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Journal : TELKOMNIKA (Telecommunication Computing Electronics and Control)

The architecture social media and online newspaper credibility measurement for fake news detection Rakhmat Arianto; Harco Leslie Hendric Spits Warnars; Edi Abdurachman; Yaya Heryadi; Ford Lumban Gaol
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 17, No 2: April 2019
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v17i2.11779

Abstract

Social media is one of the communication media favored by people in the world, especially in Indonesia. This is evidenced by the results of the APJII survey which shows that the majority of Indonesians use social media in their daily activities. One of the advantages of social media is the dissemination of information faster than conventional media so that the quality of information disseminated is lower than conventional media due to the process of disseminating information not through the filter process. By measuring the level of credibility of the online newspaper based on the time credibility, website credibility, and message credibility factors and measuring the level of credibility on social media based on the time credibility, Social Media Credibility, and Message Credibility factors with different levels of weight, it will produce a news likelihood level it's fake news or facts.
Perfecting A Video Game with Game Metrics Junaidi Junaidi; Andy Julianto; Nizirwan Anwar; Safrizal Safrizal; Harco Leslie Hendric Spits Warnars; Kiyota Hashimoto
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 16, No 3: June 2018
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v16i3.7209

Abstract

A state of a perfect video game is what developers has been seeking for their product developments, to achieve the selected state, several standards and methods needs to be applied. These standards and methods are special: they are both verifiable and quantifiable, to make their action and end goal a clear one, the terms for this standards and methods are called ‘game metrics’ and we decided that this is a must-have tool or method to be implanted in a development of a game because it will boost your standards rapidly and will be able to tell you about your own progress of the development.
RANCANGAN INFRASTRUKTUR E-BISNIS BUSINESS INTELLIGENCE PADA PERGURUAN TINGGI Spits Warnars H.L.H
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 6, No 2: August 2008
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v6i2.558

Abstract

In order to compete with others, high education need complete their infrastructure with Information technology support. High level management as a decision maker needs something that can boost the system to compete with other high education. They need IT knowledge that can support them to view the future and can help the whole system to improve their services. Business Intelligence is one of term of Decision Support System which can help the management by something that they can forecast and decide. High Education needs infrastructure design to make good foundation for business intelligent implementation which will be implemented on internet or e-business.
Confidence of AOI-HEP Mining Pattern Harco Leslie Hendric Spits Warnars; Agung Trisetyarso; Richard Randriatoamanana
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 16, No 3: June 2018
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v16i3.5303

Abstract

Attribute Oriented Induction High level Emerging Pattern (AOI-HEP) has been proven can mine frequent and similar patterns and the finding AOI-HEP patterns will be underlined with confidence mining pattern for each AOI-HEP pattern either frequent or similar pattern, and each dataset as confidence AOI-HEP pattern between frequent and similar patterns. Confidence per AOI-HEP pattern will show how interested each of AOI-HEP pattern, whilst confidende per dataset will show how interested each dataset between frequent and similar patterns. The experiments for finding confidence of each AOI-HEP pattern showed that AOI-HEP pattern with growthrate under and above 1 will be recognized as uninterested and interested AOI-HEP mining pattern since having confidence AOI-HEP mining pattern under and above 50% respectively. Furthermore, the uniterested AOI-HEP mining pattern which usually found in AOI-HEP similar pattern, can be switched to interested AOI-HEP mining pattern by switching their support positive and negative value scores.
Mobile cloud game in high performance computing environment Dedy Prasetya Kristiadi; Ferry Sudarto; Evan Fabian Rahardja; Naufal Rayfi Hafizh; Christopher Samuel; Harco Leslie Hendric Spits Warnars
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 18, No 4: August 2020
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v18i4.14896

Abstract

Mobile cloud game is a solution to play high-end games in indigent thin clients with a diversity of end-user devices, and as real-time gaming, mobile cloud game hosting game engines in the cloud. Moreover, frequent change in network quality is another issue that should be limited to run the real fast cloud game. Thus, reliable software components between cloud and user devices as clients, including using artificial intelligence (AI) algorithms such as machine learning, deep learning and so on will enhance the game performance, particularly in multiplayer and real-time conditions. In this paper, we list the mobile cloud game architecture in the high-performance computing (HPC) environment, where a load of the game will be distributed between servers as cloud and clients. The server node as clouds or clients will consist of more than one server with many processors (cores) or sometimes can be recognized as distributed computing. Using HPC for cloud games will boost the game performance where the execution times will be dispersed not only in some node in servers and clients but in many cores of each server or client. The involvement of the internet of things (IoT) and ubiquitous access from heterogeneous devices will give benefit to enjoyment in the game itself.
Conceptual Model of Knowledge Management and Social Media to Support Learning Process in Higher Education Institution Tanty Oktavia; Harco Leslie Hendric Spits Warnars; Suroto Adi
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 15, No 2: June 2017
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v15i2.3491

