cover
Contact Name
-
Contact Email
-
Phone
-
Journal Mail Official
-
Editorial Address
-
Location
Kota surabaya,
Jawa timur
INDONESIA
Jurnal Informatika
ISSN : -     EISSN : -     DOI : -
Core Subject : Science,
Arjuna Subject : -
Articles 187 Documents
PEMBUATAN PROTOTYPE ANIMASI TIGA DIMENSI DENGAN MENGGUNAKAN NETIMMERSE LIBRARY Adipranata, Rudy
Jurnal Informatika Vol 5, No 2 (2004): NOVEMBER 2004
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (172.303 KB) | DOI: 10.9744/informatika.5.2.pp. 78-85

Abstract

3D Animation is one of the computer engineering field that growth fastly now. A lot of new techniques and algorithms have been developed in that field. Its application covered wide area, for example game software, medical analysis, architecture design, advertising.and many more. This paper describes how to implement prototype of 3D Animation using NetImmerse library. It includes a discussion on how to create character model and to implement it on NetImmerse library, to create a maze and to implement collision detection features between character model and maze. NetImmerse is one of the greatest 3D engine library that provided a comprehensive set of tools, plugins, and run-time libraries. It provides end-to-end support to many plafform. Character model is created using 3D Studio Max Software, the one of most powerful 3D Animation Software. NetImmerse has plugin of 3D Studio Max Software, so can easily export the character have created to the NetImmerse format. Abstract in Bahasa Indonesia : Animasi tiga dimensi adalah salah satu bidang pada teknik komputer yang berkembang dengan cepat dewasa ini. Berbagai macam teknik dan algoritma telah dikembangkan pada bidang tersebut. Begitu pula aplikasi untuk bidang tersebut mencakup area yang luas, sebagai contoh adalah perangkat lunak game, bidang kedokteran, desain arsitektur, iklan dan lain-lain. Tulisan ini menjelaskan tentang pembuatan prototype animasi tiga dimensi dengan menggunakan NetImmerse library. Di mana penjelasan ini mencakup mulai dari pembuatan karakter, labirin, penggabungannya dengan program serta implementasi pendeteksian benturan antara karakter dengan labirin. NetImmerse adalah satu dari library untuk animasi tiga dimensi yang menyediakan seperangkat peralatan, plugins, dan juga run-time libraries. Di samping itu, NetImmerse juga menunjang beberapa platform. Pembuatan karakter dilakukan dengan menggunakan 3D Studio Max yang merupakan peralatan bantu untuk pembuatan karakter guna animasi tiga dimensi. NetImmerse mempunyai plugin untuk 3D Studio Max, sehingga dengan mudah hasil karakter dapat diekspor ke format NetImmerse. Kata kunci: Animasi Tiga Dimensi, NetImmerse.
IDENTIFIKASI FAKTOR PREDIKSI DIAGNOSIS TINGKAT KEGANASAN KANKER PAYUDARA METODE STEPWISE BINARY LOGISTIC REGRESSION Vinarti, Retno Aulia; Anggraeni, Wiwik
Jurnal Informatika Vol 12, No 2 (2014): NOVEMBER 2014
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (235.712 KB) | DOI: 10.9744/informatika.12.2.70-76

Abstract

The World Health Organization (WHO) reported that deaths caused by cancer in the world these last four years has increased significantly. The data also reflected in the increase in breast cancer cases. In Indonesia, two cases also the highest cases of adult female deaths. Based on Hospital Information System, the number of breast cancer patients either inpatient or outpatient care amounted to 28.7%. This fact revealed more than 40% of all cancers can be prevented with early detection cancer. Role of Information Technology can implemented by data mining techniques to shorten the diagnosing time, accuracy and selection of factors early detection of breast cancer. Stepwise binary logistic regression method has the advantage to add and subtract the independent variables in accordance with level of significance of the model. Based on the analysis of weighting method, the highest four variables that should be more aware is the area of cancer (area), fineness (smoothness), the number of dots (concave points) or the nucleus of cancer and grayish level of cancer (texture). So the accuracy and processing speed of diagnosis of the severity of breast cancer can be improved through this method.
APLIKASI PEMINJAMAN RUANGAN, KENDARAAN, PERALATAN DAN PENYAMPAIAN KELUHAN SERTA ANALISIS KETERSEDIAAN BARANG DAN KINERJA PELAYANAN PADA UPPK UNIVERSITAS KRISTEN PETRA Yoanna, Wiwie; Handojo, Andreas; Intan, Rolly
Jurnal Informatika Vol 6, No 2 (2005): NOVEMBER 2005
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (331.607 KB) | DOI: 10.9744/informatika.6.2.pp. 65-70

