Scientific Journal of Informatics
Scientific Journal of Informatics published by the Department of Computer Science, Semarang State University, a scientific journal of Information Systems and Information Technology which includes scholarly writings on pure research and applied research in the field of information systems and information technology as well as a review-general review of the development of the theory, methods, and related applied sciences.
Articles
564 Documents
Face Identification Based on K-Nearest Neighbor
Wirdiani, Ni Kadek Ayu;
Hridayami, Praba;
Widiari, Ni Putu Ayu;
Rismawan, Komang Diva;
Candradinata, Putu Bagus;
Jayantha, I Putu Deva
Scientific Journal of Informatics Vol 6, No 2 (2019): November 2019
Publisher : Universitas Negeri Semarang
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DOI: 10.15294/sji.v6i2.19503
Face identification has been widely applied this time, such as security on gadgets, smart home security, and others. Face dominates as a biometric which is most increase in the next few years. Face is used for biometric identification which is considered successful among several other types of biometrics and accurate results. Face recognition utilizes facial features for security purposes. The classification method in this paper is K-nearest Neighbor (KNN). The K-Nearest Neighbor algorithm uses neighborhood classification as the predictive value of a good instance value. K-NN includes an instance-based learning group. This paper developed face identification using Principal Component Analysis (PCA) or eigenface extraction methods. The stages of face identification research using the KNN method are pre-processing in the input image. Preprocessing used in this research are contrass stretching, grayscale, and segmentation used haar cascade. This research is registered 30 people, each person had 3 images used for training and 2 images used for testing. The results obtained from several trials of k values are as follows. Experiments with a value of k=1 get the best accuracy, namely 81%, k=2 get 53% accuracy, and k=3 get 45% accuracy.
Optimalisasi Neural Network dengan Bootstrap Aggregating (Bagging) untuk Penentuan Prediksi Harga Listrik
Somantri, Oman;
Sasmito, Ginanjar Wiro;
Sungkar, Muchamad Sobri
Scientific Journal of Informatics Vol 1, No 2 (2014): November 2014
Publisher : Universitas Negeri Semarang
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DOI: 10.15294/sji.v1i2.4025
Memprediksi harga listrik merupakan sebuah faktor penentu pendukung keputusan dalam mengeluarkan sebuah kebijakan pemerintah dalam menentukan harga listrik. Ketepatan akurasi prediksi sebuah prediksi harga listrik menjadi hal yang sangat diperhitungkan, dengan menggunakan Neural Network prediksi harga listrik diprediksi dengan harapan menghasilkan tingkat akurasi yang baik. Neural Network masih mempunyai kelemahan dalam menentukan nilai bobot terbaik sehingga optimalisasi dilakukan dengan menerapkan bagging kedalam model yang diusulkan. Berdasarkan hasil penelitian didapatkan bahwa penerapan bagging pada Neural Network dapat meningkatkan tingkat akurasi prediksi dengan nilai RMSE sebesar 10.513. Maka dapat disimpulkan bahwa prediksi harga listrik dengan mengggunakan bagging pada Neural Network lebih akurat dibandingkan dengan Neural Network tradisional.
Interactive M-Learning Design Innovation using Android-Based Adobe Flash at WFH (Work From Home)
Voutama, Apriade;
Maulana, Iqbal;
ade, Nofri;
Rizal, Adhi
Scientific Journal of Informatics Vol 8, No 1 (2021): May 2021
Publisher : Universitas Negeri Semarang
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DOI: 10.15294/sji.v8i1.27880
Purpose: The benefits of technology in education are among the essential factors in the Work From Home (WFH) period. One of these learning media innovations is the design of mobile-based interactive M-Learning. Interactive M-Learning is a dynamic learning technology where the learning process contains theory and questions and features animation, game interaction, and sound and video. Methods: The learning revolution from computers to mobile is an effective way because the mobility and network connections that have been presented on mobile devices make it easier for users to access information as proposed by Mushtaq. Interactive M-Learning applications are designed with UML (Unified Modeling Language) modeling by utilizing several diagrams such as Usecace, Activity, Sequence, Class Diagram to determine the actors involved in the description of the activities that occur in the use of the M-Learning system. Result: The design results are translated into an application using Adobe Flash and then implemented on Android mobile devices. Adobe Flash is software used to create images and animations.  The results of M-Learning, which have become an application, provide convenience in the distance learning process with a concept. Novelty: It does not provide simple learning but is also attractively designed.
