This Author published in this journals
All Journal Jurnal Infra
Liliana Liliana
Program Studi Teknik Informatika

Published : 39 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 39 Documents
Search

Aplikasi Deteksi Nilai Uang pada Mata Uang Indonesia dengan Metode Feature Matching Giovinna Khoharja; Liliana Liliana; Anita Nathania Purbowo
Jurnal Infra Vol 5, No 1 (2017)
Publisher : Jurnal Infra

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

Abstract

Banknote can’t be detected and recognized by blind people.Application for banknote recognition, which can run on Androidsmartphone with camera, is made in this paper to help blind people.Indonesian Rupiah(IDR) is used as a working example. This doesnot require any communication with remote server, and all thenecessary computations take place on the phone itself. In thisapplication, user can tak picture of the banknote with double tapon the screen, and the results will be announced by voice. Thesystem relies on computer vision algorithm, such as featuredetection, feature description, and matching. Each application ofORB, SURF, and SIFT is applied in matching captured banknoteimages to template images. To improve the confidence of thebanknote recognition, homography is used to filter the featurematching results.The systems evaluate the performance on 700 images and report anaccuracy of 93.14% using SURF, 92.57% using SIFT, and 89.17%using ORB
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.
Pembuatan Media Pembelajaran Virus Influenza Berbasis Flash William Sanjaya Suyanto; Liliana Liliana; Kristo Radion Purba
Jurnal Infra Vol 4, No 2 (2016)
Publisher : Jurnal Infra

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

Abstract

The study of influenza virus is a very interesting needed topic to learn. In the learing process, high comprehension is because influenza  virus keeps on mutated. There is one way to undertand it easily is by using influenza virus learning media.This app will pack an information about infuenza virus by using interactive learning tools, where the players will actively play in the learning process,  starting from the information about flu burung, flu babi, and flu singapura. There is also a quiz to measure the ability of a user. From the questionnaire result and human computer interaction test, the application strongly supports the process of understanding the material. Therefore user’s interest in learning is increased, coupled with the easiness and user friendliness of application usage.
Media Pembelajaran Global Warming Fikri Jufri Tham; Liliana Liliana; Kristo Radion Purba
Jurnal Infra Vol 4, No 2 (2016)
Publisher : Jurnal Infra

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

Abstract

Computer based learning media is one of the media has an important role in learning. Learning media will be attractive when packaged through interactive media , such as interactive media created in paper manufacture " instructional media global warming" . The advantage gained is that it can increase knowledge, generally educate people to be more concerned about the environment , and also can be a means of entertainment. This application is focused to learn about global warming and packaged in the form of interesting and interactive . Ranging from simulations that show the cause of global warming , global warming impacts and solutions of global warming and there is a mini- game that is packaged in the form of adventure game to make it look attractive and there is a global warming materials that can add insight . This application is created using Adobe Flash Professional CS6 .Based on tests performed and result of the questionnaries to prove that the application and the simulation strongly supports the process of understanding the material.therefore user’s interest in learning is increased, coupled with the mini game will make this application even more appealing.
Aplikasi Rehabilitasi dan Terapi Tangan untuk Pasien Stroke dengan menggunakan Kinect Max Christian; Liliana Liliana; Iwan Njoto Sandjaja
Jurnal Infra Vol 5, No 1 (2017)
Publisher : Jurnal Infra

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (402.537 KB)

Abstract

Stroke is one of the most common cause of death after heart disease and cancer. Stroke occurs when an artery to the brain is blocked. Lots of things may cause stroke to different people, some of them are smoking, high blood pressures and sickle cells. One of the common kind of stroke is hemiplegia which makes the person who suffers from it loses the ability to move half of their body parts.For a person that suffer stroke to reavh full or almost full recovery, a continuos rehabilitation is needed. It can be both psychology and physical rehabilitation. But since they have to go to a hospital or a rehabilitation centre to get rehabilitation, it makes them hard to receive proper treatment and theraphy. With Kinect, a home rehabilitation therapy for stroke patients is possible, with less cost and more efficient than going to a hospital or hiring a private therapist.Kinect is a camera with depth sensor that is released by Microsoft primarily for XBOX 360, but then people start developing computer applications with Kinect, so nowadays there’s a lot of use of Kinect if paired up with computers. With Unity which is a game development software, an application for that particular home rehabilitation can be made. It will feature one kind of a 3 dimensional model but simple activity that hopefuly can help improve storke patients’ conditions. It would make them rasie their hand to do the activity in the application which would train them to use their hands again after suffering from stroke.
Pembuatan Website Wiki Bangunan Bersejarah Indonesia Ferdi Limoang; Liliana Liliana; Kristo Radion Purba
Jurnal Infra Vol 4, No 2 (2016)
Publisher : Jurnal Infra

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (748.875 KB)

