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INDONESIA
Jurnal Infra
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Core Subject : Science,
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Articles 1,326 Documents
Floating Window pada Sistem Lelang Online yang Terhubung dengan Akun Instagram menggunakan Firebase Realtime Database Berbasis Android Winlian Winlian; Rolly Intan; Lily Puspa Dewi
Jurnal Infra Vol 9, No 2 (2021)
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Abstract

Buy and sell is one of the activity that is so general in eachcountry. There are many various ways to do it. Online ouction isone of it and it help the auction opener easier to find the highestprice offer from auction bidder even they are from the distanceplaces. In Indonesia, many online auction have been done and oneof it using Instagram as their platform. But, online auction fromInstagram has so many deficiency that causes the uncomfortablefor the online auctioneer.So this application was made and it connects with Instagram,where the user can make an auction on the application and focuswith the notification from the running application. The user canalso trust the potential bidder with the social capital which isincluded in the user’s Instagram account. This application has apin feature that using floating window for choosen bidder inapplication and the process is display in realtime.According to the result of test from 20 respondents as a potentialbidder and 5 person as an auction maker, the application can helpthe process of online auction with average 89% from the potentialbidder side and 84% from auction maker side. Notification iseffective and communicative with average 83% from the bidderside and 76% from the auction maker side. Floating window helpswith average 84% from the potential bidder side and 76% fromauction maker side. So, the conclusion is this application can helpand give a place for the online auctioneer in Instagram.
Pencarian Rute Terpendek di dalam Mall menggunakan Lifelong Planning A* pada Android Igor Maha Putra; Agustinus Noertjahyana; Justinus Andjarwirawan
Jurnal Infra Vol 9, No 2 (2021)
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Abstract

Since past time until now, people still loves to travel and sometimes when they travel they went to a shopping center store or what we known as a mall. Inside the mall there’re a lot of facilities that wes can use/enjoy like food and beverages stands, utilities shops, clothing lines, and many more. Apart from us of course there’re another subjects that visits the mall including tourists and online taxi drivers. Of course, even them we can’t guarantee that they understand the location of the shops or facilities that they want to visit.The application will help all people who came to a particular mall. To do this, we need a server that can store the maps data and shops inside each mall. After the data collection process, the application will receive an input from the user about a shop / a facility that they want to visit, then after received an input from the user, a data calculation process will be carried out which will be shown the route that has been calculated by the application and then the results will be displayed on the application that has been made. Based on the results of the tests that have been done, the program is quite successful in storing, calculation and displaying which route the user must take.
Pengenalan Jenis Masakan Melalui Gambar Mengunakan YOLO Alexander William Sutjiadi; Kartika Gunadi; Leo Willyanto Santoso
Jurnal Infra Vol 9, No 2 (2021)
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Abstract

Most input systems in food calorie information applications still use manual input, where the user needs to write the name of the food. This can cause difficulties for the user who does not know the name of the food. But with the development of technology in object detection, this can be an easier and faster process by using images to recognize the type of food.This research uses You Only Look Once method to recognize the type of food from the input images. The type of YOLO model used is the YOLOv3 model which has a modified convolution layer with Xception model that has high accuracy and detection speed.The result obtained is that the modified YOLO model has higher accuracy and faster detection speed than the standard YOLOv3 model. The Highest mAP result achieved was 85.13% with 0.088742 seconds average detection time.
Fault Tolerance pada Microservice Architecture dengan Circuit Breaker dan Bulkhead Pattern Edward Hosea; Henry Novianus Palit; Lily Puspa Dewi
Jurnal Infra Vol 9, No 2 (2021)
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Abstract

