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INDONESIA
Jurnal Infra
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Articles 61 Documents
Search results for , issue "Vol 4, No 2 (2016)" : 61 Documents clear
Aplikasi Media Pembelajaran Pengenalan Rambu Lalu Lintas Menggunakan Flash Willy Bunadi; Kristo Radion Purba; Liliana Liliana
Jurnal Infra Vol 4, No 2 (2016)
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Abstract

Traffic signs are important parts of street equipments which consist of attributes, letters, numbers, sentences and can be  the combinations of all  in order to help street users. But in the reality there are still a lot of traffic accidents happen because of the lack of understanding about the traffic signs by the vehicles drivers and pedestrians.There are so many informations about traffic signs from media, such as books, advertising and seminars from the police department, but those media are considered ineffective, not interesting and less interactive.Consequently, a learning media application is made by using Adobe Flash so it can help other people to be more attracted to learn about traffic signs. This application have informations about the meaning of the traffic, theoretics questions that has been used to get a driving license, pratice test to get a driving license and driving game simulation.From the result of the experiment, this application can help users in understanding the traffic signs and can convince them to reuse this application. At the process of friendly use to apply this application, not all users directly understand on how to use it.
Pembuatan Arsitektur Data Di Perusahaan X Cornelius Juvian Limanto; Lily Puspa Dewi; Adi Wibowo
Jurnal Infra Vol 4, No 2 (2016)
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Abstract

Company X is a company engaged in the field of automotive dealers in Surabaya. Company X currently has a target of business conducted in its business processes. Target businesses works for this time is Sales process. For Sales process, the company X is supported by a program created by the programmer freelancer. Currently the company X to develop into larger business goals. Target business they want to develop is service and spare parts. Company X has a constraint in the use of programs that are already available today. The less dynamic programs to do the addition and got a constraint if there is a fault of the program, because the company had to wait for a team of freelancers who make programs for doing improvements on that program. Company X requires the existence of a new program that could support the business targets which can also be diintergrasikan with the new business targets. With analysis and design-making enterprise architecture Enterprise Architecture Planning method is expected to help the company in its decision making in the field of IT.
Website Publikasi dan Evaluasi kegiatan Lembaga Kemahasiswaan Universitas Kristen Petra Yefta Bintang Kurniawan; Adi Wibowo; Lily Puspa Dewi
Jurnal Infra Vol 4, No 2 (2016)
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Abstract

Currently, publication  for events held by committees of Student Organizations at Petra Christian University still uses  conventional media, such as printed posters posted on announcement boards. This causes most of the students unable to see the posters since only some of them are willing to see the posters posted. Another issue is the paper usage for most of the events evaluation process of Student Organizations with relatively numerous questions which makes the students reluctant to answer.  All this time, the evaluation results for the events are not published by the committees. Therefore, only few of the students know the results for each event. If most of the students know the results, this will help Student Organizations’ events be more well prepared.Therefore, the writter made a website based information system to answer the problem. This website has features, such as event publications; event reports; and event evaluations by providing rating, comments, and brief questions for each event. Also, the website is supported with delivering credit points to BAKA server using SOAP, saving videos on Youtube for the events,  saving the events’ photos, showing the highest rating to encourage the committees in making better events, using add location by Google Map, and notifications using phpmailer.From the research and questionnaires which consist of some criterias filled by student organization’s members, the results received are 63% of the respondents give moderate score for the interface design, 100% of the respondents give excellent score for the utility 100% of the respondents give excellent score for website usage; 100% of the respondents give excellent score for the feature completeness; and 100% of the respondents give excellent score for the overall aspects. Thus, it can be concluded that this website is useful, complete, and helpful for student organization’s publications and events.
Aplikasi Sistem Informasi Akademik Untuk Mendukung Proses Administrasi Di Smak Santa Maria Malang Kevin Christian Junaidi; Yulia Yulia; Sugianto Halim
Jurnal Infra Vol 4, No 2 (2016)
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Abstract

SMAK Santa Maria is one private school in Malang which has an important role in the development of education for upper secondary school level, especially in Malang City. Every day, the school's administrative process such as the process of presence of students, student assessment, scheduling, and other learning processes. It is inevitable that in any process that there be no mistake on the part of teachers and students. Therefore the school need an application to support the administrative process.Applications designed according to the needs and all the processes that exist in the schools ranging from presence, grading, announcement, until the value of report cards of students. With this application, it is expected the information to be received by the students, teachers, principals and vice-principals have the truth and accuracy.In overall, program has features that will help the problems now the level of user satisfaction in this program has reached 80%, which indicates that the program is able to meet the needs of users in the school and is able to assist the school in the administrative process so that the program is ready to be implemented.
Pembuatan Media Pembelajaran Gaya dan Tekanan Fisika untuk Siswa SMP Berbasis Flash Samuel Andi Ongkohardjo; Kristo Radion Purba; Leo Willyanto Santoso
Jurnal Infra Vol 4, No 2 (2016)
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Abstract

Physics class is one of difficult lesson for some junior high school students. When study physics, we need high comprehension and concentration because its got so many formula and explanation. One of way to study it excellently is using Multimedia.This application will resemble energy and pressure physics lesson become more attractive and interesting. in which players actively involved in the learning process. Starting from newton law, energy, and pressure for solid, liquid, and gas substance. There is also many simulations to help students understand the material. This application is created using Adobe Flash Professional CS6.From the questionnaire result, prove that the simulation strongly supports the process of understanding the material. Therefore user’s interest in learning is increased, coupled with the easiness of  application usage and user friendly.
Media Pembelajaran Interaktif untuk Kelas 1 Sekolah Dasar Berdasarkan Kurikulum 2013 Berbasis Android Kessy Hofany; Justinus Andjarwirawan; Lily Puspa Dewi
Jurnal Infra Vol 4, No 2 (2016)
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Abstract

