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IMPLEMENTASI ALGORITMA DIJSKTRA UNTUK PERINGKASAN OTOMATIS ARTIKEL ILMIAH BERBAHASA INGGRIS Yanuar Budi Prasetyo; Gloria Virginia; Antonius Rachmat Chrismanto
Jurnal Informatika Vol 11, No 1 (2015): Jurnal Teknologi Komputer dan Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (5193.383 KB) | DOI: 10.21460/inf.2015.111.429

Abstract

This research implemented Dijkstra algorithm to summarize text documents. To run Dijkstra algorithm, we represented sentence as a vertex and the similarity between sentences as an edge, where the result of the summarization process was the shortest path of Dijkstra calculation. The summarization processes were conducted by utilizing WordNet database and without WordNet database. Our experiment showed that without WordNet the result was better than using WordNet. Using WordNet, the system could obtain 80% relevant sentences. While without WordNet, the system could obtain about 90% of relevant sentences.
IMPLEMENTASI ALGORITMA DEPTH LIMITED SEARCH PADA PERMAINAN PEG SOLITAIRE Griffin Theresia R.; Joko Purwadi; Antonius Rachmat Chrismanto
Jurnal Informatika Vol 7, No 1 (2011): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (503.168 KB) | DOI: 10.21460/inf.2011.71.97

Abstract

Permainan Peg Solitaire adalah permainan single player yang terdiri dari sebuah papan dan sejumlah kelereng. Papan permainan Peg Solitaire terdiri dari banyak jenis antara lain papan jenis inggris, eropa, triangular dan masih banyak jenis papan permainan Peg Solitaire yang lain. Pemain permainan Peg Solitaire terkadang sulit menentukan keputusan langkah yang tepat. Oleh karena itu, disediakan bantuan berupa hint yang membantu pemain saat pemain menentukan langkah. Salah satu algoritma yang dapat diterapkan pada hint permainan Peg Solitaire adalah algoritma Depth Limited Search. Penerapan algoritma Depth Limited Search pada hint permainan Peg Solitaire di papan permainan versi inggris ukuran 3 x 3 dan triangular berukuran 4 x 4, 5 x 5, serta 7 x 7, mampu menemukan solusi yaitu sisa satu kelereng serta mampu menangani apabila tidak menemukan solusi. Penerapan algoritma Depth Limited Search pun mampu menampilkan semua perpindahan langkah hingga ditemukan sisa 1 kelereng. Hal ini dibuktikan dengan cara menguji 10 soal pada sistem. Dari hasil pengujian 10 soal pada sistem, 9 soal berhasil diselesaikan dan 1 soal gagal diselesaikan karena tidak menemukan solusi berupa sisa 1 kelereng. Kata kunci : Permainan (Game), Peg Solitaire, Depth Limited Search.
Implementasi Algoritma Dijkstra Dalam Penentuan Jalur Terpendek Di Yogyakarta Menggunakan GPS Dan Qt Geolocation Blasius Neri Puspika; Antonius Rachmat Chrismanto; Erick Kurniawan
Jurnal Informatika Vol 8, No 2 (2012): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (4267.923 KB) | DOI: 10.21460/inf.2012.82.124

Abstract

With the development of information technology, the map is no longer in the form of sheet or book. Currently there is a digital map services already invested in mobile devices. Google Maps is one of the leading providers of online digital map which can be accessed using the Application Programming Interface (API) is available using tools such as Qt. Qt is a C + + framework which provides a library to get the location using a GPS device to the library QtGeolocation. By implementing Dijkstra's algorithm, the problem of determining the shortest path towards a desired location of a user's location can be overcome. This study discusses how to implement the algorithm to find the shortest path Djikstra in Yogyakarta-based mobile devices.
Penerapan Social Network Analysis dalam Penentuan Centrality Studi Kasus Social Network Twitter Budi Susanto; Herlina Lina; Antonius Rachmat Chrismanto
Jurnal Informatika Vol 8, No 1 (2012): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (620.011 KB) | DOI: 10.21460/inf.2012.81.111

Abstract

The twitter provides a kind of relation between users in specific form. When someone follow others, it doesn’t mean that she/he know well about them. We have defined a friend relationship between users in twitter as connection following and follower between two users. Based on this definition we develop a system to get friends and also friends of friends relation from a specific user. We use twitter API to get following and follower list and then construct a graph that represent a social network between those users. From this graph, we analyse the centrality using SNA (Social Network Analysis) method, i.e. closeness and betweeness. We propose to use these methods in order to find out who is the most influence user in the his/her social network to spread out the tweet or information. With this system, user can know about their social network based on their friend list on twitter.   Kata Kunci : Social Network Analysis, Betweenness Centrality, Closeness Centrality
IMPLEMENTASI ALGORITMA SCHMIDT-SAMOA PADA ENKRIPSI DEKRIPSI EMAIL BERBASIS ANDROID Willy Ristanto; Willy Sudiarto Raharjo; Antonius Rachmat Chrismanto
Jurnal Informatika Vol 9, No 1 (2013): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (15027.317 KB) | DOI: 10.21460/inf.2013.91.136