Microservice architecture as a solution to the monolithic architectural system is growing more and more in use today. As a fairly successful solution, the microservice system is not devoid of new problems and other challenges that arise. Microservice as a self-developed system and a service that communicates between networks are often fault. Any fault that occurs can be caused by high latency or because of the internal problem that causes the slowing down process. This may cause microservice to be inaccessible to the user or other microservice in need. The research provides a solution to the implementation of a microservice system that can withstand fault by applying the stability pattern with a circuit breaker and bulkhead pattern. Tests are made on the implementation of microservice systems using the PRS case study used by the Christian university of Petra. Fault executives are implemented to test the comparative performance of a DFTM method of circuit breaker with a circuit breaker, a bulkhead with no bulkhead, and to measure the fault levels microservice by MRMM. Based on the results of the tests, DFTM circuit breaker performance was at 46% faster than normal. The results of the testing also have the subtractable use of bulkhead could prevent resource use more than the capacity of microservice servers had if the latency was higher. Testing result also mentioned that the fault tolerance of the microservice measured by MRMM violating resilience of the benchmark. This can be proven from declining success rates, increased average response time, and decreased transactions per second.
Kecerdasan Buatan dengan Metode ID3 Finite State Machine dalam Turn-Based Tactics Game Adam Putra Sulaiman; Liliana Liliana; Leo Willyanto Santoso
Jurnal Infra Vol 9, No 2 (2021)
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As the world of video game grown and advances there are evenmore those who likes and play them as well. One way to increaseimmersion within video games is by implementing AI (ArtificialIntelligence). AI is an ability within a program or machine thatcan grant said machine/program a power of “thought” so thatthey can do a command without unnecessary human inputs. AndAI had grown constantly significant since the day it wasconceived.However one of AI’s greatest weakness is if implemented toosimplistic within it’s execution, then when someone manage todecode the AI’s pattern, then said player can use this knowledgefor their advantage. And as a consequence, costed the gameimmersion since the game is played not the way it was intended toor become way too easy. To solve said problem, requires aflexible AI that can adapt to the gameplay. Using ID3 decisiontree, AI are expected to be able to using the variable within aTurn-Based Strategy Game to use different options according tothe data it earn. And hopefully with little improvements, thismethod can be used to differing video game genres as well.The test result proven that while ID3 does give some influence forthe AI decision making, during the test run for Turn-Based Gameshown that the Adaptive AI that always chooses the best option ifplayed the same had a WDL overalls (Win-Draw-Lose) of 1:2:0,while Adaptive AI with the ID3 formula and dynamic decisionmaking had a more balanced results of 1:1:1 and random AIalways ended at a disadvantage with 0:0:3. These tests provedthat Adaptive AI provide the most challenge to the player doesn’thave any influence for the early parts of the game. And that theID3 impact were non-existent during the early game butimproving as the game goes on and the data table more varied.
Sistem Informasi Pelayanan GMIT Tiberias Kupang Berbasis Mobile Jimrio Vicky Stanley Benu; Alexander Setiawan; Djoni Haryadi Setiabudi
Jurnal Infra Vol 9, No 2 (2021)
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Abstract

Currently, most church service information systems are still manual. In the GMIT Tiberias Kupang environment, the media used in delivering the service information to the congregation is still done conventionally, through reading and sharing of church news which can only be obtained on Sundays when the main service is held. Therefore, the delivery of information becomes less effective and efficient. Furthermore, during the Covid-19 pandemic, it allows the spread of the virus to the congregation through congregational newsletters, worship liturgies, and financial reports. Likewise, manual administrative and congregational data management activities can cause errors and increase operational costs.Along with the rapid development of information technology, it is possible to design the application of a church service information system that can optimize services and information systems at GMIT Tiberias Kupang by presenting various features that are able to answer the needs of the church community for both ministers and congregations, considering that currently almost all congregants or in every household at least one family member already has an android phone.The purpose of making this application is to optimize the service information system for the GMIT Tiberias Kupang congregation that is effective and efficient by using a mobile application. Application made for using Android Studio with Java and Firebase programming languages as databases and website creation for admins using HTML, CSS, and PHP programming languages. The results of this study indicate that the level of congregational satisfaction with the church service information system has increased significantly after using the GMIT Tiberias Kupang Mobile-Based Service Information System Application.
Implementasi Algoritma AES, ElGamal, dan SHA3 untuk Keamanan File Digital Joshua Allan Saputra; Justinus Andjarwirawan; Lily Puspa Dewi
Jurnal Infra Vol 9, No 2 (2021)
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Abstract

