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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 536 Documents
Patient Queue Systems in Hospital Using Patient Treatment Time Prediction Algorithm Handayani, Dwi Putri; Mustafid, Mustafid; Surarso, Bayu
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 (433.237 KB) | DOI: 10.22219/kinetik.v5i1.1001

Abstract

Patient Treatment Time Prediction Algorithm was very important to build an outpatient queue system at the hospital. This study aims to build a system of outpatient queues to predict the waiting time of outpatients in the eye clinic at one of Cirebon hospitals. Patient Treatment Time Prediction algorithm was calculated based on historical data or medical records of patients in the hospital with 120 patient data. The Patient Treatment Time Prediction algorithm was trained by improved Random Forest algorithm for each service and a waiting time for each service. Prediction of waiting time for each patient service was obtained by calculating the consumption of patient care time based on patient characteristics. The waiting time for each service predicted by the trained Patient Treatment Time Prediction algorithm is the total waiting time of patients in the queue for each service. This research resulted in a system that can show the time taken by patients in every service available in the eye clinic. Patient time consumption in each service produced varies according to the patient's condition, in this case based on the patient's gender and age. This research provides benefits in terms of improving performance in each department involved, optimizing human resources, and increasing patient satisfaction. This research can be developed for each department in the hospital.
Comparative Analysis of Tracking Objects Using Optical Flow and Background Estimation on Silent Camera Wahyu Supriyatin; Winda Widya Ariestya; Ida Astuti
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 (1074.945 KB) | DOI: 10.22219/kinetik.v3i2.594

Abstract

Tracking and object is one of the utilizations on the field of the computer vision application. Object tracking utilization as a computer vision in this study is used to identify objects which exist within a frame and calculate the number of objects passing within a frame. The utilization of computer vision in various fields of application can be used to solve the existing problems. The method used in object tracking is by comparison between optical flow estimation method with background method. The test is conducted by using a still camera for both methods by making changes to the parameter values used as a reference. The results of the tests, conducted on the three video objects by comparing the two methods show a Total Recorded Time better than those of the background estimation method, being smaller than 100 seconds. Testing both methods successfully identifies the object tracking and calculates the number of passing cars.
Development of A Fingerprint Biometric Authentication System For Secure Electronic Voting Machines B U Umar; O M Olaniyi; L A Ajao; D Maliki; I C Okeke
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 | Full PDF (402.29 KB) | DOI: 10.22219/kinetik.v4i2.734

Abstract

            Democratic government in the world today rely on electronic voting as the foremost means of providing credible, transparent and fair elections for the electorate. There is a need for developed electronic voting systems to be security enhanced to ensure the authenticity of the developed system. Traditional paper balloting systems suffer from vote tampering, multiple voting and illegal voting by unregistered voters. They are also, susceptible to under aged voting due to the difficulty in authenticating the identity of prospective voters. Manual collation and publication of vote results also leads to slow response times and inaccuracies in published results. This research paper proposes a system to combat the current challenges through the development of a fingerprint biometric authentication system for secure electronic voting machines. It uses a fingerprint biometric sensor, integrated via Python to verify users of the system. The inclusion of biometrics improves the security features of the system. The secure voting system is built using PHP and easy to use Graphical User Interface was designed using HTML and CSS. Users are required to interact with the machine via a 7” touchscreen interface. From the results, it shows that the developed machine has a minimum response time of 0.6 seconds for specific operation, an FAR of 2%, FRR of 10% and overall system accuracy of 94%. The developed machine is able to combat the challenges of authentication of users, thereby guaranteeing the transparency, credibility, integrity and vote authenticity of the elections.
Editorial Information Adhitya Dio Waskito
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 2, No 2, May-2017
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1390.191 KB) | DOI: 10.22219/kinetik.v2i2.215

Abstract

Peningkatan Kualitas Evaluasi Mutu Akademik Universitas Muhammadiyah Malang melalui Sistem Informasi Mutu (SIMUTU) Galih Wasis Wicaksono; Muhammad Andi Al-Rizki
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 | Full PDF (482.196 KB) | DOI: 10.22219/kinetik.v1i1.3

