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INDONESIA
Jurnal Informatika
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Core Subject : Science,
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Articles 9 Documents
Search results for , issue "Vol 9, No 1 (2013): Jurnal Informatika" : 9 Documents clear
GENERATOR POHON KEPUTUSAN DENGAN MENERAPKAN ALGORITMA C4.5 UNTUK PROGRAM KONSULTASI Irma Kharis; Rosa Delima; Joko Purwadi
Jurnal Informatika Vol 9, No 1 (2013): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (5860.533 KB) | DOI: 10.21460/inf.2013.91.145

Abstract

C4.5 algorithm is used to simplify decision tree from decision table by generating decision tree from an existing decision tree. With this algorithm, knowledge base in the decision table can be simplified. This research will build a consultation program using C4.5 algorithm which is called decision tree generator. Decision tree generator provides inference facility and a user interface for consultation. The user is required to build a knowledge base first, and the application will generate user interface automatically. There are two steps in decision tree generator: firstly, the application will build the decision tree, and after that the application will build the user interface for consultation session. The results of this research show that the decision tree generator can get goal and advice from tree exploration in consultation session.
Perancangan Aplikasi Pembelajaran Kooperatif Tipe Team Games Tournament (TGT) Berbasis Web Leo Nelson Barce Rumayom; Jasson Prestiliano; Mila C. Paseleng
Jurnal Informatika Vol 9, No 1 (2013): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (12779.848 KB) | DOI: 10.21460/inf.2013.91.139

Abstract

Team Games Tournament (TGT) as one of cooperative learning models could increase students skills but, this learning model need much time in implementation like grouping students and calculating tournament points. Web based cooperative learning application that designed in this research using TGT model. This application simplify implementation of TGT model because, students grouping will done in virtual mode and the application will automatically calculate tournament points. This application easy in use and quite effective.
ANALISIS PERBANDINGAN PERFORMA POINT-TO-POINT TUNNELING PROTOCOL DAN ETHERNET OVER INTERNET PROTOCOL DALAM MEMBENTUK VPN Robby Triadi Susanto; Gani Indriyanta; R. Gunawan Santosa
Jurnal Informatika Vol 9, No 1 (2013): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (9173.811 KB) | DOI: 10.21460/inf.2013.91.135

Abstract

Virtual Private Network (VPN) is a technology implemented as a solution to connect head and branch offices through a network. VPN enables all offices connected to be treated as a single broadcast domain or a single network, providing a private connection. VPN can be implemented over several protocols: Point-To-Point Tunneling Protocol (PPTP) and Ethernet over Internet Protocol (EoIP). This research conducted through implementation of both protocols on a site-to site VPN and measuring each protocol’s performance using throughput, packet loss and delay parameters obtained from real topology. Overall result shows that EoIP performs better than PPTP. Within six days of observation, obtained data shows that EoIP has better throughput and less delay than PPTP, while PPTP has a smaller rate of packet loss than EoIP.
PENENTUAN NOT ANGKA LAGU DARI SUARA MENGGUNAKAN DISCRETE FOURIER TRANSFORM Puji Resmiati; Budi Susanto; Lukas Chrisantyo
Jurnal Informatika Vol 9, No 1 (2013): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (5827.465 KB) | DOI: 10.21460/inf.2013.91.140

Abstract

In the field of music, beam notation is the standard for musical notation, albeit difficult to understand. It is easier for people to read numbered musical notation rather than beam notation. A song that already has a notation is easy to be arranged, but many songs are made spontaneously without notation. Therefore, a computation system is developed to automatically generate the numbered musical notation of a song. The system is using the Discrete Fourier Transform algorithm to convert the audio signal from time domain to frequency domain, without implementing noise filtering beforehand. Tones perceived from the digital sound will be converted into numbered musical notation. We have tested our system in two mode based on the input, i.e. human voice and music keyboard device. In general, our system can detect about 53% precisely for human voice, and 66% precisely for music keyboard device.
IMPLEMENTASI ALGORITMA SCHMIDT-SAMOA PADA ENKRIPSI DEKRIPSI EMAIL BERBASIS ANDROID Willy Ristanto; Willy Sudiarto Raharjo; Antonius Rachmat Chrismanto
Jurnal Informatika Vol 9, No 1 (2013): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (15027.317 KB) | DOI: 10.21460/inf.2013.91.136

