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Feature Addition to the Color Harmonization Application in Two Dimensional Image Lukas, Samuel
Journal Information System Development (ISD) Vol 6, No 2 (2021): Journal Information System Development (ISD)
Publisher : UNIVERSITAS PELITA HARAPAN

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Abstract

– In the era of digital technology, the demand for good visual communication increases. It deals with how to harmonize the usage of colors on that visual communication. It is called as color harmony. Color harmony is a series of combinations of colors that are balanced and aesthetically for visual perception.  There is an application developed by Yang (2018) that can be used to design  a good visual communication based on color harmony. This paper discusses on how to add some additional features to that application so that it can be more easily used and understood for the general public. Additional features include manual harmonization operation, color palette recommendation using the K-means clustering algorithm, multithreading and GUI. This paper also measures the performance and expert judgment of the level of color harmony in the application output. The experiment data are 5 sample images with various resolution sizes of 640x480, 800x600, 960x720, 1024x768, 1280x960, 1440x1080, 1600x1200, and 1920x1440. The fastest prosses time for the best harmonic scheme is 201 seconds for 640x480 resolution and the longest time is 1350 seconds for 1600x1200 resolution. The rate of expert judgment in harmonious samples is 9.07 out of 12.00 and in non-harmonized samples is 6.02 out of 12.00.
ANALISIS PREMI DAN CADANGAN PREMI MODEL MULTIPLE STATE DISKRIT DENGAN SIMULASI MONTE CARLO Krisnadi, Dion; Felia, Felia; Lukas, Samuel; Widjaja, Petrus

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Abstract

Terdapat lima jenis asuransi, yaitu asuransi seumur hidup, berjangka, dwiguna, dwiguna murni, dan tangguhan. Perhitungan premi serta cadangan (premi) dibutuhkan untuk memastikan penanggung dapat memberikan manfaat yang dijanjikan. Pengaruh dari empat variabel, yaitu suku bunga dan nilai deviasi, masa kontrak, serta manfaat, terhadap premi dan cadangan dianalisis menggunakan model multiple state diskrit dengan simulasi Monte Carlo. Tingginya suku bunga membuat nilai premi menurun dan cadangan semakin mendekati nol. Besarnya deviasi suku bunga mengakibatkan premi dan cadangan menjauh dari hasil perhitungan tanpa deviasi. Besarnya manfaat asuransi membuat premi meningkat dan cadangan semakin menjauhi nol. Sementara itu, perubahan masa kontrak memberi pengaruh yang berbeda sesuai dengan jenis asuransinya. Dengan analisis sensitivias, suku bunga memiliki pengaruh terbesar pada asuransi seumur hidup, sementara variabel paling berpengaruh pada dwiguna murni dan tangguhan adalah masa kontrak. Di sisi lain, variabel paling berpengaruh pada berjangka dan dwiguna adalah suku bunga atau masa kontrak, tergantung dari status tertanggung
Modelling and implementation of 9tka game with MaxN algorithm Dina Stefani; Frederikus J.; Irene Astuti Lazarusli; Samuel Lukas; Petrus Widjaja
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 17, No 1: February 2019
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v17i1.11590

Abstract

9tka is a board game created by Adam Kaluza. The game can be played with 2 up to 4 players, with the goal of conquering as many areas in the board as possible. The aim of this research is to implement the 9tka game into a digital game that can be played on a personal computer. The implementation will include the feature to play against computer players. The rules and game’s play of 9tka is modelled, and then implemented using Java. The Artificial Intelligence (AI) of the computer player is implemented using the MaxN algorithm, which is an extension of the minimax algorithm. Several tests were done to gauge the robustness of the implemented AI. The experiments show that the AI is capable to make a move in time less than 541 milliseconds on average, across all types of players. Moreover, from eight respondents, the average amount of human wins is 2.25 out of 5 matches, across all types of players. This shows that the implemented AI on computer player has a better chance to defeat human opponents.
Solving Pixel Puzzle Using Rule-Based Techniques and Best First Search Dina Stefani; Arnold Aribowo; Kie Van Ivanky Saputra; Samuel Lukas
International Conference on Engineering and Technology Development (ICETD) 2012: 1st ICETD 2012
Publisher : Bandar Lampung University (UBL)

