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Latin Letters Recognition Using Optical Character Recognition to Convert Printed Media Into Digital Format Anugrah, Rio; Bintoro, Ketut Bayu Yogha
Jurnal Elektronika dan Telekomunikasi Vol 17, No 2 (2017)
Publisher : Indonesian Institute of Sciences

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (522.502 KB) | DOI: 10.14203/jet.v17.56-62

Abstract

Printed media is still popular now days society. Unfortunately, such media encountered several drawbacks. For example, this type of media consumes large storage that impact in high maintenance cost. To keep printed information more efficient and long-lasting, people usually convert it into digital format. In this paper, we built Optical Character Recognition (OCR) system to enable automatic conversion the image containing the sentence in Latin characters into digital text-shaped information. This system consists of several interrelated stages including preprocessing, segmentation, feature extraction, classifier, model and recognition. In preprocessing, the median filter is used to clarify the image from noise and the Otsu’s function is used to binarize the image. It followed by character segmentation using connected component labeling. Artificial neural network (ANN) is used for feature extraction to recognize the character. The result shows that this system enable to recognize the characters in the image whose success rate is influenced by the training of the system.
Sistem Penunjang Keputusan Tujuan Wisata Air Terjun di Kota Bogor Menggunakan Metode AHP Bintoro, ketut Bayu Yogha; Pambudi, Arif Setyo
Sinkron : jurnal dan penelitian teknik informatika Vol. 2 No. 2 (2018): SinkrOn Volume 2 Nomor 2 April 2018
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (690.549 KB)

Abstract

Abstrak-- Kota Bogor memiliki banyak lokasi wisata air terjun yang banyak mengundang minat wisatawan untuk datang berkunjung ke Kota Bogor. Air terjun dengan sebutan Curug ini banyak di kunjungi oleh wisatawan luar kota hingga turis luar negeri. Banyaknya pilihan lokasi air terjun membuat wisatawan yang ingin berkunjung merasa kesulitan dalam memilih air terjun yang seusai dengan keinginannya. Mengunjungi satu persatu wisata air terjun dan membandingkannya adalah suatu kegiatan yang merepotkan untuk wisatawan yang terkendala waktu dalam berwisata. Setiap wisatawan memiliki kriteria yang harus dipertimbangkan. Mulai dari biaya, jarak tempuh, luas area wisata, dan ketinggian curug dan fasilitas yang ditawarkan. Oleh karena itu diperlukan sistem penunjang keputusan untuk membantu wisatawan dalam mengambil keputusan menentukan air terjun yang akan dikunjungi. Adapun kriteria yang digunakan dalam penilaian wisata air terjun yaitu : Biaya, Jarak Tempuh, Fasilitas, Luas Area Wisata, dan Ketinggian Curug. Dimana setiap kriteria akan diberikan bobot. Pembobotan penilaian tersebut mencakup angka 1 samapi 5 dimana angka 5 adalah nilai terbesar. Sistem Penunjang Keputusan ini menggunakan metode Analytical Hierarchy Process (AHP), dengan Software Expert Choice 11. Dari hasil perhitungan AHP berdasarkan 5 kriteria dan 10 alternatif maka didapatkan tiga urutan nilai tertinggi yaitu Curug Nangka mendapatkan rangking pertama dengan persentase 16.7 %, ditingkat kedua yaitu Curug Naga dengan persentase 12.7 %, diperingkat tiga Curug Ciherang 11.6%, Cilember dengan 11.1 %, lalu Curug Bidadari 11.0%, Curug Luhur 10.4%, Curug Lewi Hejo 8.8%, Curug Cigamea 6.4%, Curug Beureum 6.3%, dan yang terakhir yaitu Curug Seribu 5.0%. Setelah mendapat ranking setiap lokasi wisata. pengambilan keputusan tetap dilakukan oleh Wisatawan. Kata Kunci : Sistem Penunjang Keputusan, Analytical Hierarchy Process, Software, Expert Choice.
Comparative Analysis of Pathfinding Algorithms A *, Dijkstra, and BFS on Maze Runner Game Silvester Dian Handy Permana; Ketut Bayu Yogha Bintoro; Budi Arifitama; Ade Syahputra
IJISTECH (International Journal of Information System and Technology) Vol 1, No 2 (2018): May
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v1i2.7

Abstract

Maze Runner game is a game that requires pathfinding algorithm to get to the destination with the shortest path. This algorithm is used in an NPC that will move from start node to destination node. However, the use of incorrect algorithms can affect the length of the computing process to find the shortest path. The longer the computing process, the longer the players have to wait. This study compared pathfinding algorithms A *, Dijkstra, and Breadth First Search (BFS) in the Maze Runner game. Comparison process of these algorithms was conducted by replacing the algorithm in the game by measuring the process time, the length of the path, and the numbers of block played in the existing computing process. The results of this study recommend which algorithm is suitable to be applied in Maze Runner Game.
Simulasi Swarm Robot Dengan Pendekatan Rayap Pada Masalah Clustering Ketut Bayu Yogha Bintoro; Widodo Prijodiprodjo
IJCCS (Indonesian Journal of Computing and Cybernetics Systems) Vol 6, No 1 (2012): January
Publisher : IndoCEISS in colaboration with Universitas Gadjah Mada, Indonesia.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22146/ijccs.2139