Forecasting Inflation Rate Using Support Vector Regression (SVR) Based Weight Attribute Particle Swarm Optimization (WAPSO)
Priliani, Erlin Mega;
Putra, Anggyi Trisnawan;
Muslim, Much Aziz
Scientific Journal of Informatics Vol 5, No 2 (2018): November 2018
Publisher : Universitas Negeri Semarang
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DOI: 10.15294/sji.v5i2.14613
Data mining is the process of finding patterns or interesting information in selected data by using a particular technique or method. Utilization of data mining one of which is forecasting. Various forecasting methods have progressed along with technological developments. Support Vector Regression (SVR) is one of the forecasting methods that can be used to predict inflation. The level of accuracy of forecasting is determined by the precision of parameter selection for SVR. Determination of these parameters can be done by optimization, to obtain optimal forecasting of SVR method. The optimization technique used is Weight Attribute Particle Swarm Optimization (WAPSO). The use of WAPSO can find optimal SVR parameters, so as to improve the accuracy of forecasting. The purpose of this research is to implement SVR and SVR-WAPSO to predict the inflation rate based on Consumer Price Index (CPI) and to know the level of accuracy. The data used in this study is CPI Semarang City period January 2010-February 2018. Implementation experiments using Netbeans 8.2 gives results, SVR method has an accuracy of 94.654%. SVR-WAPSO method has an accuracy of 97.459%. Thus, the SVR-WAPSO method can increase the accuracy of 2,805% of a single SVR method for inflation rate forecasting. This research can be used as a reference for the next researcher can make improvements in determining the range of SVR parameters to get the value of each parameter more effective and efficient to get more optimal accuracy.
Games Puzzle Hijaiyah Elektronik Interaktif Berbasis Mikrokontroler DT-AVR Maxiduino
Mulyana, Agus;
Nasrudin, Nasrudin
Scientific Journal of Informatics Vol 1, No 1 (2014): May 2014
Publisher : Universitas Negeri Semarang
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DOI: 10.15294/sji.v1i1.3644
Puzzle hijaiyah Elektronik Interaktif adalah games edukasi kombinasi dari piranti lunak dan perangkat keras untuk membantu sarana pembelajaran anak-anak usia dini dalam pengenalan huruf-huruf hijaiyah Al-Quran. Pada saat penyusunan puzzle memiliki indikator berupa suara dan gambar animasi bergerak ketika penyusunan puzzle benar yang ditampilkan pada layar smartphone android. Pembuatan puzzle hijaiyah elektronik ini memanfaatkan alat-alat elektronik antara lain untuk membaca perubahan high atau low menggunakan sensor cahaya photodioda, untuk mengontrol menyala LED menggunakan IC demultiplexer, gerbang OR digunakan untuk menggabungkan keluaran dari setiap sensor dan memanfaatkan keluaran logika low, mikrokontroler DT-AVR Maxiduino sebagai pengontrol kerja komponen lain dan pengolah data yang diterima dari setiap sensor, Basic4Android sebagai editor pembuatan interface pada smartphone android yang digunakan untuk mengolah data yang dikirim dari mikrokontroler, bluetooth HC-06 sebagai alat komunikasi antara mikrokontroler dengan smartphone android. Pengujian alat ini berfungsi 100% dalam pengiriman dan penerimaan data melalui komunikasi bluetooth, alat ini berhasil dan dapat digunakan. Diharapkan dengan adanya alat ini dapat membuat anak-anak lebih tertarik lagi untuk belajar sehingga untuk belajar Al- quran dapat lebih menarik lagi dan dapat meningkatkan kemampuan berpikir dan membuat anak belajar berkonsentrasi.
Object Detection in Last Decade - A Survey*
Arshad, Usama
Scientific Journal of Informatics Vol 8, No 1 (2021): May 2021
Publisher : Universitas Negeri Semarang
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DOI: 10.15294/sji.v8i1.28956
Purpose: In the last decade, object detection is one of the interesting topics that played an important role in revolutionizing the present era. Especially when it comes to computer vision, object detection is a challenging and most fundamental problem. Researchers in the last decade enhanced object detection and made many advanced discoveries using technological advancements. Methods: This research work describes the advancements in object detection over the last 10 years (2010-2020). Different papers published in last 10 years related to object detection and its types are discussed with respect to their role in the advancement of object detection. Result: This research work also describes different types of object detection, which include text detection, face detection etc. It clearly describes the changes in object detection techniques over the period of last 10 years. Object detection is divided into two groups. General detection and Task-based detection. General detection is discussed chronologically and with its different variants while task-based detection includes many state-of-the-art algorithms and techniques according to tasks. This paper also described the basic comparison of how some algorithms and techniques have been updated and played a major role in advancements of different fields related to object detection. Novelty: This research concludes that the most important advancements that happened in last decade and future is promising much more advancement in object detection on the basis of work done in this decade.
