Image is one of the most popular media used in today’s information exchange. Increased needs for the use of images must also be supported by available storage media. The imagery generated from each high-resolution camera device has a relatively large size. Image compression is a data compression application performed on digital image in order to reduce the redundancy of the data contained in the image so that it can be stored or transmitted efficiently.Image compression techniques can be grouped into two namely lossless compression and lossy compression. Lossy compression is a method to compress the image where compressed image decompression results are not the same as the original image because there is missing information, but still can be tolerated by the eye. Lossless compression is an image compression where the decompression of compressed images is the same as the original image, no information is lost. For the following image compression by reducing image quality that can still be tolerated by the eye.
Mount Climbing or mountaineering is one of high-risk sports having certain techniques. There are many factors emerging the lost of mountaineer, such as, getting lost or having out of the track because of bad weather and trying for a new track without well-preparations. Meanwhile, the information of mountaineering route usually can be got from brochure or map at mount base camp in general. Furthermore, some cases state that the mountaineers also must find the closest path to the peak or the closest base camp because of bad weather or condition. The lack of mountain cartographic application and the importance of the closest track become the background of the Dijkstra algorithm implementation based on Android for deciding the shortest track to Mount Merapi via Selo. The methods of this research are Dijkstra algorithm for deciding the shortest rate and Harversine method for giving the value of passed node. The use of Google map and GPS applications are used for mapping and finding the location coordinate. This data will be processed using PHP and MySql database. The results of research are this application can be used easily using smartphone and the feasibility test shows “Good” value with 77% average.
One of the valuable assets in a company is human resources (HR). Human Resource Information System (HRIS) has emerged as one of the drivers of competitiveadvantage and strategic decision making tool. One of the HRIS task is employee recruitment. Employees become an important role. Therefore, this research is conducted forclassification of employee status determination using the Naïve Bayes methods. One of the duties of employees is to provide service to customer in the process of purchasing goods until the payment transaction process directly. Because of the large number of contract employees at the time of certain events, it requires companies to select every three months for the continuation of the work contract period for employees according to store needs so that the company's employee payroll expenses do not exceed the budget. One of the criteria is for being able to work in flexible groups between the ages of 17 and 25 for contract employees with a minimum of high school or vocational education. The purposes of this study are to design and build a Decision Support System application for the Continuation of Employee Employment Contracts Using the Naïve Bayes Method at PT. XYZ Retail. The result of the research is the application using the naïve bayes method with an accuracy rate of 90%.
Cleanliness is one of the requirements to create a healthy living environment. But in reality, not everyone have a concern for environmental hygiene and health. For this reason, learning about the importance of caring for environmental cleanliness must be instilled early on. One interesting method to provide learning about environmental cleanliness can be through games. With the 3D visualization of this environmental cleanliness game, it is an effort to raise awareness of the importance of environmental hygiene and health in the community. The location used in making this game is Campus 1 Poltekkes Surakarta. The purpose of this study is implementation of Navmesh with the A Star (A*) Pathfinding Algorithm on the characters so that players can find the trash location point and the location point of the tree with the shortest route. Making this game uses the GDLC (Game Development Life Cycle) method with stages of Initiation, Pre Production, Production, Testing, Beta and Release. This game can be played on desktop and mobile devices. The results of the research that has been done are seen from the algorithm simulation testing is the nodes that are passed by as many as 50 nodes, where there are duplicate data as many as 7 nodes due to real time systems that read nodes over and over. Thus, the application accuracy rate reaches 86%.Keywords: Educational Games, A * Pathfinding, Navmesh
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