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Liliana Liliana
Program Studi Teknik Informatika

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Pengamatan Ekspresi Wajah Secara Adaptif dengan Presentasi Pemutaran Musik Agam Pamungkas Lumintan; Liliana Liliana; Henry Novianus Palit
Jurnal Infra Vol 3, No 2 (2015)
Publisher : Jurnal Infra

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Abstract

High life demands nowadays make the individual emotional state change easily. Music is one of many media that is used to stabilize a person’s emotional condition. However, wrong use of music can worsen a person’s emotional condition, as in the case of today’s society.To prevent that, an application that can detect the user’s facial expression to stabilize the user’s emotional state through music is developed. The expression on the face is determined by the position of eyebrows, eyes, mouth, and wrinkles features. The positions of detected features are compared with those in a neutral face that has been previously calibrated. The difference of features’ positions will be used as input of the trained neural network to determine the expression on the detected face.Through some experiments, the accuracy of detection of facial features and facial expressions are known. The detected expression will trigger the playback of music to stabilize the user’s emotional condition. The weakness of this application is that the music library must be set manually by the user.
Aplikasi Pendeteksi Jauh Dekat Posisi Suatu Objek Dengan Menggunakan Kinect For Windows Jeffrey Harto Muntjang Disurja; Liliana Liliana; Gregorius Satiabudhi
Jurnal Infra Vol 4, No 2 (2016)
Publisher : Jurnal Infra

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Abstract

The growth of technology are used on every aspect of human lifes. One that rapidly growing is technology on video games. Virtual reality is on that raise the intereset of game developer to improve the quality of gameplay. By using virtual reality, user can interact directly with the game world this will give the user feeling of reality. One of the technology that used in virtual reality is kinect. On that aspect this research about the depth sensor of kinect device is chosen. Depth sensor will be used to get an input of user motion to make a different result based on the depth movement. This research is meant to create an application that can give a different output on virtual reality game based on depth input that kinect catch from user motion.Kinect is used as the game controller in the result of this virtual reality game research. Kinect device will used to control the game character, user only need to move their body parts tomove the character this kind of controller will led to a feeling of reality experienced by user. Therefore to increase that feel, the depth movement that user do will be calculated using physics to give a more better output.The test result shown that kinect device can give good output by using the depth sensor. The test can divide the speed that kinect catch can be classified to 4 stage dan each of this stage can giive a different reaction on the game.
Perencanaan dan Pembuatan Media Interaktif untuk Simulasi Water Treatment dalam Bentuk Animasi Richard Giovanni Darsono; Gregorius Satia Budhi; Liliana Liliana
Jurnal Infra Vol 4, No 1 (2016)
Publisher : Jurnal Infra

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Abstract

Water is the most important element we use on daily basis. However, water often get the less attention from the society. To be thought of, almost all of human activities need to use clean water. Many regions in the Indonesia having no clean water stock. Even without our knowing, water takes important role for humans health.This application will packing purification water process and purification wastewater process with interactive and interesting. Not only explain water purification, this application also completed with the information where wastewater came from around us. For the additional information for the user of this application, this application also provide information about bacteria(s) that have some relantion with the water. This application was made using Adobe Flash CS5.5.Animation in this application will greatly helping user in the process understanding of the material. That matter will affect to increase interest to using application which easy and user friendly.
Media Interaktif Pembelajaran Sistem Peredaran Darah Manusia Yohanes Nicolas Paulo Kwarrie; Liliana Liliana; Kristo Radion Purba
Jurnal Infra Vol 3, No 2 (2015)
Publisher : Jurnal Infra

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Abstract

Human circulatory system is a topic that is very important to be learned. But in the process to learn it, it takes a high level of understanding because it is difficult to say with verbal language. Processes that occur in it are difficult to observe, happened so fast or even too slow. One way to understand it is through multimedia.This application will resemble the human circulatory system more interactive and interesting, in which players actively involved in the learning process. Starting from blood, blood vessels, heart, circulatory, until disease. There is also a test to measure the ability of a user. This application is created using Adobe Flash Professional CS6.From the questionnaire result and human computer interaction test, prove that the simulation strongly supports the process of understanding the material. Therefore user’s interest in learning is increased, coupled with the easiness of application usage and user friendly.
Media Interaktif Pembelajaran Sistem Pernapasan Manusia Irvan Putra Ganiartha; Liliana Liliana; Kristo Radion Purba
Jurnal Infra Vol 3, No 2 (2015)
Publisher : Jurnal Infra

