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Gregorius Satia Budhi
Program Studi Teknik Informatika, Universitas Kristen Petra Surabaya

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Sistem Suggestion dengan Metode TOPSIS untuk Meningkatkan Keberhasilan Serious Game Greenlife Town Edward Manhattan Prasetio; Gregorius Satia Budhi; Hans Juwiantho
Jurnal Infra Vol 10, No 2 (2022)
Publisher : Universitas Kristen Petra

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Abstract

Indonesia has a huge potential for renewable energy sources. However, this potential has not been fully utilized. One of the reasons is that the Indonesian people still do not understand renewable energy sources properly. Due to a lack of understanding and education, very few people are motivated to advance renewable energy sources in Indonesia. The solution to this problem is to create a platform for education to encourage. The platform is in the form of Serious Game. However, in practice, players often find it difficult to complete the game, so that the player's focus is more on solving problems than receiving information. Therefore, this thesis also utilizes the suggestion system to provide assistance options to players using the TOPSIS method. The test results show that the suggestion system is not able to increase the success of players in completing the game. The resulting effect is the opposite, where players increasingly have a worse final score even touching the number 88%. This failure is not solely caused by the method used, but also the way the method is implemented, the user convenience in playing, and the form of testing that is less flexible.
Penerapan Machine Learning dalam mendeteksi Fake Account pada Instagram Hendy Gunawan; Yulia Yulia; Gregorius Satia Budhi
Jurnal Infra Vol 10, No 2 (2022)
Publisher : Universitas Kristen Petra

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Abstract

Instagram is the fourth most used social media in terms of the number of active users. Currently, many people are trying to increase the number of followers for other reasons such as gaining fame or wanting to be famous and trustworthy by people because they have a large number of followers. Therefore, people create fake accounts that are used to increase the number of their followers and also as a place to commit crimes such as fraud and cyberbullying. Such flexibility and spread of use has made Instagram a platform used for the proliferation of fake accounts. In this research, a website based application was designed that can detect accounts on Instagram whether they are fake or real accounts. The detection is carried out using machine learning with the Support Vector Machine, Naïve Bayes, Random Forest and Adaptive Boosting methods to detect fake or real accounts on Instagram. The method used is compared to its performance to find which method is the most appropriate in detecting fake or real accounts on Instagram. The use of k-fold cross validation is used to prevent overfitting in machine learning. Based on the tests that have been carried out, that AdaBoost can be used for account classification on Instagram with an accuracy of 92.5%, Random Forest 91.7%, Support Vector Machine 90.7% and Naïve Bayes 83.6%.
Aplikasi War Game Pada Mobile Device Menggunakan Sensor Gyroscope dan Accelerometer Djuvan Pranoto; Andreas Handojo; Gregorius Satia Budhi
Jurnal Infra Vol 10, No 2 (2022)
Publisher : Universitas Kristen Petra

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Abstract

Currently technology has developed very rapidly. Along with the development of today's technology, a lot of games - games that have sprung up. The fact is that the game has become a daily activity in society. In today's technological developments, almost everyone has a mobile phone. Where this phone is easy to get and is very flexible. By combining current conditions, this research takes advantage of current technological advances and utilizes the flexibility of mobile phones to be implemented into an application that will become a means of shooting games. This application uses gyroscope and accelerometer sensors to complete this research. The goal is to create new interactions and experiences in mobile games and to create flexible shooting games using today's technology. The result of this research is the success of creating a war game. Which is where this application requires a strong signal and stable internet speed and must be played in an open place. On the other hand, this application has succeeded in providing accurate bullet trajectory distance calculations and bullet estimates with an average difference of ±1-3 meters.