Implementation of Decision Tree and Dempster Shafer on Expert System for Lung Disease Diagnosis
Alfatah, Abdul Muis;
Arifudin, Riza;
Muslim, Much Aziz
Scientific Journal of Informatics Vol 5, No 1 (2018): May 2018
Publisher : Universitas Negeri Semarang
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DOI: 10.15294/sji.v5i1.13440
The expert system is a computer system that contains set of rules to solve problems like an expert. The lungs are one of the vulnerable respiratory organs. The purpose of this research is to implement decision tree and dempster shafer method on lung disease diagnosis and measure the accuracy of the system. The symptom was searched using forward chaining decision tree and the diagnosis was calculated using dempster shafer method. Dempster Shafer method calculates the possibility of a lung disease based on the density of probability value that possessed by each symptom. This research used 65 data obtained from medical record of Puskesmas Tegowanu Grobogan Regency. General symptoms and types of disease are used as a variable. Based on the results of the study, it can be concluded that the results of the diagnosis using dempster shafer method has an 83.08% accuracy.
Recognition Number of The Vehicle Plate Using Otsu Method and K-Nearest Neighbour Classification
Hidayah, Maulidia Rahmah;
Akhlis, Isa;
Sugiharti, Endang
Scientific Journal of Informatics Vol 4, No 1 (2017): May 2017
Publisher : Universitas Negeri Semarang
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DOI: 10.15294/sji.v4i1.9503
The current topic that is interesting as a solution of the impact of public service improvement toward vehicle is License Plate Recognition (LPR), but it still needs to develop the research of LPR method. Some of the previous researchs showed that K-Nearest Neighbour (KNN) succeed in car license plate recognition. The Objectives of this research was to determine the implementation and accuracy of Otsu Method toward license plate recognition. The method of this research was Otsu method to extract the characteristics and image of the plate into binary image and KNN as recognition classification method of each character. The development of the license plate recognition program by using Otsu method and classification of KNN is following the steps of pattern recognition, such as input and sensing, pre-processing, extraction feature Otsu method binary, segmentation, KNN classification method and post-processing by calculating the level of accuracy. The study showed that this program can recognize by 82% from 100 test plate with 93,75% of number recognition accuracy and 91,92% of letter recognition accuracy.
Software as a Service: Design and Build Lower Usage Cost Email Marketing for Hospitality Industry
Sukarsa, I Made;
Buana, Putu Wira;
Arynasta, I Putu Krisna
Scientific Journal of Informatics Vol 7, No 2 (2020): November 2020
Publisher : Universitas Negeri Semarang
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DOI: 10.15294/sji.v7i2.25498
The hospitality industry is an industry that is very customer-focused because it relies on customer information. Therefore, Customer Relationship Management (CRM) is implemented worldwide in this sector. Many features of CRM applications that are often not suitable for use by small and medium companies also make features in CRM applications tend to be wasteful. This paper aims to develop a software as a service CRM with lower usage costs without imposing development costs on users and focuses on email marketing features and data exchange integration. The system development uses the SDLC (System Development Life Cycle) method. Testing in this paper was conducted with User Acceptance Testing (UAT) where managers or hotel owners and students in the field of information technology use the application system then provide an assessment through a questionnaire. The total score obtained from 30 respondents is 1233 and be on point between the Quartile III (1200) and the Maximum score point (1500) base on LSR interpretation scaling and showed the system is considered positive and successful. The conclusion of this study is the application system can be used by hoteliers in the hospitality industry at various levels of the company to carry out functions that support customer relationship management and email marketing.
Aplikasi Game Edukasi Pasang Pageh Aksara Bali Berbasis Android
Ayu Wirdiani;
Ketut Agung Cahyawan;
Dharma Prateka Atmaja
Scientific Journal of Informatics Vol 2, No 2 (2015): November 2015
Publisher : Universitas Negeri Semarang
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DOI: 10.15294/sji.v2i2.5087
Aksara Bali sudah menjadi salah satu mata pelajaran wajib untuk siswa mulai dari Sekolah Dasar sampai dengan Sekolah Menengah Akhir. Keluhan siswa yang tertampung dalam angket orang tua siswa menunjukkan terdapat sebanyak 52,86% yang menyatakan bahwa pelajaran Bahasa Bali khususnya Pasang Pageh Aksara Bali dirasakan susah oleh anak-anak mereka. Seiring perkembangan teknologi permasalahan tersebut dapat ditanggulangi dengan sebuah metode pembelajaran baru di bidang Teknologi Informasi yaitu salah satunya dengan memanfaatkan teknologi Smartphone Berbasis Android. Pembelajaran Pasang Pageh Aksara Bali diimplementasikan ke dalam sebuah game edukasi berbasis Android menggunakan metode drag and drop dan dirancang semenarik mungkin, dengan tujuan agar minat belajar anak-anak untuk mempelajari Pasang Pageh Aksara Bali lebih meningkat. Hasil survey masyarakat terutama anak-anak, Game “Pasang Pageh Aksara Bali” mendapatkan respon yang baik sebagai media bantu dalam mempelajari Pasang Pageh Aksara Bali, dengan persentase 67% menarik dalam aspek grafis, 50% baik dalam aspek rekayasa perangkat lunak, 74% baik dalam aspek entertainment, dan 60% dipahami dalam aspek konten