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Kota surabaya,
Jawa timur
INDONESIA
Jurnal Infra
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Articles 54 Documents
Search results for , issue "Vol 6, No 2 (2018)" : 54 Documents clear
Perancangan dan Pembuatan Aplikasi Administrasi Toko Pertanian Mutiara Berbasis Website Hendra Kurniawan Gunawan; Henry Novianus Palit; Kristo Radion Purba
Jurnal Infra Vol 6, No 2 (2018)
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Abstract

Mutiara Agriculture Shop still uses manual process in its operational activities, so much time consuming and prone to error. The owner takes a lot of time in checking the stock of each transaction. The owner can also forget to write a merchant's bill in a receivable book. Mutiara Agriculture Shop has also experienced theft by employees by writing fictitious stock. To overcome these problems, the necessary applications that can support business processes to be fast, precise, and efficient.The work of this thesis focuses on creating a store information system that can help run the business process while minimizing the gap for employees to do corruption. In addition, with up to date reports, help owners quickly and precisely take business decisions.Based on testing that can be done, the application can be used easily and has a fairly complete feature. Applications can be added in the form of graph reports and made more details for the development.[1]    Alatas, H. 2015.  Proyek Membangun Responsive Web Design Dengan Bootstrap 3 Dan 4. Indonesia:Lokomedia.[2]    Idcloudhost Laravel. Retrieved Febuary 1, 2017, fromhttps://idcloudhost.com/pengertian-dan-keunggulan-framework-laravel/[3]    Kumar, S.R., Aravazhi,.. R. 2013. Study on Ajax in Web Applications with Latest Trends. India: Ijritcc.[4]    Larsen, R. 2013. Beginning HTML and CSS. Indianapolis, IN: Wrox[5]    Medi, S. 2012.  Pembuatan Website Sekolah Menengah Pertama Negeri 3 Delanggu, Dengan Menggunakan Php Dan MySQL. Indonesia:ijns.org.[6]    Mitchell, J. 2013. Libjson. England: Author.[7]    Pouncey, I, & York, R. 2011.Beginning CSS: Cascading Style Sheets for Website Design, 3rd Edition. England:Wrox.
Perancangan dan Pembuatan Aplikasi Student Reminder Berbasis Android Robertus Pambudi; Kristo Radion Purba
Jurnal Infra Vol 6, No 2 (2018)
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Abstract

Student Reminder is an android based application. Unlike a reminder in general. And student reminder has a special user that is the student as the main user. Many students have difficulty in managing their college schedule and also the schedule of collecting tasks because of students' ignorance of the schedule of task collection. Most reminder apps need to manually procedure to input user activity schedules because has no feature for perform automatic updates to smartphone google calendar from Petra Christian University database. During this time students still use the manual way to record the schedule by using the agenda book or recorded in the smartphone with the manual. The process of making this application using android studio developer and using java programming language. Android studio is used to create a view on the application, making the function to retrieve data from PHP. And make auto synchronize to google calendar. PHP is used to extract values from a database and display those values in a web view. JSON is used to read data from PHP to java on android. SQL is used to create database tables and their relationships with other tables.From the results of the design and the making of Student Reminder Application can be concluded among others simple applications and easy to use applications, make it easier for students to view the schedule of lectures, and schedule will automatically enter to student’s google calendar smartphones.
Perbandingan Performa Turn-Based Game Menggunakan Algoritma Genetika dan Logika Fuzzy Vincent Andrian Chandra; Rolly Intan; Kristo Radion Purba
Jurnal Infra Vol 6, No 2 (2018)
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Abstract

There are a lot of games with said genre that have been published for public and most of the games have a vs. Artificial Intelligence mode or AI for short. But the variations of the AI for Turn-Based Strategy genre are abundant. That is why hopefully this research will be able to help game developers who would like to make a Turn-Based Strategy game but have no idea which type of AI suits this kind of genre the most.The program, which is a game, that is made containts two AIs which are Genetic Algorithm and Fuzzy Logic. There are also 3 type of game modes that user can choose from, which are player vs. GA AI, player vs. Fuzzy AI, and the last one is GA AI vs. Fuzzy AI. The two AIs will be used to determine what type of unit the AI should make, who to attack and retreat from.From the results of the testcase which are a fight between the two AIs, genetic algorithm is more than able to make different kinds of unit, but it’s also capable of producing units that are suitable for the situation. Fuzzy logic consumes more time than genetic algorithm because of the huge amount of rules and genetic algorithm having some kind of threshold to get out of its iteration before it’s supposed to end that results in not-so time consuming process for each process. But on the other hand, if the fuzzy rules and its membership functions to be optimized, it’s almost guaranteed to produce better results.
Penerapan Adaptive Neuro Fuzzy Inference System pada Real Time Strategy Battle Arena Game Andy Gunawan; Rolly Intan; Kristo Radion Purba
Jurnal Infra Vol 6, No 2 (2018)
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Nowadays, Real Time Strategy Battle Arena is one of the most popular game genre. However, most games with that genre are only interesting if played together with another human. That makes those games less flexible since they can’t be played without another human or internet connection. Because of that, this thesis will create a game with Real Time Strategy Battle Arena genre with AI as the enemy where the enemy movements can be adjusted to approach human thinking ways. The enemy in this game will also be able to learn from each mistake. This thesis will use the method Adaptive Neuro Fuzzy Inference System. Test results show that the enemy was able to choose the best move possible, which suits the way humans think using Fuzzy Inference System. Neural System also modified the Membership  Functions of some Fuzzy Inference System input variable everytime the enemy is considered to make mistake to minimize similar mistakes when the game is played again in the future.