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INDONESIA
Jurnal Infra
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Articles 1,326 Documents
Permainan Simulasi Proses Bisnis Sebagai Sarana Pembelajaran Proses Bisnis pada Perusahaan Ritel Joella Joella; Yulia Yulia; Andreas Handojo
Jurnal Infra Vol 9, No 1 (2021)
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Abstract

Game-based Learning becomes one of the most developed learning methods in this 21st century. Game-based Learning is a good learning method because it can create a virtual world where players can simulate real world problem solving. Business process is a series of interrelated activities to achieve certain business goals which are executed sequentially or parallel, both inside and outside the company. The complexity of business processes causes the learning process to be less than optimal if only in the form of theoretical exposure. Practices are needed so that students can hone their business process management skills, but if they practice in the real world, of course it will be very high risk. Therefore, this research develops business process simulation game to facilitate students in practicing their business process management skill. The author analyzed the existing business process simulation games, determined the game system design, developed the game, tested the game, and distribute questionnaires to users. Based on the results of testing and implementing the system that has been done, the game developed in this research give a positive impact on users. The features in the game are running well and as expected. The game provides benefits to users, both teachers and students, so this game is suitable for being used as retail companies’ business process learning tool.
Aplikasi Monitoring Kesuburan Tanaman Hias Mawar menggunakan Arduino Valerie Caroline Alverina; Leo Willyanto Santoso; Handry Khoswanto
Jurnal Infra Vol 8, No 2 (2020)
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Society in general uses plants as decoration for all types of places such as hotels, restaurants, to residential homes. But each plant needs its own care so that plants can last long. One of the plants commonly used as decoration is the rose plant. Sometimes people are overwhelmed in caring for roses such as forgetting to water plants, watering for rose plants is lacking or excessive. Many studies have used Arduino to monitor rose plants but cannot be controlled mobile.The use of smartphones is now also increasing in the community, it will greatly facilitate the user if monitoring of plants can be done on smartphones. The plant watering system uses Arduino which is connected to the internet and the Blynk server. By using the Blynk server, you can connect Arduino with a smartphone, making it easier for users to control and monitor rose plants such as watering and fertilizing as well as seeing the condition of roses from a distance and can help the growth of roses. The result of this study are the system can treat and monitor roses according to parameter, which is soil moisture 70% - 80%, fertilizing, monitoring temperature 18 ºC - 26ºC and soil pH 5.5 - 7.0.
Sistem Kontrol Stop Kontak pada Rumah Berbasis Arduino dan Android Tanu Wijaya Saridin; Lily Puspa Dewi; Handry Khoswanto
Jurnal Infra Vol 9, No 2 (2021)
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Abstract

The use of a smart home is one of the home control systems that provides comfort for homeowners to control electronic equipment using the internet. This concept is based on expanding the use and benefits of the internet of things by embedding a controller and sensor that can connect and share data continuously. Therefore, there is a smart home prototype that can control lights and electrical lines with easy access to control. This design, the device used is an Arduino Uno-based controller that is connected to a Wemos D1 Mini, Ac light dimmer, PZEM-004T sensor, PCB, and LCD. The method used is to log in to the android application and the system will respond to commands from the application and turn it into an aski, namely dimming and turning on the lights, or turning on and off electronic equipment. The final result of this journal is a tool that has been designed and an application that is used to make it easier for users to control electronic devices and check the electrical power used.
Finite State Machine untuk Menghasilkan Kalimat Sebagai Alat Bantu Komunikasi Bagi Anak Penyandang Autisme Steven Hans Gunadi Chua; Liliana Liliana; Lily Eka Sari
Jurnal Infra Vol 9, No 2 (2021)
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One of the obstacles for children with autism is communication. Children with autism, who are nonverbal, have difficulty interacting with other people or just expressing their needs. When the child's wishes are not fulfilled, the child with autism will tend to throw a tantrum, which may be harmful because it can hurt the child. Currently, there is intervention by using the PECS method that can help children with autism learn to communicate by using picture cards. However, the drawback of this PECS method is the large number of picture cards that must be provided for children with autism.In this study, an Android application was created as a communication tools to children with autism learn to communicate. The application follows the stages of using PECS and also utilizes the finite state machine to generate sentences.Based on the results of this study, the application was able to help children with autism, who are nonverbal to communicate, although some children need more time to understand how to use the application.
Aplikasi Pendukung Diagnosis COVID-19 Yang Menganalisis Hasil X-Ray Paru-Paru Dengan Model EfficientNet Ananta Kusuma Pangkasidhi; Henry Novianus Palit; Alvin Nathaniel Tjondrowiguno
Jurnal Infra Vol 9, No 2 (2021)
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Abstract

