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Handwritten Alphabet Recognition Using Hamming Network Arnold Aribowo; Samuel Lukas; Handy Handy
Seminar Nasional Aplikasi Teknologi Informasi (SNATI) 2007
Publisher : Jurusan Teknik Informatika, Fakultas Teknologi Industri, Universitas Islam Indonesia

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Abstract

Handwritten Alphabet Recognition is one of the artificial intelligence applications which provides animportant fundamental for various advanced applications, including information retrieval and human-computerinteraction applications. This paper elaborates a research which is performed to build a system which is able torecognize handwritten latin alphabets in the form of images. The system is developed using the HammingNetwork method.From the experiments of 100 prototypes of data, the system is able to identify handwritten latin alphabetswith 76.97% average accuracy. Mistaken recognitions are mainly caused by the similarity of the alphabetpatterns, such as the pattern of I, T and Z, or the pattern of C and G. The value of ε and the matrix b which aregiven in the system may affect the recognition results.Keywords: Handwritten Alphabet Recognition, Hamming Network
Perancangan Jaringan Syaraf Tiruan Umpan Balik Berbasis Windows: Studi Kasus Pengenalan Numerik Arab Samuel Lukas; Arnold Aribowo; Sepreni Sepreni
Seminar Nasional Aplikasi Teknologi Informasi (SNATI) 2004
Publisher : Jurusan Teknik Informatika, Fakultas Teknologi Industri, Universitas Islam Indonesia

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Abstract

Artificial Neural Networks are basically software applications that need to beprogrammed. Like any other application, an ANN can be programmed with a programminglanguage, a tool, or both. This paper discussed an analysis how an ANN based on backpropagation learning algorithm can be constructed by using Visual Basic language.Moreover this paper also discusses how we can make an ANN system to identify handwritingof nine numerical Arabic characters.Keywords: artificial neural networks, programming language, nine numerical arabiccharacters.
PENGENALAN BENTUK DENGAN METODE N-TUPLE DAN FUZZY LOGIC Samuel Lukas; Arnold Aribowo; Yunita Thedykurnia
Seminar Nasional Aplikasi Teknologi Informasi (SNATI) 2010
Publisher : Jurusan Teknik Informatika, Fakultas Teknologi Industri, Universitas Islam Indonesia

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Abstract

Shape recognition is important in digitizing information era. It enables computer system to recognize someshapes. The shape could be a picture or a handwriting letter. There are many methods can be applied to do so.This paper presents on how n-tuple method and fuzzy logic sistems can also be implemented. The shapes can be recognized by the system are limited to capital letter from A to E, and some plane geometriessuch as square, circle, triangle, hexagon, and rhomboid. The image input is a binary image and processedthrough n-tuple method. Tsukamoto method is used for fuzzy inferencing. The inputs in this fuzzy system aretaken from the output of n-tuple method.During the experiments, the system had been trained by 10 data samples for each shape, and then tested by 20data for each shapes. From the experiments, capital letter ‘E’ can be recognized 100% correctly. On the otherhand, the least correctly recognized is shape hexagon which is only 60%.Keywords : Shape Recognition, N-tuple Method, Fuzzy Logic
ANALISIS PREMI DAN CADANGAN PREMI MODEL MULTIPLE STATE DISKRIT DENGAN SIMULASI MONTE CARLO Dion Krisnadi; Felia Felia; Samuel Lukas; Petrus Widjaja
Journal Information System Development (ISD) Vol 7 No 1 (2022): Journal Information System Development (ISD)
Publisher : UNIVERSITAS PELITA HARAPAN

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

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– 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.
MENGUKUR RASA INGIN TAHU SISWA [MEASURING STUDENTS' CURIOSITY] Steven Raharja; Martinus Ronny Wibhawa; Samuel Lukas
Polyglot Vol 14, No 2 (2018): July
Publisher : Universitas Pelita Harapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19166/pji.v14i2.832

