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Penerapan Pathfinding Menggunakan Algoritma A* Pada Non Player Character (NPC) Di Game Paulus Harsadi; Sri Siswanti
Jurnal Ilmiah SINUS Vol 17, No 2 (2019): Vol. 17 No. 2, Juli 2019
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (914.455 KB) | DOI: 10.30646/sinus.v17i2.423

Abstract

In this Game , we implement a character designer at the enemy by applying the algorithm A * pathfinding Algorithm. Furthermore, A * is as the algorithm for searching solutions with the use of additional information (heuristics) in which it is an optimal solution. The purpose of developing this Adventure Game  is A * Algorithm implementation for Pathfinding using Unity 3D. Pathfinding is the fastest path of searching process from point of origin to point of destination by avoiding the various barriers along the path traveled without crashing the existing barrier along the way. Its design and development applies Unity 3D. The test result of algorithm in the Game  shows that the total of passed node result is 50 nodes. It is similar with the previous manual count result. Furthermore, the Game  route shows that its passed path is similar with manual count. 
Penerapan Sistem Penunjang Keputusan Menggunakan Algoritma Naive Bayes Pada konsep Human Resource Information System (HRIS) (Studi kasus :Penerusan Kontrak Kerja Karyawan di PT. XYZ) Dwi Remawati; Paulus Harsadi; Ruvyanto Dwi Nugroho
Jurnal Ilmiah SINUS Vol 18, No 1 (2020): Vol 18, No 1, Januari 2020
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (995.755 KB) | DOI: 10.30646/sinus.v18i1.440

Abstract

One of the valuable assets in a company is human resources (HR).  Human Resource Information System (HRIS) has emerged as one of the drivers of competitiveadvantage and strategic decision making tool. One of the HRIS task is employee recruitment. Employees become an important role. Therefore, this research is conducted forclassification of employee status determination using the Naïve Bayes methods.  One of the duties of employees is to provide service to customer in the process of purchasing goods until the payment transaction process directly. Because of the large number of contract employees at the time of certain events, it requires companies to select every three months for the continuation of the work contract period for employees according to store needs so that the company's employee payroll expenses do not exceed the budget. One of the criteria is for being able to work in flexible groups between the ages of 17 and 25 for contract employees with a minimum of high school or vocational education. The purposes of this study are to design and build a Decision Support System application for the Continuation of Employee Employment Contracts Using the Naïve Bayes Method at PT. XYZ Retail. The result of the research is the application using the naïve bayes method with an accuracy rate of 90%. 
Deteksi Embrio Ayam Berdasarkan Citra Grayscale Menggunakan K-means Automatic Thresholding Paulus Harsadi
Jurnal Ilmiah SINUS Vol 12, No 2 (2014): Juli 2014
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (270.295 KB) | DOI: 10.30646/sinus.v12i2.178

Abstract

Image segmentation is a basic operation for the next image analysis process. Thresholding is  one of segmentations technique commonly used to separate the object with the background. Thresholding technique in this paper is used to detect the chicken embryo from the egg observation image (candling eggs) those are fertile or infertile. The main problem in the thresholding technique is to determine the threshold value. In the paper, we propose the use of k-means automatic thresholding method to determine the best threshold value, so that the maximum achievable object segmentation are reached. It is expected to support this process to determine whether the chicken egg hatching process is fertile or infertile. Keywords-component; image processing; automatic threshold, grayscale image, candling eggs; 
Dynamic Pathfinding for Non-Player Character Follower on Game Paulus Harsadi; Siti Asmiatun; Astrid Novita Putri
Jurnal Teknik Informatika C.I.T Medicom Vol 13 No 2 (2021): September: Intelligent Decision Support System (IDSS)
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/cit.Vol13.2021.68.pp51-58

Abstract

Artificial Intellegences in video game are important things that can challenge game player. One of them is creating character or NPC Follower (Non-player character Follower) inside the video game, such as real human/animal attitude. Artificial Intelligences have some techniques in which pathfinding is one of Artificial Intellegence techniques that is more popular in research than other techniques. The ability to do dynamic pathfinding is Dynamic Particle Chain (DPC) algorithm. This algorithm has the ability of flocking behavior called boid to explore the environment. But, the algoritm method moves from one boid’s point to another according to the nearest radius, then it will be able to increase computation time or needed time toward the target. To finish higher computation problem in dynamic pathfinding, the researcher suggests an algorithm that is able to handle dynamic pathfinding process through attractive potential field function of Artificial Potential Field to start pathfinding toward the target and flocking behavior technique to avoid the obstacle. Based on the test result by simulation of moving environment and complex, the computation time of algorithm is faster than comparison algorithms, DPC and Astar. It concludes that the suggested method can be used to decrease computation level in dynamic pathfinding.
IMPLEMENTASI ALGORITMA APRIORI PADA PENENTUAN KOMBINASI MENU UMKM TOCIN CORNER SUKOHARJO Fadel Thoriq Nur Muhammad; Retno Tri Vulandari; Paulus Harsadi
Jurnal Teknologi Informasi dan Komunikasi (TIKomSiN) Vol 10, No 2 (2022): Jurnal TIKomSiN, Vol. 10, N0. 2, Oktober 2022
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30646/tikomsin.v10i2.644

