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Implementasi Rule Base System dan Fuzzy Logic Artifical Intelligence pada Game Kartu Capsa Pangkatodi, Edo; Liliana, Liliana; Budhi, Gregorius Satia
Jurnal Infra Vol 4, No 1 (2016)
Publisher : Jurnal Infra

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Abstract

In the era of globalization today, science and technology is developing very fast, particularly in entertainment media, specifically in the gaming world. Today, games are not only used as an entertainment, but also can be used as an alternative in the world of work, education, and even sports. In the world of gaming, artificial intelligence, or AI is a factor that cannot be separated. With the right methods and the specific rules of the AI can walk like a human being doing a job. So it is not only in the gaming world alone, AI can also be used in other fields that require AI computing systems for example in  technological development.The system is using Unity5 program with the programming language C#, with AI rule base and fuzzy used, the AI expected to have enough ability to be an opponent for players who use this application.Based on testing that has been done, these applications can run smoothly, AI can run and can follow rules of the game and follow the mindset that have been established. But the way of thinking AI still fairly few and need to be developed more.
Visualisasi Bentuk Ruang dari Gambar Denah dan Dinding Gunadi, Kartika; Liliana, Liliana; Wibisono, Anthony
SENATIK STT Adisutjipto Vol 1 (2013): Kreativitas Anak Bangsa untuk Kemajuan Teknologi dan Informasi
Publisher : Sekolah Tinggi Teknologi Adisutjipto

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (923.238 KB) | DOI: 10.28989/senatik.v1i0.56

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Merencanakan sebuah ruangan  umumnya disajikan dalam bentuk denah dan tampak dinding setiap ruangan. Namun pada umumya pengguna mengalami kesulitan membayangkan visual ruangan secara tiga dimensi. Untuk mengatasi hal ini, dibuatlah sebuah aplikasi yang dapat memberi visualisasi 360° terhadap suatu ruangan sehingga pengguna dapat melihat isi ruangan, serta  menandai bagian penting ruang seperti arah, sudut dan pintu yang ada dalam ruangan,  visualisasii ruangan dilakukan dengan proses 360° Panorama Stitching. Hasil pengujian, telah didapatkan contoh panorama dari ruangan dalam rumah yang sudah berbentuk 360° dan denah yang dihasilkan berdasarkan data arah, sudut, dan pintu pada tiap ruangan. Visualisasi  yang dihasilkan dapat membuat pengguna menyadari susunan suatu ruangan sehingga memberikan visualisasi ruangan.
PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE TWO STAY TWO STRAY (TSTS) UNTUK MENINGKATKAN HASIL BELAJAR IPS SISWA KELAS IV SDN 033 SINTONG KECAMATAN TANAH PUTIH KABUPATEN ROKAN HILIR Liliana, Liliana; Alpusari, Mahmud; Marhadi, Hendri
Jurnal Online Mahasiswa (JOM) Bidang Keguruan dan Ilmu Pendidikan Vol 4, No 1 (2017): Wisuda Februari 2017
Publisher : Jurnal Online Mahasiswa (JOM) Bidang Keguruan dan Ilmu Pendidikan

