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Jurnal Informatika
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Articles 151 Documents
EVALUASI CIRI CITRA MEDIS MENGGUNAKAN METODE PENINGKATAN KUALITAS CITRA HISTOGRAM EQUALIZATION DAN KARAKTERISASI STATISTIK Afriliana Kusumadewi; Sugeng Santoso
Jurnal Informatika Vol 11, No 1 (2015): Jurnal Teknologi Komputer dan Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (11707.181 KB) | DOI: 10.21460/inf.2015.111.414

Abstract

This research has an objective to implement histogram equalization technique in the evaluation of characteristics medical images, especially for statistical characterization of medical images. Implementation starting with the pre-processing of the image by converting RGB medical images into grayscale images, followed by determination of the Region of Interest (ROI) and cropping methods. The next process was to increase the quality of medical images by implementing histogram equalization technique. The medical image characteristic was evaluated using characteristic statistical methods with their parameters are mean value, standard deviation, entropy, skewness, and kurtosis. The Medical image was used in this research is a medical image of advanced breast cancer. This research compared the characteristics statistical characterization of medical images obtained with the original medical image which has enhanced use histogram equalization technique. The results of implementation histogram equalization obtain medical image feature extraction results for the value of mean, entropy, skewness, and kurtosis become smaller and standard deviation value was increase.
IMPLEMENTASI FUZZY SET DAN FUZZY INFERENCE SYSTEM TSUKAMOTO PADA PENENTUAN HARGA BELI HANDPHONE BEKAS Yulianto Sejati; Harianto Kristianto; Junius Karel
Jurnal Informatika Vol 4, No 2 (2008): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (6447.128 KB) | DOI: 10.21460/inf.2008.42.54

Abstract

Menentukan harga beli untuk sebuah tipe handphone bekas adalah hal sulit yangharus dilakukan pengelola toko handphone pada saat transaksi pembelian handphonebekas. Ada beberapa faktor yang menentukan tinggi rendahnya harga beli, yaitu kondisihandpltone, pasaran harga beli, dan pasaran harga jual. Dalam penelitian ini,dikembangkan suatu sistem untuk membanfu menentukan harga beli handphone bekasdengan mengimplementasikan metode Fuzzy Set dan Fuzzy Inference SystemTsukamoto.
RESTORASI CITRA BLUR DENGAN ALGORITMA JARINGAN SARAF TIRUAN HOPFIELD Herman Maryanto; Sri Suwarno; Lucia Dwi Krisnawati
Jurnal Informatika Vol 7, No 1 (2011): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (159.955 KB) | DOI: 10.21460/inf.2011.71.96

Abstract

Kebutuhan terhadap citra digital dalam masyarakat kita dewasa ini semakin meningkat dan merambah di berbagai bidang kehidupan seperti dalam pendidikan, bisnis, fotografi, bahkan kriminologi. Pengolahan citra digital merupakan teknologi yang dapat digunakan dalam memanipulasi citra untuk mengatasi ketrbatasan alat akuisisi citra atau untuk meningkatkan kualitas citra tersebut. Penelitian ini mencoba untuk melakukan restorasi terhadap citra kabur. Citra digital akan didegradasi dengan menggunakan Gaussian blur , kemudian direstorasi menggunakan jaringan Hopfield yang merupakan salah satu cabang dari jaringan saraf tiruan. Tujuan akhir dari proses restorasi adalah memperbaiki citra yang diberikan. Teknik restorasi secara umum berorientasi ke arah pemodelan degradasi dan penerapan proses kebalikannya (invers) untuk kembali mendapatkan citra asli. Berdasarkan analisis dari hasil uji coba hasil restorasi yang diperoleh belum optimal mendekati citra aslinya karena citra hasil perbaikan cenderung lebih gelap dan masih mengalamai degradasi atau kerusakan. Kemungkinan hal ini terjadi pada proses normalisasi yang kurang tepat. Kata Kunci : Restorasi Citra, Hopfield, Jaringan Saraf Tiruan, Blur
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.
IMPLEMENTASI ALGORITMA FP-GROWTH UNTUK SISTEM REKOMENDASI BUKU DI PERPUSTAKAAN UKDW Rama Novta Miraldi; Antonius Rachmat Christanto; Budi Susanto
Jurnal Informatika Vol 10, No 1 (2014): Jurnal Teknologi Komputer dan Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (8240.996 KB) | DOI: 10.21460/inf.2014.101.323

Abstract

The number of collections in a library will be increase along with the growth of the library. The Library of Universitas Kristen Duta Wacana (UKDW) also has a large number-of books collection in order to provide literature and resources service to students. Wen the number of collection is very large, we need a retrieval system that will help anyone to find the needed resoLtrces. This system has a recommendation feature to provide related books or resources. This feature will help users to find similar literature/resources or related topic with what they need. This paper will describe about the main design and implementation of the book recommendation based on FP-Growth algorithm. Based on the experiments, this system can provide 60.78% of accuracy for related books recommendation.
CLUSTER-BASED RETRIEVAL USING LANGUAGE MODELING APPROACH: AN EXPLANATION Gloria Virginia
Jurnal Informatika Vol 3, No 2 (2007): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (3696.971 KB) | DOI: 10.21460/inf.2007.32.49