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Abstract

Lessons learned in the field of biology like human breathing often becomes a tough lesson to understand because in biology lessons often rely solely on pictures in the textbooks, while students can sometimes interpret the picture differently. One way to understand the biology of the concept could use multimedia applications these applications would pack the human respiratory system become lessons interactive and engaging, where users will be involved in the learning process.The material in this interactive media among others are breathing and respiratory phase, respiratory organs, respiratory gas transport mechanisms in the alveoli and respiratory disease. There is also a test to measure the level of understanding the user that has been studied from this application. Applications created by using Adobe Flash CS6.Simulation and animation in the application will greatly assist the user in understanding the material. Therefore user’s interest in learning is increased, coupled with the easiness of application usage and user friendly
Aplikasi Game Life Simulation Peternakan Domba Menggunakan Metode Fuzzy Evelyn Njoto; Liliana Liliana; Rolly Intan
Jurnal Infra Vol 4, No 1 (2016)
Publisher : Jurnal Infra

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Abstract

Many people are eager to learn more about the world of farming, not just knowing the name and shape of the animal. However, not everyone can travel to the farm to learn about the life cycle of the animal. One way that can be used to provide a learning experience about the life cycle of living beings in the fastest way is through a game. One of the game’s genres that can be used to provide entertainment and educational aspects to the players is a life simulation. As a life simulation game, the data used is from the real studies of sheep. To give a more realistic situation, this game has a fuzzy state machine to determine the behavior shown by the animals when being approached by the opposite sex.By creating the simulation of sheep with three-dimensional interface, the player will enjoy the gaming experience more similar to the real world. This will give more pleasure to the player. This game was made using the Unity Engine and scripting using C # with MonoDevelop. From the test results, the majority of sheep AI performance is partly influenced by changes in the inputs necessary for the calculation of fuzzy and largely influenced by the interaction of the player in the game.
Aplikasi Perbaikan dan Manipulasi Citra Digital Berbasis Android Anthony Wijaya; Liliana Liliana; Anita Nathania Purbowo
Jurnal Infra Vol 3, No 2 (2015)
Publisher : Jurnal Infra

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Abstract

Technology is always evolving today is the smartphone. Even today smartphone can replace a lot of the role of one of the camera or computer and have become as one of the necessities for most people. The camera of the mobile phone one of which is widely used, but sometimes the picture is still not good so the need for image enhancement. Editing application on the computer one way to fix it. But with it still less practical because many processes that must be performed. Therefore, the application of repair and manipulation of digital images based on Android it easier to make edits or changes to the image.Systems made include the process of taking pictures from external memory smartphone, insert the image into the acticty main menu editor. This menu can be selected four existing menu ie brightness, contrast, auto contrast and blur. The auto contrast using the histogram method and using the RGB and HSV color space, while for the blur, brightness and contrast using RGB color space. This application is built using the Java programming language with the android his studio as an IDE.The test results show the value or number adders and multipliers for the brightness and contrast is very influential on the final result image, because it will make the picture look even brighter or darker. Giving blur effect cannot be given once to a high level of blur due to high blur effect makes the process will be long. In the process of auto results in images that are too light will produce images that appear broken ghosting or auto process works better if the images tend to be dark, large pixels also affects the work of the editing process.
Perancangan dan Pembuatan Aplikasi Penghubung antar Bahasa Dhani Himawan Budiarto; Liliana Liliana; Anita Nathania
Jurnal Infra Vol 5, No 1 (2017)
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Abstract

In this paper, we describe the formatting guidelines for ACM SIG Proceedings.  Communication is a process or a way to deliver a message from one person to another to achieve a certain goal. But often communications between individuals or groups are limited by differences of languages. Languages differences make it hard for people to convey an urge, convey intentions and goals. Until now, the world’s progress on technology has not given the way to bridge this issue as its main goal.With the development of scientific study of technology  that explore languages and communication, it is possible that differences in languages will not become an obstacle for people to communicate with one another. To solve this problem, an application is made to act as a translator between 2 person’s conversations. This application uses Android Studio and Java as its language.After the system testing is done, it could be concluded that the application is an effective tool to help user to get better understanding despite the language differences.
Game Pembelajaran Fisika Dengan Game Bertipe Adventure Game Andrew Victory Walelang; Liliana Liliana; Gregorius Satia Budhi
Jurnal Infra Vol 3, No 2 (2015)
Publisher : Jurnal Infra

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Abstract

Game is an entertainment media this is growing rapidly along with the development of technology. Adventure Game is a game that is more concerned with the storyline and moral message for the players. Physics is one of the lessons that discusses the natural phenomena that are not live or matter within the scope of space and time. Physics lessons started in junior high school education. In the eighth grade junior high school, there was a discussant physics lesson on Force, Acceleration, Work and Energy that are hard to explain without media.Therefore, in this thesis, author developed a game that can help students in grade 8 junior to study about Force, Acceleration, Work, and Energy with ease. This game is created using Unity. Unity is one of the media to create a game with 3D and 2D. The programming language used by Unity are C# and Javascript.Results obtained from surveys to students in grade 8 junior on this physics game can be summed adventure game Physics 85% interested, 70% in accordance with the lessons 8 junior class , 70% of the questions easy to understand, and 65% of the questions that are given can help the learning process of students in grade 8 junior well.