Abstract

Implementasi Sistem Penjaminan Mutu Internal di Universitas Muhammadiyah Malang dilaksanakan oleh Badan Kendali Mutu Akademik. Prinsip kerjanya mengacu pada siklus penetapan standar, pelaksanaan standar, evaluasi pelaksanaan standar, pengendalian standar dan peningkatan standar. Siklus penjaminan mutu internal tersebut menuntut kedinamisan sehingga mendorong pemanfaatan teknologi informasi sebagai tools dalam pelaksaannya. Sampai dengan saat ini, telah ditetapkan 43 dokumen mutu, dengan jumlah mahasiswa 35.466 orang mahasiswa, jumlah dosen 614 orang dosen, yang tersebar di 55 program studi dan program profesi. Apabila seluruh siklus SPMI dilaksanakan secara manual, akan membutuhkan sumberdaya manusia, waktu dan biaya yang sangat besar. Guna mengatasi masalah tersebut telah dibangun SIMUTU. SIMUTU berhasil menyediakan 13 evaluasi mutu dengan pengguna Badan Kendali Mutu Akademik, Mahasiswa, Program Studi, Laboratorium, Perpustakaan dan Dosen. Hasil pengujian fungsionalitas pada prototype SIMUTU menunjukkan bahwa seluruh fitur beroperasi sesuai dengan kebutuhan dan rancangan.
Deteksi Gerak Otot Frontalis Berbasis Citra 3 Dimensi Menggunakan Gray Level Co-Occurrence Matrix (GLCM) Hardianto Wibowo; Mauridhi Hery Purnomo; Eko Mulyanto Yuniarno
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 (707.04 KB) | DOI: 10.22219/kinetik.v1i2.25

Abstract

Ekspresi wajah atau mimik merupakan salah satu dari hasil gerak otot pada wajah. Dalam kamus besar bahasa Indonesia, ekspresi merupakan pengungkapan atau proses menyatakan, yaitu memperlihatkan atau menyatakan maksud, gagasan perasaan dan lain sebagainya. Ekspresi wajah atau mimik dipengaruhi oleh saraf tujuh atau nervuse facialis. Facial Action Coding System (FACS) standardiasi ekspresi dalam format pergerakan enam ekspresi dasar, yaitu bahagia, sedih, terkejut, takut, marah dan jijik. Dalam otot, bahwa setiap otot yang bergerak pasti terjadi kontraksi, dan pada saat terjadi kontraksi, otot akan mengembang atau menggelembung. Otot dibagai menjadi tiga bagian, yaitu origo dan insersio sebagai ujung otot dan belly sebagai titik tengah otot, jadi setiap terjadi gerakkan maka otot bagian belly akan mengembang atau menggelembung. Teknik pengambilan data yaitu dengan merekam data dalam bentuk 3D, setiap terjadi kontraksi maka otot bagian belly akan menggelembung dan data inilah yang akan diolah dan dibandingkan. Dari pengolahan data ini akan didapat kekuatan maksimum kontraksi yang akan dipakai sebagai acuan untuk besaran pergeseran otot khususnya pada otot frontalis. Dalam deteksi pergerakan akan menggunakan metode Gray Level Co-occurrence Matrix (GLCM), dan akan didapatkan pula besaran pergeseran otot secara maksimal. Dari hasil pengujian didapatkan nilai pergeseran pergerakan otot sebesar 2.928.
Creating a Circular Tower Defense Game: Development and Game Experience Measurement of Orbital Defense X Asfarian, Auzi; Ramadhan, Wiradani; Putra, Widi Aryaguna; Raharjanto, Gabriel Muhammad; Frisky, Rakish
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 (626.733 KB) | DOI: 10.22219/kinetik.v4i3.779

Abstract

In this paper, we propose a new style of tower defense game by using the circular placement of the tower. In this game, dubbed Orbital Defense X, the player must protect the earth with a circle of defensive tower circled around it. The game is developed using game development lifecycle from initiation phase through alpha version. To test the quality of the developed game, we measure the game experience using game experience questionnaire. The questionnaire is divided into three: core, social presence, and post-game questionnaire. The results show that male participant gains a significantly higher score than female participants. Overall, the game experience is received better by the male participant in the core and social presence components, with an average score of 2,27 vs 1,92 and 2,15 vs 1,86. However, in post-game experience, the female participant scores higher with 2,15 vs 1,95. The participant that previously played another tower defense game gave score more in the core, social presence, and post-game experience than the participant that haven’t played it before. Their score is 1,93 vs 2,37 in core, 1,67 vs 2,39 in social presence, and 2,07 vs 1,91 in post-game experience. The result also suggests for more attention in the challenge regarding the enemies (variety and difficulty) rather than more complex tower management system. The social ranking also suggested by the participant to improve the overall experience of this game.
Aircraft Pitch Control Design using Observer-State Feedback Control Hanum Arrosida; Mohammad Erik Echsony
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 (386.706 KB) | DOI: 10.22219/kinetik.v2i4.267

