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Jurnal Infra
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Articles 1,326 Documents
Penerapan Finiste State Machine dan Atreus AI Behavior pada AI Musuh dalam Fighting Game Jong Jeffrey Wicaksono; Djoni Haryadi Setiabudi; Hans Juwiantho
Jurnal Infra Vol 8, No 2 (2020)
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Abstract

Artificial Intelligence (AI) has already become an important part in game development. AI in game have a diverse job to give a direct experience to player. The lack of strategy in enemy AI inside fighting game can make players less motivated when playing. To solve this problem, AI is made which has variety of cooperate strategy that can make attract player’s motivationGame is developed using Unity3D Engine and using C# programming language. Finite State Machine method is used to develop AI which become player enemy and Atreus AI Behavior is given in order to have variety of strategies. Probability also added in AI decision making in order to make the AI less predictable.The results show that AI can run well using FSM and Atreus Behavior merging. Testing is also carried out on 15 players which have a background as a casual player or above. These 15 players are in charge to try the game. The results show that AI is more difficult to beaten and player is motivated to defeat the AI.
Aplikasi Android pencarian jasa titip dari traveller yang bepergian di dalam dan luar negeri Billy Sugiharto; Henry Novianus Palit; Djoni Haryadi Setiabudi
Jurnal Infra Vol 9, No 1 (2021)
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Abstract

In several social media applications such as Facebook and Instagram, a traveler who is traveling (both local and international) is often found offering services to purchase goods for a certain fee. This has even become a permanent source of income for some of them. However, this has several problems, both from the buyers and the traveler's side. From the buyer's side, it would be very risky because they have to transfer money first. From the traveler's point of view, social media is not a place only to look for entrusted services so that their chances of getting buyers will not be maximized. From the existing problems, an Android-based application was made to collect these travelers so that prospective buyers know where to go when looking for a entrusted service. Similar applications used for comparison include the UShopper application[1], the X application[3], the Y application[2], Bistipand Airfrov. In the application above, no one applies the fair review feature and only the Bistip application has a chat feature between users before carrying out the transaction process.The application created solves the mentioned issues by applying a fair review system so that there are no biased reviews and has a chat feature so that users can communicate with each other without having to use other applications.Based on the results of tests that have been carried out through a questionnaire with 8 respondents who have played a role as a buyer in a entrusted service, the application that was made received an average score of 4,625 out of 5. The application is considered to be able to help prospective buyers find the right traveler according to their wishes with the help of features filtering. This feature can filter travelers that buyers are looking for with parameters: maximum return date and types of items that can be brought on a trip.
Aplikasi Scoring System Untuk Penentuan Keputusan Kredit Pada BPR DRJ Berbasis Web David Alfredo Wiejoyo; Silvia Rostianingsih; Lily Puspa Dewi
Jurnal Infra Vol 8, No 2 (2020)
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Abstract

In the banking world, specifically rural bank, lending a credit facility is a crucial business step. To be given a credit facility, the customer first have to pass through several assessment to determine the eligibility wether the customer met to be given a credit facility. Sales or the customer themselves can collect the requirement and sent them to the rural bank to complete the requirement of a credit facility. The assessment will be held by human and tend to have error-prone. Another obstacle is the distance, the customer have to come to the rural bank themselves or even send the requirement which takes time to send the requirement. These obstacles given the writer an idea to create the application. This application created based on web with HTML and PHP language alongside with Javascript features with MySQL database. This application can run the process needed from the beginning of collecting requirement until the score of the assessment is out. The application can aslo store the uploaded documents to the application database.The result of this thesis is the application can run the process of credit scoring until the score is out. The application can also print the required legal documents created by the application. The application can run responsively at different platform. The thesis also meet the problem statement.