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Abstract

Pixel puzzle is a logic puzzle which consists of a blank grid with clues on the left of every row and on the top of every column. The objective is to paint blocks in each row and column so their length and sequence corresponds to the clues, and there is at least one empty square between adjacent blocks. There are many possible solutions to paint blocks in each row and column. Solving the puzzle manually gives the possibility to fill cells yield erroneously. Therefore an attempt to solve the puzzle with the aid of computer software is performed.In this paper, rule–based techniques and best-first search are utilized to solve the puzzle. According to experiments have been conducted, it can be concluded that rule-based techniques and best-first search are able to solve the Pixel Puzzle. The result also indicates that the larger size of pixel puzzle, the longer average time to solve is needed. Moreover, the average time to solve one cell of pixel puzzle depends on the size itself except for the 10 × 10 and 15 × 15 pixels. 
Solving and Modeling Ken-ken Puzzle byUsingHybridGeneticsAlgorithm Olivia Johanna; Samuel Lukas; Kie Van Ivanky Saputra
International Conference on Engineering and Technology Development (ICETD) 2012: 1st ICETD 2012
Publisher : Bandar Lampung University (UBL)

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Abstract

Kenken is logic puzzle which similar to Sudoku. The basic rules are same as Sudoku. As in sudoku, the goal of each puzzle is to fill a grid with digits 1 through 4 for a 4×4 grid, 1 through 5 for a 5×5, etc. No digit appears more than once in any row or column. Grids range in size from 3×3 to 9×9. Unlike sudoku, KenKen grids are divided into heavily outlined groups of cells often called “cages” and the numbers in the cells of each cage must produce a certain “target” number when combined using a specified mathematical operation (addition, subtraction, multiplication or division). ). For example, a three-cell cage specifying addition and a target number of 6 in a 4×4 puzzle might be satisfied with the digits 1, 2, and 3. Digits may be repeated within a cage, as long as they are not in the same row or column. No operation is relevant for a single-cell cage: placing the "target" in the cell is the only possibility. The target number and operation appear in the upper left-hand corner of the cage. Initially, none of the cell in a cage in Kenken has value. Kenken is such a simple logic puzzle, but finding the solution is quite complex, especially for harder problem. Therefore, research is conducted to develop software which can solve Kenken problem.The research will produce software that can solve kenken puzzle byusingheuristic search and hybrid genetic algorithm. Heuristic search will be done by applying certain logic rules. If the puzzle is still not being able to be solved then hybrid genetic algorithm will be run. How can the software solve the kenken problem will be explained in this paper.After conducting some researchs and implementing the software and doing the testing, some experiments were conducted and it proved that the hybrid genetics algorithm can solve the kenken puzzle and bbased on experiment result, the size of puzzle and the difficulty of problems affect the time needed to find a solution 
Penerapan Algoritma Genetika Pada Penentuan Komposisi Pakan Ayam Petelur Arnold Aribowo; Samuel Lukas; Martin Gunawan
Seminar Nasional Aplikasi Teknologi Informasi (SNATI) 2008
Publisher : Jurusan Teknik Informatika, Fakultas Teknologi Industri, Universitas Islam Indonesia

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Abstract

Ada banyak kemungkinan kombinasi makanan yang dapat digunakan untuk meningkatkan produksi dan kualitas ayam. Namun demikian, tidak semua kombinasi makanan akan memberikan solusi terbaik. Agar solusi terbaik dapat dicapai, penelitian untuk menentukan komposisi makanan ayam perlu dilakukan. Untuk mempermudah proses penentuan komposisi tersebut, dilakukanlah pembuatan piranti lunak. Algoritma genetika yang memiliki kehandalan dalam menghasilkan output yang optimal dapat dimanfaatkan untuk memecahkan masalah tersebut dengan bantuan piranti lunak. Pada piranti lunak yang dibuat, terdapat beberapa input yang dibutuhkan, yaitu jumlah kromosom awal, jumlah generasi, probabilitas crossover dan probabilitas mutasi. Hasil pemrosesan merupakan kombinasi makanan yang merepresentasikan penyelesaian masalah ini. Hanya kromosom terbaik yang akan diberikan sebagai hasil. Melalui piranti lunak yang dibuat, penentuan komposisi makanan diharapkan dapat dilakukan dengan lebih baik dan dapat meningkatkan produksi dan kualitas telur. Berdasarkan penelitian yang telah dilakukan, digunakan 30 jenis makanan yang akan digunakan pada pengujian. Dari jenis makanan tersebut, dipilih 20 jenis makanan. Melalui pengujian yang telah dilakukan dengan parameter algoritma genetika yang bervariasi, hasil yang optimum diperoleh pada pengujian dengan jumlah gen 20, jumlah kromosom 1000, probabilitas crossover 0.5, probabilitas mutasi 0.1, dan jumlah generasi 4000 dengan nilai fitness 0.92. Keywords: Algoritma Genetika, Optimisasi Komposisi Bahan Pangan.
Simulasi Kecepatan Kendaraan Dengan Menggunakan Logika Fuzzy Samuel Lukas; Arnold Aribowo; Yogih Suharta Tjia
Seminar Nasional Aplikasi Teknologi Informasi (SNATI) 2008
Publisher : Jurusan Teknik Informatika, Fakultas Teknologi Industri, Universitas Islam Indonesia

