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Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control
ISSN : 25032259     EISSN : 25032267     DOI : -
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control was published by Universitas Muhammadiyah Malang. journal is open access journal in the field of Informatics and Electrical Engineering. This journal is available for researchers who want to improve their knowledge in those particular areas and intended to spread the knowledge as the result of studies. KINETIK journal is a scientific research journal for Informatics and Electrical Engineering. It is open for anyone who desire to develop knowledge based on qualified research in any field. Submitted papers are evaluated by anonymous referees by double-blind peer review for contribution, originality, relevance, and presentation. The Editor shall inform you of the results of the review as soon as possible, hopefully within 4 - 8 weeks. The research article submitted to this online journal will be peer-reviewed at least 2 (two) reviewers. The accepted research articles will be available online following the journal peer-reviewing process.
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Articles 526 Documents
Design and Implementation of COTS-Based Aircraft Data Network Using Embedded Linux Catur Wirawan Wijiutomo; Endro Ariyanto
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 2, No 4, November-2017
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (703.668 KB) | DOI: 10.22219/kinetik.v2i4.229

Abstract

Aircraft Data Network (ADN) is a data communication developed specifically for the aircraft environment. In such environments required data communication system that can work in real time and has a high level of reliability. One of the standards in ADN is Avionics Full-Duplex Switched Ethernet (AFDX) based on the ARINC 664 specification that is data communication standard for ADN that uses IEEE 802.3 standard on physical layer 1 and 2. It becomes the gap and challenge to implement the standard on the component of COTS By utilizing Linux-based embedded systems. The features designed and implemented in this paper are the switching and fault tolerant data components of ARINC 664. From the tests obtained, several results show that ADN functional features can be implemented and can simulate ADN mechanisms including fault tolerance capabilities. But there are performance limitations that the average jitter value of 3380 microseconds obtained has not met the requirements for use on aircraft that should be in the range of 500 microseconds.
Purchase Recommendation and Product Inventory Management using Content Based Filtering with Sequential Pattern Mining Approach Aditya Cipta Raharja; Imas Sukaesih Sitanggang; Agus Buono
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 3, No 4, November 2018
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (493.795 KB) | DOI: 10.22219/kinetik.v3i4.663

Abstract

Today, the product sales at XYZ Bookstore are increase in accordance to the trend in society. In that case, high sales must be supported by good supply and on target. Product sold based on needs of consumers will make possibility to achieve high sales. Using the Sequential Pattern Mining approach, we can specify sales patterns of products in relation to another products. SPADE (Sequential Pattern Discovery using Equivalence classes) is an algorithm that can be used to find sequential patterns in a large database. This algorithm finds frequent sequences of the sales transaction data using database vertical and join process of the sequence. The results of SPADE algorithm is frequent sequences which are used to form the rules. Those can be used as predictors of other items that will be purchased by consumers in the future. The result of this study is a lot of unique sequence appears that can provide the best advice for Merchandiser Officer, for example, there are 1.468 sequences that prove the customer who bought the product in Children’s Book category will always bought the same thing in the others day. This research produce some recommendation, one of the recommendation is Children's Book category has a very high chance of being a Best Seller for a long time so that the purchasing officer on XYZ bookstore should ensure that the product's supply of the category is always safe throughout the year. It means SPADE is successfully used to provide the advice and Merchandiser Officer must ensure the stock of that product is always available to avoid Lost Sales.
Perancangan Chatbot Pusat Informasi Mahasiswa Menggunakan AIML Sebagai Virtual Assistant Berbasis Web Maskur Maskur
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 1, No 3, November-2016
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/kinetik.v1i3.47

