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Perancangan Jaringan LTE – Advanced Menggunakan Metode Carrier Aggregation Inter Band Non – Contiguous Di Kabupaten Kampar Danny Wijaya; Linna Oktaviana Sari
Jurnal Online Mahasiswa (JOM) Bidang Teknik dan Sains Vol 6 (2019): Edisi 1 Januari s/d Juni 2019
Publisher : Jurnal Online Mahasiswa (JOM) Bidang Teknik dan Sains

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Abstract

Long Term Evolution Advanced (LTE-A) is a network technology that allows LTE networks to run on two different frequencies. This network speed of LTE – A can reach up to 1 Gbps. In Indonesia there are limitations of network frequency allocation. So, network design options are made by combining frequency and bandwidth on the network. The purpose of this study is to design an LTE-Advanced network with the Carrier Aggregation (CA) method. CA is a method that can combine two or more components of a carrier with maximum bandwidth of 20 MHz. In Kampar Regency itself there is no implementation of the LTE-Advanced network. In this research the design of the LTE-A network uses the interband-non-contiguous CA method. After getting the results, a network comparison is made between using CA or without the CA method based on planning by coverage and planning by capacity. The frequency bands used are 900 MHz and 1800 MHz with a total bandwidth of 15 MHz. Parameter test results show that. Coverage by signal level in non-CA method at 900 MHz frequency 5 Mhz bandwidth has a value of 99.83% on signal level >80 dBm, while at 1800 MHz frequency 10 MHz bandwidth has a value of 99,85% at the signal >80 level dBm. On the other side Coverage by signal level on CA frequency 900 & 1800 MHz with a total bandwidth of 15 MHz is superior at 99.97% with a signal value of >80 dBm. So that it can be concluded that the design with CA techniques has superior value compared to Non-CA.Keywords: Advanced LTE, carrier aggregation, planning by coverage, planning by capacity, bandwidth, signal level.
Algoritme Genetika untuk Desain Level Dinamis pada Game Edukasi Kebakaran Hutan Danny Wijaya; Hanny Haryanto; Erna Zuni Astuti; Wijanarto Wijanarto
Komputika : Jurnal Sistem Komputer Vol 10 No 1 (2021): Komputika: Jurnal Sistem Komputer
Publisher : Computer Engineering Departement, Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/komputika.v10i1.3586

Abstract

Kebakaran hutan dianggap sebagai ancaman yang memiliki potensi besar dalam menghambat pembangunan yang berkelanjutan karena efeknya langsung bagi ekosistem. Kebakaran hutan semakin menarik perhatian dari pihak lokal maupun internasional karena memiliki dampak terhadap lingkungan dan ekonomi. Sosialisasi kebakaran hutan terhadap masyarakat dapat dilakukan melalui berbagai cara. Video Game adalah permainan interaktif dengan antarmuka pengguna melalui gambar yang dihasilkan oleh piranti video. Game dapat berfungsi untuk menumbuhkan pengetahuan, kreativitas, emosi, kecerdasan dan nilai-nilai sikap, oleh karena itu game dapat digunakan sebagai sarana edukasi kebakaran hutan. Dalam pembuatan game, desain level merupakan salah satu faktor utama yang menentukan kualitas gameplay dari suatu game. Penelitian ini menggunakan algoritma genetika sebagai metode Procedural Content Generation dalam desain level dari game edukasi kebakaran hutan. Metode algoritma genetika dapat menghasilkan bentuk level yang optimal dari hasil iterasi dengan memilih kandidat terbaik.