.v1i1.8594

Abstract

Hospital Information Management System (HIMS) was part of a health information system that provided relevant information resources throughout the organization to supported effective decision made and hospital administration. This studied aims to analyzed the impact of system quality, system users, and organizations in the utilization of HIMS performanced. The type of researched used was the type of explanatory researched. The population in this studied amounted to 258 and 158 samples. Based on the tested results there was the influenced of system quality on system users with t statistics 3,219 (t statistics> t table 1.96). In addition there was no effected of system quality on the organization with t statistics 0.483 and there was no organizational influenced on the user system with t statistics 1.489. Furthermore there was the effected of system users on the utilization of SIMRS performanced with t statistics of 5.838 and there was an organizational influenced on the utilization of HIMS performanced with t statistics 3.589. The results were interrelated between variables so that to realized the utilization of HIMS performanced. <br/>Keywords: System quality, System Users, Organization, Utilization of Abstrak