scholarly journals PENERAPAN FUZZY TSUKAMOTO UNTUK MENENTUKAN JUMLAH PRODUKSI RAKIK

JURTEKSI ◽  
2021 ◽  
Vol 8 (1) ◽  
pp. 1-10
Author(s):  
Eka Praja Wiyata Mandala ◽  
Dewi Eka Putri

Abstract: The home industry, especially in the culinary sector, has grown in recent years. Many business actors produce the same products as other business actors, so competition often occurs. One of them is the Usaha Rakik Julidar which since 25 years ago made and sold rakik. There are so many types of rakik that there are minimarkets with different business actors. This makes the rakik not sold out at the convenience store and has an effect on the amount of production. This research was conducted to assist the Usaha Rakik Julidar in predicting the amount of production using Fuzzy Tsukamoto inference method. This research creates a web-based application to help predict the amount of production by looking at incoming demand and the number of workers available. From the prediction results with Fuzzy Tsukamoto, if the demand is 125 packs and the number of workers is 35 people, then the total production to be done is 140 packs. By obtaining a clear amount of production, this application really helps Usaha Rakik Julidar in maximizing production.            Keywords: fuzzy tsukamoto; prediction; production; rakik  Abstrak: Industri rumah tangga khususnya di sektor kuliner banyak tumbuh dalam beberapa tahun terakhir. Banyak pelaku usaha menghasilkan produk yang sama dengan pelaku usaha lainnya, sehingga sering terjadi persaingan. Salah satunya adalah Usaha Rakik Julidar yang sejak 25 tahun yang lalu membuat dan menjual rakik. Banyak sekali jenis Rakik yang ada minimarket dengan pelaku usaha yang berbeda. Hal ini membuat rakik tidak terjual habis di minimarket dan berpengaruh pada jumlah produksi. Penelitian ini dilakukan untuk membantu Usaha Rakik Julidar dalam melakukan prediksi jumlah produksi dengan menggunakan metode inferensi fuzzy Tsukamoto. Penelitian ini membuat aplikasi berbasis web untuk membantu melakukan prediksi jumlah produksi dengan melihat permintaan yang masuk dan jumlah pekerja yang tersedia. Dari hasil prediksi dengan fuzzy Tsukamoto, jika permintaan sebanyak 125 bungkus dan jumlah tenaga kerja 35 orang, maka jumlah produksi yang harus dilakukan adalah 140 bungkus. Dengan diperolehnya jumlah produksi yang jelas, aplikasi ini sangat membantu Usaha Rakik Julidar dalam memaksimalkan produksi. Kata kunci: fuzzy tsukamoto; prediksi; produksi; rakik

2013 ◽  
Vol 2 (1) ◽  
pp. 42
Author(s):  
KADEK RISNA WITARI ◽  
I G.K. GANDHIADI ◽  
I PUTU EKA NILA KENCANA

The closeness of the relationship between dogs and human makes the dog can be trained, played together, lived together with human and are invited to socialize with human and other dogs. But, despite its this relationship, the dogs can also have a contagious disease that may be harmful to human. Diagnostic expert system for infectious disease in dogs for as web-based system with the media android used as a tool for diagnosing infectious diseases in dogs based on physical characteristics or symptoms that can be seen or felt without through examination of the specifics. The diagnostics final results are expected to be a reference for further examination and handling of dogs that contract the disease is detected to prevent the disease for humans. This expert system uses a forward chaining inference method and Certainty Factor to infer.


Author(s):  
Teddy Santya ◽  
Cosmas Eko Suharyanto ◽  
Pastima Simanjuntak ◽  
Alex Alfandianto

The study was conducted because of many concerning event happened in purpose of losing weight in improper methods. By the flow of time with technologies developed in this century, Smartphone became one of necessity because of the feature by many applications which helps a lot in our everyday life of humanity. The Researcher conducted this research of mobile-based application expert system which helps people properly losing their weight, this expert system is a supporting utility for taking care of dietary habit based on the amount of calorie limit calculated by this system, and recommends suitable and healthy food for users. This system is built with React Native framework. The calculation in this system is based on information of weight, height, and age provided by users, and all prediction will not be done without the provided information and every calculation is handled by web-based server-side processing which is developed using Laravel Framework. Inference method used by the researcher is Forward Chaining. This expert system will validate user's requirement to start working on losing weight by using Forward Chaining Inference method. Every successfully registered user will be able to view their calculated information by this system which is maximum calorie value, and list of healthy and recommended foods information provided by the expert herself. From the test results, the Expert System can solve the problem of giving a way to run a proper diet program by adjusting the diet with the calories needed.


