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Jurnal Infra
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Core Subject : Science,
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Articles 1,326 Documents
Simulasi Pembayaran Menggunakan RFID (Radio Frequency Identification) Pada Studi Kasus Layanan Mahasiswa Alvin Santoso; Henry Novianus Palit; Alexander Setiawan
Jurnal Infra Vol 7, No 2 (2019)
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Abstract

Money is a tool for transactions. The growing of technology make payment methods is also more varied, for example with e-money. However, even there are methods like this, administrative Petra Christian University activities still use manual system so that make less practical. When e-money going to applied, there is a security aspect that must be considered. One of them is how to secure the balance that is on the card so that the balance cannot be duplicated.To make e-money payment on administrative Petra Christian University there will be make payment system with RFID (Radio Frequency Identification) with money in the card. There are 3 methods, AES, DES, 3DES with CBC and CFB mode in comparison of the speed encryption decryption, memory usage, and anti-duplication on the card. Besides there will be comparison of speed when doing top up/withdrawl balance/transaction when money stored in card and money stored in database.The test results found that there anti-duplication method successfully applied, encryption decrytion speed AES, DES, 3DES mode CBC more faster than CFB and memory usage same with all of method. Money in database have a faster process in top up/withdrawl balance while DES with CBC mode more faster in transaction.
Pemodelan Arsitektur Teknologi pada Perusahaan Palet PT.X menggunakan Enterprise Architecture Planning Fanny Febriani Santoso; Adi Wibowo; Agustinus Noertjahyana
Jurnal Infra Vol 4, No 1 (2016)
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Abstract

PT. X is a company engaged in the pallet industry, such as the production of wooden pallets, plastic pallets distribution, ISPM#15 services, and the services of container checkers. Until now, not all business processes are being supported by information systems because there are many business processes being done manually and the existing information systems are not yet integrated. Existing information systems in the company only supports finance and accounting process. Based on this condition, this thesis will analyze and construct enterprise architecture design for PT. X using Enterprise Architecture Planning method. The first stage will be done with business modeling and analysis of business strategy company. After that, the next step is to see the condition of the company's information technology at the moment, the existing problems within the company, and information technology needs in the future. Then from these, the results will be constructed by making design data architecture, application architecture, and technology architecture. Data architecture generates multiple subsystems at the company, such as sub-system of sales, sub-system of purchase, sub-system of production, sub-system of ISPM # 15, sub-system of container checker, sub-system of IT, sub-system HRD, and sub-system of finance and accounting. Application architecture consists of several main and supporting applications, all application are web-based. The main application consists of sales information systems, purchase information systems, production information systems, ISPM#15 information systems, container checker information systems, IT information systems, HRD information systems, and financial and accounting information systems. Technology architecture uses a client/server architecture pattern with data services Service Oriented Architecture (SOA).
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.
Pembuatan Aplikasi Sistem Informasi Produksi pada PT. Rajapaksi Adyaperkasa Evan Reinaldo; Alexander Setiawan; Tanti Octavia
Jurnal Infra Vol 5, No 2 (2017)
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Abstract