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Abstract

Abstract: this Research is done because its low of result study class Student IPA IV SDN 033 Sintong Kec. Tanah Putih value average 59,64 from 20 student, that yet to reach KKM many 12 people (60,0%) whereas who reach KKM only 8 people (40,0%). Formula of problem in research what is this the Cooperative Studying model-implement Two Stay type Two Stray (TSTS) can to level it result study class Student IPA IV SDN 033 Sintong Kec. Tanah Putih?. The Research is executed to semester even Year Lesson 2015/2016 to month March until April 2016. Subjek this penelitan is student IV SDN 033 Sintong Kec. Tanah Putih, with student's number 20 people, that consist from 10 man–man and 10 women heterogen's have ability. Design this research is Class Action Research (PTK). the Research is done in two cycles. data collection Instrument to research this is teacher's observation sheet and student also result test study. After to be applied the Cooperative Studying model Two Stay Type Two Stray (TSTS) so research result show that teacher's activity to undergo leveling from 66,67% I's cycle become 91,67% II's cycle. student's Activity also to undergo leveling from 62,5% I's cycle become 87,5% II's cycle. Result study student to undergo leveling from base skor with average 59,64 to level become 74,75 to UH 1 I's cycle, next to UH 2 II's cycle to level again become 82,75. Leveling Persentase average result study from base skor to UH II is 38,73%. Completing classicaly to undergo leveling from data the early who finish only 8 people (40%) to level the become who finish 14 people (70%) I's cycle. Next to level again become 18 people (90%) II's cycle. this research result To be based can to be concluded that the Cooperative Studying model-implement Two Stay Type Two Stray (TSTS) to to level it result study class student IPA IV Country SD 033 Sintong Kec. Tanah Putih, succeed be done examiner.Key Word : Two Stay Two Stray (TSTS), Result study IPA
EDUKASI PEMBERIAN MAKANAN TAMBAHAN BAGI IBU BALITA GIZI KURANG Purba, Surono; Limanto, Susana; Liliana, Liliana
JURNAL PENGEMBANGAN KOMUNITAS Vol 3 No 1 (2019): July
Publisher : JURNAL PENGEMBANGAN KOMUNITAS

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Abstract

Anak adalah calon calon generasi penerus bangsa yang perlu disiapkan sejak dini sehingga mampu menjadi Sumber Daya Manusia (SDM) penerus bangsa yang berkualitas. Proses untuk menyiapkan SDM yang berkualitas seharusnya sudah dimulai sejak perencanaan pernikahan, masa kehamilan, kelahiran, anak, dewasa, hingga lansia. Masa yang paling kritis adalah masa kehamilan dan kelahiran sampai dengan usia 1000 hari pertama kelahiran. Untuk itu, pada usia tersebut diperlukan zat gizi yang bermutu dan memadai. Pemerintah bertanggungjawab untuk menyediakan sarana dan prasarana kesehatan sehingga masyarakat dapat memperoleh layanan kesehatan yang layak secara merata. Pelayanan yang diberikan oleh puskesmas Sawahan terutama diperuntukkan bagi masyarakat di kelurahan Sawahan dan Petemon.  Data tahun 2018 menunjukkan bahwa jumlah balita gizi kurang di kelurahan Sawahan dan Petemon masih cukup banyak. Apabila balita gizi kurang yang ada di Kelurahan Sawahan dan Petemon tidak segera ditangani dengan baik, maka balita tersebut berpotensi berubah status menjadi gizi buruk. Potensi permasalahan mitra di wilayah kerja Puskesmas Sawahan adalah Gizi Kurang pasca kejadian Balita Gizi Buruk dapat berpotensi menjadi kondisi stunting. Oleh karena itu, tim Abdimas dari Universitas Surabaya berinisiatif untuk membantu Puskesmas Sawahan melalui program pengabdian ini, dengan tujuan untuk memberikan edukasi pada ibu yang memiliki batita, agar dapat memberikan makanan yang sesuai dengan usianya.
PEMODELAN OBYEK TIGA DIMENSI DARI GAMBAR SINTETIS DUA DIMENSI DENGAN PENDEKATAN VOLUMETRIC Adipranata, Rudy; liliana, Liliana
Jurnal Informatika Vol 6, No 1 (2005): MAY 2005
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (475.991 KB) | DOI: 10.9744/informatika.6.1.pp. 7-11

