Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control
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    424 research outputs found

    DBscan Algorithm and Decision Tree to Automate Trip Purpose Detection

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    One of transportation research topic is detecting trip purpose. Given a collection of GPS mobility records, researchers endeavored to infer useful information such as trip, travel mode, and trip purpose. Obtaining these attributes will help researcher in transportation modelling.  This work proposed an approach in defining a trip or a trip segmentation which is a part of trip purpose problem as well as inferring the trip purpose. By Utilizing Dbscan clustering algorithm, decision tree, and some useful features, we are able to detect the trips and their purposes as well as building the model to automate the trip derivation

    Impression Classification of Endek (Balinese Fabric) Image Using K-Nearest Neighbors Method

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    An impression can be interpreted as a psychological feeling toward a product and it plays an important role in decision making. Therefore, the understanding of the data in the domain of impressions will be very useful. This research had the objective of knowing the performance of K-Nearest Neighbors method to classify endek image impression using K-Fold Cross Validation method. The images were taken from 3 locations, namely CV. Artha Dharma, Agung Bali Collection, and Pengrajin Sri Rejeki. To get the image impression was done by consulting with an endek expert named Dr. D.A Tirta Ray, M.Si. The process of data mining was done by using K-Nearest Neighbors Method which was a classification method to a set of data based on learning data that had been classified previously and to classify new objects based on attributes and training samples. K-Fold Cross Validation testing obtained accuracy of 91% with K value in K-Nearest Neighbors of 3, 4, 7, 8

    Game Development to Introduce Indonesian Traditional Weapons using MDA Framework

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    It is unfortunate that more and more youths are less concerned and are not interested in acquainting and studying Indonesian traditional culture, especially concerning on traditional Indonesian weapons. This fact is noticed from data as collected from several bookstores including online bookstores which the number of books on traditional weapons originating from abroad as published in Indonesia has a significant comparison compared to books on traditional weapons from Indonesia, in a stagerring 1:7 comparisson. Therefore, it is necessary to develop a media that can generate interest in couriosly learning about Indonesian culture, especially when introducing traditional Indonesian weapons. This research was conducted to develop a media in the form of android games that can be applied for the introduction of Indonesian culture, especially traditional weapons. The employed method of game development is the MDA Framework. Evaluation was carried out by using the Playtesting Evaluation and Gameflow methods. The evaluation results related to the concentration of players during game playing presents that the game has given a lot of encouragement to players to play games in several aspects of: game graphics, game sound, game stories, gameplay, simple interfaces, and completion of missions and main objectives regarding traditional Indonesian weapons, trigerring the player interest in playing this game and to maintain their focus throughout the game. In overal, the evaluation results using playtesting evaluation and Gameflow test depicts that a rating above average with an overall rating of 3.61 (72.18%) and the game Mystical Weapon of Nusantara can be accommodated as a medium for the introduction of traditional Indonesian weapons as indicated by the probability of a t-test of 1,169x10-19 which is far below the value of α = 0.05. Thus, it is concluded that there is an improvement in user knowledge, as well as the value of respondent answer showing above the average, which is 3.83 (76.67%)

    Controller Based Proxy for Handling NDP in OpenFlow Network

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    A significant method should be deployed in OpenFlow environment for reducing the complexity during the implementation of IPv6 neighbor discovery protocol (NDP) in multicast manner. This paper was performed for deploying reactive-based application in controller’s northbound layer for handling as well as cutting the Neighbor solicitation packet’s journey. The application had a capability for storing each of the incoming Neighbor Solicitation (NS) and Neighbor Advertisement (NA) packet information. Therefore, the controller could reply the NS packet directly by using OFPT_PACKET_OUT message that contained the NA packet extracted from the reactive application. The experiment’s result showed that the proposed approach could reduce the NS response time up to 71% than the normal result produced by the traditional/learning switch application

    Encryption of Text Message on Audio Steganography Using Combination Vigenere Cipher and LSB (Least Significant Bit)

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     The growing information technology is very rapidly, the more evolving crime techniques to find information that is confidential. The Internet is one of the main media in disseminating information. The use of security on the internet still needs to be developed. Based on these problems, the type of research undertaken in the writing of this final task is the type of experimental research by developing methods that have been done by previous researchers to hide secret data that is inserted into the audio * .wav so that the security and confidentiality of data can be guaranteed. data security can be done with various methods, including cryptography and steganography. Cryptography is a technique for encrypting messages and steganography is a message concealment technique. This insertion type uses binary ASCII character code. In the cryptographic process, using the Vigenere Cipher algorithm and in the steganography, process using the algorithm (LSB) Least Significant Bits. The merger of the two techniques resulted in a better new digital image security system and increased the value of MSE, PSNR and Execution time. Then the test results in the evaluation using BER and histogram analysis. Good audio quality has a minimum value of 30 dB PSNR. In the embedding process using combinations of vigenere and LSB methods, Audio 15 is the best audio compared to other audio. Audio 15 has a smaller MSE (0.001656) value and a larger PSNR (124.138499) value than any other audio when embeded messages *.txt file with character 4096