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One factor that influences students in becoming active learners and self developers is curiosity.  Curiosity is defined as an impulse within a person to gain new information without appreciation or extrinsic factors. A person's curiosity encourages him to devote more attention to an activity, to process information more deeply, to remember information better, and to fulfill tasks more accurately. This paper aims to create a valid and reliable instrument to measure students’ curiosity and to test it students in a grade 10 and 11 science class using cluster random sampling.  Results showed no correlation between students’ curiosity and their grades. It was also found that there was no significant mean difference in students’ curiosity between male and female students. BAHASA INDONESIA ABSTRAK: Salah satu faktor yang dapat mempengaruhi siswa sebagai pembelajar yang aktif dan terus mengembangkan diri adalah rasa ingin tahu. Rasa ingin tahu didefinisikan sebagai dorongan dalam diri seseorang untuk memperoleh informasi baru tanpa adanya penghargaan maupun faktor ekstrinsik. Rasa ingin tahu seseorang mendorong ia mencurahkan banyak perhatian kepada suatu aktivitas untuk memproses informasi lebih dalam, mengingat informasi lebih baik dan lebih cenderung mengerjakan tugas dengan tuntas. Penelitian ini bertujuan untuk membuat instrumen yang valid dan reliabel untuk mengukur rasa ingin tahu siswa, mengujikannya pada siswa kelas X dan XI disuatu sekolah dengan cluster random sampling. Hasil penelitian mendapatkan instrumen kuesioner yang valid dan reliabel serta pengujian hipotesa yang menyatakan tidak ada hubungan rata-rata rasa ingin tahu dengan tingkat pendidikan kelas X dengan kelas XI dan tidak ada perbedaan rata-rata rasa ingin tahu siswa perempuan dengan siswa pria.
PENGEMBANGAN ALGORITMA HEURISTIK UNTUK PENYELESAIAN PUZZLE HITORI Arnold Aribowo; Samuel Lukas; Bobby Pranata
Seminar Nasional Teknologi Informasi Komunikasi dan Industri 2011: SNTIKI 3
Publisher : UIN Sultan Syarif Kasim Riau

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Abstract

Puzzle hitori bertujuan menghilangkan angka-angka yang sama dalam tiap baris dan kolom dengan menghitamkan tiap kotak kecil yang mengandung angka yang sama sehingga sisa kotak kecil tidak mengandung angka yang muncul lebih dari satu kali dalam satu baris atau kolom tertentu. Selain itu juga tidak diperbolehkan adanya dua kotak yang berdampingan secara horizontal ataupun vertikal yang dieliminasi. Setiap kotak yang dieliminasi juga tidak boleh memisahkan antara kotak non-eliminasi dengan kotak non-eliminasi lainnya. Karena penyelesaian manual puzzle ini membutuhkan waktu lama, maka dilakukan penelitian untuk menyelesaikan puzzle menggunakan bantuan piranti lunak dengan menerapkan aturan-aturan heuristic, yaitu starting, basic, corner dan advanced techniques.Ada 3 tingkatan kesulitan pada puzzle ini, yaitu : easy, medium dan hard. Berdasarkan pengujian yang dilakukan maka diketahui bahwa semakin besar ukuran puzzle, semakin banyak waktu yang diperlukan untuk menyelesaikannya. Selain itu, semakin tinggi tingkat kesulitan suatu puzzle, maka semakin banyak waktu yang dibutuhkan untuk menyelesaikan puzzle. Kata kunci: Solving puzzle hitori, heuristic search
Penerapan Support Vector Machine Untuk Jalur Peminatan Program Studi Dion Krisnadi; Nadya D. Bachtiar; Samuel Lukas; Pujianto Yugopuspito; Petrus Widjaja
Prosiding SISFOTEK Vol 4 No 1 (2020): Vol 4 No 1 (2020): SISFOTEK 2020
Publisher : Ikatan Ahli Informatika Indonesia