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In this paper, we implemented 3D object modeling from 2D input images. Modeling is performed by using volumetric reconstruction approaches by using volumetric reconstruction approaches, the 3D space is tesselated into discrete volumes called voxels. We use voxel coloring method to reconstruct 3D object from synthetic input images by using voxel coloring, we can get photorealistic result and also has advantage to solve occlusion problem that occur in many case of 3D reconstruction. Photorealistic 3D object reconstruction is a challenging problem in computer graphics and still an active area nowadays. Many applications that make use the result of reconstruction, include virtual reality, augmented reality, 3D games, and another 3D applications. Voxel coloring considered the reconstruction problem as a color reconstruction problem, instead of shape reconstruction problem. This method works by discretizing scene space into voxels, then traversed and colored those voxels in special order. The result is photorealitstic 3D object. Abstract in Bahasa Indonesia : Dalam penelitian ini dilakukan implementasi untuk pemodelan obyek tiga dimensi yang berasal dari gambar dua dimensi. Pemodelan ini dilakukan dengan menggunakan pendekatan volumetric. Dengan menggunakan pendekatan volumetric, ruang tiga dimensi dibagi menjadi bentuk diskrit yang disebut voxel. Kemudian pada voxel-voxel tersebut dilakukan metode pewarnaan voxel untuk mendapatkan hasil berupa obyek tiga dimensi yang bersifat photorealistic. Bagaimana memodelkan obyek tiga dimensi untuk menghasilkan hasil photorealistic merupakan masalah yang masih aktif di bidang komputer grafik. Banyak aplikasi lain yang dapat memanfaatkan hasil dari pemodelan tersebut seperti virtual reality, augmented reality dan lain-lain. Pewarnaan voxel merupakan pemodelan obyek tiga dimensi dengan melakukan rekonstruksi warna, bukan rekonstruksi bentuk. Metode ini bekerja dengan cara mendiskritkan obyek menjadi voxel dan kemudian melakukan pengecekan secara berurutan terhadap proyeksi voxel ke gambar input untuk menentukan apakah voxel tersebut merupakan bagian dari obyek atau bukan. Sehingga pada akhirnya akan dihasilkan suatu model tiga dimensi yang photorealistic. Kata kunci: pewarnaan voxel, pemodelan tiga dimensi, obyek photorealistic.
ACCELERATION RENDERING METHOD ON RAY TRACING WITH ANGLE COMPARISON AND DISTANCE COMPARISON liliana, Liliana; Adipranata, Rudy
Jurnal Informatika Vol 8, No 1 (2007): MAY 2007
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (475.63 KB) | DOI: 10.9744/informatika.8.1.pp. 74-78

Abstract

In computer graphics applications, to produce realistic images, a method that is often used is ray tracing. Ray tracing does not only model local illumination but also global illumination. Local illumination count ambient, diffuse and specular effects only, but global illumination also count mirroring and transparency. Local illumination count effects from the lamp(s) but global illumination count effects from other object(s) too. Objects that are usually modeled are primitive objects and mesh objects. The advantage of mesh modeling is various, interesting and real-like shape. Mesh contains many primitive objects like triangle or square (rare). A problem in mesh object modeling is long rendering time. It is because every ray must be checked with a lot of triangle of the mesh. Added by ray from other objects checking, the number of ray that traced will increase. It causes the increasing of rendering time. To solve this problem, in this research, new methods are developed to make the rendering process of mesh object faster. The new methods are angle comparison and distance comparison. These methods are used to reduce the number of ray checking. The rays predicted will not intersect with the mesh, are not checked weather the ray intersects the mesh. With angle comparison, if using small angle to compare, the rendering process will be fast. This method has disadvantage, if the shape of each triangle is big, some triangles will be corrupted. If the angle to compare is bigger, mesh corruption can be avoided but the rendering time will be longer than without comparison. With distance comparison, the rendering time is less than without comparison, and no triangle will be corrupted.
PEMANFAATAN KURVA B-SPLINES UNTUK MEMPERHALUS VISUALISASI OBYEK MESH Liliana, Liliana; Budhi, Gregorius Satia; Leonardo, Erick; Sanjaya, Evans
Jurnal Informatika Vol 12, No 1 (2014): MAY 2014
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (729.007 KB) | DOI: 10.9744/informatika.12.1.27-32