Abstract

Nowadays social media has tremendously transformed organizational business process of institution. Higher Education as a place with the majority generation Y, that advances to use technology should realize these situations. With this social media platform, institution may facilitate the knowledge transfer process, then to support collaborative learning from e-learning to social learning. Referring to this phenomenon, this research will design the integration of concepts of knowledge management and social media as a framework to identify the significant components and its relationship to support each other. In this research, we use a systematic literature review from journal and text book to construct this collaboration model. The outcome of this study is collaboration model of knowledge management and social media to support learning process in higher education institution.
TATA KELOLA DATABASE PERGURUAN TINGGI YANG OPTIMAL DENGAN DATA WAREHOUSE Spits Warnars
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 8, No 1: April 2010
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v8i1.601

Abstract

The emergence of new higher education institutions has created the competition in higher education market, and data warehouse can be used as an effective technology tools for increasing competitiveness in the higher education market. Data warehouse produce reliable reports for the institution’s high-level management in short time for faster and better decision making, not only on increasing the admission number of students, but also on the possibility to find extraordinary, unconventional funds for the institution. Efficiency comparison was based on length and amount of processed records, total processed byte, amount of processed tables, time to run query and produced record on OLTP database and data warehouse. Efficiency percentages was measured by the formula for percentage increasing and the average efficiency percentage of 461.801,04% shows that using data warehouse is more powerful and efficient rather than using OLTP database. Data warehouse was modeled based on hypercube which is created by limited high demand reports which usually used by high level management. In every table of fact and dimension fields will be inserted which represent the loading constructive merge where the ETL (Extraction, Transformation and Loading) process is run based on the old and new files. 
Co-Authors Achmad Imam Kistijantoro Adrian Randy Pratama Adrian Setyawan Afrilia Astari Agung A. Pramudji Agung Trisetyarso Alam, Sirojul Andhika Prasetyo Andy Julianto Antoine Doucet Arif Fahrudin Arif Fahrudin Assiroj, Priati Benaya Oktavianus Oktavianus Benfano Soewito Benfano Soewito Bobi Kurniawan, Bobi Calvin Leonardo Christopher Samuel Christy, Jessica Damayanti, Damayanti Darren Kent Jeremy, Darren Kent Dedy Prasetya Kristiadi Dodick Zulaimi Sudirman Edi Abdurachman Edi Abdurachman Endang Kusnadi Endang Kusnadi Epafras Suria, Epafras Erick Erick Erick Fernando Ersa Andhini Mardika Evan Fabian Rahardja Fauzi Megantara Ferry Sudarto Ford Lumban Gaol Ford Lumban Gaol Ford Lumban Gaol Ford Lumban Gaol, Ford Lumban Gilbert Xervaxius Naphan Hesananda, Rizki Hintarsyah, Aristo Putramasi Ida Farida Ignasius Raffael Santoso Joshua Dylan Jovano Edmund Friry Junaidi Junaidi Kevin Dynata Kevin Renalda Kharis Munawar Kiyota Hashimoto Kusuma Atmaja, Wahyu Haris Lukman Adyana Megantara, Fauzi Melvin Ismanto Meyliana Meyliana Meyliana, M. Muhammad Farrel Pramono Muhammad Naufal Mu’azzi Naufal Rayfi Hafizh Nizirwan Anwar Nuruliyani, Nuruliyani Po Abas Sunarya Priati Assiroj Rakhmat Arianto Randy Dwi Raymond Sunardi Oetama Richard Randriatoamanana Safrizal Safrizal Salicca Dewi Rahajeng Sandi Martono Sianipar, Nesti Fronika Siti Julianingsih Nurfitriyani suaidah suaidah Sudaryono Sudaryono Sugiarto, Dian Suharjo, Bambang Suroto Adi Tanty Oktavia, Tanty Wibowo, Adi Winarno Winarno Wiranto Herry Utomo Worapan Kusakunniran Yaya Heryadi Yaya Heryadi Yulia Lanita Zaki Izzani Akbar