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Andreas Handojo
Program studi Teknik Informatika, Universitas Kristen Petra surabaya

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Sistem Otomasi Rute Order Picking Pada Gudang dengan Metode Simulated Annealing Stienley Nagata Cahyady; Andreas Handojo; Tanti Octavia
Jurnal Infra Vol 10, No 2 (2022)
Publisher : Universitas Kristen Petra

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Abstract

Order Picking is a process to make a selection from products and picking them up from the place that products are stored and then sort the products out to fulfill the customer orders. Order picking process is the most expensive activity in the warehouse. The reason is order picking needs a lot of workforce and if order picking done manually it will cost as much as 55 % of the total cost of the warehouse. That’s why order picking is the correct part to be optimize to make warehouse become more effective and efficient. In this thesis, a web based application designed to solve all the problems above, which includes showing the shortest route to be pick for orders picking with simulated annealing method. Other than that, the application will be included with a hardware named RFID reader which can detect product placement and pickup from the shelf. The result of this thesis showed that simulated annealing algorithm able to reduce the range that are needed to order picking as much as 51.57058354 % for 100 data, 35.56569879 % for 500 data and 28.18222784% for 1000 data with fixed parameters. For the RFID reader it have the accuracy of 40% for reading products on the shelf. This is because the signals from tags clashing with each other which make the reader unable to read all of them.
Aspect-Based Sentiment Analysis pada Ulasan ECommerce dengan Metode Support Vector Machine untuk Mendapatkan Informasi Sentimen dari Beberapa Aspek Hansen Gunawan Sulistio; Andreas Handojo
Jurnal Infra Vol 10, No 2 (2022)
Publisher : Universitas Kristen Petra

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In this era of globalization, all people's activities are starting to use technology to facilitate their daily activities. One of the most impactful forms of digitization activities is online buying and selling activities such as the use of the Tokopedia and Shopee platforms. The existence of a review feature on online buying and selling places (e-commerce) is one of the factors supporting the increase in people's online transactions. The number of people who have started to implement online buying and selling activities in their daily lives has resulted in an increase in the number of reviews on e-commerce.The large number of reviews makes it difficult for potential buyers to review a product to be purchased. The factors that determine the shopping experience of each individual are different so that the reviews and ratings given by each individual on a product or store vary. This affects the average rating of a product or store so that the average rating on a product does not necessarily represent the quality of the product. To overcome this problem, the author makes a system where prospective buyers and sellers will be facilitated to assess an aspect of a product. The system created by the author shows several aspects that are crucial for buyers and sellers in reading a review, such as general aspects, accuracy, quality, service, delivery, packaging, and price using the Support Vector Machine method. In these aspects, the system created will show sentiments on reviews that have been written by buyers such as positive, negative, or neutral sentiments. In addition to showing the sentiments of aspects of a product, this system also shows which aspects affect the product rating the most, the aspects that are most frequently discussed, what aspects are most rated positively and negatively.The results of the thesis show that the aspect that is often discussed is the quality aspect. General aspects, accuracy, quality, service, delivery, and packaging affect the rating value on a product rating while the price aspect does not affect a product rating. Compared to the Shopee platform, there are more positive reviews written on Tokopedia than reviews on Shopee.
Sistem Rekomendasi Content Based Filtering Pekerjaan dan Tenaga Kerja Potensial menggunakan Cosine Similarity Philips Nogo Raharjo; Andreas Handojo; Hans Juwiantho
Jurnal Infra Vol 10, No 2 (2022)
Publisher : Universitas Kristen Petra

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Abstract

During the pandemic, there was an economic problem that forced companies to do something to avoid any loss. One of the action is to terminate the employment with their workforces. In the conventional way, the workforce and the company will waste a lot of time looking for the right fit for them. So, the recommendation system for jobs and workforce plays an important role in these conditions. Because with the existence of recommendation system that can help from both sides, it will speed up the meeting between companies that need workers and workers who need jobs. Based on the test have been carried out, the recommendation system using the TF-IDF model can provide good recommendations based on the calculation of the Mean Reciprocal Rank getting 0.857 and Mean Average Precision of 0.833, where these results are quite good.
Aplikasi War Game Pada Mobile Device Menggunakan Sensor Gyroscope dan Accelerometer Djuvan Pranoto; Andreas Handojo; Gregorius Satia Budhi
Jurnal Infra Vol 10, No 2 (2022)
Publisher : Universitas Kristen Petra

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Abstract

Currently technology has developed very rapidly. Along with the development of today's technology, a lot of games - games that have sprung up. The fact is that the game has become a daily activity in society. In today's technological developments, almost everyone has a mobile phone. Where this phone is easy to get and is very flexible. By combining current conditions, this research takes advantage of current technological advances and utilizes the flexibility of mobile phones to be implemented into an application that will become a means of shooting games. This application uses gyroscope and accelerometer sensors to complete this research. The goal is to create new interactions and experiences in mobile games and to create flexible shooting games using today's technology. The result of this research is the success of creating a war game. Which is where this application requires a strong signal and stable internet speed and must be played in an open place. On the other hand, this application has succeeded in providing accurate bullet trajectory distance calculations and bullet estimates with an average difference of ±1-3 meters.