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Ray tracing is one of the photorealistic rendering method. Ray tracing process takes a long time because of the calculation of lighting effects and optical effects caused by the material of the object. The length of rendering time increases with the increasing complexity of the shape of the object, such as a mesh object. To minimize processing time, generally done by reducing the complexity of the mesh, which reduces the number of face that forms a mesh object. How to reduce the number of face is to combine adjacent face to face. The downside of this method is that the object surface resulting display will look grainy/triangular - facet (checkered). The proposed method in this study aims to refine the visualization of objects that complexity is not high. Triangular surface mesh - terms appear due to the calculation of the same color for each face that form a mesh. If the face has a color gradation, the mesh will look smooth surface. To produce a color gradation on a broad face, normal calculation was used, ie in proportion adopting b - splines curve calculations. Testing is done by comparing the results of the use of normal B - splines to the simple method of subdivision (a method of face vast divide into several smaller face , so that the finer the mesh surface) with ray tracing rendering method. From the experimental results, it can be concluded that the results of ray tracing using b - splines normal when compared with the subdivision, the results are not too different. From the aspect of long rendering process, the more the number of face of a mesh, it also increase the effectiveness of rendering time process. However, the increase is not proportional to the increase in the number of mesh
PEMBUATAN PERANGKAT LUNAK EDITOR DENAH RUANG 2D UNTUK DIVISUALISASIKAN SECARA 3D Adipranata, Rudy; liliana, Liliana; Pribadi, Yohanes
Jurnal Informatika Vol 7, No 2 (2006): NOVEMBER 2006
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (338.762 KB) | DOI: 10.9744/informatika.7.2.pp. 114-119

Abstract

Usually we use paper to draw sketch of room for designing building. Using paper can cause a problem especially for changing the sketch or size of the room. To solve that problem, we can use software to design sketch of the room. Nowadays there are many software can be used but many of those can only view in two dimension, top side. Using only two dimensions viewing, user have difficulties to imagine the real room in three dimensions. Also there are software which can view in three dimensions, but unfortunately the price of those software is so high. In this paper, we implement software to help user to design the sketch of the room in two dimensions, but the result can be viewed in three dimensions. In three dimensions view, user can do movement like view the real world. This software also can be used to create building have multi level, and the accessories that can be used are floor, wall, door, window and stair. To implement this software we use OpenGL library. Abstract in Bahasa Indonesia : Untuk merancang denah ruang pada sebuah bangunan, biasanya dilakukan penggambaran sketsa ruang yang diinginkan pada kertas. Tidak semua orang, terutama orang yang awam terhadap bidang arsitektur, membayangkan sebuah gambar denah sebagai ruangan akan sangat menyulitkan. Untuk menjembatani antara perancang dengan pelanggan, antara rancangan denah dalam bentuk 2D dengan visualisasi dalam bentuk 3D, maka dalam penelitian ini dikembangkan sebuah perangkat lunak yang mampu menghasilkan visualisasi bentuk sebuah ruang dari inputan berupa gambar denah 2D tampak atas. Dengan adanya fasilitas editor pada perangkat lunak ini, maka perancang dapat melakukan perubahan denah ataupun ukuran yang sudah tergambar dan langsung menampilkan hasil visualisasinya. Oleh karena itu, pada penelitian ini, dikembangkan pembuatan perangkat lunak editor denah ruang secara 2D yang dapat langsung divisualisasikan dalam bentuk 3D dengan ukuran yang sama dengan yang diinputkan pada gambar denahnya. Pada visualisasi yang berbentuk 3D, pengguna dapat melakukan penjelajahan ruang seperti berada pada ruang secara nyata. Pada perangkat lunak ini, bangunan dapat dibuat bertingkat dan bagian ruang yang disediakan adalah lantai, dinding, pintu, jendela serta tangga. Perangkat lunak yang dihasilkan mampu menampilkan visualisasi dalam bentuk 3D secara nyata. Kamera dapat diletakkan di sembarang tempat dan kemudian menggeser-geser posisinya dengan menggerakkan kursor. Kata kunci: editor denah ruang, 2D, 3D, visualisasi, OpenGL
VISUALISASI DESAIN GEOMETRIK JALAN SECARA 3D BERDASARKAN PERHITUNGAN ALINYEMEN HORISONTAL DAN ALINYEMEN VERTIKAL Nugroho, A. Arif Dwi; liliana, Liliana; Setiawan, Rudy
Jurnal Informatika Vol 6, No 2 (2005): NOVEMBER 2005
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/informatika.6.2.pp. 90-94