In this modern era, technological developments in the world are developing very quickly. This very rapid technological advancement makes work and exchange of data and information very fast, accurate, and efficient. But with this convenience, new security gaps have also emerged, such as the emergence of crimes in cyberspace (cyber-crime). These actions can be in the form of data theft, breaking someone's password, to distributing software or someone's data without permission. Therefore, this study aims to overcome these security problems by implementing the AES algorithm, ElGamal algorithm, and SHA3 hash function so that they can be used simultaneously to become a secure and solid encryption system.The testing in this study is divided into three stages, namely testing the system's ability to perform the encryption and decryption process, testing the system speed, and testing the web platform. From the test results, it can be proven that the program can encrypt and decrypt all types of files properly and can detect the authenticity of the file. In web testing, it can be seen that the web is able to send encrypted files to recipients properly without missing anything.This research produces a software that can perform encryption and decryption of various types of files and can verify if there are changes / modifications to the file. This research also produces a web platform that can be used to send files between users correctly.From the test results, the program can encrypt files with an average speed of 999.43 bytes/ms and decrypt files with an average speed of 450.38 bytes/ms.
Penerapan Desain User Experience Pada Aplikasi Penghitungan Matematika Bagi Anak Penyandang Tunagrahita di Quali International Surabaya Yohanes Hendra Wijaya; Liliana Liliana; Lily Eka Sari
Jurnal Infra Vol 9, No 2 (2021)
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Intellectual disability is a condition that happens to a child under 18 years old. This condition can lead to cognitive problems and below average intelligence. Because of this condition, those children need special care, especially for learning. One of the important lessons to learn is mathematics, because they need it to live in society. This research applies a design that focused on children with intellectual disability in an android application to learn mathematics. The design uses a simple, attractive, and interactive display so they don’t get confused or get bored easily. The materials used are adjusted to the competency standards for those children to suit their abilities. The application is designed to be an alternative teaching aid in mathematics. The results of this study are that children with intellectual disability can use 70.5% of the features of this application which are adjusted to their abilities. The application succeeded in helping children to improve their skills. According to the teachers at Quali International Surabaya, the material used in this application is in accordance with the needs of the children, and is delivered quite easily and clearly. Application is also suitable to be used as a teaching aid for mathematics lessons at school.
Aplikasi Monitoring Aktivitas Layar Komputer Dengan Studi Kasus Lab Praktikum Kelvin Yohanes; Lily Puspa Dewi; Alexander Setiawan
Jurnal Infra Vol 9, No 2 (2021)
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Computer Screen Activity Monitoring Application is an application that used to help supervisors or lecturers or laboratory officers when supervise practical activity, in this case Multimedia (MM) laboratory. With this monitoring application, can capture screenshot of student’s computer without known by the student. So that supervisors or lecturers or laboratory officers can be assisted in supervising practical activities. For the implementation and the usage of this application at MM laboratory, there are two main entities, namely admin or lecturer’s side and client or student’s side. On admin or lecturer’s side, there are user interface and place that used to store screenshot of student’s computer screen. So, on admin or lecturer’s side, can see the screenshot image of student’s computer screen at certain period. On client or student’s side, there are no user interface, because on it’s side, only has background process. This background process only capture screenshot at certain time, then send it to admin or lecturer’s computer. So, admin or lecturer can see the result of captured screenshot from student’s computer. The result of this test shows that this application was running as expected. Background process that’s installed on student’s computer successfully capture screenshot image and send it to admin or lecturer’s computer. Other than that, on admin or lecturer’s side, can see the result. When testing the implementation of this application on MM laboratory, there is a little trouble. The trouble is on Firewall configuration that cannot connect between admin or lecturer’s computer and client or student’s computer. This research can be developed by making other platforms besides Windows, because apart from the MM lab, there are computers with operating systems other than Windows.
Pengaruh Sampling Method dan Feature Extraction untuk Meningkatkan Detection Rate pada Minority Class pada Intrusion Detection System yang Disusun dari Support Vector Machine, Decision Tree, dan Naïve Bayes Janthake Decuellar; Henry Novianus Palit; Justinus Andjarwirawan
Jurnal Infra Vol 9, No 2 (2021)
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Abstract

Intrusion detection system (IDS) has started to rely on machine learning to perform misuse detection or anomaly detection. As misuse detection, machine learning must be able to detect various types of intrusions, including those that are rare. However, machine learning has weaknesses, especially when faced with imbalanced datasets. Various methods are used to make machine learning able to perform the classification correctly even though the data provided is imbalanced. One of them in this study tries to implement Principal Component Analysis as feature extraction, Tomek Links as under-sampling and ADASYN as over-sampling on datasets. There are two types of datasets used in this research, namely KDD-99 and UNSW-NB15.The results obtained from research on the KDD’99 dataset are, Support Vector Machine can identify more intrusions than before and True Positive Rate of Decision Tree model for minority classes is increased between 0.03% to 4.762%. The results obtained from research on UNSW-NB15 dataset, accuracies for Support Vector Machine and Naïve Bayes models are increased between 0.045% to 1.513%.