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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
Efisien Epidemic: Pemilihan jarak terjauh dan arah pergerakan kendaraan untuk pendistribusian pesan darurat pada VDTN Denar Regata Akbi; Waskitho Wibisono
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 1, No 2, August-2016
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (953.413 KB) | DOI: 10.22219/kinetik.v1i2.29

Abstract

VANET memiliki karakteristik mobilitas kendaraan yang tinggi dan perubahan topologi yang cepat, kondisi tersebut menimbulkan proses komunikasi data yang sering terputus–putus. Teknologi Vehicular Delay Tolerant Network (VDTN) dapat meminimalisir kondisi tersebut. Protokol Epidemic merupakan salah satu protokol yang digunakan untuk pendistribusian pesan pada jaringan vanet. Tetapi mekanisme pada protokol Epidemic menyebabkan jumlah pesan yang relatif banyak, sehingga berdampak pada proses pendistribusian pesan yang tidak efisien dan menurunkan kinerja dari jaringan. Masalah tersebut dapat diselesaikan menggunakan mekanisme pedistribusian pesan menggunakan protokol usulan dari peneliti, yaitu protokol e-Epidemic. Protokol e-Epidemic merupakan pengembangan dari protokol Epidemic dengan memperhatikan arah pergerakan kendaraan dan juga pemilihan kendaraan dengan jarak terjauh. Hasil penelitian berdasarkan jumlah pendistribusian pesan menunjukkan pada protokol e-Epidemic rata-rata jumlah pendistribusian pesan sebanyak 8% dan jumlah pesan penggunaan protokol Epidemic sebesar 92%. Dan berdasarkan nilai Delay, Protokol e-Epidemic hanya memiliki Delay sebesar 17% sedangkan Protokol Epidemic sebesar 83%.
A High Result in Wavelet Watermarking Using Singular Value Decomposition Wellia Shinta Sari; Christy Atika Sari
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 3, August 2019
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (531.558 KB) | DOI: 10.22219/kinetik.v4i3.729

Abstract

Internet that has developed into a good distribution tool for digital data, causing a large increase in digital data sharing, especially in the form of digital images, and causing problems that need attention. One of them is about copyright protection. Watermarking is one technique that aims to protect digital image copyright. In this study, watermarking was carried out using the Discrete Wavelet Transform (DWT) and Singular Value Decomposition (SVD) algorithms in digital images with different file extensions. Transformation of 2 levels of DWT and SVD on the host image and SVD transformation on the watermarked image that inserted in the LL2 sub-band of the host image. Watermarking with the proposed method produces good image quality with PSNR values exceeding 40 dB, SSIM reaching 0.99 and NCC reaching 1. This shows a robust and imperceptible watermarking image.
Application Monitoring Design of Water Tank Volume and Clarity System using LabView NI MYRIO Erwin Nurdiansyah; Chasrun Hasani; Amrul Faruq
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 (159.187 KB) | DOI: 10.22219/kinetik.v2i4.206

Abstract

A traditional controlling and measuring system both in home industry and factory have many constraints especially in the field of quality and efficiency. Operators have to control and monitor while the tank is in the water filling mode. Consequently, an effective system is needed to increase the ease in industry operation. In this work, an application design of water volume in tank and clarity system has presented using RF04 ultrasonic sensor to detect water level; furthermore, a turbidity sensor was also employed to detect water clarity. Both of them were controlled by National Instrument (NI) myRIO-1900. NI myRIO was used in this work as a controller having automatic on/off relay module employed to the water tank and integrated with a personal computer as human machine interface system (HMI). NI LabView software used as HMI in this work was also connected to Wi-Fi module to establish a remote monitoring role. As a result, the simulation shows that water level can be measured utilizing ultrasonic sensor as well as turbidity sensor detection for water clarity.
Gamification And GDLC (Game Development Life Cycle) Application For Designing The Sumbawa Folklore Game ”The Legend Of Tanjung Menangis (Crying Cape)” Lailatul Husniah; Bayu Fajar Pratama; Hardianto Wibowo
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 | DOI: 10.22219/kinetik.v3i4.721