PT. Rajapaksi Adyaperkasa is specialized in footwear production, at this time the company is difficult to know the production time and overhead expenses quickly. This leads to sometimes incorrect decision-making as it turns out that the new model produced has higher cost and took longer to produce than expected, causing some loss to the company.This application was created using Visual Basic .Net 2010 programming language and SQL Server 2012 database. Time data that has been gathered are tested with IBM SPSS Software. Time data that has been validated is used as the main core of this applicationThe final result of this application development is the company can know the time and cost of production of the shoe model with only seeing the shoe example, and existing shoe model data can be developed for making order and view the production schedule plan.
Pengenalan Alfabet Bahasa Isyarat Tangan Secara Real-Time dengan Menggunakan Metode Convolutional Neural Network dan Recurrent Neural Network Devina Yolanda; Kartika Gunadi; Endang Setyati
Jurnal Infra Vol 8, No 1 (2020)
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Sign language is one of the communication tools commonly used by people with disabilities. The alphabet sign language is a basic tool used by teachers to teach people with hearing impairment and speech impairment to recognize basic alphabet letters. However, many people find it difficult to communicate with these groups because of a lack of community insight into hand sign language. Research on sign language has experienced much progress in processing static images but is still experiencing problems due to difficulties in processing dynamic images / video given that most of the sign language is represented by body, hand, and face movements.This study uses Convolutional Neural Network (CNN) and Recurrent Neural Network (RNN) methods with video input. The CNN method will be used as a feature extraction in the spatial feature while the RNN is tasked to tolerate between frames extracted by CNN on the temporal feature.The final result to be displayed is in the form of text alphabet which is the result of the recognition of the sign language alphabet. Based on the test carried out, obtained an average accuracy value of  60.58% for all letters while real-time testing has failed because the technology used cannot sustain the architecture created.
Pembuatan E-Commerce untuk “Lugz Shoes Collezione” Marshall Sudharmono; Djoni Haryadi Setiabudi; Indro Setiawan
Jurnal Infra Vol 5, No 1 (2017)
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Abstract

LUGZ Shoes Collezione is a store that sells products such as shoes as the main product and stand in Malang since July 23, 2005. To resolve an issue which a customer is not able to use some of the functions on the website, then in this thesis an user-friendly E-Commerce website for LUGZ Shoes Collezione is made.This website is made by using HTML and PHP programming language for the pages, AJAX and Javascript for the functions, and MySQL for the database. The features which are developed in this website include: a login system for the access rights, the tracking system to track the status of the purchased goods and payment systems to conduct online transactions.The result of making this website is customers can easily see the products sold and make purchases of products on the website at the same time then make the payment confirmation online. Administrators can also perform Tracking order, so there is interaction between the store and online shoppers.
Sistem Rekomendasi Film Menggunakan Integrated Kohonen K-Means clustering Joshua Maximillian; Henry Novianus Palit; Alvin Nathaniel Tjondrowiguno
Jurnal Infra Vol 8, No 1 (2020)
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Abstract

With the development of the film industry, more and more films can be watched. But because there are too many films that can be watched that cause users to be confused in finding films that match what they like. So there is a movie recommendation system to help user. The movie recommendation system itself has various ways to produce movie recommendations that users might like.The movie recommendation system using Integrated Kohonen K-Means Clustering is one of the Data Mining methods that can be used in recommending films. Intergrated Kohonen K-Means Clustering compared to Kohonen Self Organizing Maps, and also K-Means Clustering in recommending films.According to the result of Integrated Kohonen K-Means Clustering to know how many K cluster that is optimal for K-Means Clustering use the Elbow Method. To know how good the cluster you produce use Silhouette Coefficient and the score -0.389 for the Integrated Kohonen K-Means Clustering. The Mean Reciprocal Rank produced by Integrated Kohonen K-Means Clustering which score is 0.362 is better than K-Means Clustering which score is 0.003 and Kohonen Self Organizing Maps which score is 0.002.
Aplikasi Trip Planner Wisata Jawa Timur Menggunakan Metode Content Based dan Collaborative Based pada Android Fransisco Edo; Andreas Handojo; Henry Novianus Palit
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 user's 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 user's preferences This Android application has features to list tourist spots which suit the user's 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 Sistem Informasi Administrasi Pada Toko Optik Royal Andy Setiawan
Jurnal Infra Vol 1, No 1 (2013)
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Abstract