Abstract

Seiring perkembangan teknologi dan keinginan program studi teknik informatika untuk mengembangkan layanan terhadap mahasiswa, informasi yang diperoleh melalui sistem informasi dan chatting yang dilakukan antara pengguna dengan pihak Virtual Assistant. Penelitian ini bertujuan untuk membangun chatbot yang mempunyai tujuan sebagai Virtual Assistant yang memberikan informasi kepada mahasiswa melalui data yang tersimpan pada sistem yang berisi informasi mengenai program studi teknik informatika dan penambahan pengetahuan baru apabila data yang tersimpan tidak ditemukan. Pada perancangan dan implementasi perangkat lunak ini menghasilkan sebuah prototipe Chatbot yang dibangun dengan menggunakan mesin ALICE sebagai penerjemah AIML. AIML ini menyebabkan Chatbot dapat mengintegrasikan input yang diterima berupa input text. Sehingga akan dihasilkan percakapan antara pengguna dan program. Dengan pemanfaatan chatbot yang telah dilengkapi dengan informasi berupa audio, membuat pengguna dapat lebih mudah mendapatkan informasi yang berasal dari database yang diinformasikan kepada pengguna. Dari hasil pengujian verifikasi, pengujian validitas dan pengujian prototipe yang dilakukan sistem berjalan dengan baik sesuai dengan perencanaan. ?
Point Clipping Algorithm on Employee Presence Application for Geolocation of Employee Position Rahmatulloh, Alam; Rianto, Rianto; Shihab, Muhammad Quraish
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 4, November 2019
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (796.302 KB) | DOI: 10.22219/kinetik.v4i4.796

Abstract

In organizations, companies or agencies such as the Office of Communication and Information Technology, presence has become one of the critical things in assessing the performance of workers/employees. There are several ways to do attendance, where one of them can facilitate the present process with digital tools/machines such as smartphones that utilize the GPS feature to run APIs such as Google Geolocation on Android. Also, a system is needed that can manage the results of the present process, such as web-based applications that can also be accessed through either a computer or smartphone. Therefore, the need to build a presence application both in the presence and in management that can help agencies such as Office of Communication and Information (Diskominfo) to handle internal processes, especially in the management of its employees. In this study, the application in the construction of its application is used Point Clipping algorithm as a tool for the present process that can take advantage of the GPS feature. Based on the results of the tests conducted, the accuracy value of the incoming and returning attendance process was obtained in the location area with an average of each side of the area of approximately 11.21 meters at the entry point and 18.05 meters at the presence of going home outside the office, where the location area boundary outside the specified office which is around 15 meters and the time test is obtained the time delay value in the attendance process with an average of each side of the area of about 9.6 seconds at the incoming attendance and 8.3 seconds at the home attendance.
Vehicle Classification using Haar Cascade Classifier Method in Traffic Surveillance System Moch Ilham Ramadhani; Agus Eko Minarno; Eko Budi Cahyono
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 3, No 1, February-2018
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (579.835 KB) | DOI: 10.22219/kinetik.v3i1.546

Abstract

Object detection based on digital image processing on vehicles is very important for establishing monitoring system or as alternative method to collect statistic data to make efficient traffic engineering decision. A vehicle counter program based on traffic video feed for specific type of vehicle using Haar Cascade Classifier was made as the output of this research. Firstly, Haar-like feature was used to present visual shape of vehicle, and AdaBoost machine learning algorithm was also employed to make a strong classifier by combining specific classifier into a cascade filter to quickly remove background regions of an image. At the testing section, the output was tested over 8 realistic video data and achieved high accuracy. The result was set 1 as the biggest value for recall and precision, 0.986 as the average value for recall and 0.978 as the average value for precision.
Game Development to Introduce Indonesian Traditional Weapons using MDA Framework Lailatul Husniah; Firdaus Fannani; Ali Sofyan Kholimi; Andika Eko Kristanto
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 1, February 2019
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (692.589 KB) | DOI: 10.22219/kinetik.v4i1.713

