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Kristo Radion Purba
Program Studi Teknik Informatika

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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

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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.
Implementasi Fuzzy Logic dan Ellie: Buddy AI Pada Companion Dalam Game Survival Horror Winsen Wonady; Kristo Radion Purba; Rudy Adipranata
Jurnal Infra Vol 5, No 2 (2017)
Publisher : Jurnal Infra

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Abstract

The development of the game is now very rapidly growing. As the game develops, making AI (Artificial Inteligence) in the game even more advanced. There are many types of AI that are usually used in the game including AI NPC Companion is AI that will accompany players during the game. Game will be developed using Unity Application and using C # language programming language. In the game players will be accompanied by NPCs who use Fuzzy Logic combined with Ellie: Buddy AI as AI controller. In the game players will also face zombies and bandits as enemies that will use rulebase as AI nya. The end result of this game is a survival horror game genre with NPC Companion feature. The testing done at the end of the segment is testing of the application, testing of NPC, testing of Enemies, testing of players and Comparison between NPC Companion and AI bandit.The final result of testing is that the game can run smoothly, AI NPC and Enemy can run with Well, and Control player can be used well, At the end result of comparison NPC found can do action more varied compared to AI bandit.
Implementasi Board Game Pembelajaran Etika Kristen “Ethinere” dengan Menggunakan Unity Game Development Engine Cleming Tedjokusumo; Kristo Radion Purba
Jurnal Infra Vol 5, No 2 (2017)
Publisher : Jurnal Infra

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Abstract

Currently the game has grown not only in terms of media, but also in terms of goals. The game is currently shifting from its original physical form, now can be played in digital form. The purpose of the game is not only for fun, but also become one of the effective and interactive learning media.Studying is not limited just for academic values, but also ethical ones. To teach ethical values through game media, a Visual Communication Design alumnus has created a board game of ethical Christian learning called “Ethinere”. To create a set of board game “Ethinere”, it takes one million four hundred thousand Rupiah, and the physical form of the game is very easy to missing or damaged.The conclusion of the application made is that fast and stable internet connection has a very important role in application performance, in addition to the numbers of players who play at the same time. Testing login page, lobby, game, result, login map editor, and map editor and its features work as their function.
Pembuatan Aplikasi Media Interaktif Untuk Pengenalan Tokoh Alkitab Berbasis Android Valentine Grieda Sahuburua; Kristo Radion Purba; Anita Nathania Purbowo
Jurnal Infra Vol 4, No 2 (2016)
Publisher : Jurnal Infra

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Abstract

Facilities which parent provide in the form of gadgets are not infrequently abused by the child. Gadgets that can be used as a supporting medium children to learn more commonly used as a medium of entertainment, such as games. In the current era, it is not rare to find that people are not too interested in reading the Bible. Not only in the adult population, but also in teenagers and children. Children tend to only know one or two salient life stories of Bible characters. As to the character of David, the children tend to recognize David as someone who beat Goliath the Philistine commander. But other than that, most children do not know the story of David's life more.This application is an interactive media that can be used by children to be able to recognize the biblical figures like David and Joseph. At each stage of the application that requires a reference to the Bible, has been provided so that children can directly read the reference and can also play this application. Overall this application helps children get to know the Bible figure better. The application used to create interactive media are Android Studio and supported by AndEngine.
Implementasi Kombinasi Jaringan Syaraf Tiruan Metode Self-Organized Map (SOM) dan Bidirectional Associative Memory (BAM) Pada AI Game Action Adventure Kevin Leonard Tjung; Gregorius Satia Budhi; Kristo Radion Purba
Jurnal Infra Vol 5, No 1 (2017)
Publisher : Jurnal Infra

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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.Action adventure 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.Self-Organized Map (SOM) and Bidirectional Associative Memory (BAM) is one of the fastest method that can be used to process data for decision making and for adaptation. SOM method can be used as decision making part for AI while BAM can be use to store player last move that being used to kill the AI.Based on testing result, SOM and BAM can be applied in real time game system as AI and successfully adapt to player attacks although not perfect.
Game Cerita Alkitab untuk Sekolah Minggu Harry Sakti; Liliana Liliana; Kristo Radion Purba
Jurnal Infra Vol 5, No 1 (2017)
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Abstract