Abstract

Sumbawa is popularly known as one of the regions in Indonesia, having a well- known folklore among the Sumbawa people, entitled the legend of Tanjung Menangis (Crying Cape). However, Tanjung Menangis is commonly recognized for its beauty than the stories contained. Therefore, a research is carried out by developing a game that is employed as a tool to introduce the story of Tanjung Menangis Legend as effort to preserve the original story of the mainland Sumbawa. The media game is chosen due to its favoured technology by children and adolescent as the target users of this research. This study applies Game Development Life Cycle (GDLC) method in the development stage which consists of several stages includinng: pre-production, production, testing, and post-production by adding an element of gamification. The game is tested on students at Labangka Elementary School in Sumbawa district in an age range of 10-15 years. After playing the game, the majority of respondents states that students gain knowledge about the Legend of Tanjung Menangis as reported from the results of the t- test with a probability value of 7.369x10-41, which is far below the value of α = 0.05. This result means that there was an increase in user knowledge of application. The test results also showed that all respondents agreed that the game of The Legend of Tanjung Menangis was used as one of the media used to introduce the story of the original Sumbawa people. In addition, the testing results as conducted with playtesting and gameflow test achieved good grades, with a range of values 4.5-4.81 of the seven elements tested, including: Concentration, Challenge, Player Skills, Control, Clear Goals, Feedback, and Immersion.
Perancangan Generator 100 Watt Menggunakan Software Magnetik Infolityca Choirul Anam; Nurhadi Nurhadi; M Irfan
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 2, No 1, February-2017
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (670.319 KB) | DOI: 10.22219/kinetik.v2i1.125

Abstract

Perancangan generator menggunakan softawre merupakan hal yang sangat dibutuhkan sebelum melakukan pembuatan generator karena mampu mensimulasikan diameter, material, ketebalan, jumlah lilitan dan kecepatan putar generator sehingga nantinya ketika melakukan pembuatan generator bisa mencapai tingkat keberhasilan yang tinggi. Para peneliti sebelumnya ketika membuat generator langsung melakukan pembuatan tanpa ada simulasi terlebih dahulu sehingga hasil yang dicapi masih kurang dari target yang diingginkan. Software elektromgantik infolityca merupakan software yang mampu mensimulasi motor dan generator. Software infolityca merupakan software yang berbasis Fenite Element Methode (FEM) atau metode pembagan tak hingga. Adapun generator yang dirancang bertipe radial fluks dengan jumlah 12 slot 8 pole, diameter 13 centimeter, ketebalannya 5 centimeter serta menggunakan 12 lilitan diputar dengan 100 rpm dan frekuensi 66,6667 Hz. Didapatkan hasil dari rancangan generator tanpa beban tegangan outoput sebesar 21,65 volt, arus sebesar 0 ampere dan untuk rancangan generator berbeban didapatkan output tegangan sebesar 23,89, arusnya sebesar 5 Ampere.
Context-Aware Smart Door Lock with Activity Recognition Using Hierarchical Hidden Markov Model Aji Gautama Putrada; Nur Ghaniaviyanto Ramadhan; Maman Abdurohman
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 (806.27 KB) | DOI: 10.22219/kinetik.v5i1.904

Abstract

Context-Aware Security demands a security system such as a Smart Door Lock to be flexible in determining security levels. The context can be in various forms; a person’s activity in the house is one of them and is proposed in this research. Several learning methods, such as Naïve Bayes, have been used previously to provide context-aware security systems, using related attributes. However conventional learning methods cannot be implemented directly to a Context-Aware system if the attribute of the learning process is low level. In the proposed system, attributes are in forms of movement data obtained from a PIR Sensor Network. Movement data is considered low level because it is not related directly to the desired context, which is activity. To solve the problem, the research proposes a hierarchical learning method, namely Hierarchical Hidden Markov Model (HHMM). HHMM will first transform the movement data into activity data through the first hierarchy, hence obtaining high level attributes through Activity Recognition. The second hierarchy will determine the security level through the activity pattern. To prove the success rate of the proposed method a comparison is made between HHMM, Naïve Bayes, and HMM. Through experiments created in a limited area with real sensed activity, the results show that HHMM provides a higher F1-Measure than Naïve Bayes and HMM in determining the desired context in the proposed system. Besides that, the accuracies obtained respectively are 88% compared to 75% and 82%.
Optimization of Maximum Power Point Tracking (MPPT) Using P&O-Fuzzy and IC-Fuzzy Algorithms on Photovoltaic Rido Octa Pratama; Machmud Effendy; Zulfatman Zulfatman
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 3, No 2, May-2018
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (144.342 KB) | DOI: 10.22219/kinetik.v3i2.200