Abstract

Unit Pelayanan dan Pemeliharaan Kampus (UPPK) Universitas Kristen Petra has a difficulty in facing the customers. Sometimes, a customer has to contact or meet UPPK staff just for asking schedule or give complain. Besides, UPPK needs a system that has ability to analyze equipments needed, base on customers' request and to analyze serving evaluation. Because of these problems, a web based system of distributing information, equipments and tools ordering, transportation ordering, room ordering, sport-field ordering, giving complain, equipments needed analysis and serving evaluation analysis is made. With this system, customers can obtain schedule information and then make an order, or giving complain, without have to meet the UPPK staff. This system is developed using PHP and MySQL as database server. The system is validated by distributing some questionnaires for UPPK staff and customers that give an average value of 3.63 (scale 1-4). Therefore, it can be concluded that this system can help to solve the problems. Besides, the systems also give a facility to analyze the serving evaluation and the need of equipments and tools. Abstract in Bahasa Indonesia : Unit Pelayanan dan Pemeliharaan Kampus (UPPK) Universitas Kristen Petra mengalami kesulitan dalam berhadapan dengan customer. Terkadang customer harus menghubungi atau bertatap muka dengan pihak UPPK hanya untuk menanyakan jadwal pemakaian atau menyampaikan keluhan. Selain hal itu UPPK juga membutuhkan suatu sistem yang mampu menganalisa kebutuhan peralatan/barang berdasar permintaan customer serta analisa kinerja yang telah dilakukan. Melihat permasalahan yang ada, maka dibuat suatu sistem penyampaian informasi, pemesanan peralatan/barang, pemesanan ruang khusus, pemesanan lapangan, pemesanan kendaraan, penyampaian keluhan, analisa kebutuhan barang dan kinerja berbasis web. Dengan sistem ini customer dapat memperoleh informasi jadwal dan melakukan pemesanan serta penyampaian keluhan tanpa harus bertatap muka dengan pihak UPPK. Sistem ini dikembangkan dengan bahasa PHP dan database server MySQL. Dari hasil pengujian dengan kuisioner kepada UPPK dan customer pengguna fasilitas didapat nilai rata-rata 3,63 (dari skala 1-4), sehingga dapat disimpulkan bahwa sistem dapat membantu memecahkan permasalahan yang ada. Selain itu sistem juga memberikan fasilitas untuk menganalisa evaluasi layanan dan kebutuhan barang. Kata kunci: web, pemesanan, analisa kebutuhan.
IOS APPLICATION FOR FINDING HALAL FOOD, MOSQUE, QIBLA DIRECTION AND PRAYER TIME Dwi, Febria Roosita
Jurnal Informatika Vol 13, No 2 (2015): NOVEMBER 2015
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (300.923 KB) | DOI: 10.9744/informatika.13.2.63-70

Abstract

Muslim sometimes has trouble when they travel to a new place for find where the location of the halal food and mosque near their location is. Other things that Muslim will have difficulty when they travel in to a new place are find the Qibla direction, pray time in local time and the mosque location near their location. From that problem MLH (Muslim Little Helper) want to help them to solve their problem. The process is carried out as follows: The app get the user location, send the location to the YELP API server and muslimshalat.com API to get the location of halal food, and mosque (using YELP) and for find the direction of Qibla and the prayer schedule (by using muslimshalat.com API). After the system get the data, then it will show on the Map (using apple map inside the app) and put the data as marker. For the Qibla direction and prayer time, it will show in arrow image and listview. This app will be use Swift for the development language. The test result shows that the YELP API can be use only in USA, and internet play as the main rule in this app, because to create connection to the server to pull the data, the system need internet to pass all the data to server.
A LIGHT-WEIGHT MVC (MODEL-VIEW-CONTROLLER) FRAMEWORK FOR SMART DEVICE APPLICATION Laksana, Budi Darma; Ballangan, Cherry Galatia
Jurnal Informatika Vol 7, No 1 (2006): MAY 2006
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (152.475 KB) | DOI: 10.9744/informatika.7.1.pp. 47-55

