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Kota surabaya,
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INDONESIA
Jurnal Infra
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Articles 112 Documents
Search results for , issue "Vol 4, No 1 (2016)" : 112 Documents clear
Aplikasi Pencarian Produk Jual Mobile Devices dari Berbagai Situs E-commerce Wijaya, Robby Christianto; Andjarwirawan, Justinus; Palit, Henry Novianus
Jurnal Infra Vol 4, No 1 (2016)
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Abstract

E-commerce sites in Indonesia offers many products with different prices. Consumers will find it hard to do a comparison of products by opening many existing e-commerce web. Therefore, a website portal is created for consumers to find and do a comparison of product from any existing e-commerce.The research focused on the feature for comparison between e-commerce products. Product comparison feature requires the server can retrieve product data from any e-commerce site and GSMArena. Then, process followed by parsing and processing on any e-commerce product data which has been established to be adapted to the product GSMArena.Based on the research, the time to get data e-commerce products and GSMArena products relies on the servers bandwidth and response time provided by each site. Products on each e-commerce have different product name from GSMArena, so the calculations is needed for the suitability of the product name between e-commerce and GSMArena.
Aplikasi Media Inspirasi Berbasis Web dan Android Ferryanto, Sulistya; Yulia, Yulia; Handojo, Andreas
Jurnal Infra Vol 4, No 1 (2016)
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Abstract

Nowadays application for storing images and videos have been very easy to find. Videos and images can be found on social media appplications. However, images and videos are not too restricted to be submitted by member in social media applications. It makes the user rather difficult to find videos or images that are inspiring. In general, inspiration media application only for showing videos or images. Besides that, there are applications that can only be accessed on the website or Android. Inspiration media application that already exist can be only inserted by admin so that the user can not upload video or image that the user want.MPV (Motivation Photo and Video) application made for help the user to find application that only have inspiration content more easy. That is because this application only save video or image with these categories such as motivation, work, relation, spiritual, and health. This application gives permission for member to upload video and image that the user want. Member can make quote as they want. Videos or images on application can be shared to others by Facebook. This application also can send notification to member.Based on the test result, the conclusion is this application that made on Android can run well on Android version 4.4 (Kitkat) to Android version 5.0 (Lollipop). This application also can upload video, upload image, send notification to member about the latest video or image, share image and video on Facebook and make a personal quote.
Perancangan dan Pembuatan Modul Data Mining Market Basket Analysis pada Odoo dengan Studi Kasus Supermarket X Hendratha, Stefani Natalia; Yulia, Yulia; Budhi, Gregorius Satia
Jurnal Infra Vol 4, No 1 (2016)
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Abstract

Odoo Enterprise Resource Planning (ERP) system storing company’s transaction data. However, Odoo doesnt have a module for managing data. It takes a module for managing data into useful information.Based on the above problems, a module for data mining Market Basket Analysis is being designed. This module uses FP-Growth algorithm by utilizing the sales transaction data.For the testing, this module using data from X Supermarket. The final result of this module is an association rule from data mining process. The rule is shown in the form of narrative and graphics making them easier to understand
Aplikasi Trip Planner Wisata Jawa Timur Menggunakan Metode Content Based dan Collaborative Based pada Android Edo, Fransisco; Handojo, Andreas; Palit, Henry Novianus
Jurnal Infra Vol 4, No 1 (2016)
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Abstract

Tourism is an activity which is done by one or many persons for having holiday or recreation. Finding a good tourism spot, which fits with one’s interest and spare time, is not an easy task. In general, tourism information that appears on the websites or in the mobile applications is not based on users interest. Lack of information is a hassle for someone who is having holiday.Therefore, a recommendation-system application was made using content-based and collaborative-based methods as a means to choose tourism spots in accordance with users preferences This Android application has features to list tourist spots which suit the users preferences give some alternate routes to user, show details of the tourism spots, and show their locations in the map.From the conducted test, the system can recommends tourism spotsthat match with user’s preferences, and user can see the recommended alternate routes and the detailed information of the tourist spots.
Perancangan dan Pembuatan Media Interaktif Fisika Suhu dan Kalor Bagi Anak SMP kelas VII Berbasis Android Suciono, Tjio Roy Abrianto; Budhi, Gregorius Satia; Rostianingsih, Silvia
Jurnal Infra Vol 4, No 1 (2016)
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Abstract

At this modern age, interactive media program is already widely used for learning. Making the interactive media program aims to make students learn more class VII although not in school hours. This is done so that the students of class VII, can make a more effective and less confused in school learning at the temperature and heat chapter. The program used is Unity using the programming language C sharp.In the interactive media program there are 5 material ie shops, schools, parks schools, offices, and homes. Every material has a different learning but still in the learning of temperature and heat. Exam contained in the interactive media program includes a wide thermometer, temperature formula, formula substances expansion, expansion events, and heat transfer. The material has been taken through the stages of an interview with a teacher of Physics.Based on the results of the questionnaire, 55% expressed the view on a good program, 75% said that the storyline in targeted programs, 76.25% stated that the program is easy to play, 80% stated that the program is easy to understand, and 85% stating that the program as a whole can help understanding the physics lesson.
Implementasi Rule Base System dan Fuzzy Logic Artifical Intelligence pada Game Kartu Capsa Pangkatodi, Edo; Liliana, Liliana; Budhi, Gregorius Satia
Jurnal Infra Vol 4, No 1 (2016)
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Abstract

