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Liliana Liliana
Program Studi Teknik Informatika

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Aplikasi Resep Kuliner Khas Indonesia Berbasis Flash Kelvin Alexander Santoso; Liliana Liliana; Alexander Setiawan
Jurnal Infra Vol 5, No 1 (2017)
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Abstract

the present time the existence of native culinary typical of Indonesia, many displaced by foreign culinary from abroad. This led to many young people today who are not familiar with Indonesian food, even the most severe, can not recognize the typical food of the area of origin of the person. Advances in technology is one of the main causes of the influx of foreigners into the country's culinary. This leads to the need for preservation of the unique culinary Indonesia back.This application will provide five menu of every province in Indonesia to be displayed to the user. Users can select a province, then the application will display five types of cuisine typical of the province. If the user selects a category before selecting a province, then the application will feature food from selected provinces in accordance with the categories that have been selected by the user. In this application there is also a search feature to search for food by name.Based on testing in Chapter 5, the design of existing applications is still not satisfactory for users. However, the information is displayed, according to the questionnaire results from five users could potentially use this application included either. Also users feel the ease of use of this application includes both. This application also according to a survey of five users is quite answer the needs.
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)
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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 % .
Pembuatan Aplikasi Augmented Reality Pembelajaran Hewan Robert Hartono; Liliana Liliana; Yulia Yulia
Jurnal Infra Vol 4, No 2 (2016)
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Abstract

Augmented Reality (AR) is a new information media that is being developed nowadays. ARis a technology that combines 2D or 3D virtual objects  in a real environment around us. AR can be used as animal learning media that can attract children attention. AR can  bring interactive learning efficient. Because children not only learn in theory only, but children are also available to see animal objects in 3D. Animal learning application will be made in thie thesis.This application is created using Vuforia library and Unity Engine, using the programming language C #. Application can display animals 3D objects and display information in English and Indonesian. Animals in this application are wolf, fox, elephant, lion, zebra, rhino.  The test result shown that the Vuforia library and Unity Engine can give good output animation and good information, where each marker that has been determined, can be recognized well. The test results also showed that the child's interest to applications is quite high, as much as 80% of the kids liked the design of applications, 70% of children do not experience problems in using the application, and 80% of children will use the application again.
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)
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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.
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.
Aplikasi Media Pembelajaran Pengenalan Rambu Lalu Lintas Menggunakan Flash Willy Bunadi; Kristo Radion Purba; Liliana Liliana
Jurnal Infra Vol 4, No 2 (2016)
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Abstract

Traffic signs are important parts of street equipments which consist of attributes, letters, numbers, sentences and can be  the combinations of all  in order to help street users. But in the reality there are still a lot of traffic accidents happen because of the lack of understanding about the traffic signs by the vehicles drivers and pedestrians.There are so many informations about traffic signs from media, such as books, advertising and seminars from the police department, but those media are considered ineffective, not interesting and less interactive.Consequently, a learning media application is made by using Adobe Flash so it can help other people to be more attracted to learn about traffic signs. This application have informations about the meaning of the traffic, theoretics questions that has been used to get a driving license, pratice test to get a driving license and driving game simulation.From the result of the experiment, this application can help users in understanding the traffic signs and can convince them to reuse this application. At the process of friendly use to apply this application, not all users directly understand on how to use it.
Pembuatan Aplikasi Sistem Portal Skripsi di Program Studi Teknik Informatika Universitas Kristen Petra Berbasis Website Mahardhika Permana Putera; Liliana Liliana; Adi Wibowo
Jurnal Infra Vol 3, No 2 (2015)
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Abstract

