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Gregorius Satia Budhi
Program Studi Teknik Informatika

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Aplikasi Virtual Character Untuk Simulasi Virtual Map Pada Gedung P Lantai 2 UK. Petra Steven Pierretio; Gregorius Satia Budhi; Kartika Gunadi
Jurnal Infra Vol 4, No 1 (2016)
Publisher : Jurnal Infra

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Abstract

Development and competition in Indonesian University is extremely tight. Petra Christian University is also a University's with long-standing and well known to many people in Indonesia. Prospective students would like to see more clearly the shape, structure and atmosphere held at the University. Thus someone created a virtual map for Petra Christian University building by using a Head-Mounted Display Oculus Rift to display a simulation of the map Petra Christian University building. But the virtual map that has been created earlier is simply an empty simulation maps that contain only furniture - furniture and does not contain a virtual character, so that the simulation does not have any college atmosphere. So it was decided to implement a virtual character in a map that looks like a real simulation using a rule-based system.In the development of prior research program conducted every object in the form of the building, so hopefully the results obtained could resemble its original state. Giving materials to the models at the Unity are expected match the colors of the original state. Giving collision features intended to make the user cannot penetrate what as original state.Results on this program, the position and shape of character object in the building resemble the original state that existed at Petra Christian University. Time constraints in making become a major factor, so it’s cannot make the character more in detail. The whole room and the character of the building P 2nd floor has been made, there are only a few sections still incomplete, example on the large staircase of the building P and other small parts. Disadvantages of this program require computer high specification enough to run the program. This is because the resulting resolution on this program can be fairly large.
Aplikasi Game yang Menerapkan Metode Autonomous NPC untuk Mengkoordinasi AI dari Enemy Evan Sanjaya; Gregorius Satia Budhi
Jurnal Infra Vol 2, No 1 (2014)
Publisher : Jurnal Infra

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Abstract

Dalam action game belakangan ini, biasanya player akan dihadapkan dengan banyak AI secara bersamaan. Agar dapat memberikan tantangan terhadap player akan dibutuhkan kelakuan yang kompleks. Untuk menciptakan kesan ini, AI tersebut harus dapat berkoordinasi dengan yang lain dalam menyerang player tanpa menghilangkan gameplay yang baik dan seimbang.Untuk dapat membuat AI tersebut, maka akan ditambahkan mekanisme attack slot, exclusion zone, trigger system, enemy event, player mutex, allowed zone, dan blackboard untuk membantu AI saling berkomunikasi dan mengatur sikap dari AI dalam menghadapi sebuah situasi.Dari hasil pengujian, bisa dilihat bahwa player dapat melawan sejumlah AI sekaligus dan memiliki kesempatan untuk menang. AI tersebut juga bisa terlihat berkoordinasi dalam perlawanan mereka terhadap player. Masalah yang dapat terjadi adalah dalam penggunaan attack slot dan exclusion zone harus memperhitungkan jumlah enemy yang bisa menempati slot yang sama karena bila terlalu banyak dapat megakibatkan enemy saling berebut tempat dan menghilangkan kesan berkoordinasi. Dalam penggunaan player mutex harus dipastikan pengembaliannya oleh enemy yang mengambil. Kegagalan dalam mengembalikan mutex tersebut akan membuat semua enemy lain tidak dapat menyerang.
Pengenalan Dokumen Jawa Menggunakan Jaringan Syaraf Tiruan Feedforward Elman Type Algorithm Hans Christian Indrayana; Gregorius Satia Budhi; Liliana Liliana
Jurnal Infra Vol 4, No 1 (2016)
Publisher : Jurnal Infra

