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Opinion Detection of Public Sector Financial Statements Using K-Nearest Neighbors Arianto, Ahmad Dwi; Affandi, Achmad; Susiki Nugroho, Supeno Mardi
Proceeding of the Electrical Engineering Computer Science and Informatics Vol 4: EECSI 2017
Publisher : IAES Indonesia Section

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (248.178 KB) | DOI: 10.11591/eecsi.v4.1113

Abstract

The identification of ethical violations committedby the auditor is very difficult to do. Artificial intelligence offersanomaly detection as an alternative method for detecting theopinion anomaly which can be an early indicator of the opiniontrading occurrence. This paper proposes the use of originalfeatures from public sector rather than the use of modifiedfeatures from the private sector to be applied in opinion detectionin public sector. By using 60% Holdout validation, 1-NNclassification showed that original featured from the public sectoroutperformed the modified featured from the private sector by5.82% through 13.10% under F-Measure Criterion and by4.22% through 9.56% under AUC criterion.
PERILAKU AGEN PADA PERMAINAN TINJU MENGGUNAKAN ALGORITMA GENETIK Adisusilo, Anang Kukuh; Hariadi, Mochamad; Zaini, Ahmad; Nugroho, Supeno Mardi Susiki
JAVA Journal of Electrical and Electronics Engineering Vol 10, No 2 (2012)
Publisher : JAVA Journal of Electrical and Electronics Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (169.498 KB)

Abstract

Dalam pemodelan perilaku agen sering digunakan FSM (Finite State Machine) berdasar variabel random yang merupakan distribusi nilai acak. Penggunaan distribusi acak akan sulit membuat perilaku agen yang dinamis bahkan kesulitan untuk mencapai nilai optimal. Dalam permainan tinju perilaku agen tinju dipengaruhi oleh beberapa faktor antara lain adalah teknik gerakan bertinju, jenis pukulan tinju, stamina dan energi pukulan. Faktor – faktor yang mempengaruhi perilaku agen dalam permainan tinju sulit mencapai nilai optimal jika menggunakan FSM dengan menggunakan varibel random. Pada penetian ini untuk memperoleh nilai optimal perilaku agen dalam permainan tinju digunakan pembangkit FSM berbasis algoritma genetika (Genetic Algorithms / GA). Dari hasil penelitian dengan menggunakan pembangkit FSM berbasis algoritma genetika dihasilkan rata- rata fitness yang merupakan nilai optimal perilaku agen tinju yaitu 0.96. Nilai optimal deret kromosom algoritma genetika yang sudah menunjukkan bahwa agen tinju akan cenderung untuk maju kearah lawan dan energi yang dipakai untuk pukulan sudah cenderung sedikit, serta menggunakan jenis pukulan yang mempunyai objektivitas tinggi
Perubahan Gerakan Formasi Pasukan Dengan Pola Tetap Geometri Berbasis Boids Aditiya, Fajar; Nugroho, Supeno Mardi Susiki; Hariadi, Mochamad
JAVA Journal of Electrical and Electronics Engineering Vol 11, No 2 (2013)
Publisher : JAVA Journal of Electrical and Electronics Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (116.751 KB)

Abstract

Pada saat ini pergerakan dari agen dalam kelompok secara luas digunakan dalam permainan komputer. Teknik dari pergerakan ini biasanya disebut dengan gerak formasi. Dalam tulisan ini, untuk membangun gerak formasi digunakan formasi geometris tetap. Dimana formasi didefinisikan oleh satu set slot, slot ini akan digunakan karakter dari agen NPC. Semua slot dalam formasi didefinisikan relatif terhadap pemimpin. Perilaku diterapkan dalam gerakan ini, fungsi ini untuk mengontrol agen bergerak ke posisi slot, menyesuaikan kecepatan, dan menghindari tabrakan antara teman dan juga kendala. Perilaku ini menerapkan metode Boids. Untuk mengevaluasi kinerja, digunakan tiga parameter: rasio panjang jalan, rata-rata kesalahan posisi dan waktu untuk pembentukan. Kinerja hasil terbaik dari percobaan dengan memutar, diperoleh dari formasi lingkaran.Hasil kinerja terbaik dari percobaan dengan halangan adalah dengan menggunakan formasi kolom.
Makassar Smart City Operation Center Priority Optimization Using Fuzzy Multi-Criteria Decision- Making Kurniawan, Fachrul; Wibawa, Aji Prasetya; Munir, Munir; Nugroho, Supeno Mardi Susiki; Hariadi, Mochamad
Proceeding of the Electrical Engineering Computer Science and Informatics Vol 4: EECSI 2017
Publisher : IAES Indonesia Section