Abstract

In this paper, a light-weight MVC framework for smart device application is designed and implemented. The primary goal of the work is to provide a MVC framework for a commercial smart device product development. To this end, the developed framework presents integration between the classic design patterns, MVC and state-of-the-art technology XAML by adapting a MVC framework of an open source XAML efforts, MyXaml into .NET Compact Framework. As the compact framework only comprises 12% of .NET Framework library, some design and architectural changes of the existing framework need to be done to achieve the same abstraction level. The adapted framework enables to reduce the complexity of the smart device application development, reuse each component of the MVC separately in different project and provide a more manageable source code as the system architecture is more apparent from the source code itself as well as provide a commonality of the development pattern. A prototype of simple database interface application was built to show these benefits.
DATA MINING UNTUK KLASIFIKASI PELANGGAN DENGAN ANT COLONY OPTIMIZATION Kapiudin, Maulani
Jurnal Informatika Vol 8, No 1 (2007): MAY 2007
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (61.942 KB) | DOI: 10.9744/informatika.8.1.pp. 68-73

Abstract

In this research the system for potentially customer classification is designed by extracting rule based classification from raw data with certain criteria. The searching process uses customer database from a bank with data mining technic by using ant colony optimization. A test based on min_case_per_rule variety and phenomene updating were done on a certain period of time. The result are group of customer class which base on rules built by ant and by modifying the pheromone updating, the area of the case is getting bigger. Prototype of the software is coded with C++ 6 version. The customer database master is created by using Microsoft Access. This paper gives information about potential customer of bank that can be classified by prototype of the software. Abstract in Bahasa Indonesia : Pada penelitian untuk sistem klasifikasi potensial customer ini didesain dengan melakukan ekstrak rule berdasarkan klasifikasi dari data mentah dengan kriteria tertentu. Proses pencarian menggunakan database pelanggan dari suatu bank dengan teknik data mining dengan ant colony optimization. Dilakukan percobaan dengan min_case_per_rule variety dan phenomene updating pada periode waktu tertentu. Hasilnya adalah sekelompok class pelanggan yang didasarkan dari rules yang dibangun dengan ant dan dengan dimodifikasi dengan pheromone updating, area permasalahan menjadi lebih melebar. Prototype dari software ini menggunakan C++ versi 6. Database pelanggan dibangun dengan Microsoft Access. Paper ini memberikan informasi mengenai potensi pelanggan dari bank, sehingga dapat diklasifikasikan dengan prototype dari software. Kata kunci: ant colony optimization, classification, min_case_per_rule, term, pheromone updating
PROTOTYPE GAME 2D MENGGUNAKAN ISOMETRIC VIEW DAN DIRECT X Setiabudi, Djoni Haryadi; Lengkong, Aristotales; Gunawan, Ibnu
Jurnal Informatika Vol 5, No 1 (2004): MAY 2004
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (130.147 KB) | DOI: 10.9744/informatika.5.1.pp. 59-66

Abstract

Two dimensional game development is easier than three dimensional one and the hardware requirement of two dimensional game is easier to meet, in addition the development of three dimensional game needs a bigger team. Based on those reasons, this research focuses on two dimensional isometric game to give three dimensional look without uses the real three dimensional system. The purpose of this application is making a simple two dimensional game with isometric view on Windows based computer. This application uses Microsoft Visual C++ and Microsoft DirectX 8.1 Software Development Kit and an additional library IsoHexDef and WavLoader. The result shows that the application has two game levels and several units. Units are able to receive commands and act accordingly to extent its ability. The computer player can make calculations to move its own unit. The application uses isometric view. Abstract in Bahasa Indonesia : Pembuatan game dua dimensi lebih mudah dari pembuatan game tiga dimensi. Selain itu tuntutan hardware yang diperlukan untuk game dua dimensi lebih sederhana, dan untuk membuat game tiga dimensi dibutuhkan tim pembuat yang lebih besar. Untuk itu pada penelitian ini dicoba untuk dibuat suatu prototype game dua dimensi yang menggunakan tampilan isometric untuk memberikan kesan adanya tiga dimensi tanpa perlu membuat sistem tiga dimensi sesungguhnya. Game dua dimensi yang dibuat cukup sederhana, sekedar untuk menunjukkan tampilan isometric, yang dapat dijalankan pada komputer berbasis Windows. Pembuatan aplikasi dilakukan dengan menggunakan program Microsoft Visual C++ dan Microsoft DirectX 8.1 Software Development Kit serta libary tambahan IsoHexDef dan WavLoader untuk membantu pembuatan aplikasi. Prototype yang berhasil dibuat mempunyai dua level permainan, adanya beragam perintah yang dapat diberikan kepada unit, unit yang ada dapat menerima dan menjalankan perintah yang diberikan sesuai dengan kemampuan yang dimiliki, komputer dapat melakukan perhitungan untuk menggerakkan unit yang dimiliki, dan tampilan gambar yang digunakan dibuat dengan sudut pandang isometric. Kata kunci: Kata kunci: 2D Game, Isometric, DirectX
VIRTUAL POINTER UNTUK IDENTIFIKASI ISYARAT TANGAN SEBAGAI PENGENDALI GERAKAN ROBOT SECARA REAL-TIME Irawan, M. Isa; Satriyanto, Edi
Jurnal Informatika Vol 9, No 1 (2008): MAY 2008
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (467.837 KB) | DOI: 10.9744/informatika.9.1.78-85