Abstract

The thesis report for the April algorithm application of the menu sales in the TOCIN CORNER sukoharjo bar has been conducted on July 1, 2019-31, 2019. In view of the condition of sales in the TOCIN CORNER, there is still a problem in menu and raw materials stocks. Among other things, there is still a steady buildup of preordained menu supplies. This leads to the possibility of consumer disappointment even turning to other wedgies, as the availability of preferred menu has been exhausted. The objective of this thesis is to build a system that can be useful in locating and compiling the appropriate combination of the menu by using the apricot method on the menu sales in the TOCIN CORNER in order to increase the sales of the menu. The research methods used in this study include data collection methods and data analysis methods. Data collection methods include observation, interviews and library studies. While the data analysis method is done by means of data obtained will be described according to actual circumstances, researched, studied and processed as a material to create the program. In this study a design model system development life cycle (SDLC). The system development life cycle isa gradual approach to analyzing and building the design system using a specific cycle of user activities as for the SDLC stages are analysis, design, construction/coding, implementation, and testing. The results of the data analysis on the implementation of the menu selling system in TOCIN CORNER are using apricot method with system design usecase, output input design, database design, technology design, instructions to run the program. The implementation of the menu of TOCIN CORNER USES the apriestary method that has been created has transaction data facilities, daily data input, accounting processes, data reports. From this data the launch will produce results reports.
IMPLEMENTASI LINEAR CONGRUENT METHOD PADA GAME JIGSAW PUZZLE TOKOH PEWAYANGAN Paulus Harsadi; Sri Siswanti; Sanjai Kurniawan
JuSiTik : Jurnal Sistem dan Teknologi Informasi Komunikasi Vol. 6 No. 1 (2022): Jurnal Sistem dan Teknologi Informasi Komunikasi
Publisher : Universitas Katolik Musi Charitas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32524/jusitik.v6i1.788

Abstract

Ethnic diversity and geographical differences make Indonesia rich in various cultures. about wayang, which is already known to many Indonesians, but now Indonesians are increasingly forgetting folklore from within the country and prefer to idolize foreign story characters because most of them are abroad in delivering story content into video games that look interesting. Therefore, so that the public, especially children, are interested in wayang characters, an Android-based jigsaw puzzle game for the Pandawa five puppets was made with an attractive and modern appearance. This study aims to make young children and adults interested in wayang characters, so a "Jigsaw Puzzle Game for the Puppet Characters of five pandawa using Linear Congruent Method was made". From the results of data testing on puzzle randomization, it is evident that the LCM method can be implemented in Puzzle Game Piece Randomization. From the questionnaire obtained, it can be obtained that the results of the questionnaire are 87.25% so that in the use of the Pandawa Lima Puzzle Game, it is included in the Good category.
PENERAPAN METODE A-STAR (A*) PADA PENENTUAN JARAK TERPENDEK KE FASKES APOTEK BPJS DI SURAKARTA Defan Sumarsono Putra; Paulus Harsadi; Kumaratih Sandradewi
JuSiTik : Jurnal Sistem dan Teknologi Informasi Komunikasi Vol. 6 No. 2 (2023): Jurnal Sistem dan Teknologi Informasi Komunikasi
Publisher : Universitas Katolik Musi Charitas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32524/jusitik.v6i2.965

Abstract

A pharmacy is a place to sell and sometimes make or mix drugs. The pharmacy is also a place where pharmacists practice the pharmacy profession as well as become a retailer. However, not all pharmacies in Surakarta cooperate with Badan Penyelenggar`a Jaminan Sosial (BPJS). To help BPJS participant patients go faster to the pharmacy or pharmacy referrals and redeem drugs prescribed by doctors. By utilizing information technology the user can open an application in which there is a place to go and the determination of the path to be traversed. With the application using the A-Star (A*) method, the user will find it easier to choose the route to be taken and quickly arrive at the destination.The system that has been made has a comparison with the system that is running now namely google maps and obtained an accuracy rate of 98,8% which can be given very well because it has an error value <10%.
IMPLEMENTASI LOGIKA FUZZY PADA GAME RPG PERANG BARATAYUDA Harsadi, Paulus; Saptomo, Wawan Laksito Yuli
Jurnal Teknologi Informasi dan Komunikasi (TIKomSiN) Vol 11, No 2 (2023): Jurnal Tikomsin, Vol. 11, No. 2, Oktober 2023
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30646/tikomsin.v11i2.788