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (383.284 KB) | DOI: 10.11591/eecsi.v4.1010

Abstract

The development of smart city operation room of Makassar possesses several equally important stages which are equally important. There are four stages of development that are 1) data center construction, 2) camera distribution around the city , 3) wall room monitoring construction, and 4) smart operation room architecture construction. Since the time and cost are limited, it forces the project manager to be able to manage and  control the  priority in  conducting the  project. There are several usable criteria to determine the priority in conducting the project development through criteria consideration of the entire project stages. Project priority optimization system aims at making every single project activity effective including its evaluation process. It also exposes a ranking illustration of foremost project priority by providing cost preference of the entire development stages. Fuzzy Multi-Criteria Decision-Making is used to illustrate the project priority rank and further to determine the alternative optimal option in conducting the project. This enforces particular project to  allocate its  cost to  the  project  with  a higher level of cost necessity. The company, therefore, enables to make effective funding for the entire project based on the level of importance and time achievement and subsequently it promotes  accessible  technology integration.  The  conducted experiment suggests that the first construction of the project is data center construction followed by wall room construction and  CCTV  distribution. This  is  relevant  with  optimization value result of data center 0,405 higher than A2 0,42 for wall room construction and A3 CCTV distribution 0,24.
Market Basket Analysis to Identify Customer Behaviours by Way of Transaction Data Fachrul Kurniawan; Binti Umayah; Jihad Hammad; Supeno Mardi Susiki Nugroho; Mochammad Hariadi
Knowledge Engineering and Data Science Vol 1, No 1 (2018)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (601.654 KB) | DOI: 10.17977/um018v1i12018p20-25

Abstract

Transaction data is a set of recording data result in connections with sales-purchase activities at a particular company. In these recent years, transaction data have been prevalently used as research objects in means of discovering new information. One of the possible attempts is to design an application that can be used to analyze the existing transaction data. That application has the quality of market basket analysis. In addition, the application is designed to be desktop-based whose components are able to process as well as re-log the existing transaction data. The used method in designing this application is by way of following the existing steps on data mining technique. The trial result showed that the development and the implementation of market basket analysis application through association rule method using apriori algorithm could work well. With the means of confidence value of 46.69% and support value of 1.78%, and the amount of the generated rule was 30 rules.
Development of Learning Media "Solar System" Multiplayer Virtual Reality Using Samsung Gear VR Muhammad Rifqi Mukhtar; Surya Sumpeno; Supeno Mardi Susiki Nugroho
Jurnal Teknik ITS Vol 8, No 1 (2019)
Publisher : Direktorat Riset dan Pengabdian Masyarakat (DRPM), ITS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (321.119 KB) | DOI: 10.12962/j23373539.v8i1.42333

Abstract

The lack of student participation in the learning process results in the decrease of their learning interest and comprehension. In addition, in the interactive learning process, two-way communication takes place between instructors and learners. Teachers deliver learning material and learners provide responses to the learning material they receive. This can be realized by using a Multiplayer Virtual Reality to display the visualization of learning material. Virtual reality can be used to increase the effectiveness of delivering material with an immersive environment so students can develop intuition to perceive the abstract knowledge that is difficult for teachers to describe. The multiplayer system allows teacher-student interaction, which supports the ongoing learning activities in the virtual world. The test results show the mechanism of object interaction in a virtual environment is easy to use with 50% of respondents agreeing and 50% of respondents saying the interaction feels natural. Furthermore, solar system multiplayer virtual reality can be an interesting learning media with 50% of respondents strongly agree and this learning media is effective to be used in the delivery of solar and eclipse material in sixth-grade of elementary school with 67% of respondents expressing their agreement strongly.
Game Edukasi Mengenal Jajanan Tradisional Indonesia Berbasis Role-Playing Game (RPG) Supeno Mardi Susiki Nugroho; Surya Sumpeno; Maydlinne Liudyvia
Jurnal Teknik ITS Vol 10, No 2 (2021)
Publisher : Direktorat Riset dan Pengabdian Masyarakat (DRPM), ITS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12962/j23373539.v10i2.75320

