Claim Missing Document
Check
Articles

Pengamatan Ekspresi Wajah Secara Adaptif dengan Presentasi Pemutaran Musik Lumintan, Agam Pamungkas; Liliana, Liliana; Palit, Henry Novianus
Jurnal Infra Vol 3, No 2 (2015)
Publisher : Jurnal Infra

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

Abstract

High life demands nowadays make the individual emotional state change easily. Music is one of many media that is used to stabilize a person’s emotional condition. However, wrong use of music can worsen a person’s emotional condition, as in the case of today’s society.To prevent that, an application that can detect the user’s facial expression to stabilize the user’s emotional state through music is developed. The expression on the face is determined by the position of eyebrows, eyes, mouth, and wrinkles features. The positions of detected features are compared with those in a neutral face that has been previously calibrated. The difference of features’ positions will be used as input of the trained neural network to determine the expression on the detected face.Through some experiments, the accuracy of detection of facial features and facial expressions are known. The detected expression will trigger the playback of music to stabilize the user’s emotional condition. The weakness of this application is that the music library must be set manually by the user.
Pembuatan Turn Based Strategy Role Playing Game Menggunakan Unity Game Engine Sanjaya, Andre Lionel; Budhi, Gregorius Satia; Liliana, Liliana
Jurnal Infra Vol 3, No 2 (2015)
Publisher : Jurnal Infra

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

Abstract

Strategy is one of the more popular video game genres. There are many factors that can affect whether a strategy game is good or not. Some of those are the graphics of the game, the menus and features, and also the AI inside the game. This game is made with that understanding.The game will be made with Unity Game Engine. ID3 and Backpropagation will be used as the AIs in this game. The game is divided into two parts, namely the exploration mode and the battle mode. In the exploration mode, the player can freely explore their surrounding environment, interact with NPCs, or encounter an enemy. Battle mode is a mode where the player fights the enemy they encounters. Battle mode will be played in a grid that resembles a chessboard. The game will go into this mode only if the player made contact with the enemy in exploration mode. When the battle is finished, the player will return to exploration mode.The resulting games are tested by playing the game from start to finish. From the results, it can be concluded that the game has implemented the general features of games in strategy and RPG genre.
Pengenalan Dokumen Jawa Menggunakan Jaringan Syaraf Tiruan Feedforward Elman Type Algorithm Indrayana, Hans Christian; Budhi, Gregorius Satia; Liliana, Liliana
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 training process is the most important thing to recognize something, because without the process training, it’s impossible to recognize something with what datas you have. The training process of Javanese letter has its own difficulty level for collecting the extraction feature datas that can be used for training process and it took a long time to do the training process. In this paper developed an application that can make the process training to recognize of Javanese Letter with the extration feature datas.The process is carried out as follows: image that has been previously segmented, then extract the feature datas and used it as input to begin the training process with  Elman Type. The Inputs are 88 atribute from data extraction features, that is the result of extraction features based on area-based theory from a picture of Javanese letter.  The result of the training process are some datas,  bias, weight datas, when the data is deemed to able produce good output, then it can be used for recognize the Javanese letter from the other source extraction feature datas . The output is some datas, like bias, weight, and Java letter recognition results stored in file.txt. This application is made to the programming language C # with Microsoft Visual Studio 2010 as the IDE.The results show that javanese letter recognition accuracy by using Elman reach 85.16 % .
Aplikasi Game Life Simulation Peternakan Domba Menggunakan Metode Fuzzy Njoto, Evelyn; Liliana, Liliana; 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

Many people are eager to learn more about the world of farming, not just knowing the name and shape of the animal. However, not everyone can travel to the farm to learn about the life cycle of the animal. One way that can be used to provide a learning experience about the life cycle of living beings in the fastest way is through a game. One of the game’s genres that can be used to provide entertainment and educational aspects to the players is a life simulation. As a life simulation game, the data used is from the real studies of sheep. To give a more realistic situation, this game has a fuzzy state machine to determine the behavior shown by the animals when being approached by the opposite sex.By creating the simulation of sheep with three-dimensional interface, the player will enjoy the gaming experience more similar to the real world. This will give more pleasure to the player. This game was made using the Unity Engine and scripting using C # with MonoDevelop. From the test results, the majority of sheep AI performance is partly influenced by changes in the inputs necessary for the calculation of fuzzy and largely influenced by the interaction of the player in the game.
Pembuatan Website Museum Virtual Majapahit Harison, Andreas; Liliana, Liliana; Nathania, Anita
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