Abstract

Nowadays, one of the demands for computer system is capability to process textmd natural language automatically. Consequently, the development of algolithms that€nabl€ computers to do such task has been one of the great challenges. Hence, anymbstantial progress in this domain will have a strong impact on numeious applicationir.nging from information retrieval, information filtering, and intelligent agentiJo speechrcmgnition, machine translation, and human-machine interaction [ro].Information retrieval is a task to retrieve relevant documents in response to aqurr-s b1'measuring similarity between documents in repositories and the query. Inryaen-t !'ears, the meaning of the term 'similar' between documents and query has beender oped. At first, a document is judged similar with the query merely bised on lexicalnnrtching sf the word between documents and query. Now, the term 'similar' is expandedb 6e meening of the query. It means that the query is not necessarily expressed in the dment, to come up with thejudgment that a document is similar with the query.Tn_ this paper I'm going to explain how it can be done, that the query is notttrPt"ssarib e>rpressed in the document, in text retrieval. But before it, I'll briefly describe re methods I used here. I'll close this paperby summarizing the explanation.
PERBANDINGAN ALGORITMA SUM OF SQUARED DIFFERENCE (SSD) DAN OPTIMISED SUM OF ABSOLUTE DIFFERENCE (OSAD) UNTUK PENGENALAN SIMBOL PADA CITRA EKSPRESI MATEMATIKA TERCETAK Aditya Wikan Mahastama
Jurnal Informatika Vol 12, No 1 (2016): Jurnal Teknologi Komputer dan Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (262.099 KB) | DOI: 10.21460/inf.2016.121.457

Abstract

The process of recognising printed mathematical expression consists of two general processes: symbol recognition  and structural analysis which reads the expression structure and the relation between symbols within the structure, provide adequate labeling to preserve it, and finally be useful to reconstruct the whole expression.This research focused on comparing the effectivity of two correlation-based pattern matching algorithms: the well-established Sum of Squared Difference (SSD) and the relatively new Optimized Sum of Absolute Difference (OSAD) which is based on average face rather than mathing all trained symbols. Which one was better will be used on the next stage of a research on converting printed mathematical expression into LaTeX notation..  Results obtained from tests conducted shown that (1) the accuracy of OSAD is 85.6% and SSD is 70,6% on various test symbols, and (2) the usage of average face in OSAD which was proposed to reduce time needed for matching, proven to have no negative effects on its matching performance. Therefore OSAD is well ahead in processing time and accuracy than SSD.
IMPLEMENTASI ALGORITMA STOCHASTIC HILL CLIMBING PADA PERMAINAN MASTERMIND Ruby Vidian Hartanto; Joko Purwadi; Gunawan Santosa
Jurnal Informatika Vol 6, No 1 (2010): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (121.069 KB) | DOI: 10.21460/inf.2010.61.88

Abstract

Artikel ini membahas tentang implementasi algoritma Stochastic Hill Climbing (SHC) pada permainan Mastermind. Mastermind adalah salah satu jenis permainan papan yang dimainkan oleh dua orang pemain, dimana satu pemain berperan menyusun sebuah kombinasi 4 warna dari 6 buah warna yang tersedia. Sedangkan pemain lainnya bertugas menebak kombinasi warna yang dipilih oleh pemain pertama. Pemain pertama akan memberikan feedback kepada pemain kedua berdasarkan tebakan pemain kedua. Permasalahan yang dihadapi adalah bagaimana mencari langkah selanjutnya untuk memaksimalkan kemenangan. Sistem yang dibangun untuk pencarian solusi menggunakan pendekatan algoritma Stochastic Hill Climbing. Pecarian dimulai dengan komputer memasukkan tebakan awal yang disebut CFG pada langkah pertama. Kemudian sistem mendapatkan feedback berdasarkan tebakan tersebut. Dari feedback tersebut sistem menentukan Tebakan Potensial yang akan digunakan untuk langkah berikutnya. Tebakan Potensial tersebut juga akan mendapatkan feedback, kemudian nilai heurstik dari CFG dan Tebakana Potensial akan dibandingkan, jika nilai heuristik CFG lebih kecil dari Tebakan Potensial, maka Tebakan Potensial tersebut akan dianggap sebagai CFG baru. Sebaliknya, jika nilai heuristik CFG lebih baik dari Tebakan Potensial, tentukan Tebakan Potensial berdasar CFG yang lama. Proses akan berlanjut hingga sistem mampu menebak Pola Rahasia.
Best Practices For Choosing Non-Intrusive But Effective CAPTCHAs Setia Budi
Jurnal Informatika Vol 8, No 2 (2012): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (5116.611 KB) | DOI: 10.21460/inf.2012.82.123

Abstract

Completely Automated Public Turing Test to Tell Computers and Humans Apart (CAPTCHA) is has become a part of computer security standard in order to distinguish humans from computers. This paper mainly discusses usability and robustness issues in CAPTCHA design and implementation. A brief introduction about CAPTCHA and some attempts to defeat CAPTCHA, including how to deal with it are also described in this paper.
IMPLEMENTASI ALGORITMA PRIM SEBAGAI CREATOR JALUR PERMAINAN MAZE Devian Ricko Hutama; R. Gunawan Santosa; Junius Karel
Jurnal Informatika Vol 9, No 2 (2013): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (12956.031 KB) | DOI: 10.21460/inf.2013.92.316

Abstract

In this modern era, computer provides more than mere a computing machine. Game is one of the advancements made, and maze is among the popular computer games. While maze is having a simple goal to exit, creating the maze itself is a challenging matter: creating a single winding and confusing path which connects one entry and one exit. This research implements the Prim Algorithm as a maze generator. User will required to enter certain size of the maze, and the system will automatically create the grids, randoming the entry and exit, and providing the necessary weight data for the grid. The Prim Algorithm will then process the weight data, rendering a maze path. This will provide a variation of maze for each game play. Results of the research shown that maze complexity is not affected by the randoming algorithm used to distribute the grid weights, but dependent to the maze size. Another result is that the number of  path walls deconstructed in an already- formed maze in order to make the correct path is carried on a certain pattern (N x N) - 1, dependent to the size of the maze (N x N).

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