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Journal : Journal of Computer Science and Informatics Engineering (J-Cosine)

Aplikasi Pembelajaran Alfanumerik Untuk Anak Usia Pra-Sekolah Berbasis Android Menggunakan Metode Tesseract-Ocr Darmawan Aditama; Harunur Rosyid; Nuniek Fahriani
Journal of Computer Science and Informatics Engineering (J-Cosine) Vol 2 No 1 (2018): Juni 2018
Publisher : Informatics Engineering Dept., Faculty of Engineering, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1756.555 KB) | DOI: 10.29303/jcosine.v2i1.128

Abstract

Alphanumeric writing ability is the main provision for children to be able to understand the subjects given in school. One alternative to help increase children's interest and ability in learning to write Alphanumeric is to use learning media in the form of software. This study is to create an application that presents Alphanumeric writing learning that is intentionally packaged in the form of a game in order to increase the learning interest of pre-school age children. In this study used the method of recognition of character letters made by the player. In character recognition, the application will record the handwriting that the user has created on the board provided. The handwriting will then be used at the image processing stage that uses Tesseract as the recognition engine. And from the results of the trials, pre-school children easily manage it.
Pencarian Jalur Terpendek Menggunakan Algoritma A* Dalam Permainan Pacman Darmawan Aditama; Nuniek Fahriani; Putri Aisyiyah Rakhma Devi
Journal of Computer Science and Informatics Engineering (J-Cosine) Vol 2 No 2 (2018): Desember 2018
Publisher : Informatics Engineering Dept., Faculty of Engineering, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (3586.778 KB) | DOI: 10.29303/jcosine.v2i2.129

Abstract

Perkembangan Artificial Intelligence atau biasa disingkat (AI) didefinisikan sebagai kecerdasan entitas ilmiah. Artificial Intelegence (AI) merupakan suatu metode atau sistem pada controller komputer yang digunakan untuk mengambil keputusan atau melakukan suatu tindakan. Namun tidak semua controller pada computer dapat melihat keseluruhan lokasi dari target, bahkan pada beberapa permainan masih menggunakan matrik location untuk menemukan letak musuh terdekat, sehingga jika terdapat banyak sekali target maka dapat membuat salah perhitungan pada controller computer. Peneliti mencoba menggunakan algoritma A* (A Star) sebagai Artificial Intelegence untuk melihat perkembangan permainan jika terdapat lebih dari satu target yang harus dibunuh oleh enemy. Sehingga kedepannya dalam sebuah permainan Pac-Man dapat diberi beberapa target (multiplayer).