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Contact Name
Mohammad Sani Suprayogi
Contact Email
yogie@usm.ac.id
Phone
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Journal Mail Official
santi@usm.ac.id
Editorial Address
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Location
Kota semarang,
Jawa tengah
INDONESIA
Jurnal Transformatika
Published by Universitas Semarang
ISSN : 16933656     EISSN : 24606731     DOI : -
Core Subject : Science,
Transformatika is a peer reviewed Journal in Indonesian and English published two issues per year (January and July). The aim of Transformatika is to publish high-quality articles of the latest developments in the field of Information Technology. We accept the article with the scope of Information Systems, Web Technology, Computer Networks, Artificial Intelligence, and Multimedia.
Arjuna Subject : -
Articles 8 Documents
Search results for , issue "Vol 13, No 2 (2016): January 2016" : 8 Documents clear
SISTEM PAKAR DIAGNOSA KERUSAKAN PADA MOTOR MATIC VARIO BERBASIS WEB Imam Wicaksono; Fitro Nur Hakim; Victor Gayuh Utomo
Jurnal Transformatika Vol 13, No 2 (2016): January 2016
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v13i2.327

Abstract

Vario matic motorcycle riders do not know the constraints Vario matic motor damage and tend to leave the constraints of damage to the mechanical motor matic Vario without knowing that the actual damage is a simple damage, but if the rider had knowledge of treatment damages the motor matic Vario Vario matic handling damage can be done solely by the rider so that handling damage can be handled immediately without having to wait for a motorcycle repaired in the workshop. This study aims to produce rules as a knowledge base for damage matic based on the symptoms of damage and produce an expert system for diagnosis of the motor and electrical damage in the motor vehicle Vario matic. Methods in the design of this expert system uses an expert system dengen stages 6 stages, namely the identification, conceptualization, formalization, implementation, evaluation and development system. Diagnosis expert system Vario matic damage to the motor can be used to solve the problem of damage to motor matic vario diagnosis because it can give a diagnosis of any type of damage to the value of the probability of occurrence of each type of damage. 
PERBANDINGAN SUPPORT VECTOR MACHINE DAN K-NEAREST NEIGHBOR UNTUK KLASIFIKASI TELUR FERTIL DAN INFERTIL BERDASARKAN ANALISIS TEXTURE GLCM Dewi Nurdiyah; Indra Abdam Muwakhid
Jurnal Transformatika Vol 13, No 2 (2016): January 2016
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v13i2.324

Abstract

Fertility eggs test are steps that must be performed in an attempt to hatch eggs. Fertility test usually use egg candling. The purpose of observation is to choose eggs fertile  (eggs contained embryos) and infertile eggs (eggs that are no embryos). And then fertilized egg will be entered into the incubator for hatching eggs and infertile can be egg consumption. However, there are obstacles in the process of sorting the eggs are less time efficient and inaccuracies of human vision to distinguish between fertile and infertile eggs. To overcome this problem, it can be used  Computer Vision technology is having such a principle of human vision. It used to identify an object based on certain characteristics, so that the object can be classified. The aim of this study to comparasion classify image fertile and infertile eggs with SVM (Support Vector Machine) algorithm and K-Nearest Neighbor Algorithm based on input from bloodspot texture analysis and blood vessels with GLCM (Gray Level Co-ocurance Matrix).  Eggs image  studied are 6 day old eggs. It is expected that the proposed method is an appropriate method for classification image fertile and infertile eggs.
SISTEM PENDUKUNG KEPUTUSAN FOOD COMBINING DENGAN METODE FORWARD CHAINING Inez Noviyanti Salim; Robby Kurniawan Budhi; Yonatan Widianto
Jurnal Transformatika Vol 13, No 2 (2016): January 2016
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v13i2.329

Abstract

Public awareness of healthy eating is increasingly formed.However, healthy eating knowledge possessed by each individual is still minimal. This decision support system will use forward chaining method to draw conclusions from the facts already known. Output from the application of this decision support system is the decision whether a food that will be consumed , either for combined or not. The purpose of this research is to create a decision support system of food combining with forward chaining method. This research is expected to help the user in decision making with regard healthy diet food combinations
PENGEMBANGAN METODE OTENTIKASI KEASLIAN IJASAH DENGAN MEMANFAATKAN GAMBAR QR CODE Eka Ardhianto; Nur Wakhidah
Jurnal Transformatika Vol 13, No 2 (2016): January 2016
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v13i2.325

Abstract

- QR Code is two-dimensional image that represents the data, particularly data-shaped teks. QR Code is an evolution of the first one-dimensional barcode into two dimentions. QR Code has the ability to store much more data than a barcode.One of the important data in the campus are collegers certificate. It is a document that serves as proof of authenticity that someone has undergone a formal education stage and successfully pass the exam. The collegers certificate conventionally used today is a collegers certificate in physical form so that there is the possibility of lost or damaged. Conventional collegers certificate verification process is difficult because the process is carried out only by the manufacturer of collegers certificate. The means used to verify the authenticity of the data collegers certificate today is to make direct contact to the manufacturer's certificate regarding authenticity certificate holder, as well as the legalization process tertandatangan of collegers certificate maker.From the conduct of research and testing conducted it can be concluded that: QRCode can be used to accommodate large data information of graduate, Facilitate the detection of the authenticity of the certificate of ownership information from mobile devices, also QRCode can be quickly used to verify the certificates quickly and accurately 
DESAIN SISTEM INFORMASI GEOGRAFIS PEMETAAN GIZI BURUK DI KOTA SEMARANG Bambang Agus Herlambang; Vilda Ana Veria Setyawati
Jurnal Transformatika Vol 13, No 2 (2016): January 2016
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v13i2.330

