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Pembuatan Aplikasi Pengamanan Data dengan Metode MARS Witanto, Elizabeth Nathania; Budhi, Gregorius Satia; Purba, Kristo Radion
Jurnal Infra Vol 3, No 2 (2015)
Publisher : Jurnal Infra

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Abstract

Nowadays, technology is growing rapidly and becoming more sophisticated, especially communications technology. Information can be deployed without having to meet each other. No doubt that any confidential information sent over the Internet. Through various types of information is developing techniques for damage or maintaining the security of the dissemination of information on the internet.Securing data by using cryptography is needed for sending confidential data so that not everyone can access it. Process undertaken in this study is encrypted messages with MARS method. Input in an application that is designed in the form of plaintext messages or files to be encrypted, then the key to encrypt the message. This application is made with the Java programming language using NetBeans IDE 7.4.The test results indicate that the encryption with MARS method can be performed on any type of file (example: text file, song or audio file, video file or movie, etc.). Files can be decrypted back to normal if the password is the same as the password for the encryption.
Perancangan dan Pembuatan Game Edukasi Pembelajaran Aritmatika untuk Siswa Kelas 1-3 SD Suryadharma, Rendy; Budhi, Gregorius Satia; Purba, Kristo Radion
Jurnal Infra Vol 3, No 2 (2015)
Publisher : Jurnal Infra

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Abstract

Nowadays, educational games has been used as a medium of learning. Arithmetic is a branch of mathematics that studies the calculation of basic numbers, which are often used in various fields of life. Therefore, educational game for math learning can be used to assist students in learning arithmetic. The game is created using Adobe Flash Professional CS6 software and use the programming language Action Script 3.0. In the making of this game, the authors tested a similar educational game, in which the author will fix the shortcomings inherent in the educational game is a game that will be created. Therefore, the authors made a mathematical educational game that has a great view and interesting, so it can be liked by children.In this game, there will be five levels, which consists of gardens, lakes, parks, running track, and the train station. Any material given problem are distinguished based on the selected class, where the material contained on the grade 1 includes addition and subtraction, while in grade 2 and 3 includes a material addition, subtraction, multiplication, and division.Based on the results of the questionnaire, can be deduced that the game has been created it can be used as a medium of learning arithmetic for students, and to improve the capabilities and skills of students in the calculation of basic arithmetic operations.
Penggunaan Decision Tree Dengan ID3 Algorithm Untuk Mengenali Dokumen Beraksara Jawa Sebastian, Bondan; Budhi, Gregorius Satia; Adipranata, Rudy
Jurnal Infra Vol 3, No 2 (2015)
Publisher : Jurnal Infra

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Abstract

This thesis’ goal is to let computer recognize Javanese letters. Before a computer is able to recognize Javanese letters, segmentation and feature extraction process is needed. After the features of Java letters that have been segmented obtained, then the features will be processed using computer learning method so that the computer can recognize the letters.Input is in the form of .CSV file that contains features of the Javanese document image that had previously segmented. Output text is a text file that contains unicode representation letter from Java font and a .CSV file that contains the test and data classification results. This application is created with C# programming language and Microsoft Visual Studio 2013 IDE.As for the process that is done is as follows: prepare the .CSV file resulting from the extraction of features to be used as learning materials or trainer for computer learning network. After the trainer file ready, then the network will be trained. After the training is complete, the network can receive other data input, and then classify it according to what has been learned.Probabilistic neural network and ID3 used as computer learning methods, which after data testing, it is found that PNN give higher accuracy result than ID3.
Pembuatan Turn Based Strategy Role Playing Game Menggunakan Unity Game Engine Sanjaya, Andre Lionel; Budhi, Gregorius Satia; Liliana, Liliana
Jurnal Infra Vol 3, No 2 (2015)
Publisher : Jurnal Infra

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Abstract

Strategy is one of the more popular video game genres. There are many factors that can affect whether a strategy game is good or not. Some of those are the graphics of the game, the menus and features, and also the AI inside the game. This game is made with that understanding.The game will be made with Unity Game Engine. ID3 and Backpropagation will be used as the AIs in this game. The game is divided into two parts, namely the exploration mode and the battle mode. In the exploration mode, the player can freely explore their surrounding environment, interact with NPCs, or encounter an enemy. Battle mode is a mode where the player fights the enemy they encounters. Battle mode will be played in a grid that resembles a chessboard. The game will go into this mode only if the player made contact with the enemy in exploration mode. When the battle is finished, the player will return to exploration mode.The resulting games are tested by playing the game from start to finish. From the results, it can be concluded that the game has implemented the general features of games in strategy and RPG genre.
Pengenalan Dokumen Jawa Menggunakan Jaringan Syaraf Tiruan Feedforward Elman Type Algorithm Indrayana, Hans Christian; Budhi, Gregorius Satia; Liliana, Liliana
Jurnal Infra Vol 4, No 1 (2016)
Publisher : Jurnal Infra