    Front and Back Matter Volume 3 Nomor 1

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    Peningkatan Kualitas Evaluasi Mutu Akademik Universitas Muhammadiyah Malang melalui Sistem Informasi Mutu (SIMUTU)

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    oai:ojs.localhost:article/3Implementasi Sistem Penjaminan Mutu Internal di Universitas Muhammadiyah Malang dilaksanakan oleh Badan Kendali Mutu Akademik. Prinsip kerjanya mengacu pada siklus penetapan standar, pelaksanaan standar, evaluasi pelaksanaan standar, pengendalian standar dan peningkatan standar. Siklus penjaminan mutu internal tersebut menuntut kedinamisan sehingga mendorong pemanfaatan teknologi informasi sebagai tools dalam pelaksaannya. Sampai dengan saat ini, telah ditetapkan 43 dokumen mutu, dengan jumlah mahasiswa 35.466 orang mahasiswa, jumlah dosen 614 orang dosen, yang tersebar di 55 program studi dan program profesi. Apabila seluruh siklus SPMI dilaksanakan secara manual, akan membutuhkan sumberdaya manusia, waktu dan biaya yang sangat besar. Guna mengatasi masalah tersebut telah dibangun SIMUTU. SIMUTU berhasil menyediakan 13 evaluasi mutu dengan pengguna Badan Kendali Mutu Akademik, Mahasiswa, Program Studi, Laboratorium, Perpustakaan dan Dosen. Hasil pengujian fungsionalitas pada prototype SIMUTU menunjukkan bahwa seluruh fitur beroperasi sesuai dengan kebutuhan dan rancangan

    Case Based Reasioning (CBR) for Medical Question Answering System

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    In this research, the researchers implement a medical Question Answering System (QAS), a complaint system in the form of sentences or paragraphs of questions about the complaint (illness) suffered by a person. Afterwards, the system will give answer to the questions with answers in the form of diagnosis based on the system knowledge. The system in this study has knowledge of the system obtained based on Case Based Reasoning (CBR) method from the previous cases stored in the database. When there is a new case, the system will perform a matching process using CBR and Sorenson Coefficient calculations to find out which the previous cases have the highest percentage of matches with the new case. Then the selected previous cases will be taken and given to the new case. Testing is processed by using 2 types of testing, expert validation testing with result of 28 data of appropriate test from 30 test data and accuracy testing resulting of 93,33% from the appropriate test data

    Application Kohonen Network and Fuzzy C Means for Clustering Airports Based on Frequency of Flight

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    In Indonesia, the demands of air tranportation for reaching destination increase rapidly. Based on the flight schedule in airports spreading in Indonesia, the airports have different flight demand rate so that it requires clustering. This research will use two methods for clustering : kohonen network and Fuzzy C Means (FCM).Kohonen network is the type neural network which uses unsupervised training.Kohonen network uses weight vectors for training while FCM uses degree of membership. Both kohonen network and FCM, inputs are represented by the number of departure and arrival of airline in one day. For kohonen network, we update weight matrices so that minimizing the sum of optimum euclidean distance. For FCM, we update degrees of membership so that minimizing the objective function value.From the simulations, we can cluster the airports based on the number of departure and arrival of airline

    Clustering Majors for New Students at Vocational High School Muhammadiyah 3 Yogyakarta Using Fuzzy C-Means

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    The development of the era demands quality human resources. For that need to be equipped with the knowledge and skills to be ready to compete in the world of work. Vocational High School has many skills programs. Examples of skills programs in Vocational High School are Computer Network Engineering, Audio and Video Engineering, Mechanical Engineering, Building, Drawing Techniques, Motorcycle Engineering, Installation and Power Engineering, systems that can assist in the decision-making process of prospective students. The grouping system will be created using the Fuzzy C-Means method. Grouping majors using fuzzy c-means algorithm is expected to help prospective students choose majors from the many majors that exist. This is done so that prospective students do not experience difficulties in learning activities, can develop optimally and is expected to work in accordance with the expertise that has been owned, so that ultimately can improve the quality of output and outcome of vocational education. The results obtained in this study in the form of data grouped based on 3 clusters, so that prospective students can choose the majors in accordance with the selected cluster

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    Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control
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