Abstract

Solar energy is energy which can be harnessed conveniently and free. However, its conversion result may not be easily obtained. Based on the previous research, solar power plant is a source of renewable energy, utilizing solar energy. Solar power plant converts solar energy into electricity using Photovoltaic (PV) or solar cells. Even though solar power plant is considered as better energy alternative, it presents problems and weaknesses. In this case, the problems are related to insufficient power generation with low power efficiency, high oscillation and very slow power tracking. Hence, in order to solve these problems, Maximum Power Point Tracking (MPPT) has been utilized. Combination method of P&O-fuzzy and IC-fuzzy is employed to its design. Moreover, combined algorithm may result better power from conventional algorithm due to appropriate performance of duty cycle according to system design, with efficiency result of 79%-85.6%, tracking in searching output power of 0,0055s - 0,008s, low oscillation and maximum power generated by combined algorithm of 1028 watt.
Adaptive Non Playable Character in RPG Game Using Logarithmic Learning For Generalized Classifier Neural Network (L-GCNN) Izza Mabruroh; Darlis Herumurti
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 2, May 2019
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/kinetik.v4i2.755

Abstract

Non-playable Character (NPC) is one of the important characters in the game. An autonomous and adaptive NPC can adjust actions with player actions and environmental conditions. To determine the actions of the NPC, the previous researchers used the Neural Network method but there were weaknesses, namely the action produced was not in accordance with the desired so the accuracy was not good. This study overcomes the problem of poor accuracy by using the Logarithmic Learning for Generalized Classifier Neural Network (L-GCNN) method with 6 input parameters, NPC health, distance from players, other NPCs involved, attack power, number of NPCs and NPC levels. While the output is to attack itself, attack in groups and move away. For testing, this study was tested on RPG games. From the results of the experiments conducted, it shows that the L-GCNN method has better accuracy than the 3 methods compared to 7% better than NN and SVM and 8% better than RBFNN because in the L-GCNN method there is an encapsulation process that is data have the same class will. Whereas the L-GCNN training time is 30% longer than the NN method because on L-GCNN one neuron consists of one data where there are fewer NNs in the hidden layer.
Penentuan Pola Kunjungan Wisatawan Ke Berbagai Objek Wisata Di Pulau Ambon Menggunakan Frequent Pattern Growth Muhammad Fadli Fakih; Eko Mulyanto Yuniarno; Supeno Mardi Susiki N
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 (535.978 KB) | DOI: 10.22219/kinetik.v2i3.46

Abstract

Untuk menyusun perencanaan pengembangan objek daya tarik wisata di pulau Ambon khususnya penentuan pola perjalanan wisatawan diperlukan data dan Metode yang relevan, salah satu metode penentuan pola kunjungan wisata adalah Metode Frequent Pattern Growth yang terbukti dapat digunakan untuk melihat pola kecenderungan. Dari 505 sampel data wisatawan Gabungan yang terdiri dari 331 wisatawan Domestik dan 174 wisatawan mancanegara yang berkunjung ke 18 objek daya tarik wisata di pulau Ambon dengan minimum support 10 % dan minimum confidence 70 % didapatkan 12 pencarian pola kunjungan wisatawan yakni pola kunjungan wisatawan domestik, Mancanegara dan Gabungan  ke seluruh ODTW, ODTW Pantai, ODTW Sejarah dan ODTW Alam. Dari masing–masing item, diambil 10 pola berdasarkan tingkat confidence tertinggi untuk dijadikan bahan rekomendasi bagi dinas terkait menyangkut penentuan pola kunjungan wisatawan di pulau Ambon.
Comparison of Some Methods for the Elderly Patient Telemonitoring System Hendra Setiawan; Elvira Sukma Wahyuni
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 (203.475 KB) | DOI: 10.22219/kinetik.v3i3.627

Abstract

This paper analyzes some research results related to patient telemonitoring system. The main objective is to collect many useful information for telemonitoring implementation and its development in the future. Telemonitoring system is focused on fall detection that generally occur prior to critical condition. There are 14 research results that discussed in this paper which have been published from 2013 to 2017. Those researches are grouped into three types i.e. intrusive, non-intrusive and mixed. Analysis is done on aspects of the comfort, complexity, cost, accuracy, and coverage. Furthermore, based on those information, a study of application feasibility is done for elderly patients in Indonesia. The result shows that the non-intrusive method using the camera or access point are the most appropriate system for the elderly fall detection.