Toko Optik Royal adalah toko yang menjual berbagai macam jenis dan merk kacamata. Kacamata itu meliputi frame dan juga lensanya, selain itu juga menjual softlens Dalam menjalankan usahanya saat ini masih menggunakan sistem manual, semua pencatatan transaksi maupun data-datanya menggunakan kertas atau buku. Hal tersebut menyebabkan banyak terjadi kesalahan dalam pencatatan data-data transaksi sehingga data-data yang dihasilkan tidak akurat. Kesalahan data-data tersebut terjadi karena human error. Selain masih rawannya terjadi kesalahan dalam pencatatan data, sistem yang manual sangat merepotkan bila ingin melakukan pencarian data tertentu dan membutuhkan waktu yang lama. Karena menggunakan media kertas, sistem manual tersebut mempunyai kekurangan yang datanya mudah hilang. Oleh karena itu dibutuhkan suatu perancangan dan pembuatan sistem informasi yang dapat mengelola data sehingga dapat menghasilkan informasi berupa laporan dalam waktu yang cepat dan terorganisir dengan baik.Pada Skripsi ini, proses perancangan dan pembuatan program dimulai dengan mempelajari dan menganalisis sistem perusahaan saat ini, kemudian menyusun dan membuat document flow, DFD, ERD, dan tabel-tabel yang dibutuhkan serta mendesain form-form yang akan digunakan. Setelah itu, membuat program yang terdiri dari pencatatan master database, sistem pembelian, penjualan, mutasi stok, dan laporan-laporan yang diperlukan. Aplikasi yang digunakan dalam pembuatan database adalah Microsoft SQL Server 2005, untuk bahasa pemrograman menggunakan Visual Basic 6.0, dan untuk laporannya menggunakan crystal report versi 8.5.Aplikasi yang sudah dibuat meliputi master data, sistem penjualan, pembelian, mutasi stok, kartu stok, penghitungan hpp dan laba rugi, serta pembuatan laporan-laporan.
Aplikasi untuk Mendeformasikan Objek Gambar Tanpa Background Danny Setiawan Putra Robianto; Liliana - -; Kartika Gunadi
Jurnal Infra Vol 2, No 1 (2014)
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Abstract

Animasi merupakan salah satu pengolahan citra digital yang membuat sebuah objek tampak bergerak. Animasi terdiri dari kumpulan gambar dengan urutan tertentu pada sebuah timeline yang mengalami perubahan sedikit demi sedikit. Pada teknik animasi klasik atau konvensional untuk membuat sebuah objek tampak bergerak dilakukan penggambaran ulang satu per satu dari gambar semula hingga menjadi gambar akhir yang diinginkan animator sehingga memerlukan waktu yang lama.Skripsi ini bertujuan untuk membantu mempercepat proses pembuatan animasi dengan memanfaatkan teknik deformasi yang dapat menghasilkan file animasi. Metode deformasi objek gambar yang digunakan adalah Moving Least Square dengan rigid transformation. Selain objek gambar sebagai salah satu input diperlukan juga control point dan line segment untuk menentukan arah deformasi. Perhitungan tidak dilakukan pada semua pixel objek gambar namun berdasarkan grid. Proses dimulai dengan membentuk grid dan dilakukan proses deformasi berdasarkan control point dan line segment. Setelah mendapatkan grid yang baru, dilakukan inverse projective mapping untuk memetakan pixel gambar asli ke tujuan dan juga bilinear interpolation agar hasilnya menjadi smooth. Pembuatan aplikasi menggunakan bahasa pemrograman C# dengan Visual Studio 2012 sebagai IDE.Hasil pengujian menunjukkan bahwa hasil deformasi dipengaruhi oleh ukuran dari grid, nilai alpha, dan peletakkan control point dan line segment. Kecepatan proses dan kualitas berbanding terbalik terhadap banyaknya titik yang dihitung. Proses deformasi dengan control point memiliki kompleksitas waktu O(n3) sedangkan dengan line segment O(n4). Tidak ada setelan parameter yang pasti untuk dapat menghasilkan hasil yang sesuai. Pengembangan selanjutnya dapat dilakukan deformasi untuk objek 3D.