Liliana -
Program Studi Teknik Informatika

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Perancangan dan Pembuatan Aplikasi Peta Interaktif Universitas Kristen Petra Berbasis Android Halim, Christopher Imantaka; Intan, Rolly; -, Liliana
Jurnal Infra Vol 2, No 1 (2014)
Publisher : Jurnal Infra

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Abstract

Along with the growth of Petra Christian University, more college students and guests will come to visit this university. Petra Christian University has more than few buildings and it does not rule out the possibility that new buildings will be build later. Then, Petra Christian University will need location maps and directions to help visitors of the university find specific locations inside campus area. There are physical and digital maps of Petra Christian University, and a Final Project which displays few floor maps of Petra Christian University. But an application which especially provides an interactive map and virtual tour of Petra Christian University hasn’t been made.Thus, a system is being developed, which has two separate applications. The first application is an Android-based apllication called Petra PanoraMap, its goal is to provide interactive maps for Petra Christian University. This application provides a virtual tour for users which displays panoramic views of several locations inside Petra Christian University. The second application is a web-based application called PanoraMap Editor, its goal is to provide all data and pictures needed by Petra PanoraMap. Thus, it is needed to create a data structure that can represent Petra Christian University as a whole entity based on object-oriented approach.Tests have been performed to both Petra PanoraMap and PanoraMap Editor. Petra PanoraMap application can display panoramic views so that users can feel that they are inside Petra Christian University. It is proved that PanoraMap Editor application can produce a type of data that can readily deployed into and read by Petra PanoraMap, so that contents and panoramic photos inside Petra PanoraMap is a dynamic data.
Aplikasi Segmentasi Huruf Jawa Soephomo, Singgih Mardianto; -, Liliana; Budhi, Gregorius Satia
Jurnal Infra Vol 3, No 1 (2015)
Publisher : Jurnal Infra

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Abstract

Javanese letter are a representative and a proof of Indonesia’s rich and diverse. Nowadays the use of Javanese language in oral and written conversation Indonesia is getting rare. Our people prefer to learn our national language or international languages such as English and Chinese. Another work to conserve Javanese letter is make Javanese letter optical recognition. Therefore, in this thesis an application that could be used in the preprocessing phase of Javanese letter recognition was developed.Hough transform and projection profile are the methods that used in this application. Hough transform is a method that perform skew detection on the document. Projection profile is a method that process segmentation.In Chapter 5 light intensity, consistency range between rows, font size and type, the difference of font weight would affect the result. The result of projection profile method can segment 77% of document with consistent range between rows. The hough transform method can detect skew on the document up to 94%.
Implementasi Efek Caustic Pada Objek Transparan Dengan Menggunakan Ray Tracing Yoewono, Edward Primanata; -, Liliana; Intan, Rolly
Jurnal Infra Vol 3, No 1 (2015)
Publisher : Jurnal Infra

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Abstract

Rendering is the process by the end of the whole process of modeling or computer animation to change the form of three-dimensional objects into two dimensions. One popular method of rendering known today is ray tracing. Ray tracing is a technique for generating an image by tracing the path of light through pixels in the image.Ray tracing method is able to produce realistic images because it is calculating lighting effects such as ambient, diffuse and specular. Reflection and refraction of light is also calculated in ray tracing. In addition, ray tracing method is divided into two kinds, known as the tracing rays from the eye (backward ray tracing) and tracing rays from the light source (forward ray tracing).Caustic effect produced by emitting light in a transparent object. Refracted light will gather in an area so that the area will appear brighter than the surrounding areas. In previous studies, the effect of caustic applied to the primitive object, where the light checks done once per object. In this study, the object used is mesh. Checking the light will be performed on each triangle in the mesh.Results showed the greater refractive index, the more caustic effect gathered in certain areas of the body bare round, but spread on a flat and taper grounded object. The increase in the complexity of the mesh will increase linearly time. Comparison with other software shows the difference in the form of caustic effects and rendering time.
Implementasi Pengenalan Multiple Marker untuk Sistem Augmented Reality Harijanto, Steven Febrian; -, Liliana; Gunadi, Kartika
Jurnal Infra Vol 3, No 1 (2015)
Publisher : Jurnal Infra