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Abstract

The training process is the most important thing to recognize something, because without the process training, it’s impossible to recognize something with what datas you have. The training process of Javanese letter has its own difficulty level for collecting the extraction feature datas that can be used for training process and it took a long time to do the training process. In this paper developed an application that can make the process training to recognize of Javanese Letter with the extration feature datas.The process is carried out as follows: image that has been previously segmented, then extract the feature datas and used it as input to begin the training process with  Elman Type. The Inputs are 88 atribute from data extraction features, that is the result of extraction features based on area-based theory from a picture of Javanese letter.  The result of the training process are some datas,  bias, weight datas, when the data is deemed to able produce good output, then it can be used for recognize the Javanese letter from the other source extraction feature datas . The output is some datas, like bias, weight, and Java letter recognition results stored in file.txt. This application is made to the programming language C # with Microsoft Visual Studio 2010 as the IDE.The results show that javanese letter recognition accuracy by using Elman reach 85.16 % .
Perencanaan dan Pembuatan Media Interaktif untuk Simulasi Water Treatment dalam Bentuk Animasi Darsono, Richard Giovanni; Budhi, Gregorius Satia; Liliana, Liliana
Jurnal Infra Vol 4, No 1 (2016)
Publisher : Jurnal Infra

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Abstract

Water is the most important element we use on daily basis. However, water often get the less attention from the society. To be thought of, almost all of human activities need to use clean water. Many regions in the Indonesia having no clean water stock. Even without our knowing, water takes important role for humans health.This application will packing purification water process and purification wastewater process with interactive and interesting. Not only explain water purification, this application also completed with the information where wastewater came from around us. For the additional information for the user of this application, this application also provide information about bacteria(s) that have some relantion with the water. This application was made using Adobe Flash CS5.5.Animation in this application will greatly helping user in the process understanding of the material. That matter will affect to increase interest to using application which easy and user friendly.
Media Interaktif Pembelajaran Kandungan Gizi Dalam Sayuran Serta Manfaat Dalam Tubuh Manusia Liliana, Liliana; Budhi, Gregorius Satia; Aditia, Christian
Jurnal Infra Vol 4, No 1 (2016)
Publisher : Jurnal Infra

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Abstract

The vegetable is an excellent food for the human body, many various of vegetables that sold at market make vegetable contain many different contents and benefits, many societies understand about vegetable but many less understood what the side effects of certain vegetables. Nowadays,  there are many applications spread out there, but they could not get society’s concern because lack of image dan voice for naration.This application will give you knowledge about the content and the benefits, side effects, and processing interactively and it has images, sound, music, and interesting simulation, so that users could directly involved in the learning process. The material in this interactive media taken from 13 kinds of vegetables which are described the content and benefits, side effects, and processing. For content and material benefits, and side effects are provided animationfor material processing in the form of simulation. There is also a test to measure the users understanding towards material that already studied. This application was created using Adobe Flash CS6.With the simulation and animation that is contained in this application can really help users to understand the material being studied. Based on survey’s result from 30 respondents, 70% respondents agreed the explication from the material, 72.5% agreed that images support in learning process and 80% agreed   that animation support in learning process. Thus will increase interest in learning from user applications.
Aplikasi Virtual Character Untuk Simulasi Virtual Map Pada Gedung P Lantai 2 UK. Petra Pierretio, Steven; Budhi, Gregorius Satia; Gunadi, Kartika
Jurnal Infra Vol 4, No 1 (2016)
Publisher : Jurnal Infra

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Abstract

Development and competition in Indonesian University is extremely tight. Petra Christian University is also a Universitys with long-standing and well known to many people in Indonesia. Prospective students would like to see more clearly the shape, structure and atmosphere held at the University. Thus someone created a virtual map for Petra Christian University building by using a Head-Mounted Display Oculus Rift to display a simulation of the map Petra Christian University building. But the virtual map that has been created earlier is simply an empty simulation maps that contain only furniture - furniture and does not contain a virtual character, so that the simulation does not have any college atmosphere. So it was decided to implement a virtual character in a map that looks like a real simulation using a rule-based system.In the development of prior research program conducted every object in the form of the building, so hopefully the results obtained could resemble its original state. Giving materials to the models at the Unity are expected match the colors of the original state. Giving collision features intended to make the user cannot penetrate what as original state.Results on this program, the position and shape of character object in the building resemble the original state that existed at Petra Christian University. Time constraints in making become a major factor, so it’s cannot make the character more in detail. The whole room and the character of the building P 2nd floor has been made, there are only a few sections still incomplete, example on the large staircase of the building P and other small parts. Disadvantages of this program require computer high specification enough to run the program. This is because the resulting resolution on this program can be fairly large.
Perancangan dan Pembuatan Modul Data Mining Market Basket Analysis pada Odoo dengan Studi Kasus Supermarket X Hendratha, Stefani Natalia; Yulia, Yulia; Budhi, Gregorius Satia
Jurnal Infra Vol 4, No 1 (2016)
Publisher : Jurnal Infra