Abstract

AbstrakPendekatan rayap yang merupakan salah satu metode dalam rumpun swarm intelligence yang dapat mengatasi masalah clustering, pada penelitian ini pendekatan rayap dilihat dari sudut pandang pemodelan berbasis agent dan diimplementasikan ke dalam swarm robot. Penelitian ini penting untuk mengembangkan model pendekatan rayap pada kasus – kasus nyata terutama pada masalah clustering, untuk mengimplemantasikan model yang diperoleh dari studi literatur maka dibuatkan simulasi untuk menggambarkan secara detail proses yang terjadi dalam menangani masalah clustering.Pendekatan IODA digunakan untuk memodelkan interaksi yang terjadi didalam simulasi, pendekatan ini di sesuaikan dengan perangkat pengembangan yang digunakan yaitu NETLOGO. Penggunaan IODA menjadi suatu kontribusi untuk mengembangkan metodologi ini, terutama pada NETLOGO disamping pengimplementasian komunikasi tidak langsung dan optimasi pencarian yang dapat membentuk clister lebih cepat dari penelitian sebelumnya. Kata kunci— Pendekatan rayap, simulasi, IODA, clustering, agent AbstractTermites approach is one of the method in swarm intelligent field which used to handle clustering problem. In this research, termites approach are in agent metodology point of view and implemented  to swarm robot. This research is important to developing termites model in some real cases especially in clustering problem, to implement this model gathered from literatur study, we used simulation to give detail model about clustering solving process.  IODA metodologi is used to modelling  the interaction in simulation, this approach is appropriate with NETLOGO as development tool. The involve of IODA has become one of the contribution to develop this in NETLOGO beside the implementation of indirect communication and searching optimization that can makes clustering process faster than the previous research. Keywords—Termites approach, Simulation, IODA, clustering, agent.
Simulasi UAV Swarms untuk Optimalisasi Operasi Pencarian dan Penyelamatan Menggunakan Artificial Bee Colony ketut Bayu Yogha Bintoro
Jurnal Ilmu Komputer Vol 12 No 1 (2019): Jurnal Ilmu Komputer
Publisher : Informatics Department, Faculty of Mathematics and Natural Sciences, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (365.319 KB) | DOI: 10.24843/JIK.2019.v12.i01.p05

Abstract

Operasi Search and Rescue (SAR) pada umumnya selalu berpacu dengan waktu yang terbatas dengan kondisi alam dan cuaca yang dinamis seperti kasus hilangnya pesawat Sukhoi Super Jet-100 di gunung salak pada saat promotion flight tahun 2012 yang lalu. Wahana penginderaan jarak jauh berbasis Unmanned Aerial Vehicle (UAV) / drone berpenggerak empat (4) rotor yang dapat membantu tim pencari darat memvisualisasi atau mendeteksi lokasi kecelakaan yang terutama berada di wilayah pegunungan atau perbukitan. Akan tetapi luasnya wilayah pencarian dapat menjadi penghalang dalam pencarian jalur optimal menemukan lokasi kecelakaan, untuk itu diperlukan pendekatan cerdas dalam mengoptimalisasikan jalur pencarian UAV tersebut. Penelitian ini mengusulkan simulasi UAV Swarms untuk optimalisasi operasi pencarian dan penyelamatan menggunakan Artificial Bee Colony (ABC). Dengan ABC diharapkan proses pencarian pada wilayah yang luas menjadi lebih optimal dibandingkan dengan pencarian acak yang membutuhkan banyak waktu dan meningkatkan resiko kecelakaan tim penyelamat selama operasi pencarian.
PENERAPAN KONSEP SOMATIC HYPERMUTATION DALAM ALGORITMA ENKRIPSI ONE-TIME PAD Aldo Adrian; Ketut Bayu Yogha Bintoro
Jurnal Ilmu Komputer Vol 11 No 1 (2018): Jurnal Ilmu Komputer
Publisher : Informatics Department, Faculty of Mathematics and Natural Sciences, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (589.531 KB) | DOI: 10.24843/jik.2018.v11.i01.p01

