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Jurnal Infra
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Articles 1,326 Documents
Analisis Strategi Breakout dalam Pengambilan Keputusan Order Pada Trading Forex Vincentius Bintang Febrianto; Agustinus Noertjahyana
Jurnal Infra Vol 9, No 1 (2021)
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Abstract

Trading on forex with a strategy is an effort made by traders so that trading can be more profitable, one of which is using a breakout strategy and cannot be separated from determining the range of this strategy. However, in trading using a breakout strategy, sometimes some traders are not precise in determining the range. This can cause traders to lose profits. Therefore, it is necessary to establish an expert advisor program that is able to help traders make decisions in determining ranges. The expert advisor program mechanism that is created is to determine the initial reference range first to become the range amount that will be used for trading using the breakout strategy. The initial reference range is then copied to the highest and lowest prices in history. The program is then tested through backtesting.The results of tests carried out on the EUR / USD, GBP / USD, and USD / JPY pairs for 3 years can generate profits from obtained 4 initial reference ranges in various conditions of price movements. Of the three ranges of each pair on the H1 time frame, the most profitable range is the 107 pip range in the EUR / USD pair with a profit of 2528.64, the 100 pip range in the GBP / USD pair with a profit of 2628.31, the 74 pip range in the USD / JPY pair with a profit of 1691.47. In the H4 time frame, the most profitable range is 90 pips in the EUR / USD pair with a profit of 2093.06, 99 pips in the GBP / USD pair with a profit of 2429.07, 100 pips in the USD / JPY pair with a profit of 1279.94.
Pemanfaatan Teknologi Cubeacon Sebagai Media Informasi Di UK Petra Yosua Umbu Datu Kadiwanu; Alexander Setiawan; Rudy Adipranata
Jurnal Infra Vol 8, No 2 (2020)
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Abstract

Along with the development of technology today, the communication media is switching from conventional media to new media. Although in the transition to new media, users still miss some of the information that has been given in the form of a handbook containing important information, and still questioning to others to obtain information. To overcome this, Cubeacon technology is used to help maximize the dissemination of information by sending information to the user when the user approaches or is around the beacon coverage by utilizing the Bluetooth signal emitted by the beaconCubeacon is a device that communicates with smartphone using Bluetooth signals. With Bluetooth Low Energy based wireless technology that sends bluetooth signals continuously containing minor and major values from Cubeacon, the smartphone will provide information based on what stored in the database.The test results indicate that the beacon placement can affect the quality of the emitted signal. This application can be used by users to find information from beacons within the reach of a smartphone.
Dynamics Difficulty Adjusment Metode Evolutionary MCTS with Flexible Search Horizon pada Multi-Action Adversarial Games untuk Penyesuaian Tingkat Permainan Andhika Evantia Irawan; Liliana Liliana; Hans Juwiantho
Jurnal Infra Vol 9, No 1 (2021)
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Dynamic Difficulty Adjustment (DDA) is a method that modifies AI behavior to suit the player's abilities. So far, research on DDA in Monte Carlo Tree Search has been able to provide an appropriate level of challenge. However, the advantages of MCTS in finding solutions to long-term strategies have not been maximally implemented because so far it is only used in 2D real-time fighting games, which are short-term strategy game.This study combines DDA with evolutionary monte carlo tree search with flexible horizon (FH-EMCTS). FH-EMCTS is combination of vanilla MCTS with an Evolutionary algorithm. This method increases the length of the search space to certain extent. Giving DDA to FH-EMCTS is done by changing the way of selecting actions and assessing each node.The result of this research is that AI agents that use FH-EMCTS with DDA can be implemented into multi-action adversarial game and can provide balanced level of difficulty to other AI agents and humans. Based on the results of survey of AI agents against humans, it shows that the most fun and realistic AI agents are not the AI agents who have the best ability of winning percentage but AI agents who have win rate of around 50%.
Perbandingan Performa Tools Web Scraping pada Website dengan Data Statis dan Dinamis Michael Levi; Henry Novianus Palit; Silvia Rostianingsih
Jurnal Infra Vol 8, No 2 (2020)
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Abstract