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Abstract

Odoo Enterprise Resource Planning (ERP) system storing company’s transaction data. However, Odoo doesnt have a module for managing data. It takes a module for managing data into useful information.Based on the above problems, a module for data mining Market Basket Analysis is being designed. This module uses FP-Growth algorithm by utilizing the sales transaction data.For the testing, this module using data from X Supermarket. The final result of this module is an association rule from data mining process. The rule is shown in the form of narrative and graphics making them easier to understand
Perancangan dan Pembuatan Media Interaktif Fisika Suhu dan Kalor Bagi Anak SMP kelas VII Berbasis Android Suciono, Tjio Roy Abrianto; Budhi, Gregorius Satia; Rostianingsih, Silvia
Jurnal Infra Vol 4, No 1 (2016)
Publisher : Jurnal Infra

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Abstract

At this modern age, interactive media program is already widely used for learning. Making the interactive media program aims to make students learn more class VII although not in school hours. This is done so that the students of class VII, can make a more effective and less confused in school learning at the temperature and heat chapter. The program used is Unity using the programming language C sharp.In the interactive media program there are 5 material ie shops, schools, parks schools, offices, and homes. Every material has a different learning but still in the learning of temperature and heat. Exam contained in the interactive media program includes a wide thermometer, temperature formula, formula substances expansion, expansion events, and heat transfer. The material has been taken through the stages of an interview with a teacher of Physics.Based on the results of the questionnaire, 55% expressed the view on a good program, 75% said that the storyline in targeted programs, 76.25% stated that the program is easy to play, 80% stated that the program is easy to understand, and 85% stating that the program as a whole can help understanding the physics lesson.
Co-Authors A.A. Ketut Agung Cahyawan W Agustinus Darmawan Andilolo Agustinus Noertjahyana Andre Lionel Sanjaya, Andre Lionel Andreas Handojo Andrew Victory Walelang, Andrew Victory Anthony Wibisono Bondan Sebastian, Bondan Budi Raharjo Christian Aditia, Christian Davin Ardian Tansil, Davin Ardian Dimas Adiputra Gunawan Djoni Haryadi Setiabudi Edo Pangkatodi, Edo Elizabeth Nathania Witanto Erick Leonardo Erwin -- Evan Sanjaya Evans Sanjaya Ezra Christian Winata, Ezra Christian Felicia Soedjianto Ferdi Atmaja Wong Susilo Gideon Abram Filando Suwarso, Gideon Abram Filando Gogo Tio Pandang Tambunan Hans Christian Indrayana, Hans Christian Hans Juwiantho Hendy Santoso Ibnu Gunawan Jeffry Hartanto Jimmy Muliawan Johan Sutanto Johny Suhartanto Joshua Ricky Hartono Justinus Andjarwirawan Kartika Gunadi Kiat Stanley Klemens - Kristo Radion Purba Leo Willyanto Santoso Leonardi Anthoni Silvatika Liliana - Liliana -- Liliana . Liliana Liliana Lily Puspa Dewi Michael Constantine Wijaya Mingardi, Sean Frederick Osmand Prayitno Pristian Panget Rendy Suryadharma, Rendy Resmana Lim Richard Giovanni Darsono, Richard Giovanni Ricky Tanojo Rionaldo - Wibowo Rolly Intan Rudy Adipranata Rudy Setiawan Satriya Gede Jaya Wibawa, Satriya Gede Jaya Silvia Rostianingsih Singgih Mardianto Soephomo Stefani Natalia Hendratha, Stefani Natalia Steven Pierretio, Steven Stevie Suwanto Putra Sugiarto, Hansel Davin Timotius Jayadi Pranoto Tjio Roy Abrianto Suciono, Tjio Roy Abrianto Tommy Hendra Vincent Utomo Vincentius Hadi Rahardjo, Vincentius Hadi willy wardhana gunawan Yanuar Christian Ardianto Yulia Yulia Yusak Tanoto