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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

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (78.005 KB)

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

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (78.005 KB)

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.
APLIKASI INPUT METHOD EDITOR (IME) JEPANG BERBASIS WEB Setiawan, Alexander; Intan, Rolly; Filiano, Rikko
JUTI: Jurnal Ilmiah Teknologi Informasi Vol 8, No 1, Januari 2010
Publisher : Department of Informatics, Institut Teknologi Sepuluh Nopember

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (4181.157 KB) | DOI: 10.12962/j24068535.v8i1.a73

Abstract

Japanese language uses thousands of characters for its writing system. A system called Input Method is used to enable the inputs of those characters using a standard keyboard. Some Input Method applications were already developed, from the desktop application to the web-based application. Unfortunately, those applications are not flawless. In this research, an application using the Input Method system has been developed to cover the weaknesses of those applications that already developed before. This Input Method application system uses standard web technology. Such as JavaScript on the client side. PHP on the server side. MeCab: Yet Another Part-of-Speech and Morphological Analyze dictionary is used for its dictionary. The core algorithm uses Longest Match Method for word searching.
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

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (577.279 KB)

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.
Indonesian News Harvester and Recommender System Wibowo, Adi; Intan, Rolly; Valentina, Nydia
ComTech: Computer, Mathematics and Engineering Applications Vol 8, No 3 (2017): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v8i3.3912

Abstract

To provide convenience for the user that frequently read the news, a system to gather, classify, and provide news from several news websites in one place was needed. This system utilized a recommender system to provide only relevant news to the user. This research proposed a system architecture that used vector space model, and Rocchio relevance feedback to provide specific news recommendation to user’s feedback. The results are that the proposed system architecture can achieve the goal by using five levels of feedback from the user. However, the time needed to gather news is increasing exponentially in line with the number of terms gathered from articles.
AN ALGORITHM FOR GENERATING SINGLE DIMENSIONAL FUZZY ASSOCIATION RULE MINING Intan, Rolly
Jurnal Informatika Vol 7, No 1 (2006): MAY 2006
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (201.009 KB) | DOI: 10.9744/informatika.7.1.pp. 61-66

Abstract

Association rule mining searches for interesting relationship among items in a large data set. Market basket analysis, a typical example of association rule mining, analyzes buying habit of customers by finding association between the different items that customers put in their shopping cart (basket). Apriori algorithm is an influential algorithm for mining frequent itemset for generating association rules. For some reasons, Apriori algorithm is not based on human intuitive. To provide a more human-based concept, this paper proposes an alternative algorithm for generating the association rule by utilizing fuzzy sets in the market basket analysis.
MINING MULTIDIMENSIONAL FUZZY ASSOCIATION RULES FROM A DATABASE OF MEDICAL RECORD PATIENTS Intan, Rolly; Yuliana, Oviliani Yenty; Handojo, Andreas
Jurnal Informatika Vol 9, No 1 (2008): MAY 2008
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (273.576 KB) | DOI: 10.9744/informatika.9.1.15-22

Abstract

Mining association rules is one of the important tasks in the process of data mining application. In general, the input as used in the process of generating rules is taken from a certain data table by which all the corresponding values of every domain data have correlations one to each others as given in the table. A problem arises when we need to generate the rules expressing the relationship between two or more domains that belong to several different tables in a normalized database. To overcome the problem, before generating rules it is necessary to join the participant tables into a general table by a process called Denormalization Process. This paper shows a process of generating Multidimensional Fuzzy Association Rules mining from a normalized database of medical record patients. The process consists of two sub-processes, namely sub-process of join tables (Denormalization Process) and sub-process of generating fuzzy rules. In general, the process of generating the fuzzy rules has been discussed in our previous papers [1, 2, 3, 4]. In addition to the process of generating fuzzy rules, this paper proposes a correlation measure of the rules as an additional consideration for evaluating interestingness of provided rules.
AN ALTERNATIVE CONCEPT OF FUZZY FUNCTIONAL DEPENDENCY BY USING CONDITIONAL PROBABILITY Intan, Rolly
Jurnal Informatika Vol 2, No 1 (2001): MAY 2001
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (81.356 KB) | DOI: 10.9744/informatika.2.1.pp. 6-12

Abstract

This paper proposes an alternative concept of Fuzzy Functional Dependency (FFD) based on the theory of conditional probability. We examine some properties of conditional probability and its relation with fuzzy sets. Moreover, approximate conditional probability of two fuzzy sets can be considered to determine the degree of similarity between two fuzzy sets. Based on this property, we propose an alternative concept of FFD and prove that it satisfies classical/crisp relational database. Abstract in Bahasa Indonesia : Sebuah alternatif konsep dari Fuzzy Functional Dependency (FFD) berdasarkan teori conditional probability diperkenalkan beberapa properties dan conditional probability dalam hubungannya dengan fuzzy sets didiskusikan. Conditional probability dan dua fuzzy sets dipertimbangkan untuk menentukan derajat kesamaan dan dua fuzzy sets. Berdasarkan konsep ini ini, diperkenalkan sebuah alternatif konsep dari FFD. Kata kunci: fuzzy sets, fuzzy functional dependency, fuzzy relational database, conditional probability.