cover
Contact Name
Mohammad Sani Suprayogi
Contact Email
yogie@usm.ac.id
Phone
-
Journal Mail Official
santi@usm.ac.id
Editorial Address
-
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 330 Documents
DOKLINE (APLIKASI DOKTER ONLINE) BERBASIS ANDROID Dias Adi Pratomo; Hernanda Eka Putra; Moch Ilham Faza
Jurnal Transformatika Vol 15, No 1 (2017): July 2017
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v15i1.530

Abstract

of events that can occur in a period of time and place or location so that objective function as closely as possible can be fulfilled. This problem arises in various areas of activity and installation such as hospitals, universities, airlines, factories and others. The design of the problem varies according to the needs and constraints in the field. Doctor Online (Dokline) Android-based applications can be used to find out where and whenever a doctor of any disease that is appropriate and needed by the community is on duty practice. By using a smartphone that uses android operating system and has been installed with this application, then the community is expected to be helped by can access it in realtime.
PENERAPAN SENTIMENT ANALYSIS PADA HASIL EVALUASI DOSEN DENGAN METODE SUPPORT VECTOR MACHINE Valonia Inge Santoso; Gloria Virginia; Yuan Lukito
Jurnal Transformatika Vol 14, No 2 (2017): January 2017
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v14i2.439

Abstract

The quality of lectures can be determined by some feedbacks from students. From the feedbacks, we can give appreciations for those lectures who get good feedback from students, and evaluations for those who get bad feedback. The problem is classifying large size of feedbacks manually isn’t effective and took a lot of time. Therefore, we need a system that can classify feedbacks automatically. These feedbacks will be classified into positive, negative, and neutral, usually called as sentiment analysis. Sentiment analysis implementation can be done by several methods, one of them that has a good accuracy is Support Vector Machine (SVM). SVM performance in this research is measured with the level of accuracy. The number of accuracy indicate the success level of system. The conclusion of this research is factors that affects the accuracy. The factors are the range of each classes and number of unique words in the training document.
PENERAPAN ALGORITMA COLLISION DETECTION DAN BAYESIAN UNTUK STRATEGI MENYERANG JARAK DEKAT PADA NPC (NON PLAYER CHARACTER)MENGGUNAKAN UNITY 3D Siti Asmiatun
Jurnal Transformatika Vol 14, No 1 (2016): July 2016
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v14i1.382

Abstract

The game is a field of science is growing rapidly and very interesting to learn because review has potential good view of science and commercial aspect. To produce an attractive and realistic games, there are a few things to note. One of them is the attention to the attack strategy, especially for the NPC (Non Player Character). Referring to previous studies that discuss strategies melee attack for NPC (Non Player Character)[1]. This study combines two Collision Detection with Bayesian methods for attacking strategy melee. In this study is to divide some of the behavior of NPCs attack when in the position closest to the enemy. This study applies the algorithm for Bayesian classification assault NPC behavior and collision detection algorithms for decision-making behavior when NPCs hit the player. By merging algorithm aims to improve on the weaknesses of previous research. NPC assault classification is divided into two offensive behavior: attitudes and behavior kick smash. As for the variables used in Bayesian classification is health points, attack points player and the distance obtained from NPC conditions. The results of the implementation of collision detection and Bayesian methods have proved that the collision detection methods can take decisions NPC attack behavior although placed closest to the player. From the test results with the calculation methods confusion matrix gain as much as 90% accuracy.
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.
E-Marketplace Development With C2C Model And Appreciative Inquiry Bambang Agus Herlambang; Muhammad Saifuddin Zuhri; Dwi Nuvitalia
Jurnal Transformatika Vol 15, No 2 (2018): January 2018
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v15i2.705

Abstract

People's lifestyles change in spending their funds have changed. Trend of software development innovation in Indonesia could be mapped into several types of E-Commerce, Media, Transportation, Accommodation and Logistics and Education. Now, there are 45 young entrepreneurs at the University PGRI Semarang. They need a tool to maximize business transactions, so it is necessary to develop E-Marketplace. The E-Marketplace Application System will be integrated with the Apprecitive Inquiry concept to reward users who frequently perform activities on the E-Marketplace application system. UML (Unifield Modeling Language) was used as a tool in designing this system. The result of this research is E-Marketplace application system that can run on web and mobile (hybrid) platform so it is expected to be a new marketing tool for young entrepreneurs at UPGRIS.
Rancang Bangun Aplikasi E-Donor untuk Pendataan Donor Darah di PMI Kota Surabaya Robby Kurniawan Budhi
Jurnal Transformatika Vol 15, No 1 (2017): July 2017
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v15i1.528