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Abstract

The training process is the most important thing to recognize something, because without the process training, it’s impossible to recognize something with what datas you have. The training process of Javanese letter has its own difficulty level for collecting the extraction feature datas that can be used for training process and it took a long time to do the training process. In this paper developed an application that can make the process training to recognize of Javanese Letter with the extration feature datas.The process is carried out as follows: image that has been previously segmented, then extract the feature datas and used it as input to begin the training process with  Elman Type. The Inputs are 88 atribute from data extraction features, that is the result of extraction features based on area-based theory from a picture of Javanese letter.  The result of the training process are some datas,  bias, weight datas, when the data is deemed to able produce good output, then it can be used for recognize the Javanese letter from the other source extraction feature datas . The output is some datas, like bias, weight, and Java letter recognition results stored in file.txt. This application is made to the programming language C # with Microsoft Visual Studio 2010 as the IDE.The results show that javanese letter recognition accuracy by using Elman reach 85.16 % .
Pemanfaatan ID3 dan Influence Map pada Game Turn-Based Strategy Vincent Utomo; Liliana -; Gregorius Satia Budhi
Jurnal Infra Vol 3, No 1 (2015)
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Abstract

One of interesting aspect in game is virtual enemy (AI) as enemy to the player. This aspect is important to give challenge to the player, especially for a single player game. One game that requires such AI is a turn-based strategy game. To be able to create an interesting and challenging AI for the player, it is require equally strong and dynamic AI.To create such AI, ID3 and Influence Map will be used as the base of the AI used in turn-based strategy game. Applications made include ID3 training software and Influence Map class inside the game that will be used. ID3 System is made to have the ability to process continuous data.The results showed that the ability to create a decision tree by ID3 is greatly influenced by the training data used. The results also showed that the propagation method used for the Influence Map system can be set to suit the requirements in the game.
Pembuatan Turn Based Strategy Role Playing Game Menggunakan Unity Game Engine Andre Lionel Sanjaya; Gregorius Satia Budhi; Liliana Liliana
Jurnal Infra Vol 3, No 2 (2015)
Publisher : Jurnal Infra

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Abstract

Strategy is one of the more popular video game genres. There are many factors that can affect whether a strategy game is good or not. Some of those are the graphics of the game, the menus and features, and also the AI inside the game. This game is made with that understanding.The game will be made with Unity Game Engine. ID3 and Backpropagation will be used as the AIs in this game. The game is divided into two parts, namely the exploration mode and the battle mode. In the exploration mode, the player can freely explore their surrounding environment, interact with NPCs, or encounter an enemy. Battle mode is a mode where the player fights the enemy they encounters. Battle mode will be played in a grid that resembles a chessboard. The game will go into this mode only if the player made contact with the enemy in exploration mode. When the battle is finished, the player will return to exploration mode.The resulting games are tested by playing the game from start to finish. From the results, it can be concluded that the game has implemented the general features of games in strategy and RPG genre.
Sistem Informasi Administrasi dengan Fitur Data Mining Market Basket Analysis pada UD.Asia Stationery Ricky Djunaidy; Gregorius Satia Budhi; Alexander Setiawan; Djoni Haryadi Setiabudi
Jurnal Infra Vol 5, No 2 (2017)
Publisher : Jurnal Infra

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Abstract

Asia Stationery stores located in Banjarmasin, is a store that sells items such as stationery, office equipment, and others. Business processes performed by these stores are ordering and purchasing goods from suppliers and selling goods to the customer. The store has a sales package (combined goods), the combined variations of selected items for sale by the owner of a little shop and not much choice for customers when making a purchase to the store. The store owner also difficulties when they want to add things they do not understand a combined package of goods suitable in situations stores certain months. The whole process of business done by the stores still rely on manual control so that the possibility of human error is very large. Based on the existing situation required the completion of the method by using Data Mining association rules and administrative information systems based website for the store to be computerized and improve the control of business processes in the store.Based on the existing situation, namely the completion of the necessary administrative information systems based website for the store to be computerized and improve the control of business processes in the store. This application is built using the programming language CSS, AJAX, MySQL, JSON, Javascript, HTML, PHP, and MySQL Bootstrap as a storage medium (database). The end result of making this application is that it can make the process of purchasing, registration stock card, sales, and process of data mining market basket analysis methods are integrated with the database. Additional features to support existing data as a reminder of stock items, income, cost of goods sold average method, on the placement of goods, inventory recommendations are also included.
Pembuatan Media Interaktif untuk Anak Usia Balita Belajar Membaca Satriya Gede Jaya Wibawa; Gregorius Satia Budhi; Lily Puspa Dewi
Jurnal Infra Vol 3, No 2 (2015)
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Abstract