Abstract

Cryptography is a technique for sending secret messages. This research builds an Android-based email client application which implement cryptography with Schmidt-Samoa algorithm, which is classified as a public key cryptography. The algorithm performs encryption and decryption based on exponential and modulus operation on text messages. The application use 512 and 1024 bit keys. Performance measurements is done using text messages with character number variation of 5 – 10.000 characters to obtain the time used for encryption and decryption process. As a result of this research, 99,074% data show that decryption process is faster than encryption process. In 512 bit keys, the system can perform encryption process in 520 - 18.256 miliseconds, and decryption process in 487 - 5.688 miliseconds. In 1024 bit keys, system can perform encryption process in 5626 – 52,142 miliseconds (7.388 times slower than 512 bit keys) and decryption process with time 5463 – 15,808 miliseconds or 8.290 times slower than 512 bit keys.
IMPLEMENTASI ALGORITMA WINNOWING UNTUK MENDETEKSI KEMIRIPAN PADA DOKUKEN TEKS Obed Kharisman; Budi Susanto; Sri Suwarno
Jurnal Informatika Vol 9, No 1 (2013): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (8362.684 KB) | DOI: 10.21460/inf.2013.91.141

Abstract

Plagiarism is one of the main problems which the academic world must cope with recently. Many student papers and assignments had been found containing lines or sentences directly copied or sourced without sufficient acknowledgments to their original authors. Based on this fact, this research is conducted by developing software capable of detecting similarity between text documents, using “Winnowing algorithm” which is a document fingerprinting algorithm. The goal of this research is to measure its effectiveness in comparing test documents and reporting their similarity by percentage.
PEMBUATAN APLIKASI PEMBELAJARAN PENCARIAN AKAR PERSAMAAN Amanda A. Diadema; Gunawan Santosa; Nugroho Agus Haryono
Jurnal Informatika Vol 9, No 1 (2013): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (6767.635 KB) | DOI: 10.21460/inf.2013.91.137

Abstract

In numerical methods, finding the root of an equation involves iterations to find an estimated root approximating the original root. Several methods that can be used to find the root are Fixed-Point Iteration Method, Newton-Raphson Method, Secant Method and the Muller Method. This learning software is developed to provide a learning media for students to learn how to find the root of an equation. It contains animated explanation of the study material, case study and exercises. The software then tested to users using Usability Test, namely compatibility, consistency, flexibility, learnability, perceptual limitation, and minimal action. Tests performed to undergraduate students who have learned how to find equation root yield these results: Compatibility 86.13%, Consistency 83.73%, Flexibility 84.23%, Learnability 81.87%, Minimal Action 84.80%, and Perceptual Limitation 85.07%. On the other hand, tests performed to undergraduate students who have never learned how to find equation root yield these results: Compatibility 85.33%, Consistency 86.67%, Flexibility 83.47%, Learnability 85.87%, Minimal Action 87.20%, and Perceptual Limitation 82.67%.
PENGENALAN AKSARA BALI DENGAN PENDEKATAN METODE DIRECTION FEATURE DAN AREA BINARY OBJECT FEATURE Ni Made Ari Pratiwi; Widi Hapsari; Theresia Herlina R.
Jurnal Informatika Vol 9, No 1 (2013): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (10459.101 KB) | DOI: 10.21460/inf.2013.91.142

Abstract

The rise of technology has been contributing advances to science, and to human being in making jobs far much easier to do, including pattern recognition. This research focused on character recognition by developing a system capable to recognise images of printed Balinese traditional character, which has a distinct feature of having perceptually similar characters, where each others are often differentiated only by a small stroke or a curve. The system itself took several processes to recognise a character. First, the image containing Balinese characters is preprocessed. Afterwards, two object features are extracted from the image: Direction and Binary Object Area. Both features then tested for similarity using Euclidean distance with the same features already obtained from the control images. From 573 characters tested to the system, 559 are recognized as characters and 526 are correctly recognized as the right character, which yields an overall accuracy of 91.8%. Recognition results are dependent to character spacing condition.
IMPLEMENTASI ALGORITMA FRAKTAL UNTUK KOMPRESI CITRA DENGAN METODE PENCARIAN LOKAL Jatmika Jatmika; Tresia F Randongkir
Jurnal Informatika Vol 9, No 1 (2013): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (5474.686 KB) | DOI: 10.21460/inf.2013.91.138

Abstract

The nature of image compression methods always fall between lossy and lossless compression. Lossy compression eliminates insignificant information while retaining the perception, while lossless compression retains the original data completely. These recent years saw the rise of Fractal Image Compression (FIC), a new lossy image compression algorithm. This algorithm features a self-similarity, which in other word it regards an image as an arrangement of copied parts of the image itself, thus we only need a composition of transformation to code an image. This paper discuss about how fractal algorithm can be applied for image compression, how Fractal Image Compression works, and how to implement it using local search where comparison is done to the nearest area (segments) only. Searching in progress often involves great amount of data which takes a considerable time. Local search can reduce the time by comparing only the nearest area within the neighbourhood of the current block, which in turn shortened the overall processing time. However, the sharply reduced processing time achieved by localizing the search does not drastically reduce the quality of the output time.

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