Abstract

Blood Donor activities have become Government Programs that provide many benefits, not only to donor recipients but also to donors. Each year, PMI targets up to 4.5 million bags of blood in accordance with national blood requirements, adjusted to the World Health Organization (WHO) standard of 2% of the population for each day. Therefore, regular blood donor activities are always held. But not everyone can donate blood every time. There are health prerequisites and a minimum grace period for someone to be able to re-donor. Not everyone knows the information about this blood donor activity. In addition, often active donors forget the time of re-donor. E-Donor application to be built is trying to solve the problem. Application development using System Development Life Cycle method. As a first step, the scope of the study is limited to PMI coverage in Surabaya.
K-MEANS ALGORITHM IMPLEMENTATION FOR CLUSTERING OF PATIENTS DISEASE IN KAJEN CLINIC OF PEKALONGAN Anindya Khrisna Wardhani
Jurnal Transformatika Vol 14, No 1 (2016): July 2016
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v14i1.387

Abstract

In determining the consistency of health data, can use data mining techniques that can dig the hidden information from multidimensional data sets that have been obtained. In addition, data wich connected with other data can also be done by these data mining techniques. One of the data mining techniques is quite well known namely clustering. The methods are quite popular in data mining techniques that called k-means method. It is used to facilitate medical recorder for analyzing the general health situation of population groups in archiving health care data. The results of this analysis, the clustering of the disease based on age, sex, duration of disease and disease diagnosis.This research used tool Rapid Miner 5.3.Based on the data from clinic centers Kajen Pekalongan, the result of clustering is 376 items of acute and 624 unacute diseases from 1000 total of data.
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.  
Raspberry Pi sebagai pengontrol lampu dengan sensor PIR untuk alat peraga praktikum mikrokontroller dan robotika di FTIK USM basworo ardi pramono; Atmoko Nugroho
Jurnal Transformatika Vol 15, No 2 (2018): January 2018
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v15i2.765

Abstract

Raspberry pi adalah sebuah komputer mini, sistem operasi Raspberry bisa bermacam-macam, salah satunya adalah Linux Debian yang telah dipaket minikan. Penenerangan tempat/ruangan dalam pekerjaan merupakan hal  penting, dimana dengan adanya penerangan kita bisa melihat kondisi ruangan. Selama ini untuk melakukan penerangan ruangan kita menggunakan saklar On/Off yang dipasang di tembok.Ruang Lab FTIK menjadi objek penelitian dimana mengunakan perangkat raspberry pi dengan sensor inframerah dan terhubung dengan lampu dimana perangkat PC Mini Raspberry  Pi akan menyalakan lampu dalam ruangan hanya pada saat terdeteksi suatu gerakan pada ruang Lab FTIK. Alat peraga ini akan dibangun dengan menggunakan Raspberry Pi sebagai pengendali dan PIR sensor sebagai pendeteksi gerak dan lampu LED sebagai output.Penelitian ini menggunakan metode pengembangan sistem waterfall, dimana alur penelitian akan mengikuti fase – fase yang ada di waterfall. Memudahkan mahasiswa dalam memahami materi matakuliah praktikum mikrokontroller dan robotika melalui perangkat PC mini. Sehingga mahasiswa  juga  dapat  memahami  bagaimana otomatisasi rumah sederhana menggunakan PC mini.Tujuan dari penelitian ini adalah menghasilkan suatu alat peraga praktikum untuk matakuliah mikrokontroller dan robotika.
PENERAPAN FUZZY CONTROLLER UNTUK PERGERAKAN PLAYER PADA GAME ENGINE 3D BERBASIS AGEN CERDAS Astrid Novita Putri
Jurnal Transformatika Vol 15, No 1 (2017): July 2017
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v15i1.531

Abstract

Game time at the moment well-known in the world, one of which is a maze game that can be run through a mobile phone or computer, making it very easy and affordable, In this game to find the right path to achieve the objectives that the player how to face many obstacles for the goal, so spend a lot of time, it requires settlement in order to facilitate the players in finishing level on any obstacles, requiring fuzzy logic alghoritm for ease in completing the job level .On fuzzy game is completion method of control to the player making it easier to carry out the settlement include input criteria and Wall Boundary Distance, Speed and generates output settling time so that facilitate the final value at that level, if they do not find a way through the player controller to move to the next level. so the fuzzy process can re-find the right way and the right time in the finish by obstacles and speed. 

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