Abstract

It is unfortunate that more and more youths are less concerned and are not interested in acquainting and studying Indonesian traditional culture, especially concerning on traditional Indonesian weapons. This fact is noticed from data as collected from several bookstores including online bookstores which the number of books on traditional weapons originating from abroad as published in Indonesia has a significant comparison compared to books on traditional weapons from Indonesia, in a stagerring 1:7 comparisson. Therefore, it is necessary to develop a media that can generate interest in couriosly learning about Indonesian culture, especially when introducing traditional Indonesian weapons. This research was conducted to develop a media in the form of android games that can be applied for the introduction of Indonesian culture, especially traditional weapons. The employed method of game development is the MDA Framework. Evaluation was carried out by using the Playtesting Evaluation and Gameflow methods. The evaluation results related to the concentration of players during game playing presents that the game has given a lot of encouragement to players to play games in several aspects of: game graphics, game sound, game stories, gameplay, simple interfaces, and completion of missions and main objectives regarding traditional Indonesian weapons, trigerring the player interest in playing this game and to maintain their focus throughout the game. In overal, the evaluation results using playtesting evaluation and Gameflow test depicts that a rating above average with an overall rating of 3.61 (72.18%) and the game Mystical Weapon of Nusantara can be accommodated as a medium for the introduction of traditional Indonesian weapons as indicated by the probability of a t-test of 1,169x10-19 which is far below the value of α = 0.05. Thus, it is concluded that there is an improvement in user knowledge, as well as the value of respondent answer showing above the average, which is 3.83 (76.67%).
Rancang Bangun Game Algoritma dan Struktur Data Berbasis Role Playing Game (RPG) Sebagai Media Pembelajaran Mahasiswa Teknik Informatika Universitas Muhammadiyah Sidoarjo Cindy Taurusta; Yulian Findawati
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 2, No 3, August-2017
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (122.827 KB) | DOI: 10.22219/kinetik.v2i3.167

Abstract

Berdasarkan hasil survey yang dilakukan peneliti pada Mahasiswa/i Teknik Informatika semester 5 sebanyak 41.9% dan semester 7 sebanyak 24.2%, diperoleh hasil bahwa dari beberapa pelajaran pemrograman dasar di Jurusan Teknik Informatika, mata kuliah Algortima dan Struktur Data yang memiliki presentasi tingkat kepahaman paling rendah, yaitu 11.5% dan tingkat kesukaan/minat hanya 8.2%. Maka dari itu peneliti membuat Rancang Bangun Game Algoritma dan Struktur Data Berbasis Role Playing Game (RPG) Sebagai Media Pembelajaran Mahasiswa Teknik Informatika Universitas Muhammadiyah Sidoarjo. mayoritas mahasiswa lebih suka bermain game sambil mengungkapkan misi yaitu sebesar 85,7%. Dan didapat bahwa sebesar 61,9% koresponden mengatakan bahwa game algoritma dan struktur data “Fun with ALGOS” ini sudah dapat dikatakan sangat efektif, bagus, dan menyenangkan. Sedangkan hasil apakah game ini perlu diterapkan dalam metode pengajaran algoritma dan struktur data, didapat sebesar 66,7% mahasiswa mendukung metode ini diterapkan di seluruh Universitas. Sedangkan dari sisi Ahli Materi, sebesar 100% mengatakan bahwa perlu ada metode pengajaran baru. Dan ketika peneliti menanyakan apakah metode pembelajaran baru itu berupa game, maka kedua ahli meteri tersebut juga seluruhnya yaitu 100% mengatakan setuju, karena memberikan warna baru dalam dunia pengajaran. Namun untuk materinya sendiri masih kurang sesuai penyampaian dalam setiap misinya, maka perlu ditingkatkan kepahaman materi dengan misi yang harus diselesaikan pemain. Dari segi ahli media sendiri mengatakan bahwa sebesar 100% mengatakan bahwa game ini menarik untuk dimainkan begitu pun dari segi storyboard. Namun dari segi grafisnya seluruh ahli media yaitu 100% mengatakan cukup menarik dan dari segi karakternya masih kurang dan monoton. Sedangkan dari segi ketertarikan seluruh aspek koresponden mulai dari mahasiswa, ahli materi, dan ahli media terdapat rata–rata 3.67 (sangat baik) yang membuktikan bahwa game ini sudah membuat pemainnya tertarik untuk memainkan. Dari segi pemahamannya bernilai 4 (sangat baik) dimana dari hasil kuesioner juga membuktikan bahwa dengan memainkan game ini mereka tidak hanya mengingat kembali namun juga semakin paham dengan setiap materi yang diajarkan pada mata kuliah algoritma dan struktur data.  Dan dari segi Kesesuaian materi dengan misinya memperoleh nilai 3.33 (baik) karena banyak yang berpendapat kurang penjelasan lebih dalam lagi terkait misinya.
Front and Back Matter Volume 5 Issue 1 Waskito, Adhitya Dio
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol. 5, No. 1, February 2020
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1335.197 KB) | DOI: 10.22219/kinetik.v5i1.1056

