Rolly Intan
Program Studi Teknik Informatika

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Journal : Jurnal Infra

Aplikasi Editor Pemeriksa Ejaan dan Rekomendasi Kata dalam Bahasa Indonesia Berbasis Android Dwi, Febria Roosita; Intan, Rolly; Santoso, Leo Willyanto
Jurnal Infra Vol 4, No 1 (2016)
Publisher : Jurnal Infra

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Abstract

Indonesian has now become more popular internationally, for example, Vietnam used Indonesian Bahasa as their second language. There are several ways to helping people to learn Indonesian Bahasa, one of them is by creating a tool that allows them to determine whether the language the are currently learning is true or not. This thesis discusses the application of Indonesian editor with spell checker and diction recommendation features in IndonesianThe process is carried out as follows: users opens a file or typing in the editor, words input will be checked with Apache Lucene, and Lucene will crawling to all of the data and give the recommendation base on the weight (Leveinsthein Algorithm) and if a user opens a file, the application will perform spell checking using Nazief and Adriani algoritm. The result of this process is the result of input that is underlined words that is not in accordance with Indonesian, or suitable recommendation result by Apache Lucene. Input could be words or .doc file. As Output will be written in .doc file and the spell checking results and words recommendation will be shown in editor as the user types. This application is built using Java programming language and Android Studio as the IDE.The test result shows that the accuracy of the Nazief and Adriani Algorthms still need to be improved, word length and word complexity also affects the time in the checking process, for example: to check documents with 100 words, there are various of time from 1.48 minutes to 3.3 minutes. Besides that, this algoritm can not check the word which had 2 syllables, like “pertanggungjawaban” because of the stemming process.
Media Pembelajaran Interaktif Pengelolaan Sampah Organik, Anorganik dan Bahan Beracun Berbahaya Berbasis Flash Suseno, Edwin; Purba, Kristo Radion; Intan, Rolly
Jurnal Infra Vol 4, No 1 (2016)
Publisher : Jurnal Infra

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Abstract

The background of making trash management program is because people are still not able to understand the kinds of trash and how to process the trash properly, so it is not uncommon to people wrongly in processing trash. So in this thesis made a Flash-based interactive learning media. This instructional media created with the aim to help the learning system with visualization methods that aim can increase interest in learning because of the games, quizzes and animations that have been produced.This application uses the supporting software such as Adobe Flash Professional CS 6 to process animation, ActionScript 3.0 for manufacturing feature and Illustrator programs to assist in the design process. For information on trash management obtained from the media in the form of books or the Internet.The results of this thesis is provide information to public about trash management by type. There are also features games and quizzes that help remind about the trash management information so that the public can be tested of understanding will be learning this trash management.
Perbandingan Performa Turn-Based Game Menggunakan Algoritma Genetika dan Logika Fuzzy Chandra, Vincent Andrian; Intan, Rolly; Purba, Kristo Radion
Jurnal Infra Vol 6, No 2 (2018)
Publisher : Jurnal Infra

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Abstract

There are a lot of games with said genre that have been published for public and most of the games have a vs. Artificial Intelligence mode or AI for short. But the variations of the AI for Turn-Based Strategy genre are abundant. That is why hopefully this research will be able to help game developers who would like to make a Turn-Based Strategy game but have no idea which type of AI suits this kind of genre the most.The program, which is a game, that is made containts two AIs which are Genetic Algorithm and Fuzzy Logic. There are also 3 type of game modes that user can choose from, which are player vs. GA AI, player vs. Fuzzy AI, and the last one is GA AI vs. Fuzzy AI. The two AIs will be used to determine what type of unit the AI should make, who to attack and retreat from.From the results of the testcase which are a fight between the two AIs, genetic algorithm is more than able to make different kinds of unit, but it’s also capable of producing units that are suitable for the situation. Fuzzy logic consumes more time than genetic algorithm because of the huge amount of rules and genetic algorithm having some kind of threshold to get out of its iteration before it’s supposed to end that results in not-so time consuming process for each process. But on the other hand, if the fuzzy rules and its membership functions to be optimized, it’s almost guaranteed to produce better results.
Penerapan Adaptive Neuro Fuzzy Inference System pada Real Time Strategy Battle Arena Game Gunawan, Andy; Intan, Rolly; Purba, Kristo Radion
Jurnal Infra Vol 6, No 2 (2018)
Publisher : Jurnal Infra

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Abstract

Nowadays, Real Time Strategy Battle Arena is one of the most popular game genre. However, most games with that genre are only interesting if played together with another human. That makes those games less flexible since they can’t be played without another human or internet connection. Because of that, this thesis will create a game with Real Time Strategy Battle Arena genre with AI as the enemy where the enemy movements can be adjusted to approach human thinking ways. The enemy in this game will also be able to learn from each mistake. This thesis will use the method Adaptive Neuro Fuzzy Inference System. Test results show that the enemy was able to choose the best move possible, which suits the way humans think using Fuzzy Inference System. Neural System also modified the Membership  Functions of some Fuzzy Inference System input variable everytime the enemy is considered to make mistake to minimize similar mistakes when the game is played again in the future.
Analisa Performa Hybrid Ant Colony Optimization dalam Memecahkan Vehicle Routing Problem with Time Windows. Wibawa, Timothy Handi; Intan, Rolly
Jurnal Infra Vol 6, No 2 (2018)
Publisher : Jurnal Infra

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Abstract

In modern times, humans have been helped by many technological developments. One such field is the goods delivery field, called the Vehicle Routing Problem (VRP). Vehicle Routing Problem is a matter of where there is a freight fleet that has to deliver a certain amount of goods to various customers. The solution sought is the shortest route the fleet can take.,Hybrid Ant Colony Optimization (HACO)is an algorithm that is inspired from the foraging behaviour of ant species, that is one of the result of  development for Ant Colony Optimization. HACO has been published by Q. Ding et. al in 2012 to solve Vehicle Routing Problem with Time Windows. However, in that published journal, there were vagueness in some points like process time and memory usage. Therefore in this journal there is a need to review the performance of HACO to solve VRPTW, which will be done using unity. In this thesis is also discussed some development of HACO which are expected to fix and improve the result of HACO.