Abstract

Indonesia adalah bangsa yang kaya akan budaya dari Sabang sampai Merauke, ada banyak budaya yang unik dari satu daerah ke yang lain, dari Bahasa, Rumah, Pakaian, Tradisi, Kepercayaan dan makanan. Tapi faktanya sekarang, tradisi Indonesia pelan-pelan tergeser oleh perkembangan zaman dan globalisasi. Dalam penelitian ini kami akan membuat game berbasis Role-playing game (RPG) edukasi untuk mendidik masyarakat budaya Indonesia khususnya jajanan tradisional daerah dari Indonesia. Menggunakan Unity Engine sebagai mesin dasar. Dari sini penelitian kami berharap untuk membuat game Role-Playing Edukasi yang dapat membantu untuk mendidik tradisi Indonesia khususnya tentang jajanan tradisional indonesia.
OPTIMIZING OF BOXING AGENT BEHAVIOR USING ELITISM BASED GENETIC ALGORITHM Anang Kukuh Adisusilo; Mochamad Hariadi; Ahmad Zaini; Supeno Mardi Susiki Nugroho
Jurnal Ilmiah Kursor Vol 7 No 2 (2013)
Publisher : Universitas Trunojoyo Madura

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Abstract

OPTIMIZING OF BOXING AGENT BEHAVIOR USING ELITISM BASED GENETIC ALGORITHM aAnang Kukuh Adisusilo, bMochamad Hariadi, cAhmad Zaini, d Supeno Mardi Susiki Nugroho aDepartment of Information Engineering, Faculty of Engineering, University of Wijaya Kusuma Surabaya b,c,dIntelligent Network Expertise Multimedia Department of Electrical Engineering, Faculty of Industrial Technology, Sepuluh Nopember Institute of Technology Surabaya Email: anang@anang65.web.id Abstrak Pola perilaku agen tinju pada permainan tinju dipengaruhi oleh beberapa faktor antara lain teknik gerakan bertinju, jenis pukulan tinju, stamina, dan energi pukulan. Pola perilaku agen tinju secara umum menggunakan variabel random dengan distribusi event dari setiap state secara acak. Penelitian dengan menggunakan FSM (Finite State Machine) berbasis algoritma genetika, menghasilkan nilai fitness 0.96, untuk pola perilaku agen cenderung maju kearah lawan, energi pukulan cenderung sedikit, dan menggunakan jenis pukulan dengan objektivitas tinggi. Penelitian ini menggunakan fungsi elitism pada algoritma genetika untuk dapat menghasilkan nilai fitness yang stabil dan pola perilaku agen tinju yang lebih baik dibandingkan tanpa menggunakan fungsi elitism. Nilai fitness yang dihasilkan dari penelitian ini diantara 3.101748 sampai 3.14738 dan nilai fitness optimal diantara 2.78083 sampai 3.167174, dengan siklus algoritma genetika lebih besar sama dengan generasi ke-25. Pola perilaku agen tinju yang dihasilkan berdasarkan nilai fitness adalah menyerang menggunakan satu jenis pukulan uppercut right dan tiga pukulan jab, dengan energi pukulan diantara 48 sampai 52 dan pola permaianan cenderung maju sambil melindungi wajah (covered). Pola perilaku agen tinju dari nilai fitness adalah menyerang menggunakan satu jenis pukulan uppercut right dan tiga pukulan jab dengan energi pukulan diantara 48 sampai 52 dengan pola permaianan cenderung maju dan melindungi wajah (covered). Kata kunci: Perilaku agen, Algoritma Genetika, Optimasi, Permainan Tinju, FSM. Abstract Boxing agent behavior patterns in the game of boxing is affected by several factors, i.e. the technique of boxing movements, type of punch, stamina, and energy of the punch. Boxing agent behavior patterns in general use variable random event where is state distribution randomly. A study using FSM (Finite State Machine) based on genetic algorithms, resulting fitness value 0.96 for boxing agent behavior patterns that tend to move towards the opponent , used energy to blow is likely small, and it uses the kind of blow that has high objectivity. This study will utilize