Abstract

Indonesia is one of the countries that has many historic buildings which are recognized by the world. Some examples of notable historic building is the Temple of Borobudur, prambanan Temple, the Fort remains by Netherlands and Japan, and others. In addition to the large number of historic buildings, there is no dedicated media that truly embody information on historic buildings. Thus, needed a site that could be a medium where people can share information about the historic buildings at once into a medium of communication between users of the site in response to the information. The system has the capability to provide and accommodate existing information and can provide a medium of communication between users. The data on the system is derived from the user and can be accessed by users as well. The site will be controlled by Admin, where Admins on duty to supervise the site.Overall this system can help the user in providing and seeking information about historic building in Indonesia and also can be a medium of communication between users in response to the information.
Media Interaktif Pembelajaran Sistem Pencernaan Daniel Runtulalu; Liliana Liliana; Kristo Radion Purba
Jurnal Infra Vol 3, No 2 (2015)
Publisher : Jurnal Infra

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (680.371 KB)

Abstract

The learning process can be done by utilizing multiple media, such as sounds, images, and animation. In general, the available learning media only use one medium that is either images or texts. If you only use one medium, the learning process becomes less effective. Combining some elements of these mediums will complement each other, therefore this thesis create an interactive learning media.This application have 3 menus i.e. illness, digestive system, and test. The simulation was made interactive with hover, click and drag with the mouse, and by pressing the key on the keyboard. The test menu contains multiple choice and hangman. The test menu is created so the user can remember about material that has been provided. This application was created with Adobe Flash CS6 and actionscript 3 as the programming language. Based on the results of the testing, the application can be run sufficiently and can perform all the functions. The results of the survey content, memory and subjective satisfaction has a 85% of score because of easeness of use and clear navigation. A hurried user often had difficulties in doing the test because they didn’t read the instructions given.
Implementasi Animasi Pada Multimedia Interaktif Michael Chang; Liliana Liliana; Silvia Rostianingsih
Jurnal Infra Vol 3, No 2 (2015)
Publisher : Jurnal Infra

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (271.584 KB)

Abstract

Most  people  do  reading  activities  to  gain knowledge,  as entertainment or a hobby for people to read. From generation to generation,  reading  begins  to  decreases.  Reading  becomes obsolete. Nowadays, reading a book filled with writing would be boring.  Books  preferably  instant  and  interesting  than  a  book filled with long writing and tedious. While in general almost all history  books  are  full  of  writing.  So  this  time  i  will  make  an interactive multimedia that interesting and not boring about the history of the kingdom of Majapahit.In the manufacture of interactive multimedia about the history of Majapahit  i  implemented  several  important  elements  in interactive  multimedia  ie  text,  images,  sounds,  and  animations are  placed  and  adjusted  the  alignment  between  text,  images, sound, and animation. The  menu also made efficiently so that it can move from one topic to another topic. The addition of some visual effects that make interactive multimedia applications about the history of Majapahit becoming more.The apllication was tested to some people to see  if the interactive multimedia  about  the  history  of Majapahit  interesting  or  not. Amounting to 75,52% people said that the interactive multimedia about the history of Majapahit is more interesting rather than the book full of writing.
Aplikasi Pendeteksi Citra yang diambil dari Kamera Mobile Device untuk Menghasilkan Ensiklopedia Fauna Berbasis Android Joshua Caine Buwono; Liliana Liliana; Henry Novianus Palit
Jurnal Infra Vol 5, No 1 (2017)
Publisher : Jurnal Infra

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (320.83 KB)

Abstract

Finding new animals can sometimes be something new for humans. If both tame or wild animal is found, it usually search for information about the animal would do. However, knowledge of these animals still tend to be minimal. Questions arise about knowledge of these animal. However, this knowledge comes after the animal attacked. Therefore, the solution provided is an application that generates information that is always new with image detection technology. Thus, with just a photograph, information can be obtained easily and quickly. Application can be run on Android Jellybean operating system API 17 and so on.
Pembuatan Aplikasi Simulasi Ujian Praktik Pengambilan Surat Izin Mengemudi Kendaraan Roda Empat Yohan Kurniadi; Liliana Liliana; Kristo Radion Purba
Jurnal Infra Vol 4, No 2 (2016)
Publisher : Jurnal Infra

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (998.952 KB)

Abstract

The development of video games today have been growing rapidly. The latest technology, allows users to feel like in the virtual world of a video game. Simulation Game is one genre that can teach something to the user. Simulation Games like driving simulator can be used as a training tool before encountering a real condition with real vehicles.This thesis will generate a 3-dimensional application that can simulate practice exams for four-wheeled vehicles. The development of the application is using Unity Engine program with C# programming language. Logitech G27 Steering Wheel is used as the controller.The test results showed that the steering wheel device can generate output in accordance with steering control on the car. In this thesis, the test results indicate that the materials of practice test are made in 3-dimensional view is look alike reality with the practice of the real exam. This application also can be done by  using the device steering wheel to steer the car in a virtual world.