Abstract

Many previous researches have been done in relation to human-robot interface, which is an interaction between human and robot using hand gesture. Hand gesture that is used in this research is a moving hand gesture with pointing position. The most important factor to identify hand gesture is the ability to differentiate hands with other objects based on the skin colour. A method to detect hand skin colour is using Fuzzy C-Means (FCM) which can refine a cluster centre and the membership value of each data iteratively by minimizing objective function. Hence, the cluster centre moves to the correct location. Recognition result with moving detection method was able to detect the movement of a moving object 91.07944% in 1 second. Skin detection using FCM was able to segment skin colour and not the skin in real time with the successful rate 90.2834%. The successful rate of the hand gesture pattern identification using rule base is 86.67%. The successful rate of virtual hand writing using LVQ artificial neural network as a command for controlling a robot is 79.2%. Abstract in Bahasa Indonesia : Banyak penelitian sebelumnya berrhubungan dengan human robot interface, interaksi manusia dengan robot menggunakan isyarat tangan sebagai bahasa tubuh manusia. Isyarat tangan yang digunakan dalam penelitian ini adalah isyarat tangan bergerak yang berposisi menunjuk untuk identifikasi isyarat tangan, faktor yang paling penting adalah kemampuan membedakan tangan dengan obyek lain berdasarkan warna kulitnya. Metode untuk mendeteksi warna kulit tangan adalah Fuzzy C-Means (FCM) yang memiliki kemampuan memperbaiki pusat cluster dan nilai keanggotaan tiap data secara berulang dengan meminimumkan fungsi obyektif, sehingga pusat cluster akan bergerak menuju lokasi yang tepat. Hasil pengenalan dengan metode moving detection, mampu mendeteksi pergerakan obyek bergerak. secara baik sebesar 91.07944% dalam 1 detik. obyek Skin detection dengan Fuzzy C-Means (FCM) mampu melakukan segmentasi warna kulit dan bukan kulit secara real-time dengan tingkat keberhasilan. 90.2834% Identifikasi pola isyarat tangan dengan rule base tingkat keberhasilannya 86.67%. Identifikasi hasil virtual hand writing menggunakan jaringan syaraf tiruan metode LVQ sebagai perintah untuk mengendalikan robot tingkat keberhasilannya mencapai 79.2%. Kata Kunci : virtual pointer , Fuzzy C-Mean (FCM), jaringan syaraf tiruan LVQ
PEMBUATAN PERANGKAT LUNAK PENGENALAN WAJAH MENGGUNAKAN PRINCIPAL COMPONENTS ANALYSIS Gunadi, Kartika; Pongsitanan, Sonny Reinard
Jurnal Informatika Vol 2, No 2 (2001): NOVEMBER 2001
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (99.213 KB) | DOI: 10.9744/informatika.2.2.pp. 57-61