2017 ◽  
Vol 13 (2) ◽  
pp. 110
Author(s):  
Gottfried Christophorus Prasetyadi ◽  
Mahfudin Mahfudin

This study aims to design and implement an expert system application to provide minimum computer hardware and operating system requirements, which are capable of running games with certain graphical settings. Backward chaining inference method is used to conclude the output, which the requirements are based on user’s input. The application is made using PHP general-purpose server-side scripting language and MySQL database. By using this application, a user can consult as well as to an expert to know the computer specifications capable of running a game with preferred graphical settings and to estimate the cost to build that computer. This application can also help sellers of computer parts to set price on the custom-built computers, to create category or sales package, as well as to provide information for potential buyers.


2018 ◽  
Author(s):  
Lauren McCarl Dutra ◽  
James Nonnemaker ◽  
Nathaniel Taylor ◽  
Annice E Kim

BACKGROUND Virtual stores can be used to identify influences on consumer shopping behavior. Deception is one technique that may be used to attempt to increase the realism of virtual stores. OBJECTIVE The objective of the experiment was to test whether the purchasing behavior of participants in a virtual shopping task varied based on whether they were told that they would receive the products they selected in a virtual convenience store (a form of deception) or not. METHODS We recruited a US national sample of 402 adult current smokers by email from an online panel of survey participants. They completed a fully automated randomized virtual shopping experiment with a US $15 or US $20 budget in a Web-based virtual convenience store. We told a random half of participants that they would receive the products they chose in the virtual store or the cash equivalent (intervention condition), and the other random half simply to conduct a shopping task (control condition). We tested for differences in demographics, tobacco use behaviors, and in-store purchases (outcome variable, assessed by questionnaire) by experimental condition. RESULTS The characteristics of the participants (398/402, 99.0% with complete data) were comparable across conditions except that the intervention group contained slightly more female participants (103/197, 52.3%) than the control group (84/201, 41.8%; P=.04). We did not find any other significant differences in any other demographic variables or tobacco use, or in virtual store shopping behaviors, including purchasing any tobacco (P=.44); purchasing cigarettes (P=.16), e-cigarettes (P=.54), cigars (P=.98), or smokeless tobacco (P=.72); amount spent overall (P=.63) or on tobacco (P=.66); percentage of budget spent overall (P=.84) or on tobacco (P=.74); number of total items (P=.64) and tobacco items purchased (P=.54); or total time spent in the store (P=.07). CONCLUSIONS We found that telling participants that they will receive the products they select in a virtual store did not influence their purchases. This finding suggests that deception may not affect consumer behavior and, as a result, may not be necessary in virtual shopping experiments.


1998 ◽  
Vol 62 (9) ◽  
pp. 671-674
Author(s):  
JF Chaves ◽  
JA Chaves ◽  
MS Lantz
Keyword(s):  

2013 ◽  
Vol 23 (3) ◽  
pp. 82-87 ◽  
Author(s):  
Eva van Leer

Mobile tools are increasingly available to help individuals monitor their progress toward health behavior goals. Commonly known commercial products for health and fitness self-monitoring include wearable devices such as the Fitbit© and Nike + Pedometer© that work independently or in conjunction with mobile platforms (e.g., smartphones, media players) as well as web-based interfaces. These tools track and graph exercise behavior, provide motivational messages, offer health-related information, and allow users to share their accomplishments via social media. Approximately 2 million software programs or “apps” have been designed for mobile platforms (Pure Oxygen Mobile, 2013), many of which are health-related. The development of mobile health devices and applications is advancing so quickly that the Food and Drug Administration issued a Guidance statement with the purpose of defining mobile medical applications and describing a tailored approach to their regulation.


2008 ◽  
Vol 41 (8) ◽  
pp. 23
Author(s):  
MITCHEL L. ZOLER
Keyword(s):  

2009 ◽  
Vol 42 (19) ◽  
pp. 27
Author(s):  
BRUCE JANCIN
Keyword(s):  

GeroPsych ◽  
2013 ◽  
Vol 26 (4) ◽  
pp. 233-241 ◽  
Author(s):  
Pär Bjälkebring ◽  
Daniel Västfjäll ◽  
Boo Johansson

Regret and regret regulation were studied using a weeklong web-based diary method. 108 participants aged 19 to 89 years reported regret for a decision made and a decision to be made. They also reported the extent to which they used strategies to prevent or regulate decision regret. Older adults reported both less experienced and anticipated regret compared to younger adults. The lower level of experienced regret in older adults was mediated by reappraisal of the decision. The lower level of anticipated regret was mediated by delaying the decision, and expecting regret in older adults. It is suggested that the lower level of regret observed in older adults is partly explained by regret prevention and regulation strategies.


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