Sunday school is a place for children to learn and teachers to teach in the church. Church through Sunday school convey God's Word to toddler, kindergarten and grade 1 to grade 6 elementary school. Today, secular education has uses multimedia, but there are some Sunday school that has not been able to use multimedia and having difficulty finding multimedia that can be easily operated.Therefore, a multimedia application that can be easily operated by a computer was created. Game Cerita Alkitab untuk Sekolah Minggu is an application that is useful to convey the Bible story and invites users to play with illustrations in the form of images, sounds, text, and video.Application contains the story of creation, Noah and the Flood, the Tower of Babel, and Jonah from the Bible, as well as the 9 mini games. The result is an application that can be used by the sunday school, both the sunday school teacher to deliver the Word of God and the sunday school children to play.
Student Media Sosial Application for Acdemic and Non Acdemic Activities Juliando Christian Weydekamp; Kristo Radion Purba; Liliana Liliana
Jurnal Infra Vol 4, No 1 (2016)
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Abstract

Social media is an alternative media in the exchange of information both for students of Petra Christian University in improving student learning outcomes. In general, Petra Christian University student using a lentera to get information about the lecture. Lentera so far has not provided facilities that can be used students to get information about the organization and information about the campus. Thus, student’s use other social media applications, such as BBM, Line, and others as a media of exchanging information alternative about information around the campus.Through this research, made a social media application for students of Petra Christian Universistas that can facilitate students in get and exchange the information such as: lecture information, organizational information, and information about the campus. Making an application equipped with the post, group and chat to facilitate students in exchanging information quickly. Chat features and features created using WebSocket posts created using AJAX.Results obtained from a social media application is made is a student can easily obtain information on campus, such as: information on the lectures, information about the organization and information about the campus. The time it takes students to exchange information by using the chat feature becomes shorter, because it supports real-time communication. 
Aplikasi Perangkat Mobile untuk Layanan Tamu di Hotel Gold Inn, Sampit Hendry Cahyadi; Henry Novianus Palit; Kristo Radion Purba
Jurnal Infra Vol 6, No 2 (2018)
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Abstract

Gold Inn Hotel, located in the city of Sampit, Central Kalimantan, was established on July 27, 2007. Nowadays many new hotels are popping up in the city of Sampit, making the competition in the hospitality business more and more tight. Therefore all hotels are racing to provide the best services in order to become the main choice of potential customers. All Gold Inn Hotel's competitors still use the phone to place orders. Staying guests should use the phone to make all reservations. Frequently, it takes a long time for the guest to place an order. In addition, morning call requests and taxi orders to the airport are often misplaced and not executed because they are still done manually (generally using paper).Mobile Device Application for Guest Services at Gold Inn Hotel, Sampit is aimed to assist hotel guests in making reservations, so as to improve services at Gold Inn Hotel.
Media Interaktif Pembelajaran Sistem Peredaran Darah Manusia Yohanes Nicolas Paulo Kwarrie; Liliana Liliana; Kristo Radion Purba
Jurnal Infra Vol 3, No 2 (2015)
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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.
Pembuatan Aplikasi Pelaporan dan Antisipasi Kejadian Kejahatan Berbasis Android Christian Chandra Wijaya; Henry Novianus Palit; Kristo Radion Purba
Jurnal Infra Vol 6, No 2 (2018)
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Abstract

Countries in the world certainly face crime problems, including Indonesia. With the high level of crime in Indonesia, we cannot fully rely on the police.Based on a survey by a marketing firm called Waiwai Marketing, Indonesia is noted as a country in the Southeast Asia with most Android users. The total is 41 million users. This motivates the development of an Android-based application for reporting and anticipating crime incidents. The application is created using Java, HTML, PHP, JavaScript, MySQL database, and Bootstrap.The application gives icons on the map according to location of incident and crime category, gives notifications to users within a certain radius from crime location, allows users to comment on crime events that have been uploaded to the system, and allows the system admin to combine the same news reported by users.