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Implementasi Rule Base System dan Fuzzy Logic Artifical Intelligence pada Game Kartu Capsa Pangkatodi, Edo; Liliana, Liliana; Budhi, Gregorius Satia
Jurnal Infra Vol 4, No 1 (2016)
Publisher : Jurnal Infra

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (78.005 KB)

Abstract

In the era of globalization today, science and technology is developing very fast, particularly in entertainment media, specifically in the gaming world. Today, games are not only used as an entertainment, but also can be used as an alternative in the world of work, education, and even sports. In the world of gaming, artificial intelligence, or AI is a factor that cannot be separated. With the right methods and the specific rules of the AI can walk like a human being doing a job. So it is not only in the gaming world alone, AI can also be used in other fields that require AI computing systems for example in  technological development.The system is using Unity5 program with the programming language C#, with AI rule base and fuzzy used, the AI expected to have enough ability to be an opponent for players who use this application.Based on testing that has been done, these applications can run smoothly, AI can run and can follow rules of the game and follow the mindset that have been established. But the way of thinking AI still fairly few and need to be developed more.
Pembuatan Website E-Commerce Penjualan Barang Untuk Perusahaan PT. X dengan Fitur Data Mining Generalize Sequential Pattern Tansil, Davin Ardian; Budhi, Gregorius Satia; Rostianingsih, Silvia
Jurnal Infra Vol 4, No 1 (2016)
Publisher : Jurnal Infra

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (78.005 KB)

Abstract

PT. X is a company that sell cars and car’s spare parts by retail that use brick and mortar as base. PT. X want to make e-commerce website with hope that the website will help them expanding their market area for facing the rivalry with similar companies.The website poses online market feature that will help the users make their purchase and tracking their transaction they have done, users are divided into two category users and admin, admin are the PT. X promoting and selling their goods, while the users are the one who purchase through the website. This web is scripted using PHP, Ajax, and JavaScript, and user MySQL for creating the database. The development is done using notepad++ software.The data mining feature is based on generalize sequential pattern algorithm, where this feature is used to analyze the customers purchase behaviors and patterns by finding the connection between sold items based on time. Data is processed using the algorithm resulting frequent item sets that will turn into association rules in form of generalize sequential pattern table.
PENDEKATAN ACTIVITY-BASED COSTING DAN METODE PENCARIAN HEURISTIC UNTUK MENYELESAIKAN PROBLEM PEMILIHAN PERALATAN PADA FLEXIBLE MANUFACTURING SYSTEMS (FMS) Budhi, Gregorius Satia
Jurnal Informatika Vol 3, No 2 (2002): NOVEMBER 2002
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (271.989 KB) | DOI: 10.9744/informatika.3.2.pp. 89-96