Abstract

Cryptography is a technique for sending secret messages. This research builds an Android-based email client application which implement cryptography with Schmidt-Samoa algorithm, which is classified as a public key cryptography. The algorithm performs encryption and decryption based on exponential and modulus operation on text messages. The application use 512 and 1024 bit keys. Performance measurements is done using text messages with character number variation of 5 – 10.000 characters to obtain the time used for encryption and decryption process. As a result of this research, 99,074% data show that decryption process is faster than encryption process. In 512 bit keys, the system can perform encryption process in 520 - 18.256 miliseconds, and decryption process in 487 - 5.688 miliseconds. In 1024 bit keys, system can perform encryption process in 5626 – 52,142 miliseconds (7.388 times slower than 512 bit keys) and decryption process with time 5463 – 15,808 miliseconds or 8.290 times slower than 512 bit keys.
Implementasi Algoritma Negascout Untuk Permainan Checkers Aditya Kurniawan Effendi; Rosa Delima; Antonius Rachmat Chrismanto
Jurnal Informatika Vol 8, No 1 (2012): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (405.445 KB) | DOI: 10.21460/inf.2012.81.112

Abstract

Checker is a zero sum game which means if one player is declared win then the other player is declared lose, if one player gets 1 point then the other player gets -1 point. In this type of game every player have full knowledge of other player condition, like every move the other player has, what kind of pawn and the position of other player's pawn. This game will be implemented with Negascout and compared to Alpha-Beta to see wether it offer better or worse performance than Alpha-Beta. Both algorithm will be given 5 identical board condition to solve and the search depth will be limited to 4, 6 and 8 level. The result showed Negascout outperformed Alpha-Beta on 86% of the test performed. It searched less node than Alpha-Beta especially with depth 8. The result also showed Negascout found one difference node solution compared to Alpha-Beta with identical heuristic score. Negascout returned identical heuristic score with Alpha-Beta on all test. Kata Kunci : Negascout, Permainan, Checkers, Kecerdasan Buatan
IMPLEMENTASI ALGORITMA GENERATE AND TEST PADA PENCARIAN RUTE TERPENDEK Selvy Welianto; Raden Gunawan Santosa; Antonius Rachmat Chrismanto
Jurnal Informatika Vol 7, No 2 (2011): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1600.924 KB) | DOI: 10.21460/inf.2011.72.103

Abstract

Masalah pencarian merupakan masalah yang umum diterapkan pada sistem berdasarkan Kecerdasan Buatan. Salah satu metode pencarian heuristik dalam terminology Kecerdasan Buatan yang cukup dikenal adalah Generate and Test. Travelling Salesman Problem (TSP) atau dipahami sebagai pencarian jalur terpendek sering diimplementasikan ke dalam dunia nyata. Tujuan penelitian ini adalah mengimplementasikan konsep pencarian heuristik dengan algoritma Generate and Test pada pencarian rute terpendek dengan studi kasus bus Trans Jogja. Parameter yang digunakan adalah jarak atau waktu. Dari hasil penelitian ini didapatkan sebuah sistem yang mampu menemukan rute terpendek, rute alternatif (jika ada), saran trayek yang digunakan beserta analisis perhitungan setiap rute yang ditemukan. Kata kunci : pencarian, algoritma Generate and Test, bus Trans Jogja
IMPLEMENTASI HYBRID INTELLIGENT INFORMATION SYSTEM UNTUK DIAGNOSIS KEPERAWATAN Ratih Alfionita; Rosa Delima; Antonius Rachmat C.
Jurnal Informatika Vol 9, No 2 (2013): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (14194.489 KB) | DOI: 10.21460/inf.2013.92.319

Abstract

By increasing amounts of data, a system gets more complex in accessing and processing, especially if the system is used to process information and makes a decision. Hybrid Intelligent Information System is a combination of information systems and expert systems. The system is better able to process the data and information, that generated be some knowledge to support decision making. Some application needs to process complex and large data, such as Medical Information Systems. Determination of medical treatment provided by nurses on patients can be obtained from the grievances felt by the patient and the history of medical treatment was ever given. Merger between expert systems and information systems are embedded in a computer is expected to facilitate the nurse in providing medical treatment to patients. Certainty Factor method was chosen to implement the expert system. Certainty Factor calculates the level of trust and user response will determine a nursing diagnosis decisions. After analyzing and testing, it was concluded that the Hybrid Intelligent Information System for Nursing Diagnosis can generate nursing diagnoses with 93.796% accuracy of diagnosis in 20 cases of a given expert.
Clustering Tagg Status Facebook Dengan Menggunakan Algoritma K-MEDOIDS Sefia Chandra; Antonius Rachmat Chrismanto; Lucia Dwi Krisnawati
Jurnal Informatika Vol 8, No 1 (2012): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (373.092 KB) | DOI: 10.21460/inf.2012.81.118