Majapahit empire has so many heritages. Many heritages have different locations. Therefore it could make more difficult to learning about majapahit empire. One way to admire or learn about majapahit empire’s heritages is through  a virtual website.This website will resemble most of majapahit empire’s heritages that located in different location into one location. Artefacts will be create more interesting, where the visitors can view 3 dimension object of some artefacts. This website created using some libraries, Xampp and Notepad++.             The interface that this website use is easily understand, and user friendly. All Functions that provided also help visitors to understand more about majapahit empire.
Pembuatan Sistem Administrasi dan Keuangan Berbasis Responsibility Center di Gereja Kebangkitan Kalam Allah Indonesia Jemaat Tenggilis Mejoyo Budi, Wijaksana; Liliana, Liliana; Setiabudi, Andy
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

Gereja Kebangkitan Kalam Allah Indonesia (GKKA) is a non-profit organization that has been established since 1984. GKKA located on Highway Tenggilis Mejoyo 87 Surabaya has a need for the technology. The current condition of the church experienced problems in the financial and administrative records.This paper will be made an administration and finacial system to help resolve problems that occur in the GKKA. Administration system will help resolve problems in the recording of church members, employees, and assets of the church. The financial system will help in the financial records at each responsibility center. Financial records on the system using the cash basis method. This system is in the form of a website with the programming language PHP and uses a MySQL database.The results to be obtained from applications that have been made, among others, accounting journals, reports, among others: the balance sheet, trial balance, general ledger, reports surplus / deficit.
Aplikasi Game Strategi Menggunakan Metode Algoritma Genetika untuk Pembuatan Pasukan Pranata, Johan; Purba, Kristo Radion; Liliana, Liliana
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

One way that can be used to provide education in an interesting way is using game. A kind of game’s genre that can be used to provide entertainment and educational to the player is a turn-based strategy game. As a turn-based strategy game, Battle of Batavia requires AI as opponent which can take good decision for making and controlling units to make the game become more attractive.To create AI that can think well, an AI system that can think properly in game is created. The system uses genetic algorithm method to take decision in making and controlling units. In this thesis, there are 2 component created for this thesis, the first is the genetic algorithm system and the second is Battle of Batavia game.The results show that the genetic algorithm system can be developed so the AI can think much better by determining fitness criteria that affect on taking decision in making and controlling units. The results also show that the genetic algorithm system can make a better decision than random method on some in-game conditions.
Perencanaan dan Pembuatan Media Interaktif untuk Simulasi Water Treatment dalam Bentuk Animasi Darsono, Richard Giovanni; Budhi, Gregorius Satia; Liliana, Liliana
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

Water is the most important element we use on daily basis. However, water often get the less attention from the society. To be thought of, almost all of human activities need to use clean water. Many regions in the Indonesia having no clean water stock. Even without our knowing, water takes important role for humans health.This application will packing purification water process and purification wastewater process with interactive and interesting. Not only explain water purification, this application also completed with the information where wastewater came from around us. For the additional information for the user of this application, this application also provide information about bacteria(s) that have some relantion with the water. This application was made using Adobe Flash CS5.5.Animation in this application will greatly helping user in the process understanding of the material. That matter will affect to increase interest to using application which easy and user friendly.
Student Media Sosial Application for Acdemic and Non Acdemic Activities Weydekamp, Juliando Christian; Purba, Kristo Radion; Liliana, Liliana
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