Abstract

The application of Activity Based Costing (ABC) approach to select the set-machine that is used in the production of Flexible Manufacture System (FMS) based on technical and economical criteria can be useful for producers to design FMS by considering the minimum production cost. In the other hand, Heuristic Search is known to have a short searching time. Algorithm Heuristic that using ABC approach as the weight in finding the solution to shorten the equipment selection time during the design / redesign process of the FMS in less than exponential time was designed in this research. The increasing speed is useful because with the faster time in design / redesign process, therefore the flexibility level of part variety that can be processed will become better. Theoretical and empirical analysis in Algorithm Heuristic shows that time searching to get appropriate set of equipment is not too long, so that we can assume that the designed Algorithm Heuristic can be implemented in the real world. By comparing the empirical result of Algorithm Heuristic to the Algorithm Exhaustive, we can also assume that Algorithm Heuristic that using ABC method as the weight for finding solution can optimise the equipment selection problem of FMS based on economical criteria too. Abstract in Bahasa Indonesia : Penggunaan pendekatan Activity Based Costing (ABC) untuk memilih set mesin yang digunakan dalam produksi pada Flexible Manufacture Systems (FMS) berdasar atas kriteria teknis dan ekonomis, dapat membantu pelaku produksi untuk mendisain FMS dengan pertimbangan minimalisasi biaya produksi. Sementara itu, Heuristic Search dikenal memiliki waktu pencarian yang singkat. Pada riset ini didisain sebuah Algoritma Heuristic yang menggunakan pendekatan ABC sebagai bobot dalam pencarian solusi, untuk mempersingkat waktu pemilihan peralatan saat desain/redisain FMS dalam waktu kurang dari waktu Eksponensial. Peningkatan kecepatan ini bermanfaat, karena dengan cepatnya waktu disain / redisain maka derajat fleksibilitas jenis (variety) part yang dapat diproses menjadi lebih baik. Analisis Teoritis dan Empiris pada Algoritma Heuristic menunjukkan bahwa waktu pencarian untuk mendapatkan suatu set peralatan yang tepat adalah cukup singkat, sehingga dapat disimpulkan bahwa Algoritma Heuristic yang didisain dapat diimplementasikan pada dunia nyata. Dengan membandingkan hasil empiris Algoritma Heuristic dengan Algoritma Exhaustive sebagai pembanding, disimpulkan bahwa Algoritma Heuristic yang menggunakan metode ABC sebagai bobot pencarian solusi dapat mengoptimasi problem pemilihan peralatan FMS dari kriteria ekonomis pula. Kata kunci: Desain Algoritma, Flexible Manufacturing Systems, Pendekatan Activity-Based Costing, Pencarian Heuristic.
APLIKASI WEB GRABBER UNTUK MENGAMBIL HALAMAN WEB SESUAI DENGAN KEYWORD YANG DIINPUTKAN Budhi, Gregorius Satia; Setiabudi, Djoni Haryadi; Raharjo, Budi
Jurnal Informatika Vol 7, No 1 (2006): MAY 2006
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (98.919 KB) | DOI: 10.9744/informatika.7.1.pp. 24-29

Abstract

At this time the use of search engine on the Internet still does not reach maximum result. Users need to browse every web page list as the result of the search that fit with the topic one by one. We need an application that has a capability to look and to save web pages with their links fit with the topic without browsing, so that the result can be accessed offline. This application is called Web Grabber. Web Grabber application uses inputs such as keyword and searching depth. The input will be processed to obtain the appropriate web pages with the keyword and the searching depth, which is automatically saved. Firstly a keyword is needed to be search in the available search engine to get the search lists, which can be picked by the user. Every pick list will be used as the first search page. This application results are web pages that contain the keyword. This application also has a facility to browse the results. This application was succeed to automatically save web pages that appropriate with the input keyword and the depth, that previously search in AltaVista or Google. Web pages that contain with the keyword saved in the computer so that it can be browsed offline. Abstract in Bahasa Indonesia : Saat ini penggunaan search engine pada internet masih belum memperoleh hasil yang maksimal. Pengguna masih harus browsing halaman-halaman web hasil pencarian untuk mencari topik yang diinginkan satu-persatu. Untuk itu perlu dibuatkan aplikasi yang dapat mencari dan menyimpan halaman-halaman web dengan link-link-nya sesuai topik tanpa harus melalui proses browsing, sehingga hasilnya dapat dilihat secara offline. Aplikasi ini biasa disebut Web Grabber. Program aplikasi Web Grabber ini mendapatkan inputan berupa keyword dan kedalaman pencarian. Inputan ini akan diproses untuk memperoleh hasil berupa halaman - halaman web yang disimpan secara otomatis sesuai dengan keyword yang diberikan dan tingkat kedalaman pencariannya. Proses didahului dengan pencarian keyword pada search engine yang tersedia menjadi sebuah list yang dapat dipilih oleh pengguna. Hasil aplikasi ini berupa halaman - halaman web yang mengandung keyword. Aplikasi juga menyediakan fasilitas untuk browsing hasil yang didapat. Program yang dibuat berhasil melakukan penyimpanan halaman-halaman web sesuai dengan keyword yang diberikan dengan tingkat kedalaman tertentu, yang sebelumnya dicari melalui search engine Altavista atau Google. Halaman-halaman web yang mengandung keyword dapat diambil dan disimpan pada komputer sehingga dapat di-browse secara offline. Kata kunci: web grabber, keyword, kedalaman, search engine, internet.
PEMBUATAN SISTEM INFORMASI MULTILEVEL MARKETING (MLM) BERBASIS WEB STUDI KASUS PADA PT. MEDIDERMA INDONESIA Suhartanto, Johny; Soedjianto, Felicia; Budhi, Gregorius Satia
Jurnal Informatika Vol 6, No 2 (2005): NOVEMBER 2005
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (329.771 KB) | DOI: 10.9744/informatika.6.2.pp. 84-89