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It is common that in a curriculum of field of study provides some electives subjects to be selected by their students. Some electives subjects are grouped into a major study. Universitas Pelita Harapan Informatics department offers three major studies. They are Software Engineering, Medical Informatics and Intelligent & Interactive Media. These majors are provided in order to fit interest of the students. Students must choose one major for persuing their degree after they finished the first two years studies. This paper discusses on how to implement the Support Vector machines technology for helping students in determining their major based on their academic records. The inputs of the system ere grades of the subjects of the first two years studied and the outputs is the GPA of the electives subjects for each major.
PERBANDINGAN PERFORMA BAGGING DAN ADABOOST UNTUK KLASIFIKASI DATA MULTI-CLASS Samuel Lukas; Osvaldo Vigo; Dion Krisnadi; Petrus Widjaja
Journal Information System Development (ISD) Vol 7 No 2 (2022): Journal Information System Development (ISD)
Publisher : UNIVERSITAS PELITA HARAPAN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19166/isd.v7i2.547

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One technique to improve the performance of Machine Learning algorithms is to use Ensemble Learning. The idea of ​​this technique combines several Machine Learning algorithms or commonly referred to as base learners. The purpose of this study is to compare the performance of the two Ensemble Learning algorithms, namely the Bootstrap Aggregating (Bagging) method and the Adaptive Boosting (AdaBoost) method. This study uses eleven datasets with multi-class classifications that are independent of the characteristics (data proportion, number of data, and problems) and the number of different classes of target variables. The results showed that the accuracy and F1 model formed by the Bagging method tended to show better value performance than that of the AdaBoost method on the evaluation metric with an average evaluation value of 72.21% and 61% for Bagging and 66.25% and 53, respectively. 7% for AdaBoost. However, the results of hypothesis testing show that it is not significant enough. In addition, the length of computation time to form the Bagging model and the AdaBoost model is not different
PENGARUH PENERAPAN LITERASI DIGITAL BERBASIS E-LEARNING TERHADAP KEAKTIFAN SISWA PADA MATA PELAJARAN IPA KELAS VB SD STRADA BHAKTI NUSA Samuel Lukas; Setia Widowati; Theresiana Erna R; Yuliana Fita M
Jurnal Cakrawala Ilmiah Vol. 1 No. 12: Agustus 2022
Publisher : Bajang Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53625/jcijurnalcakrawalailmiah.v1i12.3385

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Dalam dunia pendidikan, siswa merupakan salah satu pengguna informasi. Informasi yang dibutuhkan siswa tidak hanya dalam format tercetak. Internet mulai menyajikan informasi dalam format yang berbeda, yaitu digital. E-learning (Electronic Learning) sebagai media distance learning (pembelajaran jarak jauh) menciptakan paradigma baru apabila dibandingkan dengan pendidikan konvensional. Melalui penggunaan e-learning, guru akan lebih berperan sebagai “fasilitator” sedangkan siswa sebagai “peserta aktif” dalam proses belajar mengajar. Guru atau tenaga pengajar dituntut untuk mampu menciptakan teknik mengajar yang baik, menyajikan bahan ajar yang menarik sementara siswa dituntut untuk selalu aktif berpartisipasi dalam setiap proses belajar mengajar. Literasi digital adalah keterampilan abad 21 yang diperlukan untuk peserta didik. Penelitian ini bertujuan untuk mengetahui pengaruh literasi digital berbasis e-learning terhadap keaktifan siswa pada mata pelajaran IPA kelas V SD Strada Bhakti Nusa. Metode Penelitian menggunakan metode kuantitatif. Subyek dalam penelitian ini adalah peserta didik kelas VB SD Strada Bhakti Nusa. Teknik pengumpulan data menggunakan angket. penarikan kesimpulan dan pengecekan keabsahan data. Hasil penelitian menunjukan bahwa tidak ada pengaruh yang signifikan