In December 2019, a new type of corona virus was detected that had symptoms of pneumonia in the seafood market in Wuhan City, Hubei Province, China. The virus then spread throughout the world, which in March 2020, WHO announced the status of the epidemic as a pandemic. WHO finally named this virus as COVID-19. COVID-19 has infected more than 105 million people worldwide, and deaths that have reached more than 2.3 million worldwide. In Indonesia alone there have been more than 1 million cases of COVID-19 and more than 30 thousand deaths in February 2021 . Based on number of cases, patient must be handled responsively. One of the supporting diagnosis for COVID-19 is Chest X-Ray. Chest X-Ray becomes one of the mandatory steps for patients to confirm and determine the treatment(s) to medicate the patients appropriately.In this study using the Deep Learning EfficientNet architecture to classify people affected by COVID-19, pneumonia, and normal from Chest X-Ray. The test results are measured by Accuracy, F1-Score, recall, precision, and specificity. With this research it is expected to be able to detect as quickly as possible so that it reduces the spread of COVID-19 and is more cost-effective because Chest X-Ray is cheaper, faster, and less radiation than CT-Scan. The result is that the accuracy in this study reaches 96 percent, and the F1-Score, Recall, Precision, Specificity is above 95 percent.
Rancang Bangun Aplikasi Bimbingan Skripsi Online Mahasiswa Berbasis Mobile (Studi Kasus Program Studi Informatika Universitas Kristen Petra) Semuel Lesbassa; Alexander Setiawan; Lily Puspa Dewi
Jurnal Infra Vol 9, No 2 (2021)
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During the guidance process, students must bring a guidance form to record the results of their guidance with the supervisor. But students often do not bring the guidance form so that guidance activities are hampered. And in online learning right now because of the Corona Virus Disease 19 (Covid-19) pandemic. There are difficulties in contacting the lecturer to be used as a supervisor so that it can hinder students in doing their final assignment. Seeing the background of this problem, an online thesis guidance application was designed with a mobile application in which there is a guidance form that can be accessed by students and supervisors anytime and anywhere. And has features that can help students communicate with lecturers in conducting their guidance. The results obtained from this application include a thesis submission form, a guidance form for the guidance process and a chat feature for student and lecturer communication
Penerapan Metode Klasifikasi C4.5 dalam Pembuatan Website Identifikasi untuk Prediksi Kredibilitas Akun pada Media Sosial Instagram Yonas Christianto; Rolly Intan; Rudy Adipranata
Jurnal Infra Vol 9, No 2 (2021)
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Abstract

Instagram is one of the biggest social media platforms nowadays. As one of the biggest platforms, there’s also a lot of people who makes this platform become unhealthy social media environment, by making fake or spam accounts. This is the problem that the author is trying to solve. By developing a website that people can use to gain information about the credibility of an Instagram account, so users can interact with the target accounts safely and comfortably. The method used to predict the credibility is C4.5 classification which produce decision rules. This decision rules will be used to predict the credibility of an Instagram account. Based on the test that have been carried out, the website can be used to determine the credibility of an Instagram account and the result of the classification method reached to 97,07%.
Penerapan Metode Slope One dan K-Nearest Neighbor Untuk Menentukan Rekomendasi Tempat Makan di Bali Berbasis Android Lucy Rosalind; Leo Willyanto Santoso; Lily Puspa Dewi
Jurnal Infra Vol 9, No 2 (2021)
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Restaurants are an alternative if there is no food at home or whenyou are traveling somewhere. Bali is one of the popular tourismcities because of the many tourists. The number of restaurantsmakes users confused to choose a restaurant that suits theirneeds. This recommendation application is made to help users inchoosing the restaurant that suits their needs easily.The initial step taken is the scraping process, after the scrapingprocess the next step is looking for restaurants that do not putprices which will later be calculated with the price prediction withthe Slope One algorithm after the data entered into the database.The recommendation calculation is done on the backend. When onAndroid, it only needs to make API calls.Based on the results of the tests that have been carried out, theprogram has succeeded in collecting data, managing, anddisplaying restaurant data. The price prediction process with theSlope One algorithm has very good results. For the process ofscraping the data to be retrieved as the original data. The KNearest Neighbor calculation process was successfully carriedout and has sufficient accuracy with K of 35, has an accuracy of59%, and contains data of 7,890 restaurants.
Meningkatkan Variasi Tindakan Non-Playable Character Pada Game Survival Menggunakan Metode Markov Hendra Winata; Liliana Liliana; Hans Juwiantho
Jurnal Infra Vol 9, No 2 (2021)
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Digital games or often called Video games are common today. The development of game variants makes games never stop improving, especially in the Artificial Intelligence section. Each game has its own artificial intelligence so that many variations are generated and make a game unique. This research tries to make a variation of the actions taken by NPCs against players. In an effort to make these variations, the Markov Chain method is used to help state selection. Markov Chain method is combined with Finite-State Machine for NPC state selection. Based on the results of testing and questionnaires, 80.4% strongly agree and 19.6% agree that the resulting NPC has a large variety of actions. The results of the questionnaire also found that 69.6% were very unrealistic and 30.4% said that NPCs were unrealistic or did not imitate human behavior.
Penerapan Metode Goal Oriented Action Planning untuk Agent AI pada Turn Based Tactics Video Game Ryan Chandra Kusuma; Liliana Liliana; Hans Juwiantho
Jurnal Infra Vol 9, No 2 (2021)
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In turn-based tactics game, difficulties often placed on resources owned by enemies. Players have to do repetitive action to counterbalance enemy’s resources. To make players spent more time on strategies rather than counterbalance enemy’s resources, goal-oriented action planning will be implemented for AI. It’s expected that AI GOAP even without extra resources can replace AI FSM with extra resources.Goal-Oriented Action Planning (GOAP) is a decision-making method that capable of making a character not only do what it will do, but also determine how to do it. A* is a method that looks for a path by exploring the minimum number of nodes with minimum cost solution. This research combines GOAP and A* search. GOAP in this research has several variations of actions based on health points. Result of the research shows that AI GOAP without extra resources has 33.33% winrate against AI FSM with extra resources, and 86.66% against AI FSM with extra resources but reduced power unit. The results of respondents from various players with different experiences show that the difficulty of AI FSM with extra resources is higher, the level of player satisfaction and AI’s realistic level is higher when fought against AI GOAP without extra resources.