Abstract

Multilevel Marketing (MLM) is a marketing method that sells the product directly to the customers. And this method has been booming in Indonesia at this moment. MLM itself is a directly selling system through marketing program conformed more than one level, where the trading partner can get selling commission and bonus from the result of selling goods or services those did by itself and the members of network inside their own group. PT. Mediderma Indonesia is a firm which imports consumer goods from Europe. This firm uses MLM to sell their products and the distributor might come from any cities in Indonesia. Now, to get information about the product and the growth of member's network, a member must come or call the branch of the firm. As a result, every member will feel difficult to get the new information about their network and bonus which they get every month. Therefore, this research will develop a web site that can be accessed 24 hours through internet by the members. As a result, the members will get their information they need easier every time. Based on the evaluation of the facilities that are available for members and administrator and the system developed, it can be concluded that the whole system work properly and ready to be used. From the result of questionnaire, the implementation has gained 85,243 % for member's satisfaction and 85 % for administrator's satisfaction. Abstract in Bahasa Indonesia : Multilevel Marketing (MLM) merupakan suatu metode pemasaran Direct Selling yang sedang berkembang di Indonesia akhir-akhir ini. MLM sendiri adalah sistem penjualan langsung melalui program pemasaran berbentuk lebih dari satu tingkat, dimana mitra usaha mendapat komisi penjualan dan bonus penjualan dari hasil penjualan barang/jasa yang dilakukannya sendiri dan anggota jaringan di dalam kelompoknya. PT. Mediderma Indonesia adalah sebuah perusahaan yang mengimpor barang-barang kebutuhan sehari-hari dari Eropa. Perusahaan ini menggunakan sistem pemasaran barang berbasis multilevel marketing, dimana anggota-anggotanya dapat berasal dari seluruh Indonesia. Selama ini, untuk memperoleh informasi produk terbaru dan perkembangan jaringan harus datang ke perusahaan atau melalui telpon serta informasi bonus hanya dapat diketahui pada akhir bulan. Akibatnya, setiap angggota akan mengalami kesulitan dalam mendapatkan informasi-informasi terbaru dari perusahaan seperti informasi omzet jaringan. Oleh karena itu, penelitian ini akan menghasilkan sebuah sistem informasi berupa web site yang dapat diakses online 24 jam lewat internet oleh banyak anggotanya sehingga setiap informasi tentang perusahaan dan informasi mengenai anggota tersebut dapat diperoleh setiap saat. Berdasarkan dari pengujian fasilitas-fasilitas yang tersedia untuk member dan administrator serta pengujian sistem untuk menghasilkan informasi disimpulkan bahwa sistem secara keseluruhan berjalan dengan baik dan siap digunakan. Sedangkan untuk mengetahui tingkat kepuasan digunakan kuisioner, hasilnya sebesar 85,243 % member dan sebesar 85 % administrator mengatakan hasil yang positif, sehingga dapat diambil kesimpulan bahwa sistem web site berjalan dengan baik. Kata kunci: multilevel marketing, member, sistem informasi.
APLIKASI DATA MINING MARKET BASKET ANALYSIS PADA TABEL DATA ABSENSI ELEKTRONIK UNTUK MENDETEKSI KECURANGAN ABSENSI (CHECK-LOCK) KARYAWAN DI PERUSAHAAN Budhi, Gregorius Satia; Soedjianto, Felicia
Jurnal Informatika Vol 8, No 2 (2007): NOVEMBER 2007
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (598.946 KB) | DOI: 10.9744/informatika.8.2.pp. 119-129

