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Rolly Intan
Program Studi Teknik Informatika

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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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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.
Sistem Rekomendasi Mata Kuliah Pilihan Menggunakan Metode User Based Collaborative Filtering Berbasis Algoritma Adjusted Cosine Similarity Glenn Ferio Fernanto; Rolly Intan; Silvia Rostianingsih
Jurnal Infra Vol 7, No 1 (2019)
Publisher : Jurnal Infra

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Sistem rekomendasi merupakan sistem yang memberikan rekomendasi pada suatu item yang dapat digunakan untuk membantu user dalam mengambil keputusan. Dalam perkuliahan, mahasiswa diwajibkan untuk mengambil keputusan akan mata kuliah pilihan yang harus diambil selama menjalani perkuliahan. Akan tetapi, tidak jarang banyak sekali mahasiswa yang kebingungan dalam menentukan mata kuliah pilihan yang harus diambil. Dengan demikian diperlukan suatu sistem yang dapat memberikan rekomendasi mata kuliah pilihan sehingga dapat membantu mahasiswa dalam pengambilan keputusan akan mata kuliah pilihan yang akan diambil. Salah satu metode yang sangat terkenal untuk dipergunakan pada sistem rekomendasi adalah Collaborative Filtering, dimana dalam metode ini dilakukan kalkulasi nilai kemiripan dari user yang akan diprediksi dengan user-user lainnya. Metode ini meggunakan Algoritma Adjusted Cosine Similarity dan K-Nearest Neighbors dalam menentukan user-user mana yang memiliki kemiripan terbaik dengan user sehingga dari data user-user inilah dapat dilakukan prediksi pada mata kuliah pilihan yang belum diambil oleh user.Hasil dari pengujian yang dilakukan, ditemukan algoritma Adjusted Cosine Similarity memiliki performa yang lebih dari dari Cosine Similarity dalam memberikan rekomendasi mata kuliah pilihan. Pada pegujian pada K-Nearest Neighbors, akurasi terbaik berada pada nilai variabel K=16 pada K-Nearest Neighbors dengan akurasi sebesar 89.31422 %.
Pembuatan Game dengan Menerapkan Metode Decision Tree: UCB1, untuk Menentukan Pemilihan Strategy dalam AI. Erick Santoso; Gregorius Satia Budhi; Rolly Intan
Jurnal Infra Vol 5, No 1 (2017)
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Abstract

So that the aim of this research is to testing how good is UCB1 method when implemented into the main method that the game works.The test will test the UCB1 method work as the movement of enemy diffilcuty level. But with some rules that make this method become more flexible to use. So the enemy diffilcuty will adapt to player diffilcuties.The result of this research is the UCB1 method can be use to enemy diffilcuty level movement. This method can make the enemy become more adapt to the player.
Perancangan dan Pembuatan Aplikasi Peta Interaktif Universitas Kristen Petra Berbasis Android Christopher Imantaka Halim; Rolly Intan; Liliana -
Jurnal Infra Vol 2, No 1 (2014)
Publisher : Jurnal Infra

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Abstract

Along with the growth of Petra Christian University, more college students and guests will come to visit this university. Petra Christian University has more than few buildings and it does not rule out the possibility that new buildings will be build later. Then, Petra Christian University will need location maps and directions to help visitors of the university find specific locations inside campus area. There are physical and digital maps of Petra Christian University, and a Final Project which displays few floor maps of Petra Christian University. But an application which especially provides an interactive map and virtual tour of Petra Christian University hasn’t been made.Thus, a system is being developed, which has two separate applications. The first application is an Android-based apllication called Petra PanoraMap, its goal is to provide interactive maps for Petra Christian University. This application provides a virtual tour for users which displays panoramic views of several locations inside Petra Christian University. The second application is a web-based application called PanoraMap Editor, its goal is to provide all data and pictures needed by Petra PanoraMap. Thus, it is needed to create a data structure that can represent Petra Christian University as a whole entity based on object-oriented approach.Tests have been performed to both Petra PanoraMap and PanoraMap Editor. Petra PanoraMap application can display panoramic views so that users can feel that they are inside Petra Christian University. It is proved that PanoraMap Editor application can produce a type of data that can readily deployed into and read by Petra PanoraMap, so that contents and panoramic photos inside Petra PanoraMap is a dynamic data.