Curriculum of 2013 is a curriculum that apllied nationwide as the development of Compentency Based Curriculum (KBK) and use the system of integrative-tematic. Of course its also brings new problems for teacher and student in adapting the change of curriculum. For the teachers, the difficulties is the lack of learningmaterials when students are out of school, so students hard to learn independently and make teachers should teach more to make students can reach the existing competencies. Especially for first grade primary school student, who initially studied the learning system of kindergartens that they are more learn while playing, must begin to adapt to primary school learning system. Therefore we need media interactive learning and engaging for students.This application will provide the means for first grade primary school students to learn the curriculum in 2013 to grade 1 primary school, but in an atmosphere of playing to keep the child interested in learning albeit with new learning system. Design and manufacture of these applications based on the 2013 curriculum for grade 1 primary school with the chosen theme is the theme Diriku and theme Kegemaranku.The test results showed that the application running on the mobile device mininum Android 4.0.3 (IceCreamSandwich). This application considered beneficial because it helps the children to learn while playing and application considered attractive for children.
Aplikasi Penjadwalan Asisten Penjaga Ujian dengan Metode Algoritma Genetika Joseph Clinton Adi Gunawan Putra; Kristo Radion Purba; Henry Novianus Palit
Jurnal Infra Vol 4, No 2 (2016)
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Abstract

At the time ahead of midterm or in semester’s final exam at Petra Christian University is definitely needed assistants that will keep on every class on the test subjects. Therefore we need a proctor before determining a schedule that will be covered, it would require a meeting in order to determine the schedule. So this application is made to be easier for assistants and coordinator of exam to determine the schedule and not waste more time between coordinator. The coordinator and assistant simply open the application. The assistant can put their schedule in accordance with the date and time of their examinations, and the coordinator can also produce the program by using genetic algorithm with the restrictions that have been given by the exam’s coordinator. So the schedule that has been produced have a match with the end result. And has a variety of additional features such as providing notice to assistant, and export schedules make it to Microsoft Office Excel or print directly. At the time of the survey the genetic algorithm, this program has a schedule in accordance with the limit given by the coordinator of the exam. So this program should be used by the coordinator of the exam of Petra Christian University in the study program information technology.
Pembuatan Survival Action Game Dengan Non-Player Character Berbasis Neural Network Semuel Yootje Daniel Tawas; Gregorius Satia Budhi; Kristo Radion Purba
Jurnal Infra Vol 4, No 2 (2016)
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Abstract

Game is a multi media application that need some main parts such as, goal, challenge and game play or usually has been know as rules in a game.Survival action game will apply real time system in its game play. Real time game usually needs fast decision making method for artificial intelligence, so it can’t interrupt any system in the game.Backpropagation is one of the fastest method that can be used to process data for decision making. Backpropagation method can use data training transformation feature so outputs from backpropagate calculation can be different than before. In its application, backpropagation needs to applying winner-take-all architecture so backpropagation system, can run the training process nicely.Based on testing result, backpropagation system can be applied in real time game and data training addition feature can gives the transformation for making decision that can be different than before.
Aplikasi Pengelola Keuangan Pribadi Berbasis Android Andi Susanto; Agustinus Noertjahyana; Alexander Setiawan
Jurnal Infra Vol 4, No 2 (2016)
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Abstract

Personal financial management is important in supporting the realization of someone's goals. By doing personal financial management, each individual knows the goals to be achieved, so each individual have to optimally utilize the management of financial resources to achieve goals. Many young people today has not been able to plan and control the use of money to achieve goals. Other than that, young people is also lazy to record the costs of his daily expenses because they have to recorded manually on paper. With a gadget that can be taken anywhere and easy Internet access, then designed application that can help record the expense costs or income daily. In this research, Android-based personal finance manager application will be made in this thesis. This application has a feature that can help user to control the use of their money in graphical form, reminder for paying debt and paying credit card bills, limiting budget, create their own savings, and see the real time  exchange rate.Based on the result of the implementation and testing, the application can  provide both income and expense reports in graphical form, also can remind user to pay debt according to the date that user set, and remind user to pay credit card bills before the due. With this application, users can manage their personal finances to achieve their goals.
Real-Time Action Role-Playing Game dengan menggunakan Fuzzy State Automata untuk Mengontrol Pergerakan Enemy Gary Nathanael Mardianto; Gregorius Satiabudhi; Rolly Intan
Jurnal Infra Vol 4, No 2 (2016)
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Abstract

Video Games are one of the most popular ways for someone to relieve stress or spend their free time. Most of the video game that is available right now can be played in single player. Unfortunately, most of the times when playing video games in single player, people usually get bored quite easily due to the enemy having static patterns as their actions. To overcome this problem, this thesis will be developing a game with an enemy that is not easily predictable.The genre of the game is Action Role-playing Game (ARPG). The Artificial Intelligence involved is made using the Fuzzy State Automata method. Using the Fuzzy State Automata method, the enemy will have to decide which state that it with enter using the input fuzzy sets and act accordingly. The states of the fuzzy state automata in here also have no fixed durations, therefore adding another unpredictability element for the player to deal with.Based on the testing of the Fuzzy State Automata, the artificial intelligence have the ability to react accordingly to its inputs. The Fuzzy State Automata also manages to successfully exhibit the capability of its states to have no fixed durations to make the enemy actions harder to predict.