Abstract

Taking attendance from employees always becomes a problem for Human Resource Department (HRD) in many companies lately. Although there is an automatic check-lock machine, it still has a weakness. This machine can't detect some frauds like the employee swipes double identity card, his card and the others card. Reseachers want to solve this problem by using data mining method, especially market basket analysis.This software will transform the attendance data to compact transaction format by using MaxDiff Histogram method. And it will be processed into frequent itemset with Pincer Search Algoritm. At the final process the employee's association rule will got from frequent itemset. This output will be served to user that is the HRD of a firm.Testing result shows that Data Mining Market Basket Analysis can be used to get pattern of employee's check-lock from a company. And this pattern can help user to detect fraud that is done by employee. Abstract in Bahasa Indonesia : Absensi pegawai selama ini selalu menjadi permasalahan yang pelik bagi bagian HRD di perusahaan - perusahaan yang ada. Walaupun telah ada peralatan absensi otomatis, alat ini masih memiliki kelemahan yaitu, tidak dapat mendeteksi kecurangan pegawai untuk menitipkan kartu absensinya pada karyawan lain untuk diabsenkan. Peneliti berkeinginan untuk mengatasi permasalahan absensi tersebut dengan memanfaatkan metode data mining, khususnya metode market basket analysis, untuk mendeteksi kecurangan ini.Perangkat lunak yang dibuat ini akan mentranformasikan data absensi pegawai menggunakan metode MaxDiff Histogram menjadi format compact transaction yang selanjutnya akan diproses menggunakan Algoritma Pincer Search menjadi frequent itemset. Pada akhirnya dari data frequent itemset ini didapat association rule pegawai untuk disajikan kepada pengguna, yaitu bagian HRD perusahaan.Dari hasil pengujian dapat diketahui bahwa metode Data Mining Market Basket Analysis dapat dimanfaatkan untuk menggali pattern kebiasaan absensi (check-lock) pegawai sebuah perusahaan. Dari sini kemungkinan terjadinya kecurangan saat melakukan absensi masuk / pulang dapat dideteksi. Kata kunci: absensi/check-lock, data mining, MaxDiff histogram, market basket analysis, pincer search
PENGGUNAAN METODE FUZZY c-COVERING UNTUK ANALISA MARKET BASKET PADA SUPERMARKET Budhi, Gregorius Satia; Lim, Resmana; Prayitno, Osmand
Jurnal Informatika Vol 6, No 1 (2005): MAY 2005
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (236.901 KB) | DOI: 10.9744/informatika.6.1.pp. 51-58