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Abstract

Artificial intelligence has been implemented widely. Many of household products are designed based on artificial intellegence concept. One of them is fuzzy logic system. This paper describes on how a fuzzy logic system can also be implemented in controling the speed of a car in the road.  The fuzzy inference system was designed according to Tsukamoto inferencing method and for the defuzzyfication method is used weighted average method. There are three inputs for the system. The are distance between controled car and the car infront of the controled car, distance between controled car and turning point in front of the car and the last is the current speed of the controled car. The output of the system is the next speed of the controled car.  For every inputs, three predicates fuzzy are used. Therefore, there are 27 ruler of inference.  From the experiment, it can be concluded that the system works well. The performance of the system closely relates with the membership function of each variabel.  Keywords: Fuzzy logic, Fuzzy inference, Defuzzyfication
Penerapan Algoritma Genetika untuk Traveling Salesman Problem dengan Menggunakan Metode Order Crossover dan Insertion Mutation Samuel Lukas; Toni Anwar; Willi Yuliani
Seminar Nasional Aplikasi Teknologi Informasi (SNATI) 2005
Publisher : Jurusan Teknik Informatika, Fakultas Teknologi Industri, Universitas Islam Indonesia

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Abstract

Traveling Salesman Problem is one of the most famous optimization problem and genetic algorithm is themost famous optimization problem solver. This paper demonstrates how the genetic algorithms can solve thisTraveling Salesman Problem effectively. The four variables of genetic algorithm that are number ofchromosomes, number of generations, crossover probability and mutation probability are set in such a way tosolve the problem.Kata kunci: Traveling Salesman Problem, genetic algorithm, optimization
Penerapan Ant Colony System untuk Penyelesaian Vehicle Routing Problem Samuel Lukas; Arnold Aribowo; Hadinata Hadinata
Seminar Nasional Aplikasi Teknologi Informasi (SNATI) 2007
Publisher : Jurusan Teknik Informatika, Fakultas Teknologi Industri, Universitas Islam Indonesia

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Abstract

Many researchs have been conducted relating to optimization problems. This reseach proposes anotheralgorithm to solve optimation problem by implementing ant algorithm to Vehicle Routing Problem (VRP). TheVRP is an algorithm that works for multiple Traveling Salesmen Problems (TSP). The ant algorithm is analgorithm that simulating on how the behaviour of ant colony can find the shorthest path from one place toanother.There are some parameters to deal with this ant algorithm. To know the behaviour of these parameters,some experiments were conducted to know how good the parameters should be set to solve the given problem.Finally, the results of all experiments are also be reported.Keywords: Vehicle Routing Problem, ant Algorithm, Traveling salesmen Problem.
Pengenalan Citra Sidik Jari Menggunakan Metode Principal Component Analysis dan Hamming Distance Samuel Lukas; Meiliayana Meiliayana; Gunawan Sugianto
Seminar Nasional Aplikasi Teknologi Informasi (SNATI) 2007
Publisher : Jurusan Teknik Informatika, Fakultas Teknologi Industri, Universitas Islam Indonesia

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Abstract

Each person has a unique fingerprint and many research have been conducted to recognize thesefingerprints. Many applications have also been implemented related to fingerprint matching. This paperdiscusses on how good the Principal Component Analysis (PCA) which is combined with Hamming distance inrecognizing five fingerprints.Some experiments are conducted to get what is the best number of PCA vector in recognizing the fivehuman fingerprints data. The result of these experiments are also reported in this paperinally, the results of allexperiments are also be reported.Keywords: Principal Component Analysis, finger print, Hamming distance.