Deteksi Aktivitas Manusia Berdasarkan Data Skeleton dengan Menggunakan Modifikasi VGG16 Daniel Subroto; Liliana Liliana
Jurnal Infra Vol 9, No 1 (2021)
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In general, detection of human activity is carried out to detect activity in daily life. With further development, the detection of human activity is utilized to detect suspected activity (not routine) as an early warning application. Detection of human activity in early warning applications will then be implemented in other systems. However, there are several problems in detecting human activity, among others, the presence of variations in performing an activity, the movement of transitions between activities, and the similarity of movements in different activities. Detection of human activities with existing variations can be done if utilizing a deep learning approach to conduct the training process. The deep learning method used is VGG16. VGG16 will receive input in the form of skeleton data images. The skeleton data used is obtained from the NTU RGB+D dataset. Skeleton data will be represented as 2D images by going through a process of covering the crop, converted into grayscale, resizing, and connecting 10 images into 10 channels for each sequence of activity sequences. To detect human activity is applied transfer learning on VGG16 that is changing the fully connected layer. VGG16 modification test results with skeleton data representation resulting in the highest accuracy rate of 54.59%. This level of accuracy is obtained from model testing using the same dataset as the training dataset. The VGG16 modification is still the best model based on testing with other Convolutional Neural Network models. Modification of VGG16 can classify indoor activities.
Aplikasi Notifikasi Telegram Untuk Mengetahui Trend Forex Trading Dengan Menggunakan Pola Japanese Candlestick Ricky Kuncoro; Agustinus Noertjahyana; Justinus Andjarwirawan
Jurnal Infra Vol 8, No 2 (2020)
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Abstract

Forex Trading is a business that promises high profit and freedom such as not needing big capital and a physical office. However, the reality is that not every trader can take a satisfying profit because of not realizing changes of trend direction in a market. Because of that, there needs to be an application that is capable of telling when there will be a change of trend direction on the market in real-time so that a trader can maximize the potential to take advantage of a large amount of profit.Expert Advisor is used as a reading of a change of trend direction automatically and inside it has a method to read the direction of market trend, which is called Japanese Candlestick. There are many types of Japanese Candlestick Pattern that already exist however in this research there will be 4 patterns that will be used, which are Hammer Pattern, Doji, Engulfing, and Custom. Then, Telegram will be used as chatbot to notify users of a change in trend direction.Testing result has proved in EUR/USD currencies in time frame H4 that the application that was made was capable of reading reversal trend of average 44,76% and continuation trend of average 67,60% in three years. To deliver the notification on Telegram, Expert Advisor will generate the reading of trend direction using Japanese Candlestick in file form for the chatbot in Telegram which will use Python programming language to get the file. Then the  chatbot will read and send the file of the reading result in  notification form to Telegram users.
Implementasi Algoritma YOLO pada Aplikasi Pendeteksi Senjata Tajam di Android. Christopher Nathanael Liunanda; Silvia Rostianingsih; Anita Nathania Purbowo
Jurnal Infra Vol 8, No 2 (2020)
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Advances in computing power have exceeded traditional smartphone needs. Object detection requires high computational power. Tensorflow Lite can be used to run models quickly and easily to mobile devices. The YOLO network was used because of faster and more accurate performance than other similiar networks. The object to be identified are bladed weapons that are knifes and machetes. Bladed weapons are selected because of potential applications in the real world.The trained models are YOLOv2-tiny, YOLOv3-tiny and YOLOv3. Transfer Learning is done to these models with Darknet so that YOLO can detect the desired weapon. Darknet model will be converted to Tensorflow Lite. Model testing is done by looking at some standard accuracy metrics such as precision, recall, mAP, and the average IoU. The model with the best performance will be installed in the Android application to detect bladed weapon objects knifes and machetes.The test results show that the performance of the model is very dependent on the type of network, the number of datasets, and the shape of the dataset. YOLOv2-tiny produces the worst result with mAP of 55% and average IoU of 35%. The final accuracy for Tensorflow Lite Android model are 72.7% for YOLOv3 and 63.6% for YOLOv3-tiny. The YOLOv3-tiny network is suitable for real-time detection because of fast inference time (0.9 seconds).