Abstract

Pitch is a movement of an aircraft achieved by tilting the elevator control which makes the nose of aircraft ascend or descend. This research will design a control system that controls the slope of the x-axis or pitch with the observer-state feedback to keep the aircraft always in the position setpoint, the stabilization of the pitch angle at the value of 0 radians. The applied controller is tested under three different conditions based on the variation of the gain value of Q and R that will affect the observed gain matrix (L gain) and the matrix state-feedback gain (K gain). The variation with the gain value of Q = 10 and R = 0.1 is the best result of the three kinds of testing performed with the fastest stabilization processing time, that is 7 seconds, to reach a steady state condition and the minimum pitch angle deviation value is 0.08 radians. The use of the observer has a significant influence on the pitch angle deviation of the aircraft. When using the observer, the pitch angle deviation value is 0.08 radians, and 0.2 radians without the observer. The larger result of pitch deviation angle will affect the stability of the aircraft's motion and cause the slope of the movement on the x-axis become greater so that the aircraft is prone to fall.
Analysis Tunneling IPv4 and IPv6 on VoIP Network Muhammad Ismu Haji; Sugeng Purwantoro E.S.G.S; Satria Perdana Arifin
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 (169.147 KB) | DOI: 10.22219/kinetik.v3i4.708

Abstract

Using of IP addresses is currently still using IPv4. Meanwhile, the availability of the IPv4 address is gradually diminishes. IPv4 has a limited address capacity. IPv6 was developed with a capacity greater than IPv4. Connect between IPv4 and IPv6 without having to interfere with the existing infrastructure. So, methods like tunneling are needed. Tunneling builds a way that IPv4 and IPv6 can communicate. 6to4 tuning makes IPv6 able to communicate with IPv4 over IPv4 infrastructure. Real time communication is needed by internet users to be able to connect to each other. One of the real time communications is VoIP. To find out the quality of tunneling implemented on a VoIP network, it will analyze QoS such as delay, packet loss, and jitter. Delay obtained is 20,01ms for IPv4, 19,99ms for IPv6 and 20,03ms for 6to4. Packet loss obtained 0,01% for IPv4, IPv6 0,01% and 6to4 0,08%. The obtained jitter is 7,96ms for IPv4, IPv6 7.39ms, and 8,48 for 6to4. The test results show that using IPv6 gets a better QoS value than using IPv4 and 6to4 tunneling. The results using 6to4 tunneling obtained the highest QoS value between IPv4 and IPv6. Implementation using 6to4 tunneling results in high results because, IPv6 packets that are sent are wrapped into the IPv4 form to get through the IPv4 infrastructure. 
Rancang Bangun Sistem Informasi Servis Oli Sepeda Motor Menggunakan Odometer Berbasis LBS Renda Arya Santana; Diah Risqiwati; Zamah Sari
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 | DOI: 10.22219/kinetik.v2i1.98

Abstract

Waktu servis dapat diketahui melalui mengonversi putaran roda kendaraan menjadi jarak tempuh. Penggunaan sensor magnet Reed Switch untuk menghitung putaran roda sepeda motor, kemudian Mikrokontroller digunakan sebagai pengolah data putaran roda menjadi jarak tempuh. Apabila perhitungan jarak tempuh telah mencapai batas untuk servis oli, maka akan diberikan suatu peringatan berupa suara menggunakan buzzer. Sistem ini juga dilengkapi dengan button reset untuk melakukan reset perhitungan jarak tempuh dan sd card yang digunakan untuk menyimpan data jarak tempuh. Aplikasi Location Based Service dapat menentukan posisi pengguna maupun bengkel-bengkel resmi Honda yang telah terintegrasi. Dengan kombinasi ini, aplikasi Location Based Service bengkel akan mencari rute untuk menghubungkan posisi pengguna dengan bengkel motor serta memanfaatkan servis di google yang sudah disertakan layer traffic sehingga pengguna dapat memilih bengkel yang sesuai dengan keinginannya. Dari hasil aplikasi Location Based Service bengkel yang telah dibuat, aplikasi dapat mendaftarkan servis sepeda motor ke bengkel-bengkel yang terintegrasi. Aplikasi tersebut mampu melakukan proses pencarian lokasi bengkel terdekat di sekitar pengguna dan menunjukkan rute dari lokasi pengguna ke bengkel tujuan menggunakan API google map.