Abstract

Business Process Assessment with Balanced Scorecard and Framework COBIT Harryston Nagata; Johanes Fernandes Andry
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 3, No 3, August 2018
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (253.02 KB) | DOI: 10.22219/kinetik.v3i3.639

Abstract

Manufacturing company is the company that produces household appliances based on plastic / plastic houseware, this company has applied information system but there is often problem in sales department that is when processing of data discount, data obtained wrong and not according to which have been determined. Therefore, the author is given the task to audit the information system on the company. The author uses the COBIT and Balance Scorecard framework, the COBIT domain used is the Plan and Organize (PO) and Acquire and Implement (AI), in the PO Domain the author uses PO4 sub-domains (Define the IT Processes, Organization and Relationships) Communications management aims and direction) and PO 9 (Assess and Manage IT risks) whereas in AI Domain used is AI4 (Enable Operation and Use), Balanced Scorecard Perspective used in this research is Internal Business Process, which focuses on business process assessment company and business goals have been in line with IT goals. The results from this research is still many deficiencies that exist in company especially at risk management of IT proven and IT risk management that have not managed maximally so that can be developed in the future.
Sistem Pengaturan Kecepatan Motor Induksi Tiga Fasa Menggunakan Kontroler PID Berbasis Genetic Algorithm Fatih Mutamimul Wildan; Ermanu Azizul Hakim; Diding Suhardi
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 1, No 1, May-2016
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/kinetik.v1i1.14

Abstract

Motor induksi tiga fasa merupakan peralatan penggerak yang paling banyak digunakan dalam dunia industri karena mempunyai konstuksi yang kuat dan sederhana. Dalam pengaturan kecepatan pada motor induksi tiga fasa diperlukan adanya inverter sebagai alat yang berfungsi untuk megatur kecepatan motor dengan mengubah nilai frekuensi. Untuk mengatur nilai frekuensi yang sesuai pada inverter dibutuhkan suatu krontroler, salah satu kontroler yang paling banyak digunakan adalah kontroler PID. Nilai parameter kontrol yang ada pada kontroler PID sangat berpengaruh terhadap respon kecepatan motor, sehingga diperlukan sebuah metode pencarian yang mana digunakan GA dalam penentuan parameter kontrol PID. Penentuan parameter kontrol PID menggunakan GA dilakukan dengan lima jangkauan pembatasan pada nilai pembangkitan individu sehingga didapatkan berbagai macam nilai yang berbeda-beda dan diharapkan sesuai dengan respon kecepatan yang diinginkan. Berdasarkan hasil pengujian yang telah dilakukan diketahui bahwa respon kecepatan motor setelah diberikan kontroler PID berbasis GA dapat mencapai kecepatan referensi 120 rad/s dengan kecepatan aktual saat beban 100 Nm sebesar 120,1 rad/s sehingga didapatkan ess 0,083%.