Abstract

Face recognition is one of many important researches, and today, many applications have implemented it. Through development of techniques like Principal Components Analysis (PCA), computers can now outperform human in many face recognition tasks, particularly those in which large database of faces must be searched. Principal Components Analysis was used to reduce facial image dimension into fewer variables, which are easier to observe and handle. Those variables then fed into artificial neural networks using backpropagation method to recognise the given facial image. The test results show that PCA can provide high face recognition accuracy. For the training faces, a correct identification of 100% could be obtained. From some of network combinations that have been tested, a best average correct identification of 91,11% could be obtained for the test faces while the worst average result is 46,67 % correct identification Abstract in Bahasa Indonesia : Pengenalan wajah manusia merupakan salah satu bidang penelitian yang penting, dan dewasa ini banyak aplikasi yang dapat menerapkannya. Melalui pengembangan suatu teknik seperti Principal Components Analysis (PCA), komputer sekarang dapat melebihi kemampuan otak manusia dalam berbagai tugas pengenalan wajah, terutama tugas-tugas yang membutuhkan pencarian pada database wajah yang besar. Principal Components Analysis digunakan untuk mereduksi dimensi gambar wajah sehingga menghasilkan variabel yang lebih sedikit yang lebih mudah untuk diobsevasi dan ditangani. Hasil yang diperoleh kemudian akan dimasukkan ke suatu jaringan saraf tiruan dengan metode Backpropagation untuk mengenali gambar wajah yang telah diinputkan ke dalam sistem. Hasil pengujian sistem menunjukkan bahwa penggunaan PCA untuk pengenalan wajah dapat memberikan tingkat akurasi yang cukup tinggi. Untuk gambar wajah yang diikutsertakankan dalam latihan, dapat diperoleh 100% identifikasi yang benar. Dari beberapa kombinasi jaringan yang diujikan dapat diperoleh rata-rata terbaik 91,11% identifikasi yang benar sedangkan hasil rata-rata terburuk adalah 46,67% identifikasi yang benar. Kata kunci: Pengenalan Wajah, Principal Components Analysis, Jaringan Saraf Tiruan, Metode Backpropagation.
SISTEM INFORMASI GEOGRAFIS UNTUK PERJALANAN WISATA DI KOTA SEMARANG Manongga, Danny; Papilaya, Samuel; Pandie, Selfiana
Jurnal Informatika Vol 10, No 1 (2009): MAY 2009
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (317.691 KB) | DOI: 10.9744/informatika.10.1.1-9

Abstract

Tourist information system is an information system which built to fulfil the needs of information from tourists. This kind of information can be split into three major phases: pre-visiting information (before the trip), in site information and post-visiting (after the trip) information. A good tourist information system should support all of this phase. But in this case, the system will more concern to the second phase. In the second phase, the tourist already has a plan, what he wants to see, and what he wants to do and knows all the information required. Information from a guide book or map will help them find a location of a place or which way they should take and help them figured out the location of the places. To provide this kind of information, geographic information system (GIS) seems to be a good tool to handle this problem. GIS has capability to provide information and deliver them as guidance to user in a map form. The map consists of some space data and description about that space data. GIS could provide information such as a map of the important places like hotel, restaurant, tourist site, bank and the others, and about the street that pass all the places and providing some description about the places or street. This system will be applied to Semarang, with the searching tool as a major tools and information about all the tourism facilities in Semarang provided for the tourist with some pictures of them. With all the capability of GIS may tourist could have some guidance to help them along their trip in Semarang. Abstract in Bahasa Indonesia: Sistem informasi wisata adalah sistem informasi yang dibangun untuk memenuhi kebutuhan informasi wisatawan. Informasi dibedakan menjadi tiga bagian yaitu informasi sebelum perjalanan, informasi saat perjalanan dan informasi setelah perjalanan. Sebuah sistem informasi wisata yang baik harus dapat menyediakan informasi dari keseluruhan bagian tersebut. Penelitian ini menekankan pada bagian yang kedua. Dalam bagian kedua ini, wisatawan telah merencanakan perjalanan, tempat yang dikunjungi, apa yang ingin dilakukan, dan informasi yang ingin diperoleh. Informasi dari buku panduan dan peta membantu pencarian lokasi atau rute yang perlu ditempuh dan membantu mencari lokasi. Untuk penyediaan informasi, Sistem Informasi Geografis (SIG) merupakan alat bantu yang tepat untuk menangani masalah ini. SIG memiliki kemampuan untuk menyediakan informasi dan menampilkan dalam bentuk peta. Peta terdiri dari data dan deskripsi tentang data. SIG dapat menyediakan informasi seperti hotel, restoran, tempat wisata, bank dan lainnya, jalan yang menghubungkan tempat-tempat tersebut, maupun deskripsi tentang tempat dan jalan. Sistem diimplementasikan di kota Semarang, dengan menyediakan tools untuk searching dan informasi tentang fasilitas wisata beserta foto untuk wisatawan. Dengan kemampuan SIG, wisatawan mempunyai panduan untuk membantu perjalanan di Semarang. Kata kunci: perjalanan wisata, Sistem Informasi Geografis (SIG), Semarang

Page 11 of 19 | Total Record : 187