Abstract

Aspek privasi dan keamanan di era teknologi seperti sekarang ini adalah suatu kewajiban yang harus dipenuhi oleh tiap individu. Banyak hal yang dapat mengganggu privasi dan keamanan dalam dunia teknologi informasi seperti penyadapan atau bahkan karena kurangnya rasa waspada. Kriptografi adalah salah satu cara untuk mengamankan data rahasia dengan melakukan penyandian dan mengubah isi pesan sebelum dikirim. One-Time Pad adalah suatu algoritma kriptografi yang mudah dimengerti tetapi sukar untuk diserang atau disadap. Oleh karena itu, algoritma ini dijadikan sebagai dasar pengembangannya yang menerapkan suatu konsep menarik yaitu Somatic Hypermutation dari ranah Artificial Intelligent. Penerapan konsep unik ini akan membuat suatu langkah baru di dalam algoritma One-Time Pad yang membuat keamanan dari pesan yang disandikan meningkat.
Klasifikasi Algoritma Swarm Intelligence Dalam Perspektif Complex Adaptive System dengan Metode Uji Komparasi Statistik Ketut Bayu Yogha Bintoro; Silvester Dian Handy Permana
Jurnal Teknologi dan Sistem Komputer Volume 5, Issue 4, Year 2017 (October 2017)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (238.878 KB) | DOI: 10.14710/jtsiskom.5.4.2017.166-171

Abstract

This research aims to classify which SI algorithms have CAS or non-CAS criteria. The statistical comparative test method with 5 (five) characteristic test parameters was used as the proof approach that produces the classification. Based on the hypothesis that has been tested from 15 (fifteen) algorithms compared in this study, It was obtained that 8 of 15 (53.33%) algorithms has the majority of CAS characteristics, 3 of 15 (20%) algorithms has a minority of characteristics of CAS, and 4 out of 15 (26.66%) algorithms did not have CAS characteristics. The result can be a reference to understanding the characteristics of SI algorithms in the CAS and vice versa.
Latin Letters Recognition Using Optical Character Recognition to Convert Printed Media Into Digital Format Rio Anugrah; Ketut Bayu Yogha Bintoro
Jurnal Elektronika dan Telekomunikasi Vol 17, No 2 (2017)
Publisher : LIPI Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14203/jet.v17.56-62

Abstract

Printed media is still popular now days society. Unfortunately, such media encountered several drawbacks. For example, this type of media consumes large storage that impact in high maintenance cost. To keep printed information more efficient and long-lasting, people usually convert it into digital format. In this paper, we built Optical Character Recognition (OCR) system to enable automatic conversion the image containing the sentence in Latin characters into digital text-shaped information. This system consists of several interrelated stages including preprocessing, segmentation, feature extraction, classifier, model and recognition. In preprocessing, the median filter is used to clarify the image from noise and the Otsu’s function is used to binarize the image. It followed by character segmentation using connected component labeling. Artificial neural network (ANN) is used for feature extraction to recognize the character. The result shows that this system enable to recognize the characters in the image whose success rate is influenced by the training of the system.
Analisis Perbandingan Efektifitas Metode Marker dan Markerless Tracking pada Objek Augmented Reality Budi Arifitama; Ade Syahputra; Ketut Bayu Yogha Bintoro
JURNAL INTEGRASI Vol 14 No 1 (2022): Jurnal Integrasi - April 2022
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/ji.v14i1.3985

Abstract

Markers in augmented reality is an important component for the emergence of an augmented reality object. The function of the marker is to mark the location of an augmented reality object. Currently, there are two types of markers used in the development of augmented reality, namely marker-based tracking and markerless-based tracking. Marker-based tracking has a marker with a pattern on a printed media. Meanwhile, Markerless-based tracking has a point distribution pattern based on a flat surface. Unfortunately, several previous studies that developed AR applications did not have information on the effectiveness and accuracy between the two methods. It is very important to measure the accuracy of the appearance of AR objects to determine the appearance of AR objects, failing to choose the marker used will cause instability in the appearance of AR objects. This study tested the two markers which is distance, height and angle as a parameter. The results of the test stated that markerless tracking was superior to distances of 150 cm with an accuracy rate of 93% while marker-based tracking was only 83.3%.
Analisa dan Perbandingan Kinerja Routing Protocol OSPF dan EIGRP dalam Simulasi GNS3 Gede Andika Loka; Silvester Dian Handy Permana; Ketut Bayu Yogha Bintoro
JISA(Jurnal Informatika dan Sains) Vol 1, No 1 (2018): JISA(Jurnal Informatika dan Sains)
Publisher : Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jisa.v1i1.300

Abstract

Router is the network equipment for route the packet from one network segment to another in a bigscale network. Router can route packet because there is a routing table in router configuration. Routing table is anaddress list of source and destination address where the packet will be routed. There are two methods of routing tableconfiguration, static routing and dynamic routing. Static routing is a routing table configuration method where all ofrouting table content is configured manually, usually for a small scale of network. Dynamic network is a routing tableconfiguration method by the router automatically, usually for a big scale of network. A dynamic routing is built fromthe routing information collected by the routing algorithm. There are two routing algorithm, link-state and distancevector algorithm. This simulation will be built in GNS3 simulation software. Goal of this research is to compare theperformance between that two algorithm from two routing protocol that using each of those two algorithm. Thecomparison will be running between OSPF routing protocol on the link state routing protocol and EIGRP on thedistance vector routing protocol side. The result of this analysis and comparison of those two routing protocol isexpected to be a reference of choosing better routing protocol in building a network