Abstract

Data mining application with fuzzy c-covering method for market basket analysis on supermarket. As one of data mining applications, market basket analysis is generally performed using apriori method. However this method tends to searh the association degree of items by only counting how many times the items appears on the overall transaction without considering the items quantity on each transaction. Therefore, we propose a new method which is based on perception that the more items bought in a transaction, the weaker the relation between items on that transaction. For the experimental purpose of the realization the concept, we collect a month sales transaction data from a supermarket. The data are transformed to another form that can be used by the software. Then, an algorithm is created to process the data in order to generate association rule of items in transaction. The rules can be previewed in a table or graphic. Borland Ceplhi 7 and MS Access 2003 is used to build this experiment software. By using the output of this software, which are the association rules, association degree of items, can be obtained which is useful to help the decision maker to make market policies. Based on the testing result, it can concluded that the smaller minimum support and confidence, the more rule to be generated and the more processing time needed. Also, the higher the combination count to be searched, the less processing time needed. Abstract in Bahasa Indonesia : Sebagai salah satu aplikasi data mining, market basket analysis umumnya dilakukan dengan memakai metode Apriori. Metode ini mencari asosiasi antar item dengan hanya menghitung berapa kali item-item tersebut muncul dalam keseluruhan transaksi tanpa memperhatikan quantitas item dalam transaksi. Oleh karena itu, peneliti mengusulkan metode Fuzzy c-Covering. Metode ini didasarkan pada persepsi bahwa semakin banyak item yang dibeli dalam suatu transaksi, maka hubungan antar item dalam transaksi tersebut semakin lemah. Untuk pengujian realisasi konsep tersebut, peneliti mengumpulkan data-data transaksi penjualan dari sebuah swalayan selama satu bulan. Data yang didapat diubah ke bentuk yang dapat diolah oleh program. Kemudian sebuah algoritma dibuat untuk mengolah data tersebut dengan tujuan menghasilkan association rules dari item-item di dalam transaksi. Rule dapat ditampilkan dalam bentuk tabel ataupun grafik. Dengan menggunakan output dari program ini, yang berupa association rule, dapat diketahui tingkat asosiasi antar item yang berguna untuk membantu pihak pengambil keputusan dalam menentukan kebijakan pemasaran. Dari hasil pengujian, dapat disimpulkan bahwa semakin kecil minimum support dan confidence yang ditentukan, semakin banyak rule yang dapat dihasilkan dan waktu yang diperlukan semakin banyak. Selain itu, semakin tinggi jumlah kombinasi yang dicari, semakin sedikit waktu yang dibutuhkan. Kata kunci: analisis market basket, fuzzy c-covering,program data mining, tingkat asosiasi antar item.
PEMANFAATAN KURVA B-SPLINES UNTUK MEMPERHALUS VISUALISASI OBYEK MESH Liliana, Liliana; Budhi, Gregorius Satia; Leonardo, Erick; Sanjaya, Evans
Jurnal Informatika Vol 12, No 1 (2014): MAY 2014
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (729.007 KB) | DOI: 10.9744/informatika.12.1.27-32

Abstract

Ray tracing is one of the photorealistic rendering method. Ray tracing process takes a long time because of the calculation of lighting effects and optical effects caused by the material of the object. The length of rendering time increases with the increasing complexity of the shape of the object, such as a mesh object. To minimize processing time, generally done by reducing the complexity of the mesh, which reduces the number of face that forms a mesh object. How to reduce the number of face is to combine adjacent face to face. The downside of this method is that the object surface resulting display will look grainy/triangular - facet (checkered). The proposed method in this study aims to refine the visualization of objects that complexity is not high. Triangular surface mesh - terms appear due to the calculation of the same color for each face that form a mesh. If the face has a color gradation, the mesh will look smooth surface. To produce a color gradation on a broad face, normal calculation was used, ie in proportion adopting b - splines curve calculations. Testing is done by comparing the results of the use of normal B - splines to the simple method of subdivision (a method of face vast divide into several smaller face , so that the finer the mesh surface) with ray tracing rendering method. From the experimental results, it can be concluded that the results of ray tracing using b - splines normal when compared with the subdivision, the results are not too different. From the aspect of long rendering process, the more the number of face of a mesh, it also increase the effectiveness of rendering time process. However, the increase is not proportional to the increase in the number of mesh
PERANCANGAN DAN PEMBUATAN SISTEM INFORMASI PRODUKSI DAN PENENTUAN HARGA POKOK PRODUKSI PADA PERUSAHAAN VULKANISIR BAN DI SURABAYA Noertjahyana, Agustinus; Budhi, Gregorius Satia; Santoso, Hendy
Jurnal Informatika Vol 4, No 2 (2003): NOVEMBER 2003
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (45.148 KB) | DOI: 10.9744/informatika.4.2.pp. 50-56

