This Author published in this journals
All Journal Jurnal Infra
Gregorius Satia Budhi
Program Studi Teknik Informatika

Published : 40 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 40 Documents
Search

Pembuatan Survival Action Game Dengan Non-Player Character Berbasis Neural Network Semuel Yootje Daniel Tawas; Gregorius Satia Budhi; Kristo Radion Purba
Jurnal Infra Vol 4, No 2 (2016)
Publisher : Jurnal Infra

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Game is a multi media application that need some main parts such as, goal, challenge and game play or usually has been know as rules in a game.Survival action game will apply real time system in its game play. Real time game usually needs fast decision making method for artificial intelligence, so it can’t interrupt any system in the game.Backpropagation is one of the fastest method that can be used to process data for decision making. Backpropagation method can use data training transformation feature so outputs from backpropagate calculation can be different than before. In its application, backpropagation needs to applying winner-take-all architecture so backpropagation system, can run the training process nicely.Based on testing result, backpropagation system can be applied in real time game and data training addition feature can gives the transformation for making decision that can be different than before.
Pembuatan Mekanisme Strategi Perang pada Game Majapahit’s Conquest Jimmy Muliawan; Gregorius Satia Budhi; Liliana -
Jurnal Infra Vol 3, No 1 (2015)
Publisher : Jurnal Infra

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

In order to make a visual media that can make student to take interest in history, game based learning is one of the solutions. The game first must have all aspect of the history itself in order to fulfill the goal. In this research, game that can cover the politic aspect especially war is made. The game will cover the politic aspect of Majapahit Kingdom and entitled Majapahit’s Conquest.This game use Turn Based Tactical as the genre which player and computer side moves his troops turn by turn. 2 methods of AI will be used in this game, which are Minimax and Fuzzy State Machine. This game will be made with Unity Engine, and scripting language will be done with C# as the language and MonoDevelop as IDE.The experiment is conducted to check the game system that support the war strategy of the game such as attack command or move/run command. The result of the experiment declare that all configured variables in troops influence the sytem.
Implementasi Rule Base System dan Fuzzy Logic Artifical Intelligence pada Game Kartu Capsa Edo Pangkatodi; Liliana Liliana; Gregorius Satia Budhi
Jurnal Infra Vol 4, No 1 (2016)
Publisher : Jurnal Infra

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

In the era of globalization today, science and technology is developing very fast, particularly in entertainment media, specifically in the gaming world. Today, games are not only used as an entertainment, but also can be used as an alternative in the world of work, education, and even sports. In the world of gaming, artificial intelligence, or AI is a factor that cannot be separated. With the right methods and the specific rules of the AI can walk like a human being doing a job. So it is not only in the gaming world alone, AI can also be used in other fields that require AI computing systems for example in  technological development.The system is using Unity5 program with the programming language C#, with AI rule base and fuzzy used, the AI expected to have enough ability to be an opponent for players who use this application.Based on testing that has been done, these applications can run smoothly, AI can run and can follow rules of the game and follow the mindset that have been established. But the way of thinking AI still fairly few and need to be developed more.
Sistem Pakar untuk Penyakit Anak Menggunakan Metode Forward Chaining Gideon Abram Filando Suwarso; Gregorius Satia Budhi; Lily Puspa Dewi
Jurnal Infra Vol 3, No 2 (2015)
Publisher : Jurnal Infra

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The main study in this thesis is the design and the development of an expert system with forward chaining and backward chainingmethod. In this thesis, uses the children common disease due tothe body immune in young children is not as good and perfect as adult’s. This makes children to be infected easily.The method used in the development of this expert system isforward chaining and backward chaining, which is driven by the facts that exist. The facts obtained from the patient's physical condition, or so-called symptoms. In making this expert system knowledge is required excavation by an expert engineer from the expert of the subject, in this case is a doctor. The process of extracting knowledge by means of interviews.Based on the analysis, this expert system has a percentage of program eligibility to be used by common people is at 85.4%. Moreover about the ease of usage this program also get a high percentage.
Perancangan dan Pembuatan Media Interaktif Fisika Suhu dan Kalor Bagi Anak SMP kelas VII Berbasis Android Tjio Roy Abrianto Suciono; Gregorius Satia Budhi; Silvia Rostianingsih
Jurnal Infra Vol 4, No 1 (2016)
Publisher : Jurnal Infra

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

At this modern age, interactive media program is already widely used for learning. Making the interactive media program aims to make students learn more class VII although not in school hours. This is done so that the students of class VII, can make a more effective and less confused in school learning at the temperature and heat chapter. The program used is Unity using the programming language C sharp.In the interactive media program there are 5 material ie shops, schools, parks schools, offices, and homes. Every material has a different learning but still in the learning of temperature and heat. Exam contained in the interactive media program includes a wide thermometer, temperature formula, formula substances expansion, expansion events, and heat transfer. The material has been taken through the stages of an interview with a teacher of Physics.Based on the results of the questionnaire, 55% expressed the view on a good program, 75% said that the storyline in targeted programs, 76.25% stated that the program is easy to play, 80% stated that the program is easy to understand, and 85% stating that the program as a whole can help understanding the physics lesson.
Perencanaan dan Pembuatan Webportal dengan Penerapan “Market Basket Analysis” Vincentius Hadi Rahardjo; Gregorius Satia Budhi; Leo Willyanto Santoso
Jurnal Infra Vol 3, No 2 (2015)
Publisher : Jurnal Infra

