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Journal : Jurnal Transformatika

Penentuan Error Dalam Peramalan Jumlah Korban Demam Berdarah Dengue Menggunakan Metode Neural Network (Kasus : Rumah Sakit Charitas Palembang) Maria Bellaniar Ismiati; Latius Hermawan
Jurnal Transformatika Vol 14, No 1 (2016): July 2016
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v14i1.386

Abstract

Dengue Hemorrhagic Fever (DHF) is a type of disease that was ranked first in ASEAN and ranked second in the world. The number of victims of dengue in RS Charitas Palembang tend to increase in certain months and erratic every month. In addition, dengue casualty data is not used as an evaluation to reduce the number of victims. It became the basis for forecasting the number of victims of dengue in the next year. Research to predict the number of victims of dengue have been done with various techniques of artificial intelligence. Research conducted now use data RS Charitas Palembang patterned time series over the last 10 years by using Neural Network. The results obtained are patterns victim DBD significant start in December and then reach the peak in January, accompanied by figures forecast in each month of the following year. Furthermore, the calculation error using Neural Network obtained using the input layer 12, hidden neuron 28, and the output layer 1 and the error obtained 12.59%.
Random Obstacle Advoidance oleh Non Player Character Menggunakan Algoritma A* Latius Hermawan; Maria Bellaniar Ismiati
Jurnal Transformatika Vol 14, No 2 (2017): January 2017
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v14i2.438

Abstract

Belum ditemukannya solusi yang optimal untuk menyelesaikan masalah pathfinding. Biasanya solusinya tergantung pada spesifik dari ketentuan untuk dapat menemukan jalan keluar untuk setiap permainan yang diberikan. Pathfinding yang optimal merupakan suatu hal yang sulit untuk ditemukan, dimana terdapat perbedaan antara istilah path dan shortest path. Sehingga pathfinding yang ada bertujuan untuk menemukan jalur terpendek yang optimal. Salah satu algoritma yang digunakan pada pathfinding adalah A* digunakan dalam melakukan pencarian jalur yang optimal yang menghubungkan dua titik pada peta (grafik) dari permainan yang ada. Algoritma A* dapat membantu NPC untuk menemukan rute dalam mencari keberadaan target dengan berbagai halangan yang disediakan secara acak dalam satu waktu. Sehingga algoritma ini dapat digunakan untuk mencari rute walaupun ada banyak obstacle yang bermunculan secara acak.
Online Based Thesis Guidance Application For Informatics Students During Pandemic Hermawan, Latius; Ismiati, Maria Bellaniar
Jurnal Transformatika Vol. 19 No. 1 (2021): July 2021
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v19i1.3088

Abstract

The Ministry of Education and Culture (Kemendikbud) issued Circular Letter Number 15 of 2020 concerning Guidelines for Organizing Learning from Home in an Emergency for the Spread of Covid-19. This causes the learning process that should be done face-to-face, being changed to online. Students must study from home and carry out the online thesis guidance process. Some of the difficulties experienced by students during direct mentoring, namely the difficulty of meeting lecturers who are busy teaching or doing assignments from institutions, besides that students who come from outside the city have to go back and forth just to meet the supervisor.. One of the ways to solve this problem is by applying technology.   Currently there is web technology that can be used to easily develop applications, namely the concept of a framework approach. With the existence of an online-based application which is the role of current technological developments, it will make the thesis guidance process carried out by lecturers and students more flexible. Students are able to carry out the guidance process anywhere and anytime.
Aplikasi Pembelajaran English Grammar Berbasis Game Android Bellaniar Ismiati, Maria; Hermawan, Latius; Widiastuti R., Paskalina
Jurnal Transformatika Vol. 17 No. 2 (2020): January 2020
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v17i2.1703

Abstract

Learning English in class is often carried out in a conventional way such as explaining using a whiteboard, doing practice exercises with pen and paper, and memorizing material from a book / dictionary. Such conventional teaching and learning processes often make students bored and feel the material presented is difficult to understand. One way that can be used to overcome this problem is to create a tool that uses technology, such as games.Gra-Pe Warrior game which has an adventure game concept with penguins as the main character where each level of the player must answer questions about grammar.   Gra-Pe Warrior game has become a new learning that further increases motivation in learning. This is evidenced by the results of a descriptive questionnaire test which shows that> 90% of respondents are interested because learning in the form of games is more interesting because it is equipped with several questions about grammar at each door when leveling up.  
Pembelajaran Text Preprocessing berbasis Simulator Untuk Mata Kuliah Information Retrieval Hermawan, Latius; Bellaniar Ismiati, Maria
Jurnal Transformatika Vol. 17 No. 2 (2020): January 2020
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v17i2.1705

Abstract

Preprocessing is an important task and step in Information Retrieval. Information Retrieval (IR) is used to decide which documents in a collection must be taken to meet the user's information needs. The comparison is done in 4 steps in preprocessing, namely Case folding, Tokenizing, Filtering, Stemming.All stages of the preprocessing are done manually during the teaching-learning process. The lecturer explained by writing and explaining one by one the correct words at each stage and students also manually reviewed each stage. Simulator is needed to help solve existing problems. The simulator has been successfully created by displaying 6 menus. The simulator has succeeded in outputting each stage according to the manual theory. From the results of the testing questionnaire,> 90% of respondents thought that using this simulator made it easier to work on the four stages of text pre-processing so that the time needed also became efficient.