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Highway geometric design is a part of highway planning which focused on physical form planning, so it can fulfil the highway basic function. Highway geometric design consists of horizontal alignment and vertical alignment and each of them has its own calculation. Computer technology developments can produce softwares which is able to help and simplify the calculations of both alignments and the softwares also can produce designs which visualize the calciulation into 2D images. But 2D image is not real enough to imagine the realistic form of the highway. We need 3D visualisation to imagine the realistic highway. This paper explains how the system can produce the 3D visualisation from horizontal alignment and vertical alignment calculations. First, find the highway 3D position in the 3D coordinate. 3D coordinate has three component, x, y and z axis. From horizontal alignment calculation, we get the x and y value and from vertical alignment, we get the z value. After obtaining the 3D position, then the highway design can be drawn. This software can design the highway better because it can simulate the highway wether it is comfort enough to be passed. Abstract in Bahasa Indonesia : Desain geometrik jalan merupakan bagian dari perencanaan jalan yang dititik-beratkan pada perencanaan bentuk fisik sehingga dapat memenuhi fungsi dasar dari jalan. Desain geometrik jalan terdiri dari Alinyemen Horisontal dan Alinyemen Vertikal, dan masing-masingnya memiliki perhitungan tersendiri. Dengan adanya kemajuan teknologi komputer, mampu menghasilkan program komputer yang dapat membantu dan menyederhanakan perhitungan dari masing-masing alinyemen tersebut serta menghasilkan rancangan yang sesuai dengan kaidah yang berlaku, bahkan mampu membuat visualisasi dua dimensi dari rancangan tersebut. Namun visualisasi dua dimensi dirasa kurang mampu memberi gambaran secara nyata bentuk asli dari rancangan geometrik jalan. Oleh karena itu dalam penelitian yang dilakukan ini, dikembangkan suatu perangkat lunak yang menggunakan hasil perhitungan program komputer untuk alinyemennya dan elemen-elemen tambahan untuk menghasilkan visualisasi tiga dimensi yang sesuai desain. Pertama-tama dicari posisi jalan dalam ruang 3D. Dengan hasil perhitungan alinyemen horisontal akan didapatkan posisi mendatar dari sebuah jalan dan hasil perhitungan alinyemen vertikalnya digunakan untuk mendapatkan ketinggian jalan tersebut. Setelah mendapatkan posisi 3D barulah digambar. Hasil program visualisaasi ini dapat menampakkan posisi jalan dengan lebih baik sehingga bisa digunakan untuk mensimulasi apakah perancangan pembangunan jalan tersebut nantinya nyaman untuk dilewati, belokan atau tanjakan yang dirancang tidak berbahaya, dan lain sebagainya. Kata kunci: desain geometrik jalan, visualisasi tiga dimensi, alinyemen horisontal, alinyemen vertikal.
Factors Affecting the Composite Stock Price Index during Covid-19 Pandemic Crisis Hidayat, Ariodillah; Liliana, Liliana; Andaiyani, Sri
JEJAK: Jurnal Ekonomi dan Kebijakan Vol 14, No 2 (2021): September 2021
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jejak.v14i2.27682

Abstract

This paper aims to analyze factors affecting the Composite Stock Price Index (IHSG) on the Jakarta Stock Exchange (IDX) during the Pademi Corona Crisis. This study uses the multiple linear regression analysis technique where the variable number of confirmed Covid-19 cases in the world, the number of confirmed Covid-19 cases in Indonesia, the Rupiah exchange rate per 1 US dollar,  and the world crude oil price are used as independent variables (X) and the IHSG as the dependent variable (Y), the data used in this study are weekly time series data from the period December 2019 to September 2020. Based on the results of variable regression between the IHSG, Exchange Rates, Oil Prices, cases of COVID-19 in Indonesia and COVID-19 World, It is concluded that collectively the independent variables have a significant effect on the IHSG. Partially, Oil Prices, COVID-19 cases in Indonesia and COVID-19 cases in the world have a significant effect on the IHSG. Meanwhile, the exchange rate has no significant effect on the IHSG.
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