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Abstract

Making mockups for display to investors often requires a very high cost, manufacture mock floater if deemed there are less suitable in the making. To overcome this age often the designers will re-create the mock-scale model if it is not in accordance with the wishes of investors. But the problem that arises is the purchase of an expensive tool visual examples, so it is not efficient in generating cost manufacturing maket.To overcome this, invented a visualization application mockups city park by using markers made of paper, so that the cost of making these mockups cheap, compared with money must be spent to buy equipment such as, trees, park benches, etc. Users can also add mockups according to keingginannya, can add objects that are free on the Internet, then choose a marker in accordance with his wishes, the User can print the even own mockups that will be used.To make the visualization process is carried out mock-long process ranging from changing color to gray, change the color to black and white, edge detection, square detecting, matching the template to print the object desired dimensions. Through the test results, it was found that the result object that is displayed on the screen is in conformity with the position marker, the downside of this process is that the process that takes a long time rendering and 3D printing process object that still has texture and recognizable marker must rectangular.
Dodgeball: A Virtual Reality Sport Game Using Kinect And XNA Game Studio Leonardo, Erick; -, Liliana; Gunadi, Kartika
Jurnal Infra Vol 3, No 1 (2015)
Publisher : Jurnal Infra

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Abstract

Technology development, particularly in video game, has reached to all human life aspects. Many game developers seek not only for innovations to a more interesting gaming system, but also for added values to the game itself. Virtual reality game becomes one of the alternatives to develop the gameplay aspect. Players are highly immersed in the video game world, and convinced as if they were in the game itself. This thesis aims to make a virtual reality game with Dodgeball sport theme using Kinect and XNA Game Studio integrated development environment.The Kinect used in this Dodgeball game is meant to control a game character to follow the real one. The character moves in the same way in real life. Therefore, players will find the game more realistic, and they will feel the sensation of playing the real Dodgeball. Besides, players do not need to use a game controller. Players’ movement also become more natural in the absence of the game controller.Our Dodgeball game has gone through several adjustments, such as, each team’s players are limited to 4 people, which at most 2 of them are human players. The number of balls used in this game is reduced to 2, and before the game begins, the balls are assigned to teams by coin tosses. Dodgeball game is also packed with physics and simple artificial intelligence to enhance players’ gaming experiences in playing Dodgeball game.
Pembuatan Mekanisme Strategi Perang pada Game Majapahit’s Conquest Muliawan, Jimmy; Budhi, Gregorius Satia; -, Liliana
Jurnal Infra Vol 3, No 1 (2015)
Publisher : Jurnal Infra

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Abstract

In order to make a visual media that can make student to take interest in history, game based learning is one of the solutions. The game first must have all aspect of the history itself in order to fulfill the goal. In this research, game that can cover the politic aspect especially war is made. The game will cover the politic aspect of Majapahit Kingdom and entitled Majapahit’s Conquest.This game use Turn Based Tactical as the genre which player and computer side moves his troops turn by turn. 2 methods of AI will be used in this game, which are Minimax and Fuzzy State Machine. This game will be made with Unity Engine, and scripting language will be done with C# as the language and MonoDevelop as IDE.The experiment is conducted to check the game system that support the war strategy of the game such as attack command or move/run command. The result of the experiment declare that all configured variables in troops influence the sytem.
Digitalisasi Lecturing Note Purnomo, Listya; -, Liliana; Gunadi, Kartika
Jurnal Infra Vol 3, No 1 (2015)
Publisher : Jurnal Infra