Prediksi Retensi Customer Berdasarkan Support Vector Machine dengan Preprocessing Menggunakan Hadoop Giovanni Gabriela Gunadi; Silvia Rostianingsih; Andre Gunawan
Jurnal Infra Vol 8, No 2 (2020)
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Nowadays, many companies often offer a discount to customer. The goal is that the company can attract new customers. However, the offer given cannot be done randomly. Offers must be directed to the right customers so the company doesn’t need to spend much money. This study will analyze to determine whether there is an influence of the association rule on customer retention. The data used is the Acquire Valued Shopper Challenge taken from the Kaggle website. As the program used is java with the Hadoop framework that uses the association rule method. Tests carried out twice using different data. The objective to be achieved from testing is that the model created can predict customers who will retain if they get an offer. With the tests carried out, the best results to answer the objective is to use data in the second experiment with the ratio of training data to testing data is 7: 3 and gamma 0.1 with accuracy obtained is 58.21%.
Sistem Monitoring Penggunaan Air di Apartemen/Mal MultiTenant dengan NodeMCU dan Raspberry Pi Albert Ong; Andreas Handojo; Resmana Lim
Jurnal Infra Vol 9, No 1 (2021)
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As survey results conducted, it was found that it was difficult tomonitor water consumption and to manage water consumption.Water consumption become very unregulated and the surveyconducted found that respondents agreed with the existence of aweb-based water consumption monitoring and managementsystem. In this study, a trial will be conducted to help solve thisproblem by modernizing water meters or implementing Internetof Things technology on each water meter. Then for paymentsystem will be using a token system. The implementation of IoT inwater meters is in terms of measuring water consumption andlimiting the water consumption. The results of the system foundthat the system was capable of monitoring water consumption,limiting water consumption, and increase water consumptionlimit using token.
Deteksi Balon Ucapan Pada Komik Jepang Dengan Convolutional Neural Network, Canny Edge Detection dan Run Length Smooth Algorithm Ricky Setiawan Saswono; Rudi Adipranata; Kartika Gunadi
Jurnal Infra Vol 8, No 2 (2020)
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Comic is an entertainment media that is usually used to fill free time. Comics themselves are already very well known in the world, especially comics from Japan. Comics from Japan, commonly called Manga, have a high level of popularity. The proof is a lot of Manga that is translated into each country's language. Examples such as One Piece that has been circulating in 43 countries. Even so the translation process is quite long especially in Japanese translation.This research can be used to accelerate the translation process by using CNN and Canny Edge Detection to detect speech balloons in Manga. The detection results are segmented and with the help of OCR to digitize Japanese characters. Then use copy-paste techniques in an online dictionary or online translator to find the meaning of letters that are not understood. Because searching for letters from a physical dictionary (book) takes more time.The results of the research to segment the speech balloon from Manga were successful but to classify the image in the form of a speech balloon or not with CNN was unsuccessful. Researchers assume because the dataset created is small in number or a problem during pre-processing.
Penerapan Procedural Content Generation untuk generasi level dalam game Mythical Maze Hansen Krisna Putra; Liliana Liliana
Jurnal Infra Vol 9, No 1 (2021)
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Level design is one of the issues in creating a multi-level game application. In level design, some of  the important keypoints are the variation of the level, the time to create it, and the locations of objects inside of a level, for example the player’s starting point and the exit point. Procedural Generation can be used to simplify the process of designing a level.In the implementation of Procedural Generation, the first step is to determine the size of the desired level or terrains. The size of a terrain will affect the complexity of a level, where it will affect the amount of rooms and corridors that is made. Next, rooms with various sizes are made and placed within the level with a desired pattern, which is connected by placing corridors that acts as a connector between two rooms. The last step to create a level is to place the objects inside the level, such as player character and the end point, where a distance is given between two objectsFrom the methods that are used, a level can be automatically made with multiple variations. The levels themselves are well made in which all of the rooms are connected by corridors and the player can reach the exit point from any given poinit in a level. This method always results in a terrain where there is a line or route between the starting and exit points. Each level’s difficulty is unique, that is affected by complexity, the distance between objects, and the time given to finish a level. The player doesn’t always able to finish a big level. This method can be used to produce variants of a maze, and to add the difficulty, the terrain itself can be enlargen to add complexity