At the moment, the Informatics Engineering Program needs a system that can manage an online registration, which can help in controlling the lecturers' schedules and also a better way for theses' title search. One problem that this department has, is in the system that controls the lecturers' teaching quota that is currently having an issue. The issue is the fact that a lecturer could teach way more than the quota and vice versa. The process of scheduling and checking of the lecturers' schedules for the theses' proposal and theses' defense is also a problem that raises in this department. However, the quota setting in this application will certainly could give an answer for both the lecturers and the students, since it will help making an equal division of the students' quantity for each lecturer. Moreover, the application also offers a better way for theses' title search in the sense that it makes the students easier to trace the previous theses' titles that already existed and avoid any overlapping titles in the future. This theses' title search feature uses SOLR technology to do a searching process that is counted based on the basic words from every searched word. The whole process in making this application is basically using yii framework and the database is using postgresql. Based on the testing result, this application succeeding to run smoothly. For additional thing in the future, this application can be added with a feature to check the theses' titles that can no longer be used (already been used) and some title suggestions that are available (never been used yet).
Media Informasi Tanaman Obat dan Penggunaannya Rani Claudia Bitjoli; Liliana Liliana; Anita Nathania Purbowo
Jurnal Infra Vol 5, No 1 (2017)
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Abstract

Indonesia has a rich variety of plants, where as many as 2500 species of plants contain of medicinal benefit. Indonesian Health Minister explained that 49,53% of Indonesia’s population consumed medicinal plants or herb everyday. Based on that fact, Indonesian government tried to integrate herbs in to the nation health system. Some indonesian people have the interest utilize the herb, but not all of those have enough knowledge about its proper use. This is become a challenge for Indonesian Government, in case of socialization of how to utilization herb and integrate the herbs in the nation health system.These website and information media application has features to describe variants of herbs, benefits of the herb, describe about the chemical content also information about contraindications of the herb. These herbs information are obtained from the results of researched by the Indonesian Research Institute for Medicinal Plants (Balai Penelitian Tanaman Obat Indonesia).This information media can be a tool for those who want to learn about how to utilization herb. Based of the test results, that indicate this aplication successfully running in desktop browser also via mobile phone. So this application is expected to be a medium of learning that is easy for the user.
Aplikasi Game Strategi Menggunakan Metode Algoritma Genetika untuk Pembuatan Pasukan Johan Pranata; Kristo Radion Purba; Liliana Liliana
Jurnal Infra Vol 4, No 1 (2016)
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Abstract

One way that can be used to provide education in an interesting way is using game. A kind of game’s genre that can be used to provide entertainment and educational to the player is a turn-based strategy game. As a turn-based strategy game, Battle of Batavia requires AI as opponent which can take good decision for making and controlling units to make the game become more attractive.To create AI that can think well, an AI system that can think properly in game is created. The system uses genetic algorithm method to take decision in making and controlling units. In this thesis, there are 2 component created for this thesis, the first is the genetic algorithm system and the second is Battle of Batavia game.The results show that the genetic algorithm system can be developed so the AI can think much better by determining fitness criteria that affect on taking decision in making and controlling units. The results also show that the genetic algorithm system can make a better decision than random method on some in-game conditions.
Pembuatan Aplikasi Mobile Augmented Reality dengan Scene Recognition Memanfaatkan Convolutional Neural Network Joseph Nathanael Witanto; Gregorius Satia Budhi; Liliana Liliana
Jurnal Infra Vol 5, No 1 (2017)
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Abstract

The development of smartphone technology and the need of people to gather information of places open chance to utilize augmented reality to help people get the information of a scene and see the scene through camera at the same time. The sensor-based AR system depends on GPS which is not always available. This research uses AR system using convolutional neural network for scene recognition.There are 45 network variations that will be tested to find the best combination. The different parameters that will be used are architecture, initialization method, and activation function that will be used. The architectures used are GoogLeNet and 2 variations of simplified GoogLeNet. The initialization methods used are random-based (Xavier and MSRA) and pretrained weights. The activation functions used are ReLU, PReLU, and ELU. The data augmentations used during training are random cropping, color balance, rotation, blur, sharpen, and brightness-contrast manipulation.Out of 1649 photos from 12 scene categories, 321 photos will be used for testing with variations on rotation (30 degrees interval), blur, sharpen, brightness, and contrast. Network with initialization method using finetuning on all areas of network and PReLU activation function has better average accuration.