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The onlinestore "X" is a business entity engaged in clothes and all sorts of accessories. It is effectiveness if to collect data on purchases and sales manually expected with this online portal website can help carry out the customer data as well as its transactions,Website created with the aim to understand the conditions on how make a better communication between the customer and the online shop "X" through a portal website that is able to accommodate the needs of the onlinestore "X" in promoting goods. This Website provide a place for non users onlinestores who want to sell at this website are intended to increase the variety of products and attract buyers for transaction on this website. This website is created using programming languages PHP and SQL. As well as the use of JavaScript to help, while using the MySQL database connection is thus easy to develop his future.To facilitate the user in search of goods, the application of data mining features with the a priori method in which these methods will analyze the habits of the transaction the buyer and the items alternately visited by users to find the relationship between different goods not only by one vendor that but it could be a few sellers. Transaction data and user traffic data is processed by a priori algorithm to generate frequent itemsets that ultimately results in the form apriori table association rules. The addition of the element of time from the time the transaction is expected to also help provide accurate results against the results of the data mining process.
Perancangan dan Pembuatan Game Edukasi Pembelajaran Aritmatika untuk Siswa Kelas 1-3 SD Rendy Suryadharma; Gregorius Satia Budhi; Kristo Radion Purba
Jurnal Infra Vol 3, No 2 (2015)
Publisher : Jurnal Infra

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Nowadays, educational games has been used as a medium of learning. Arithmetic is a branch of mathematics that studies the calculation of basic numbers, which are often used in various fields of life. Therefore, educational game for math learning can be used to assist students in learning arithmetic. The game is created using Adobe Flash Professional CS6 software and use the programming language Action Script 3.0. In the making of this game, the authors tested a similar educational game, in which the author will fix the shortcomings inherent in the educational game is a game that will be created. Therefore, the authors made a mathematical educational game that has a great view and interesting, so it can be liked by children.In this game, there will be five levels, which consists of gardens, lakes, parks, running track, and the train station. Any material given problem are distinguished based on the selected class, where the material contained on the grade 1 includes addition and subtraction, while in grade 2 and 3 includes a material addition, subtraction, multiplication, and division.Based on the results of the questionnaire, can be deduced that the game has been created it can be used as a medium of learning arithmetic for students, and to improve the capabilities and skills of students in the calculation of basic arithmetic operations.
Perancangan dan Pembuatan Modul Data Mining Market Basket Analysis pada Odoo dengan Studi Kasus Supermarket X Stefani Natalia Hendratha; Yulia Yulia; Gregorius Satia Budhi
Jurnal Infra Vol 4, No 1 (2016)
Publisher : Jurnal Infra

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (490.634 KB)

Abstract

Odoo Enterprise Resource Planning (ERP) system storing company’s transaction data. However, Odoo doesn't have a module for managing data. It takes a module for managing data into useful information.Based on the above problems, a module for data mining Market Basket Analysis is being designed. This module uses FP-Growth algorithm by utilizing the sales transaction data.For the testing, this module using data from X Supermarket. The final result of this module is an association rule from data mining process. The rule is shown in the form of narrative and graphics making them easier to understand
Pembuatan Aplikasi Segmentasi Dan Klasifikasi Jerawat Dengan Metode Region Growing Dan Self Organizing Map Ari Gunawan; Rudy Adipranata; Gregorius Satia Budhi
Jurnal Infra Vol 5, No 1 (2017)
Publisher : Jurnal Infra

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (454.348 KB)

Abstract

Acne vulgaris is a common skin disease found in men of all ages and sexes. Acnes have different types according to their severity.In this research, an application were developed to detect, do segmentation, and process the classification an acne object in human’s face. The process begins with the insertion of several seed points on a photo. Each of those seed points were developed further into a region that mask the whole acne using Region Growing Method. Afterward, the regions were grouped together with other acne of similiar features using Self Organizing Map.According to the experiment’s result, the Region Growing Method gives a satisfying result to do a segmentation on an acne object. But it should be pointed out that every different acne object requires different threshold to achieve an ideal result. Self Organizing Map gives an undesirable result, as the input photos with different skin colors and lightning conditions affect the accuraccy of the result.
Pembuatan Permainan Monopoly dengan Pelajaran Matematika di Android dengan Menggunakan Unity Fendy Nyoto Koeshariyanto; Gregorius Satia Budhi
Jurnal Infra Vol 4, No 2 (2016)
Publisher : Jurnal Infra

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (853.148 KB)

Abstract

School teachers and the parents often say the importance of learning mathematics that can make students / student elementary school (elementary school) can count without a calculator. Although the student / student had been told that, they still think that math is very difficult and not necessary to hold these lessons to any school level. This makes the student / student always assume that things are difficult does not need to exist and refurbished.In making this application is done prior research interest in learning the students / student elementary school in math, so that the expected results can help students' learning motivation / elementary school. Manufacture of their objects more emphasis to entice young children to learn and play. Giving collision feature aims to allow users to switch pages one page to another. The use of smartphones with Android OS (Operating System) aims to facilitate the student / student can play and learn while they are playing smartphone.The results in this application, any object found on each page have made the learning interest of the students / student elementary school is more increased than before. Barriers time of making a major factor, so it can not make every page more detail. Disadvantages of this application, requires specification of the smartphone that is high enough to be able to run applications MathVenture well. This is because the design of each page makes heavy use more memory.