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Kartika Gunadi
Program Studi Teknik Informatika

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Aplikasi Sistem Informasi Administrasi Dan Inventori Berbasis Website Pada Toko Sumber Mulia Renardi Dewanto Cahyadi; Agustinus Noertjahyana; Kartika Gunadi
Jurnal Infra Vol 4, No 1 (2016)
Publisher : Jurnal Infra

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Abstract

Toko Sumber Mulia is a commercial enterprise engaged in the sale of daily necessities (groceries) located at Jl. Iskandar Pertokoan Blok 10 no.2 Sampit - Central Kalimantan. The trading business requires administrative information systems that can be expected to process administrative records and stock will be easier to do and can saving time. The use of the web on the information system to function so that the owner can control the shop with ease even though you are not in the store by using a personal computer.This application is made by using PHP and MySQL Server as the database storage system. The method used in the calculation of cost of sales is by using the FIFO (First In First Out).From the results of testing of applications, indicates that the application can process data directly related to the process of buying and selling automatically. Sales report, purchase report, stock reports and income statement can be done quickly.
Aplikasi Pengenalan Pola Batik Dengan Menggunakan Metode Gray-Level Cooccurrence Matrix Ronald Kurniawan Tjondrowiguno; Rolly Intan; Kartika Gunadi
Jurnal Infra Vol 5, No 1 (2017)
Publisher : Jurnal Infra

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Indonesia is country with rich culture. Since October 2nd 2009 batik has been officially recognized by UNESCO as Indonesia’s authentic cultural heritage. In addition to its unique patterns, batik has a deep philosophical significance. However there is no application that can introduce many kinds of batik to the society. This application is expected to address that issue.This application uses gray-level cooccurrence matrix to extract texture features from an image of batik. The texture features extracted from a number of batik images create a dataset which can be used to create a decision tree. The decision made by the decision tree is the isen presented in batik image.Test results of batik tulis recognition is maximum accuracy of 47.62%, which is considered low. The reason for that is supposedly the lack of texture patterns in batik tulis.
Pengenalan Aksara Jawa dengan Menggunakan Metode Convolutional Neural Network Christopher Albert Lorentius; Kartika Gunadi; Alvin Nathaniel Tjondrowiguno
Jurnal Infra Vol 7, No 1 (2019)
Publisher : Jurnal Infra

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Abstract

Penelitian ini bertujuan untuk melatih komputer untuk dapatmengenali Aksara Jawa. Sebelum penelitian ini, telah adabeberapa penelitian yang bertujuan serupa dengan metodepengenalan lain. Pada penelitian ini dicoba denganmenggunakan metode Convolutional Neural Network (CNN).Proses untuk mengenali Aksara Jawa memiliki tingkat kesulitansendiri dalam hal mengumpulkan data – data yang akandigunakan untuk proses pelatihan pengenalan Aksara Jawa.Secara garis besar, proses pengenalan huruf Jawa dapat dibagimenjadi 3 bagian, yaitu : segmentasi gambar dari dokumenberaksara Jawa, ekstraksi fitur – fitur dari setiap aksara Jawa,dan pengenalan aksara Jawa dari fitur – fitur yang telah diekstraksi. Gambar yang telah disegmentasi akan menjadi inputuntuk di fitur ekstraksi dan diklasifikasi. Setelah gambar telahdisegmentasi, gambar tersebut akan di-training-kanmenggunakan CNN model tertentu yang telah dibuat. Prosesfitur ekstraksi pada deep learning (CNN) tergabung di dalamproses convolution yang dilakukan. Aplikasi pengenalan aksaraJawa ini dibuat menggunakan bahasa pemrograman Python.Hasil pengujian dengan menggunakan metode ConvolutionalNeural Network (CNN) terhadap data testing Aksara Jawa yangtelah disiapkan mencapai hasil akurasi 95,04%.
Dodgeball: A Virtual Reality Sport Game Using Kinect And XNA Game Studio Erick Leonardo; Liliana -; Kartika Gunadi
Jurnal Infra Vol 3, No 1 (2015)
Publisher : Jurnal Infra

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Abstract

Technology development, particularly in video game, has reached to all human life aspects. Many game developers seek not only for innovations to a more interesting gaming system, but also for added values to the game itself. Virtual reality game becomes one of the alternatives to develop the gameplay aspect. Players are highly immersed in the video game world, and convinced as if they were in the game itself. This thesis aims to make a virtual reality game with Dodgeball sport theme using Kinect and XNA Game Studio integrated development environment.The Kinect used in this Dodgeball game is meant to control a game character to follow the real one. The character moves in the same way in real life. Therefore, players will find the game more realistic, and they will feel the sensation of playing the real Dodgeball. Besides, players do not need to use a game controller. Players’ movement also become more natural in the absence of the game controller.Our Dodgeball game has gone through several adjustments, such as, each team’s players are limited to 4 people, which at most 2 of them are human players. The number of balls used in this game is reduced to 2, and before the game begins, the balls are assigned to teams by coin tosses. Dodgeball game is also packed with physics and simple artificial intelligence to enhance players’ gaming experiences in playing Dodgeball game.