Making this program aims to interest children in learning to read in a fun way, so that children in the age of the children can master the technique of reading. This is done because of demands for children aged under five are expected to master the technique of reading before they continue their education at the elementary level, but because reading is a basic foundation in communication.For application design researchers using interviews with informants, as well as the selection of the manufacturing features in interactive media.The results of this interactive medium is a game that has two menus is "Start and Quiz", while the material created in this game consists of the introduction of the alphabet as well as the introduction of one to three syllables. The test results of the game is, this game can support and assist in the learning process among teachers, parents and students to read. And these games has an interesting view and in accordance with what they have learned at school, so as to attract the students to use.
Sistem Pakar untuk Pertolongan Pertama pada Penyakit Umum menggunakan Metode Forward Chaining Joshua Ricky Hartono; Gregorius Satia Budhi; Lily Puspa Dewi
Jurnal Infra Vol 3, No 1 (2015)
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Abstract

Application of expert systems are now widely used by many people, as well as application development is quite fast and good. So easy to use and many of the benefits with this application. With this application, common people can learn the science of an expert to be applied into daily life.In this study expert system is applied to diagnose the disease as first aid before consulting a doctor. In making this application, programmers consult the experts (doctors) to create a knowledge-based.Based on the questionnaire results obtained that the expert system application program as a first aid for common ailments can run well and well-presented in user interface.
Pembuatan Aplikasi Delivery Order Toko Roti Vania Bakery Michael Antonio; Gregorius Satia Budhi; Kristo Radion Purba
Jurnal Infra Vol 5, No 1 (2017)
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Abstract

Amid the many activities that continue to rise, and time-consuming public to buy food directly to the desired bakery. Then some of the food and bakery through examples of existing cases, birth of a solution by providing messaging services, and to send food to the customer. If there is a case, if a person does not know what the menu is available, then surely someone is forced out of the house and go to the food or bakery it to make sure it directly. By using the application, with the internet on the device or gadget on your laptop or computer, the delivery service can be accessed more practical and very easy to use, as well as other benefits can save time and costs. Application delivery order this bakery, a web-based information system designed with HTML5, providing the process of ordering products from the bakery Vania Bakery. Thus the customers who use the system, can be more convenient ordering process and can save energy and costs. In addition to the application is expected to attract more buyers in order to increase the income of the bakery.
Media Interaktif Pembelajaran Kandungan Gizi Dalam Sayuran Serta Manfaat Dalam Tubuh Manusia Christian Aditia; Liliana Liliana; Gregorius Satia Budhi
Jurnal Infra Vol 4, No 1 (2016)
Publisher : Jurnal Infra

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Abstract

The vegetable is an excellent food for the human body, many various of vegetables that sold at market make vegetable contain many different contents and benefits, many societies understand about vegetable but many less understood what the side effects of certain vegetables. Nowadays,  there are many applications spread out there, but they could not get society’s concern because lack of image dan voice for naration.This application will give you knowledge about the content and the benefits, side effects, and processing interactively and it has images, sound, music, and interesting simulation, so that users could directly involved in the learning process. The material in this interactive media taken from 13 kinds of vegetables which are described the content and benefits, side effects, and processing. For content and material benefits, and side effects are provided animationfor material processing in the form of simulation. There is also a test to measure the users understanding towards material that already studied. This application was created using Adobe Flash CS6.With the simulation and animation that is contained in this application can really help users to understand the material being studied. Based on survey’s result from 30 respondents, 70% respondents agreed the explication from the material, 72.5% agreed that images support in learning process and 80% agreed   that animation support in learning process. Thus will increase interest in learning from user applications.