Social media is an alternative media in the exchange of information both for students of Petra Christian University in improving student learning outcomes. In general, Petra Christian University student using a lentera to get information about the lecture. Lentera so far has not provided facilities that can be used students to get information about the organization and information about the campus. Thus, student’s use other social media applications, such as BBM, Line, and others as a media of exchanging information alternative about information around the campus.Through this research, made a social media application for students of Petra Christian Universistas that can facilitate students in get and exchange the information such as: lecture information, organizational information, and information about the campus. Making an application equipped with the post, group and chat to facilitate students in exchanging information quickly. Chat features and features created using WebSocket posts created using AJAX.Results obtained from a social media application is made is a student can easily obtain information on campus, such as: information on the lectures, information about the organization and information about the campus. The time it takes students to exchange information by using the chat feature becomes shorter, because it supports real-time communication. 
Media Interaktif Pembelajaran Kandungan Gizi Dalam Sayuran Serta Manfaat Dalam Tubuh Manusia Liliana, Liliana; Budhi, Gregorius Satia; Aditia, Christian
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 vegetable is an excellent food for the human body, many various of vegetables that sold at market make vegetable contain many different contents and benefits, many societies understand about vegetable but many less understood what the side effects of certain vegetables. Nowadays,  there are many applications spread out there, but they could not get society’s concern because lack of image dan voice for naration.This application will give you knowledge about the content and the benefits, side effects, and processing interactively and it has images, sound, music, and interesting simulation, so that users could directly involved in the learning process. The material in this interactive media taken from 13 kinds of vegetables which are described the content and benefits, side effects, and processing. For content and material benefits, and side effects are provided animationfor material processing in the form of simulation. There is also a test to measure the users understanding towards material that already studied. This application was created using Adobe Flash CS6.With the simulation and animation that is contained in this application can really help users to understand the material being studied. Based on survey’s result from 30 respondents, 70% respondents agreed the explication from the material, 72.5% agreed that images support in learning process and 80% agreed   that animation support in learning process. Thus will increase interest in learning from user applications.
Co-Authors A Fahrezi, Irgi A. Arif Dwi Nugroho A.A. Ketut Agung Cahyawan W ABDUL BASHIR, ABDUL Adnan, Nazeli Agam Pamungkas Lumintan, Agam Pamungkas Aini, Halia Butra Alghifari Mahdi Igamo Almuhajir Almuhajir, Almuhajir Andaiyani, Sri Andre Lionel Sanjaya, Andre Lionel Andreas Harison, Andreas Andrew Victory Walelang, Andrew Victory Andy Setiabudi Aning Kesuma Putri, Aning Kesuma Anita Nathania Anita Nathania Purbowo Anthony Wibisono Anthony Wijaya Asyiek, Fauziah Azwardi Azwardi Bambang Bemby soebyakto, Bambang Bemby Bobby William Therry, Bobby William Butra Aini, Halia Chodijah, Rosmiyati Cholid, Idham Christian Aditia, Christian Daniel Runtulalu, Daniel Delafena, Irfan Dewi, Kencana Dirta Pratama Atiyatna Dwi Darma Puspita Sari Edo Pangkatodi, Edo Ellysa Tjandra Engellika, Giovanny Erick Leonardo Evans Sanjaya Evelyn Njoto, Evelyn Fadillah, Reni Frieda, Frieda Fuadah, Luk Luk Gregorius Satia Budhi Gustriani, Gustriani H.M. Rasyid Umrie, H.M. Rasyid Hans Christian Indrayana, Hans Christian Hans Juwiantho Hapsari, Annisa Tri Hartono Hartono Harunnurrasyid, Harunnurrasyid Harvey Tjahjono, Harvey Hasya, Muhammad Nawal Hendri Marhadi Hendrick, Fran Henry Novianus Palit Hidayat, Ariodillah Ichsan Hamidi Inavonna, Inavonna Irvan Putra Ganiartha, Irvan Putra Jeffrey ., Jeffrey Johan Pranata, Johan Juliando Christian Weydekamp, Juliando Christian Justinus Andjarwirawan Juwita, Retno Sari Kartasari, Shelly Febriana Kartika Gunadi Kristo Radion Purba Lili Kusumawati Madalena, Mardalena Madinah, Madinah Mahardhika Permana Putera, Mahardhika Permana Mahendra, Kariza Awal Mahmud Alpusari Mahmudah, Aryatul Mardalena Mardalena Michael Chang, Michael Muhammad Bahrul Ulum MUHAMMAD TEGUH, MUHAMMAD Muhyiddin, Nurlina Tarmizi Mukhlis Mukhlis Nida, Rahma Nopri Yarsyah, Waldi Pertiwi, Rasyida Prijambodo, Bambang Purba, Surono Rafael, Angelo Brian Rahardjo, Kevin Sebastian Raneo, Agung Putra Riandi, Muhammad Vicky Richard Giovanni Darsono, Richard Giovanni Rolly Intan Rudy Adipranata Rudy Setiawan Saggaf, Abdullah Sari, Lily Eka Sepannur Bandri Shodrokova, Xenaneira Silvia Rostianingsih Siti Rohima Soesanto, Daniel Stendy, Stendy Sukanto Sukanto Susana Limanto Syamsuriadi, Syamsuriadi Syarief, Ahmad Ridwan Tania, Stefani Taufik Taufik Te, Richardson Ullah, Aulia Vanessa, Jolin Vanomy, Afrianti Elsye Vina, Vina Viorensa, Viorensa Waldi Novi Yarsah Wijaksana Budi, Wijaksana Wulandari, Zulfa Yohanes Nicolas Paulo Kwarrie, Yohanes Nicolas Paulo Yohanes Pribadi Yuliani Yuliani Yunisvita, Yunisvita Zhang, Sherles Zulfatri Aini