In scraping a website, the main concern is the type of website whether it is a static or dynamic website, and also the data structure of the website. With different website characteristics and diverse web scraping tools, it will make users quite difficult in choosing tools that suit their needs. The purpose of this research is to compare web scraping tools from different website characteristics, and to provide recommendations for web scraping tools for future research by knowing the right tools in handling each website's characteristics. Based on the results of tests that have been done, it can be concluded which tools are more effective and efficient in certain conditions.
Game Real-Time Strategy Conquest War Berbasis Web Menggunakan Finite-State Machine Jimmy Christian Tanian; Alexander Setiawan; Lily Puspa Dewi
Jurnal Infra Vol 9, No 1 (2021)
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Abstract

With the development of technology today, games are one of the activities that are popular for many people. Starting from children and even adults are also playing videogames. strategy game is the one of them. Of the many real-time strategy games available, there are still many real-time strategy games today that are too complex and difficult for players to understand. In this thesis, a real-time strategy game will be made that is easy to understand and play but does not eliminate the strategy element in the game.In order for this game to be even more interesting, Artificial Intelligence (AI) finite state machine (FSM) was added to this game to regulate the opponent's movements in order to make the game lively. In this game, there are features i.e. save/load to save and load data and sound settings to adjust the sound. The result from 5 respondents that give rating : 76% game control, 68% game graphic, 80% game sound , 80% gameplay dan 80% tutorial clearance.
Pembuatan Aplikasi Complaint Management System pada Universitas Kristen Petra dengan menggunakan Metode Support Vector Machine Multiclass One vs Rest Isak Imanuel Leong; Rolly Intan; Leo Willyanto Santoso
Jurnal Infra Vol 8, No 2 (2020)
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One of the facilities at Petra Christian University for the accommodation of aspirations from the academic community is the suggestion box. However, the use of suggestion boxes is considered less effective and objective because it has a reluctance to fill out and lacks strong evidence through photo documentation.To answer the above problem, an Android-based complaint management system was created that supports the aspiration process that is more effective and objective through the use of mobile devices that are more widely used by the academic community. Application supported by the model. Supported by Vector Support Engine (SVM) with the approach of multiclass One vs. Rest to classify the bureau or related units to overcome errors in determining the recipient of the aspirational recipient.The results of the research conducted show that preprocessing parameter such as normalization, stemming and stopwords removal affect the accuracy of the model. The best kernel type in SVM for aspiration text classification is linear with value of C = 1 which results in an accuracy of 95,441%. In addition, the results of a survey to administrator who manage the management of aspiration shows that the application created already answer the needs and problems, in this case supporting the objectivity and effectiveness of aspiration data delivery.
Perbandingan dan Analisis Metode Artificial Neural Network dan SIRD pada Kasus Covid-19 di Surabaya Juan Felix Nyoto Santoso; Alexander Setiawan; Silvia Rostianingsih
Jurnal Infra Vol 9, No 1 (2021)
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Abstract

On March 2, 2020, President Joko Widodo's announcement regarding the COVID-19 virus has made its way to all of Indonesia, serving as a warning to the people. The virus continues to grow and spread its influence across cities, one of which is Surabaya. Surabaya attained the 'crimson zone' status on 2nd of June, 2020 due to the drastic increase of positive COVID-19 cases which tallies to 2748 people. The rapid pace at which COVID-19 spreads results in a high death rate.This research was done to try and prevent high casualty rates by predicting the need for health equipment, isolation rooms, medical personnel, and the need for personal protective equipment (PPE) for COVID-19 patients. There were two methods used for the sake of predicting, namely the Artificial Neural Network (ANN) and Susceptible Infectious Recovered Decease (SIRD) methods. The methods in question will have their accuracies tested using error measurement methods which include the Mean Absolute Deviation (MAD), Mean Square Error (MSE), and Mean Absolute Percentage Error (MAPE). After measurements have been made, the prediction results from these 2 methods will be utilized to calculate the needs for equipment, isolation rooms, medical personnel, and PPE needs based on the regulatory patterns owned by the S, N, and X hospitals. Based on the results of the website implementation analysis, the ANN method is shown to have average error rates of 53.1733 for training and 89.73 for testing based on the MAD method, 6581.09 for training and 22953.9067 for testing based on the MSE method, and 17.7367% for training and 16.3067% for testing based on the MAPE method. The SIRD method is shown to have average error rates of 309.81, 150496.08, and 30.2% for the MAD, MSE, and MAPE methods respectively.
Menghasilkan Background Game Music dengan Menggunakan Deep Convolutional Generative Adversarial Network Daniel Widjojo; Henry Novianus Palit; Alvin Nathaniel Tjondrowiguno
Jurnal Infra Vol 8, No 2 (2020)
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Abstract