Abstract

Many manufacturer company have problems in processing of production data if data processing is done without computerize system. The company that chosen for research have problems to create production reports and to calculate cost of goods manufactured. Until this day, production information system in many companies in Surabaya still uses manually processing. Many number of customers and transactions cause very difficult to do production control activity. Besides that, data processing also takes long times. Orientation of this research is to make software aplication wich helps the company to solve the problem. The result of the software's performance test is the software that helps production sector because of faster data processing and it can give information of production control. Abstract in Bahasa Indonesia : Dalam suatu perusahaan yang bergerak di bidang industri, banyak terjadi kesulitan bila pencatatan dan pengolahan data produksi tidak memakai sistem yang terkomputerisasi. Demikian halnya yang terjadi pada satu perusahaan vulkanisir ban yang berdomisili di Surabaya. Perusahaan ini mengalami kesulitan dalam membuat laporan-laporan produksi dan menghitung Harga Pokok Produksi (HPP). Selama ini sistem informasi produksi pada perusahaan masih menggunakan cara manual. Jumlah pelanggan dan proses transaksi yang banyak menyebabkan kesulitan dalam pengontrolan produksi. Selain itu pengolahan data juga membutuhkan waktu yang lama. Tujuan penelitian ini adalah membuat program untuk membantu perusahaan dalam memecahkan permasalahan. Berdasarkan pengujian dan analisa hasil, dapat dibuktikan program ini sangat membantu bagian produksi karena pengolahan data dapat dilakukan secara cepat dengan komputerisasi, serta menyajikan informasi yang dibutuhkan untuk melakukan kontrol produksi. Kata kunci: Sistem Informasi Produksi, Harga Pokok Produksi.
ACTIVITY-BASED COSTING DAN SIMULATED ANNEALING UNTUK PENCARIAN RUTE PADA FLEXIBLE MANUFACTURING SYSTEMS Budhi, Gregorius Satia
Jurnal Informatika Vol 4, No 1 (2003): MAY 2003
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/informatika.4.1.pp. 35-42

Abstract

Flexible Manufacturing System (FMS) is a manufacturing system that is formed from several Numerical Controlled Machines combine with material handling system, so that different jobs can be worked by different machines sequences. FMS combine the high productivity and flexibility of Transfer Line and Job Shop manufacturing system. In this reasearch, Activity-Based Costing(ABC) approach was used as the weight to search the operation route in the proper machine, so that the total production cost can be optimized. The search method that was used in this experiment is Simulated Annealling, a variant form Hill Climbing Search method. An ideal operation time to proses a part was used as the annealling schedule. From the empirical test, it could be proved that the use of ABC approach and Simulated Annealing to search the route (routing process) can optimize the Total Production Cost. In the other hand, the use of ideal operation time to process a part as annealing schedule can control the processing time well. Abstract in Bahasa Indonesia : Flexible Manufacturing System (FMS) adalah sistem manufaktur yang tersusun dari mesin-mesin Numerical Control (NC) yang dikombinasi dengan Sistem Penanganan Material, sehingga job-job berbeda dikerjakan oleh mesin-mesin dengan alur yang berlainan. FMS menggabungkan produktifitas dan fleksibilitas yang tinggi dari Sistem Manufaktur Transfer Line dan Job Shop. Pada riset ini pendekatan Activity-Based Costing (ABC) digunakan sebagai bobot / weight dalam pencarian rute operasi pada mesin yang tepat, untuk lebih mengoptimasi biaya produksi secara keseluruhan. Adapun metode Searching yang digunakan adalah Simulated Annealing yang merupakan varian dari metode searching Hill Climbing. Waktu operasi ideal untuk memproses sebuah part digunakan sebagai Annealing Schedulenya. Dari hasil pengujian empiris dapat dibuktikan bahwa penggunaan pendekatan ABC dan Simulated Annealing untuk proses pencarian rute (routing) dapat lebih mengoptimasi total biaya produksi. Sementara itu, dengan digunakannya waktu operasi ideal sebagai Annealing Schedule, waktu proses dapat dimaintain dengan baik. Kata kunci: Flexible Manufacturing Systems, Activity-Based Costing Approach, Simulated Annealing.
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