Abstract

Indonesia is a country that has many cultures in it. Javanese Puppet is one of the Indonesian cultural arts that is growing rapidly on the islands of Java and Bali. Javanese Puppet stories have been used as material for Javanese language lessons in Indonesian schools, especially on the island of Java. However, these stories seem to be starting to be forgotten following the increasing age of the community and also the declining public interest in them. The purpose of this research is to create an RPG game using one of the Javanese puppet stories called the Baratayuda War by using the help of Sugeno's Fuzzy logic implementation in making artificial intelligence on enemy characters. The data collection method uses the Literature Study method which is carried out to obtain information and references from books, papers and scientific journals. From the results of testing the calculation of enemy character variable data consisting of Life, Distance and Ammunition variables, it is evident that Sugeno's Fuzzy logic has been successfully used in determining the behavior of enemy characters. The results of the highest percentage of enemy behavior obtained were 42 % attacking behavior by Striker-type enemies, 35 % attacking behavior by Archer-type enemies and 67% aggressive behavior by Leader-type enemies. From the questionnaires collected by researchers to users of the Baratayuda War game, the overall average result was 86.4%, so that the use of the Baratayuda War game was included in the Very Good category.
AUDIT TATA KELOLA SISTEM INFORMASI PENDAFTARAN SISWA MENGGUNAKAN COBIT 4.1 DI BLK SURAKARTA Haqiqi, Arif Naofal; Remawati, Dwi; Harsadi, Paulus
Jurnal Teknologi Informasi dan Komunikasi (TIKomSiN) Vol 7, No 1 (2019): Jurnal TiKomSiN
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (354.36 KB) | DOI: 10.30646/tikomsin.v7i1.411

Abstract

The registration information system at the BLK Surakarta enables data redundancy. It will be analyzed to avoid this. The process of registering student services into the system is limited to the number of prospective students but input data is still unable to implement policies so that when data input still occurs or data from the same data or many data often occur.           This study uses Cobit 4.1 to audit the registration information system available at the BLK Surakarta. The selected subdomain is the Delivery Subdomain and Support DS 10 and DS11, the purpose of which is to determine the maturity level value in the IT process that has been applied in the BLK Surakarta and provide recommendations that need to be corrected. Based on the maturity level statement in the Maturity Management Guidelines Control Framework.  The resulting output is the study indicate that BLK Surakarta must conduct system performance evaluations that are routinely carried out with those responsible for identifying and tracking problems so that they are aware of the current system conditions. In Domain 10 of Delivery & Support, the results of the Current Maturity Level calculation are 3.27 with conditions Determining the Process. While Domain Deliver & Support 11, the result of calculation of Current Maturity Level is 3.31 with the Requirements for Determining the Process. The new student registration section has implemented a payment data management process but the lack of available tools makes data management less than optimal.Keywords: Student Registration Services, Registration Information System, COBIT 4.1, DS 10  and DS11 Domains, Defined Process 
RANCANG BANGUN SISTEM PEMANTAUAN KUALITAS UDARA BERBASIS ARDUINO UNTUK MENDETEKSI POLUSI UDARA DI PERKOTAAN Nugroho, Yusuf Cahyo; Mahardiko, Alief Arifin; Dhelia, Shafira Salma; Nuraini, Afifah; Harsadi, Paulus
Jurnal Teknologi Informasi dan Komunikasi (TIKomSiN) Vol 11, No 2 (2023): Jurnal Tikomsin, Vol. 11, No. 2, Oktober 2023
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30646/tikomsin.v11i2.795

Abstract

Air pollution is a pressing environmental issue that poses significant risks to human health and the environment. To address this issue, the development of a reliable air quality monitoring system is essential. This research focuses on the design and implementation of a monitoring system based on Arduino Uno microcontroller and sensors such as MQ135, MQ136, and DHT11. The system aims to detect and measure air pollutants, temperature, and humidity levels. The Arduino Uno processes the data collected from the sensors and displays the information on the LCD screen. The system provides real-time monitoring of air quality, allowing quick action to be taken to improve the environment. The use of an Arduino Uno microcontroller enables efficient data processing and control of the overall system operation. The MQ135 sensor is used to detect and measure levels of air pollutants, particularly carbon monoxide (CO). The MQ136 sensor, on the other hand, is used to detect and measure levels of certain air pollutants, such as sulfur dioxide (SO2). In addition, the DHT11 sensor is used to measure the temperature and humidity levels in the air. The results of testing carried out 16 times under the condition of good conditions resulted in an average of CO 8.6 and SO2 15,25 where it is included in the high accuracy category.