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Journal : Jurnal Teknik Informatika (JUTIF)

Optimal Phase Selection Of Single-Phase Appliances In Buildings Using String-Coded Genetic Algorithm Daratha, Novalio; Vatresia, Arie; Santosa, Hendy; Agustian, Indra; Suryadi, Dedi; Gupta, Neeraj
Jurnal Teknik Informatika (Jutif) Vol. 6 No. 3 (2025): JUTIF Volume 6, Number 3, Juni 2025
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2025.6.3.4603

Abstract

Phase imbalance in buildings, primarily caused by single-phase loads and generation, leads to increased neutral current, voltage imbalance, reduced energy efficiency, and potential equipment damage. To address these challenges, an optimal phase selection method is proposed for single-phase loads and generation. This method integrates integer programming with a string-coded genetic algorithm (GA). The GA employs string encoding to represent phase connections. Initially, a Mixed Integer Programming (MIP) solver identifies an initial solution, which is subsequently transformed into a string to initialize the GA’s genes. Subsequently, the GA executes standard operations such as mutation, crossover, evaluation, and selection. Case studies demonstrate the efficacy of this method in achieving substantial load balancing. Notably, the identification of multiple solutions with identical objective function values renders this approach suitable for smart buildings equipped with energy management systems that participate in ancillary services between low-voltage and medium-voltage networks. This research pertains to the domains of computer science, power engineering, and energy informatics.
Herbal Plant Classification Using EfficientNetV2B0 Model and CRISP-DM Approach Sonita, Anisya; Anggriani, Kurnia; Vatresia, Arie; Putri, Tiara Eka; Darnita , Yulia; Zahra, Syakira Az; Aprilia, Vilda; Aziz, Dzakwan Ammar
Jurnal Teknik Informatika (Jutif) Vol. 6 No. 4 (2025): JUTIF Volume 6, Number 4, Agustus 2025
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2025.6.4.5141

Abstract

Herbal remedies have long been utilized by Indonesian communities as part of traditional medicine. However, identification of these natural resources is often challenging due to the morphological similarities among various species, which demand expert knowledge to differentiate. This study aims to implement the EfficientNetV2B0 model architecture for classifying medicinal leaves through an Android-based application designed to support recognition tasks. The dataset was composed of augmented images of plant foliage. The model was trained using the TensorFlow framework and evaluated to measure classification performance. Results demonstrate that EfficientNetV2B0 achieves excellent accuracy, with validation scores exceeding 97%, outperforming several other deep learning models. The resulting application allows the general public to identify local medicinal species more easily. This study contributes to the field of computer vision by providing an accurate and efficient classification framework, particularly beneficial for health-related informatics in biodiversity-rich regions.
DESIGNING A 3D ROGUELIKE GAME WITH PROCEDURAL CONTENT GENERATION USING THE GRAPH GRAMMARS METHOD Vatresia, Arie; Putra Utama, Ferzha; Yulianto, Adi
Jurnal Teknik Informatika (Jutif) Vol. 4 No. 6 (2023): JUTIF Volume 4, Number 6, Desember 2023
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2023.4.6.546

Abstract

Roguelike is a genre of role-playing video game in which the player explores dungeons through procedurally generated levels. If they lose, the player loses progress, and the character starts over again. Procedural Content Generation (PCG) is a computer program that can create game content automatically, randomly, and uniquely, either by itself or with human assistance. In this study, the 3D roguelike game was designed with players playing a character to explore dungeons. Players will enter at one point, explore the surrounding environment, defeat the enemies encountered, avoid traps, collect treasure, and finally exit at another point. Each time the player starts a new game session, the game will generate a dungeon with a mission structure that changes randomly to create a variety of gameplay. This mission generation is implemented using the Graph Grammar method. The game is built using the Unity game engine and is intended to run on Android devices. Based on the black box test results, all the game's features are running well according to their functions. The built games will be evaluated using the GUESS-18 to determine the level of player satisfaction. Based on the evaluation results, the game is included in the "GOOD" category, with an overall score of 49.07 out of 63 maximum scores. The game that has been built is superior in the aspect of personal gratification, while it is weak in the aspect of social connectivity.