Abstract

Severe Protein Energy Malnutrition (PEM) are four major problems in the nutrition world. Such as iodine deficiency disorders, and lack of vitamin A. It also often called malnutrition caused by shortages associated poor dietary intake in terms of quality and quantity. Based on data from Semarang Health Office in 2013, the scope of severe PEM in children under five with BGM (Down Red Lines) of 1,502 (1.7%) and children with severe malnutrition by 32 (0.04%). The number of infants with BGM (Down Red Lines) in Semarang in 2013 was 1,502 or 1.7%. Geographical Information Systems (GIS) is one of the information technology that was designed to use spatial and non spatial data. The system could report information and summarize the malnutrition data thus help to process analysis of the causes of malnutrition in the region. Geographic information systems development method used waterfall method with Unified Modeling tools laguage (UML). System testing was done by white box method for testing complexity groove siklomatis on system design and black box to test the input and output.
ALTERNATIF MEDIA PEMBELAJARAN DENGAN LEARNING MANAGEMENT SYSTEM MOODLE PADA FAKULTAS TEKNOLOGI INFORMASI DAN KOMUNIKASI UNIVERSITAS SEMARANG Vensy Vydia; Nurtriana Hidayati
Jurnal Transformatika Vol 13, No 2 (2016): January 2016
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v13i2.322

Abstract

Learning methods development in enducation world has grown rapidly in last few years. This rapid development becomes needs for the education in Indonesia. As the Information Techonolgy has been improved, the learning methods has to be improved also, using the concept of learning management system based on information technology. This concept then well known as e-Learning , bringing a kind of learning transformation. From convensional methods becomes digital , in contents also in the systems. In this case, there is an application to run  e-Learning , which is called  Moodle. Moodle  is one of Learning Management System tool which is usually used by education institutions. Moodle is  open source software ,can be relied to meet the users needs and supplies some additional moduls.This research tried to apply Moodle as one of alternative learing model in Learning Based Competency Curriculum in the Faculty of Information Technology and Communication Universitas Semarang, especially Information System major. Try out has been done to four classes with two different  lessons and some students as subject. The result is e-Learning product using Moodle as a software package . As one of evaluation subject, questionaire has been distributed to students as a research subject.
GAME SCORING SUPPORTING OBJECTS MENGGUNAKAN AGEN CERDAS BERBASIS ARTIFICIAL INTELLIGENCE Astrid Novita Putri; Rastri Prathivi
Jurnal Transformatika Vol 13, No 2 (2016): January 2016
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v13i2.331

Abstract

Game are activity most structure, one that ordinary is done in fun and also education tool and help to develop practical skill, as training, education, simulation or psychological. On its developing current game have until 3D. In one game, include in First Person Shutter  necessary scoring  one that intent to motivate that player is more terpacu to solve game until all through,  on scoring  Super Mario's game Boss, Compass does count scoring haven't utilized Artifical Intelligent so so chanted, while player meet with supporting objects example ammor  ability really guns directly dead, so is so easy win. Therefore at needs a count scoring  interesting so more motivated in finishing problem Scoring accounting point for First Person Shutter's game .This modelling as interesting daring in one game, since model scoring  one that effective gets to motivate that player is more terpacu in plays and keep player for back plays. Besides model scoring  can assign value that bound up with game zoom.On Research hits scoring this game will make scoring bases some criterion which is health Point, Attack point, Defence point, And  Magic  what do at have  supporting objects ,then in this research do compare two method are methodic statistic and Fuzzy. Result of this research 83,4 % on testing's examination and on eventually gets to be concluded that fuzzy's method in trouble finish time more long time but will player more challenging to railroad.  
IMPLEMENTASI KLASIFIKASI BAYESIAN UNTUK STRATEGI MENYERANG JARAK DEKAT PADA NPC (NON PLAYER CHARACTER)MENGGUNAKAN UNITY 3D Siti Asmiatun; Aria Hendrawan
Jurnal Transformatika Vol 13, No 2 (2016): January 2016
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v13i2.139

Abstract

Abstract—Dalam sebuah game strategi penyerangan untuk melawan musuh harus diterapkan, sehingga lebih menarik pemain game untuk menyelesaikan permainan sampai dengan tujuan yang akan dicapai. Penelitian ini membahas tentang strategi menyerang jarak dekat untuk NPC (Non Player Character). Dalam sebuah game khususnya untuk game FPS (First Person Shooter), dibutuhkan suatu strategi NPC, dengan tujuan untuk membuat game menjadi lebih atraktif dan realistik. Strategi menyerang dalam penelitian ini adalah membagi beberapa perilaku penyerangan NPC ketika berada pada posisi paling dekat dengan musuh. Penelitian ini menerapkan algoritma bayesian untuk klasifikasi perilaku penyerangan NPC tersebut. Klasifikasi tersebut diharapkan dapat meningkatkan strategi menyerang melawan musuh. Klasifikasi  penyerangan NPC dibiagi menjadi dua perilaku penyerangan yaitu perilaku memukul dan perilaku menggigit. Sedangkan untuk variabel yang digunakan dalam klasifikasi bayesian adalah health point, attack point player dan jarak yang diperoleh dari kondisi NPC. Dari hasil pengujian metode klasifikasi bayesian menggunakan pengujian confusion matrix, dengan percobaan permainan sebanyak 10 kali, telah  menghasilkan presentasi tingkat akurasi pada confusion matrix mencapai nilai persentase sebesar 80 %. Hal ini membubktikan bahwa klasifikasi perilaku penyerangan jarak dekat dengan metode klasifikasi bayesian dapat diterapkan dengan hasil yang baik.

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