In the era of globalization today, science and technology is developing very fast, particularly in entertainment media, specifically in the gaming world. Today, games are not only used as an entertainment, but also can be used as an alternative in the world of work, education, and even sports. In the world of gaming, artificial intelligence, or AI is a factor that cannot be separated. With the right methods and the specific rules of the AI can walk like a human being doing a job. So it is not only in the gaming world alone, AI can also be used in other fields that require AI computing systems for example in  technological development.The system is using Unity5 program with the programming language C#, with AI rule base and fuzzy used, the AI expected to have enough ability to be an opponent for players who use this application.Based on testing that has been done, these applications can run smoothly, AI can run and can follow rules of the game and follow the mindset that have been established. But the way of thinking AI still fairly few and need to be developed more.
Pembuatan Strategy Farming Game Berbasis Flash Haryanto, Haryanto; Purba, Kristo Radion; Gunadi, Kartika
Jurnal Infra Vol 4, No 1 (2016)
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Abstract

Game is an activity to find a new challenge or for having fun. Game have several genres like farming game, simulation, strategy, action, and many more. Each tipe has its own advantage and disadvantage like strategy genre is usually more challenging because its rather difficult hand have to stay focus to win. But other game like farming game is very fun but fell not challenging enough because usually farming game is very easy to play.Because of the difficulty reason, this game with farming and strategy genre have enemy that will attack the plants. Player also can protect the plants by killing enemy or by buying a tower that can attack enemy otomatically when an enemy come closer to the plants around that tower. This game is made by using Adobe Flash Professional CS6.From questionnaire average score 7.4, proofing that game with farming and strategy genre will become an interesting game that can be played.
Media Pembelajaran Interaktif Pengelolaan Sampah Organik, Anorganik dan Bahan Beracun Berbahaya Berbasis Flash Suseno, Edwin; Purba, Kristo Radion; Intan, Rolly
Jurnal Infra Vol 4, No 1 (2016)
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Abstract

The background of making trash management program is because people are still not able to understand the kinds of trash and how to process the trash properly, so it is not uncommon to people wrongly in processing trash. So in this thesis made a Flash-based interactive learning media. This instructional media created with the aim to help the learning system with visualization methods that aim can increase interest in learning because of the games, quizzes and animations that have been produced.This application uses the supporting software such as Adobe Flash Professional CS 6 to process animation, ActionScript 3.0 for manufacturing feature and Illustrator programs to assist in the design process. For information on trash management obtained from the media in the form of books or the Internet.The results of this thesis is provide information to public about trash management by type. There are also features games and quizzes that help remind about the trash management information so that the public can be tested of understanding will be learning this trash management.
Pembuatan Website untuk Lasika Production Ferdinandus, Alvin; Rostianingsih, Silvia; Andjarwirawan, Justinus
Jurnal Infra Vol 4, No 1 (2016)
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Abstract

Developments in the field of the stage is now increasingly widespread. More and more people are willing to spend big money to get the quality of a spectacular event., the supplier and the expert in this field is still relatively very little. Lasika now present in Surabaya as one of the oldest home industry to explore the aspect of sound system, rigging, LED, and others. Lasika quality has proven capable and became the mainstay of the city of Surabaya when there are events that bring national artists. To that end, Lasika feel the need to balance between performance and branding is also good for the entire society Surabaya, Indonesia even be able to know the quality offered by Lasika.In this thesis begins, the process of website creation of designs using the use case and the flow chart followed by the creation of websites using Hypertext Preprocessor (PHP) as a programming language and MySQL for its database. Features that will be created that is google calendar, instagram, suggestion, and live chat.Results of the implementation and testing of the website is generating features member profiles, view instagram hashtag, google calendar, suggestion, live chat, and be able to see the products offered by Lasika.
Pembuatan Website E-Commerce Penjualan Barang Untuk Perusahaan PT. X dengan Fitur Data Mining Generalize Sequential Pattern Tansil, Davin Ardian; Budhi, Gregorius Satia; Rostianingsih, Silvia
Jurnal Infra Vol 4, No 1 (2016)
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Abstract

PT. X is a company that sell cars and car’s spare parts by retail that use brick and mortar as base. PT. X want to make e-commerce website with hope that the website will help them expanding their market area for facing the rivalry with similar companies.The website poses online market feature that will help the users make their purchase and tracking their transaction they have done, users are divided into two category users and admin, admin are the PT. X promoting and selling their goods, while the users are the one who purchase through the website. This web is scripted using PHP, Ajax, and JavaScript, and user MySQL for creating the database. The development is done using notepad++ software.The data mining feature is based on generalize sequential pattern algorithm, where this feature is used to analyze the customers purchase behaviors and patterns by finding the connection between sold items based on time. Data is processed using the algorithm resulting frequent item sets that will turn into association rules in form of generalize sequential pattern table.

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