, Liliana
Program Studi Teknik Informatika, Fakultas Teknologi Industri, Universitas Kristen Petra Jl. Siwalankerto 121-131, Surabaya 60236

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PENGEMBANGAN WEBSITE UNTUK PEMBELAJARAN ANALISIS STRUKTUR RANGKA DENGAN METODE KEKAKUAN LANGSUNG Virgin, Stefani; Soekresno, Ferdiana; Tjong, Wong Foek; Liliana, ,
Jurnal Dimensi Pratama Teknik Sipil Vol 3, No 1 (2014)
Publisher : Jurnal Dimensi Pratama Teknik Sipil

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

Abstract

Seiring dengan perkembangan zaman, internet telah menjadi sarana yang tidak dapat dipisahkan dalam kehidupan sehari-hari, termasuk dalam bidang edukasi. Dewasa ini, telah terdapat beberapa website perhitungan analisa struktur yang tersedia. Namun website tersebut masih belum dapat mengakomodasi kebutuhan pembelajaran secara utuh. Oleh karena itu, dibutuhkan website edukatif dan interaktif yang dapat membantu pemahaman dalam mata kuliah Analisa Struktur III dan Metode Elemen Hingga.Pemilihan metode kekakuan langsung dilakukan karena metode ini merupakan implementasi dasar dan praktis untuk metode elemen hingga berbasis perpindahan. Di samping itu, metode ini secara de facto telah menjadi metode standar pada software komersial untuk analisis struktur. Sementara itu, algoritma perhitungan akan diimplementasikan ke dalam bahasa pemrograman HTML, PHP, JavaScript, dan jQuery.Dari hasil program, diketahui bahwa secara umum program sudah dapat membantu perhitungan analisis struktur rangka, termasuk pada struktur yang tidak stabil. Akan tetapi, pada analisa yang hanya memperhitungkan deformasi geser, perlu dilakukan modifikasi pada koefisien geser.
APLIKASI VIRTUAL TOUR 3D PABRIK PT. X Utomo, Willy Nugraha; Liliana, ,; Gunadi, Kartika
Jurnal Informatika Vol 12, No 2 (2014): NOVEMBER 2014
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (430.423 KB) | DOI: 10.9744/informatika.12.2.84-89

Abstract

Company X is a reputable company that has more than 1000 people employees. One of the routines that performed by company X is orientation for new employees, and there is an event that invites them to visit the factory. The location of the main office and the factory is far, so this activity lacks time efficiency. This application aims to facilitate company X in conducting new employee orientation so that the location can be seen in the virtual world. The first thing in the process of making the application is visiting the factory to determine the shape and position of the object, so that the expected results are shown to resemble its original condition. 3d object and its texture are created using Blender application that can be imported into the made application. Collision feature aims to prevent users from penetrating the objects.The position, shape and location of objects contained in the application already resemble the original plant site. The main obstacle in making this application is the creation time, so the detailed map of the plant cannot be completed. The main building, the production building and the warehouse have been made, only small objects contained in the main building have not been contained.
SKIN SEGMENTATION AND SKULL SEGMENTATION FOR MEDICAL IMAGING Tjandra, Eric Yogi; Liliana, ,; Kheng, Leow Wee
Jurnal Informatika Vol 12, No 2 (2014): NOVEMBER 2014
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (314.836 KB) | DOI: 10.9744/informatika.12.2.57-62

Abstract

In this paper aims we present tools for medical imaging applications to do skin and skull segmentation in a short time. The desired output for skin segmentation is a 3D visualization of the facial skin without any cavities or holes inside the head, while skull segmentation aims to create a 3D visualization of the skull bones. The algorithm used for skin segmentation is thresholding the image, extracting the largest connected component, and holefilling to fill the unnecessary holes. As for the skull segmentation, the process is done by removing the spines which is connected to the skull, and then extracting the largest connected component. Afterwards, mesh generation is done to produce the 3D objects from the processed images. This mesh generation process is done using the marching cubes algorithm. The testing results show that the skin and skull segmentation process will work well when there are no other objects that are connected to the skin or the skull. Skin segmentation process takes a significant amount of time, primarily caused by the holefilling process.