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Abstract

The development of technology can make human being to do a lot of things more simple. Teaching method currently has many variations so that the learning process is more alive. Learning by explaining the process which can be seen is very beneficial. Sometimes in a process, hand gestures play an important role in understanding the whole process. The use of webcam can be another alternative to digitize what is written by users. This thesis aims to digitize lecturing notes on paper using a device webcam.The system includes processes like image retrieval, paper detection, projection mapping, skin detection and removal, and processing results with threshold method. Paper edge detection process uses the method of canny edge detection. In paper edge detection, webcam image becomes image with white color for area of paper. Projection mapping process is used to map the image with trapezoid shape of paper into image with rectangular shape of paper. Skin detection process uses HSV and YCbCr color space. In skin detection process, hand which still appears in image becomes image without hand. The application was created using the C# programming language with Visual C# 2010 as its IDE.The experiment results indicate that the color, ink thickness, threshold value, height of the webcam, size and distance between scratches, and lighting level will affect the final outcome of the application. In addition, the hand’s position during the writing may cause a shadow on the paper. The best result of all methods which have been tried is the result of the threshold method.
Pembuatan Aplikasi Perwalian Online Berbasis Android dan Web Soedjarwo, Stefanus Christianto; -, Liliana; Gunawan, Ibnu
Jurnal Infra Vol 3, No 1 (2015)
Publisher : Jurnal Infra

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Abstract

Along with the development of Petra Christian University, the number of students and teachers will increase too. Petra Christian University would need a means to communicate among students and lecturers, especially on academic advisory. Technology has an important role as tool to communicate on academic advisory. By utilizing technology for academic advisory, it will be easier, faster and more flexible since there is no restriction on place and time. With the technology, recording data on digital server will also increase administration efficacy.Therefore, this thesis tries to make an application that can help academic advisory process and record it to database. Using MySQL database as database storage will increase performance.Some tests have been made on the Android and Web based academic advisory application. The application can be used to do academic advisory by internet with smartphone or web browser as tool. Recordings also work well for all academic advisory by students and lecturers.
Aplikasi Ekstraksi Fitur Citra Hufur Jawa Berdasarkan Morfologinya Indrawijaya, Meiliana; -, Liliana; Adipranata, Rudy
Jurnal Infra Vol 3, No 1 (2015)
Publisher : Jurnal Infra

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Abstract

Feature extraction is an important topic in the classification. Well detected features will be able to increase the level of accuracy for the recognition of an object. Javanese language is a language that is often used by people on the island of Java, Indonesia. Feature extraction of Javanese letter has its own difficulty level for Javanese letter consists of many types of letters and combinations. In this paper, developed an application that can extract a handwritten Javanese letter features.The process is carried out as follows: image that has been previously segmented, skeleton by using the method of Zhang Suen. The results of this skeletonizing will be used to extract image features, which consists of loops, straight lines and curves arch. Loop detection using flood-fill algorithm, line detection using Hough Transform and curve detection using Hough Transform with curve detection algorithm.The input is Javanese letters image that has been segmented previously. The output is the type and number of features that are recognized and can be saved in .csv format. This application is made to the programming language C# with Microsoft Visual Studio 2010 as the IDE.
Pemanfaatan ID3 dan Influence Map pada Game Turn-Based Strategy Utomo, Vincent; -, Liliana; Budhi, Gregorius Satia
Jurnal Infra Vol 3, No 1 (2015)
Publisher : Jurnal Infra

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Abstract

One of interesting aspect in game is virtual enemy (AI) as enemy to the player. This aspect is important to give challenge to the player, especially for a single player game. One game that requires such AI is a turn-based strategy game. To be able to create an interesting and challenging AI for the player, it is require equally strong and dynamic AI.To create such AI, ID3 and Influence Map will be used as the base of the AI used in turn-based strategy game. Applications made include ID3 training software and Influence Map class inside the game that will be used. ID3 System is made to have the ability to process continuous data.The results showed that the ability to create a decision tree by ID3 is greatly influenced by the training data used. The results also showed that the propagation method used for the Influence Map system can be set to suit the requirements in the game.