One of many important factor in producing a good quality game is the existence of a good quality Background Game Music (BGM). But the difficulty of getting game music assets makes game developers have to pay extra money, waste more time and effort to get a good quality game music. This can hinder the process of making a game. For that reason, if there is a program that is able to produce BGM with good quality, it will greatly help the work of the game developer.The method used in this study is the Deep Convolutional Generative Adversarial Network (DCGAN). The data that being used is Musical Instrument Digital Interface (MIDI) file format which will then be converted into a pianoroll format. The pianoroll will then be converted into a matrix and entered into the DCGAN model. Before conducting training process, it is necessary to make a preprocessing, postprocessing and a model DCGAN. Testing in this study is done by finding the best parameters and architecture of DCGAN to produce Background Game Music with good quality.The test results show that DCGAN is a very sensitive model in terms of architecture and hyperparameter, therefore it needs extra attention in tuning architecture and hyperparameter for DCGAN. Besides that, music that is converted into pianoroll format lacks the ability to highlight its features and making it difficult to learn by DCGAN. From the end results, DCGAN is able to produce Background Game Music but with poor quality.
Aplikasi E-Patient Pada Klinik X Hilarius Andriano Sengyang; Yulia Yulia; Silvia Rostianingsih
Jurnal Infra Vol 8, No 2 (2020)
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Abstract

Currently X Clinic has many patients, it causes ineffective service to patients, where there are a lot of queues without any clarity of the estimated queue waiting time. Besides, most of the activities in the clinic such as medical records, laboratory requests, and prescriptions are still done manually so that is increases the risk of being scattered.Looking the background of the problem, an application designed to handle patient queues equipped with the sms gateway feature to give information about queue registration. The application is created with Node.js and React.js.The results obtained from this application include handling patient queues, with estimated queue waiting time via SMS gateway, recording master data including medical records, laboratories, and prescriptions.
Sistem Monitoring Tinggi Air di Tandon Menggunakan Arduino dan Mobile Apps Andy Nugraha; Djoni Haryadi Setiabudi; Handry Khoswanto
Jurnal Infra Vol 8, No 2 (2020)
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Abstract

The procedure for inspection of storage tank water levels which is still applied today has several disadvantages. One of them is the storage tank, which is often located on the roof of the house making it difficult to monitor storage tank water level. The solution to that problem includes monitoring water using a resistance wire. However, if you use a resistance wire compounds found in water can affect its value. In addition, it can also use ultrasonic sensors, because ultrasonic sensors are able to measure water levels with an average measurement error of 4.93%. This is what triggers the creation of an Android-based mobile application that is equipped with Arduino and its components to be able to monitor water level in storage tank. The Arduino device is mounted on the top of the storage tank and the HCSR04 ultrasonic sensor is facing the inside of the storage tank. The HC-SR04 ultrasonic sensor will work to calculate the water level in the storage tank, and the calculation results from the sensor will be forwarded to the mobile application via internet network. From the use of the application, the results can be shown in realtime water level with percentage and 2D images on the mobile application with good results, the percentage of compatibility between the results of manual measurement with the application is 80%. In addition, the application can provide notifications in the form of Push Notification that appears when the water level has reached the upper or lower limit.