Abstract

This research is implementing K-Medoids algorithm to discover clusters on a friend list of a Facebook user. To find those clusters, the system uses the strongest path which is based on the tag frequency of status update of the facebook user to measure the tie strength from a friend to other friends. The experiments of using 3 clusters, 5 clusters, and 7 clusters, which resulted in average purity score 0.7430. The experiment resulted in rank of highest average purity score, at the first rank is experiment which used 3 clusters with the average score 0.8806, at the second rank is experiment which used 7 clusters with the average score 0.7114, and the third rank is experiment which used 5 clusters with the average score 0.6368.   Keywords: cluster, Dijkstra, Facebook, strongest path, K-Medoids, purity, status update, tag
APLIKASI PLAYER UNTUK MENJALANKAN FILE WAVE YANG TERKOMPRESI DENGAN METODE HUFFMAN Karmela Saturnina Mega Wea; Willy Sudiarto; Antonius Rachmat
Jurnal Informatika Vol 6, No 1 (2010): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (219.338 KB) | DOI: 10.21460/inf.2010.61.86

Abstract

File wave merupakan salah satu format file audio yang banyak dipakai dalam sistem operasi Windows untuk keperluan game dan multimedia. Semakin lama durasi sebuah file wave, semakin besar kapasitas media penyimpanan yang dibutuhkan untuk menyimpan data audio file wave tersebut. Kompresi data merupakan salah satu cara yang dapat dimanfaatkan untuk mengatasi masalah ukuran  file wave yang besar. Metode kompresi yang digunakan adalah metode Huffman. Untuk dapat menjalankan atau memainkan file wave terkompresi tersebut dibuat sebuah aplikasi player. Penggunaan metode Huffman dapat memperkecil file wave dengan penghematan rata-rata sebesar 18,04 %. Akan tetapi pada beberapa kasus kompresi file wave  yang memiliki jumlah karakter unik mendekati 256 karakter dan banyak pola data yang mempunyai frekuensi kemunculan sama, dengan menggunakan metode ini justru menghasilkan ukuran file yang lebih besar dari ukuran file aslinya. File wave hasil kompresi dengan metode Huffman dapat  dimainkan atau dijalankan dengan cara didekompresi terlebih dahulu.
Co-Authors Abednego Kristiawan Takaredase Abednego Kristiawan Takaredase, Abednego Kristiawan Aditya Kurniawan Effendi Aditya Wikan Mahastama Ahmad Ashari Aloysius Adhyatma Herfangsyah Andronicus Riyono Anny Kartika Sari Ardhy Chandra Kurniawan Argo Wibowo Argo Wibowo Arnan Dwika Diasmara Astuti, Laksmita Widya Balisa, Delfia Bhernardin Erryco Gagah Pattriskak Blasius Neri Puspika Budi Susanto Budi Susanto Cahyanto, Ruddy Damayanti, Elok Daniel Hutama Putra Danny Sebastian Dea Alverina Delfia Balisa Denna Prestianti Desyandri Desyandri Diasmara, Arnan Dwika Elisabeth Adelia Widjojo Erick Kurniawan Erick Kurniawan Erinda Resha Astanti Gabriella Amelia Prasetyo Gani Indriyanta Gilang Purnajati, Oscar Gloria Virginia Gregorius Titis Indrajaya Gregorius Titis Indrajaya, Gregorius Titis Griffin Theresia R. Halim Budi Santoso Handi Hermawan Hendy Yudhitya Susetya Herlina Lina Hermawan, Handi Hizkia Juan Suryanto Hizkia Juan Suryanto, Hizkia Juan Ignatia Dhian E.K.R. Ignatia Dhian E.K.R., Ignatia Dhian Joko Purwadi Joko Purwadi Jong Jek Siang Jong Jek Siang Junius Karel Tampubolon Junius Karel Tampubolon Karmela Saturnina Mega Wea Karmela Saturnina Mega Wea Katon Wijana Katon Wijana Katon Wijana Katon Wijana Kristanto G, Steven Kristian Adi Nugraha Kristian Adi Nugraha Kurniani, Kezia Trifena Lemmuela Alvita Kurniawati, Lemmuela Alvita Lucia Dwi Krisnawati Lukas Chrisantyo Lukas Chrisantyo Lukas Chrisantyo Matahari Bhakti Nendya Matahari Bhakti Nendya, Matahari Bhakti Meldy Saimon Pinontoan Mikhael Meier Nathaniel Clarence Haryanto Nugroho Agus Haryono Pinontoan, Meldy Saimon Raden Gunawan Santosa Rama Novta Miraldi Ratih Alfionita Restyandito Rini, Maria Nila Anggia Rosa Delima Ruddy Cahyanto Sebastian, Danny Sefia Chandra Selvy Welianto Sudarma, Wayan Edi Sudiarto Raharjo, Willy Susilo, Anton Sylvia Putri Gunawan Tanujaya, Yoel Togatorop, Joiner Tennye Ariel Verianto, Eko Voni Yuniati Wahju Satria Wibowo Waworuntu, Ghea Natasya Pingkan Wayan Edi Sudarma Widi Tamtama, Gabriel Indra Wilbert Wilbert Willy Ristanto Willy Sudiarto Willy Sudiarto Raharjo Willy Sudiarto Raharjo Willy Sudiarto Raharjo Yanuar Budi Prasetyo Yohanes Suyanto Yuan Lukito Yuan Lukito Yunita Sari