elitism function in genetic algorithms to produce a stable fitness and better boxing agent behavior patterns than the one use genetic algorithms without elitism function. Fitness value result from this study between 3.14738 and 3.101748 and the optimal fitness value between 2.78083 to 3.167174, with a genetic algorithm cycle equal or more than the 25th. The boxing agen behavior patterns generated from fitness value is to attack using single type of blow, right uppercut punch and jab with a three-punch blow energy between 48 to 52 and patterns game that tend to move foward with covered the face. Key words: Agent behavior, Genetic Algorithm, Optimation, Boxing game, FSM
PERILAKU TAKTIS UNTUK NON - PLAYER CHARACTERS DI GAME PEPERANGAN MENIRU STRATEGI MANUSIA MENGGUNAKAN FUZZY LOGIC DAN HIERARCHICAL FINITE STATE MACHINE Supeno Mardi Susiki Nugroho; Yunifa Miftachul Arif; Mochamad Hariadi; Mauridhi H Purnomo
Jurnal Ilmiah Kursor Vol 6 No 1 (2011)
Publisher : Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Nowadays, the proliferation of game technology especially in intelligent human-like NPCs (Non-Player Characters) leads to more adaptive behavior of NPCs maneuvers. Providing smoother behaviors require comprehensive rules base which can respond to players behaviors. Addressing this requirement we propose NPCs which had tactical behaviors based on fuzzy logic. The fuzzy logic defines four type behaviors for the NPCs, which depend on NPC health, ammo, and distance of the enemy.Those behaviors implemented on two intelligent agents employed Hierarchical Finite State Machine to express the maneuver actions of NPC during combat scenes. Using First Person Game Engine, the performance of NPCs with fuzzy behavior compared with NPC without fuzzy behavior. The results of experiment showed the performance of the NPC with Fuzzy behavior outperform 80% better than the NPC without fuzzy behavior.
Analisis Manajemen Risiko SPBE Menggunakan COBIT 5 For Risk dan ISO 31000:2018 di Kabupaten Magetan ( E-Government Risk Management Analysis Using COBIT 5 For Risk and ISO 31000:2018 in Magetan Regency) Khrisna Aprianto; Endroyono Endroyono; Supeno Mardi Susiki Nugroho
IPTEK-KOM : Jurnal Ilmu Pengetahuan dan Teknologi Komunikasi Vol 23, No 2 (2021): JURNAL IPTEK-KOM (Jurnal Ilmu Pengetahuan dan Teknologi Komunikasi)
Publisher : BPSDMP KOMNFO Yogyakarta, Kementerian Komunikasi dan Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33164/iptekkom.23.2.2021.107-122

Abstract

Kondisi penerapan SPBE di Indonesia saat ini mengalami beberapa hambatan. Diantaranya yaitu, lebih dari 50% anggaran instansi pemerintah dibelanjakan untuk pengadaan perangkat lunak sejenis.Penggunaan server dan pusat data masih di bawah 40% utilitasnya. Ego sektoral antar instansi pemerintah menjadi salah satu sebab penerapan SPBE tidak optimal. Untuk itu, pemerintah melalui KemenPAN RI menerbitkan Peraturan Menteri Nomor 5 Tahun 2020 sebagai pedoman bagi instansi pemerintah dalam manajemen risiko SPBE. Organisasi XY di Kabupaten Magetan sebagai instansi pelaksana SPBE berkewajiban melakukan manajemen risiko untuk menjamin tercapainya sasaran dan tujuannya. Dalam penelitian ini, peneliti menggunakan COBIT 5 for risk dan ISO 31000:2018 untuk melakukan analisa terhadap manajemen risiko SPBE. Tujuan dari penelitian adalah analisa efektifitas manajemen risiko SPBE yang diterbitkan KemenPAN RI dengan COBIT 5 for risk dan ISO 31000:2018 dan menghasilkan rekomendasi manajemen risiko SPBE sebagai panduan penyusunan manajemen risiko SPBE. Dari hasil identifikasi diperoleh 21 risiko dan 15 rekomendasi pengendalian.