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  <title>DSpace Collection: Skripsi Informatika Tahun 2020</title>
  <link rel="alternate" href="http://repository.kalbis.ac.id/handle/123456789/188" />
  <subtitle>Skripsi Informatika Tahun 2020</subtitle>
  <id>http://repository.kalbis.ac.id/handle/123456789/188</id>
  <updated>2026-03-15T06:54:22Z</updated>
  <dc:date>2026-03-15T06:54:22Z</dc:date>
  <entry>
    <title>Pengembangan Model Pembelajaran Mesin Alih Bentuk Suara ke Teks Menggunakan Algoritma Support Vector Machine dengan Library SVM dari Scikit-LearnTedi Lesmana Marselino</title>
    <link rel="alternate" href="http://repository.kalbis.ac.id/handle/123456789/232" />
    <author>
      <name>Andreas</name>
    </author>
    <id>http://repository.kalbis.ac.id/handle/123456789/232</id>
    <updated>2023-10-31T04:23:34Z</updated>
    <published>2020-08-18T00:00:00Z</published>
    <summary type="text">Title: Pengembangan Model Pembelajaran Mesin Alih Bentuk Suara ke Teks Menggunakan Algoritma Support Vector Machine dengan Library SVM dari Scikit-LearnTedi Lesmana Marselino
Authors: Andreas
Abstract: The purpose of this research is to develop a speech-to-text Machine Learning model. It uses audio files in Indonesian Language as the model’s input. The method used in this research was Incremental with one Increment. The development process uses SVM Library from Scikit-Learn which implementing Support Vector Machine (SVM) algorithm. And the validation process uses cross-validation function to measure model validation score. This research uses Python as a programming language. The final result from this research is a model with low validation score, which is 2.5%. This happened because of algorithm error which causing the audio’s array data being overwritten so only 1 last index from each audio file was processed by the algorithm. In the model implementation process, the model can predict only 1 from 50 words correctly so the accuracy of the model through real data was 2%.</summary>
    <dc:date>2020-08-18T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Pengembangan Gim Edukasi Aksi 2D Pemilahan Sampah Daur Ulang Berbasis Android</title>
    <link rel="alternate" href="http://repository.kalbis.ac.id/handle/123456789/231" />
    <author>
      <name>Wahyudinata, Adjie</name>
    </author>
    <id>http://repository.kalbis.ac.id/handle/123456789/231</id>
    <updated>2023-10-31T04:25:24Z</updated>
    <published>2020-08-13T00:00:00Z</published>
    <summary type="text">Title: Pengembangan Gim Edukasi Aksi 2D Pemilahan Sampah Daur Ulang Berbasis Android
Authors: Wahyudinata, Adjie
Abstract: The purpose of this research is to develop a 2D action educational game about sorting recycled waste based on Android which can be run on devices without the internet. The game is built using Android-based Unity 2D game engine software using the C# programming language. The method used to develop this game is the Game Development Life Cycle (GDLC) method. The GDLC stage consists of 6 stages: Initiation, Pre-Production, Production, Testing, Beta, and Release. The final result of this study is an educational game on the action of sorting recycled waste entitled "Kita Pilah Sampah Anda" with a minimum specification of an Android 6.0 Marshmallow device. From a total of 21 respondents, 76.2% of respondents were motivated to sort their own recycled waste after playing this game.</summary>
    <dc:date>2020-08-13T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Pengembangan Gim Kuis Pengenalan Sejarah Perang Dunia I Berbasis Desktop</title>
    <link rel="alternate" href="http://repository.kalbis.ac.id/handle/123456789/225" />
    <author>
      <name>Ardi, Zanuar Fitrian</name>
    </author>
    <id>http://repository.kalbis.ac.id/handle/123456789/225</id>
    <updated>2023-10-31T04:27:05Z</updated>
    <published>2020-08-15T00:00:00Z</published>
    <summary type="text">Title: Pengembangan Gim Kuis Pengenalan Sejarah Perang Dunia I Berbasis Desktop
Authors: Ardi, Zanuar Fitrian
Abstract: The purpose of this research is to create an educational quiz game about the introduction of  history of World War I desktop-based and can be run on a desktop with a Windows 10 operating system. This game was built using a 2D unity game engine. the method used to make this educational game using the Game Development Life Cycle (GDLC) method. This method consists of 6 stages:  Initiation, Pre-Production, Production, Testing, Beta, and Release. In the final results of the educational game about introduction of World War I history with the title "Kuis Perang Dunia 1" has a minimum specification using the Windows 10 operating system. from the total of 12 respondents that have submitted to author, 66.7% of respondents can understanding world war I history after playing this game.</summary>
    <dc:date>2020-08-15T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Pengembangan Gim Edukasi Matematika Trigonometri “Trigo No Bouken” Berbasis Desktop</title>
    <link rel="alternate" href="http://repository.kalbis.ac.id/handle/123456789/224" />
    <author>
      <name>Wijaya, Yogie Sukandi</name>
    </author>
    <id>http://repository.kalbis.ac.id/handle/123456789/224</id>
    <updated>2023-10-31T04:28:55Z</updated>
    <published>2020-08-08T00:00:00Z</published>
    <summary type="text">Title: Pengembangan Gim Edukasi Matematika Trigonometri “Trigo No Bouken” Berbasis Desktop
Authors: Wijaya, Yogie Sukandi
Abstract: The purpose of this research is to develop an educational game as an alternative medium for learning mathematics in trigonometry, especially the special angle of trigonometry in sinus, cosinus, tangent, cosecant, secant and cotangent. This game was developed so users can use alternative media such as computer games to understand the special angles of trigonometry. The method used in this research is Game Development Life Cycle (GDLC). There are six stages of GDLC. They are initiation stage that discusses the concept of the game, pre-production stage that discusses the game design, production stage of the game development using Unity3D game engine, testing stage to test the game's functionality, beta testing stage for the user and release stage to release the game to public. The result of this study is a desktop-based educational game called&#xD;
"Trigo no Bouken" that can be played offline on a computer.</summary>
    <dc:date>2020-08-08T00:00:00Z</dc:date>
  </entry>
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