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Comparative Analysis of Pathfinding Algorithms A *, Dijkstra, and BFS on Maze Runner Game Silvester Dian Handy Permana; Ketut Bayu Yogha Bintoro; Budi Arifitama; Ade Syahputra
IJISTECH (International Journal of Information System and Technology) Vol 1, No 2 (2018): May
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v1i2.7

Abstract

Maze Runner game is a game that requires pathfinding algorithm to get to the destination with the shortest path. This algorithm is used in an NPC that will move from start node to destination node. However, the use of incorrect algorithms can affect the length of the computing process to find the shortest path. The longer the computing process, the longer the players have to wait. This study compared pathfinding algorithms A *, Dijkstra, and Breadth First Search (BFS) in the Maze Runner game. Comparison process of these algorithms was conducted by replacing the algorithm in the game by measuring the process time, the length of the path, and the numbers of block played in the existing computing process. The results of this study recommend which algorithm is suitable to be applied in Maze Runner Game.
PENERAPAN KONSEP SOMATIC HYPERMUTATION DALAM ALGORITMA ENKRIPSI ONE-TIME PAD Aldo Adrian; Ketut Bayu Yogha Bintoro
Jurnal Ilmu Komputer Vol 11 No 1 (2018): Jurnal Ilmu Komputer
Publisher : Informatics Department, Faculty of Mathematics and Natural Sciences, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (589.531 KB) | DOI: 10.24843/jik.2018.v11.i01.p01

Abstract

Aspek privasi dan keamanan di era teknologi seperti sekarang ini adalah suatu kewajiban yang harus dipenuhi oleh tiap individu. Banyak hal yang dapat mengganggu privasi dan keamanan dalam dunia teknologi informasi seperti penyadapan atau bahkan karena kurangnya rasa waspada. Kriptografi adalah salah satu cara untuk mengamankan data rahasia dengan melakukan penyandian dan mengubah isi pesan sebelum dikirim. One-Time Pad adalah suatu algoritma kriptografi yang mudah dimengerti tetapi sukar untuk diserang atau disadap. Oleh karena itu, algoritma ini dijadikan sebagai dasar pengembangannya yang menerapkan suatu konsep menarik yaitu Somatic Hypermutation dari ranah Artificial Intelligent. Penerapan konsep unik ini akan membuat suatu langkah baru di dalam algoritma One-Time Pad yang membuat keamanan dari pesan yang disandikan meningkat.
Klasifikasi Algoritma Swarm Intelligence Dalam Perspektif Complex Adaptive System dengan Metode Uji Komparasi Statistik Ketut Bayu Yogha Bintoro; Silvester Dian Handy Permana
Jurnal Teknologi dan Sistem Komputer Volume 5, Issue 4, Year 2017 (October 2017)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (238.878 KB) | DOI: 10.14710/jtsiskom.5.4.2017.166-171

Abstract

This research aims to classify which SI algorithms have CAS or non-CAS criteria. The statistical comparative test method with 5 (five) characteristic test parameters was used as the proof approach that produces the classification. Based on the hypothesis that has been tested from 15 (fifteen) algorithms compared in this study, It was obtained that 8 of 15 (53.33%) algorithms has the majority of CAS characteristics, 3 of 15 (20%) algorithms has a minority of characteristics of CAS, and 4 out of 15 (26.66%) algorithms did not have CAS characteristics. The result can be a reference to understanding the characteristics of SI algorithms in the CAS and vice versa.
Latin Letters Recognition Using Optical Character Recognition to Convert Printed Media Into Digital Format Rio Anugrah; Ketut Bayu Yogha Bintoro
Jurnal Elektronika dan Telekomunikasi Vol 17, No 2 (2017)
Publisher : LIPI Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14203/jet.v17.56-62

Abstract

Printed media is still popular now days society. Unfortunately, such media encountered several drawbacks. For example, this type of media consumes large storage that impact in high maintenance cost. To keep printed information more efficient and long-lasting, people usually convert it into digital format. In this paper, we built Optical Character Recognition (OCR) system to enable automatic conversion the image containing the sentence in Latin characters into digital text-shaped information. This system consists of several interrelated stages including preprocessing, segmentation, feature extraction, classifier, model and recognition. In preprocessing, the median filter is used to clarify the image from noise and the Otsu’s function is used to binarize the image. It followed by character segmentation using connected component labeling. Artificial neural network (ANN) is used for feature extraction to recognize the character. The result shows that this system enable to recognize the characters in the image whose success rate is influenced by the training of the system.
Analisa dan Perbandingan Kinerja Routing Protocol OSPF dan EIGRP dalam Simulasi GNS3 Gede Andika Loka; Silvester Dian Handy Permana; Ketut Bayu Yogha Bintoro
JISA(Jurnal Informatika dan Sains) Vol 1, No 1 (2018): JISA(Jurnal Informatika dan Sains)
Publisher : Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jisa.v1i1.300

Abstract

Router is the network equipment for route the packet from one network segment to another in a bigscale network. Router can route packet because there is a routing table in router configuration. Routing table is anaddress list of source and destination address where the packet will be routed. There are two methods of routing tableconfiguration, static routing and dynamic routing. Static routing is a routing table configuration method where all ofrouting table content is configured manually, usually for a small scale of network. Dynamic network is a routing tableconfiguration method by the router automatically, usually for a big scale of network. A dynamic routing is built fromthe routing information collected by the routing algorithm. There are two routing algorithm, link-state and distancevector algorithm. This simulation will be built in GNS3 simulation software. Goal of this research is to compare theperformance between that two algorithm from two routing protocol that using each of those two algorithm. Thecomparison will be running between OSPF routing protocol on the link state routing protocol and EIGRP on thedistance vector routing protocol side. The result of this analysis and comparison of those two routing protocol isexpected to be a reference of choosing better routing protocol in building a network
A Study of V2V Communication on VANET: Characteristic, Challenges and Research Trends Ketut Bayu Yogha Bintoro
JISA(Jurnal Informatika dan Sains) Vol 4, No 1 (2021): JISA(Jurnal Informatika dan Sains)
Publisher : Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jisa.v4i1.895

Abstract

Vehicle to Vehicle (V2V) communication is a specific type of communication on Vehicular Ad Hoc Network (VANET)  that attracts the great interest of researchers, industries, and government attention in due to its essential application to improve safety driving purposes for the next generation of vehicles. Our paper is a systematic study of V2V communication in VANET that cover the particular research issue, and trends from the recent works of literature. We begin the article with a brief V2V communication concept and the V2V application to safety purposes and non-safety purposes; then, we analyze several problems of V2V communication for VANET related to safety issues and non-safety issues. Next, we provide the trends of the V2V communication application for VANET. Finally, provide SWOT analysis as a discussion to identify opportunities and challenges of V2V communication for VANET in the future. The paper does not include a technical explanation. Still, the article describes the general perspective of VANET to the reader, especially for the beginner reader, who intends to learn about the topic.
Modification of Ant Colony Optimization Algorithm to Solve the Traveling Salesman Problem Alda Larasati Anindya; Ketut Bayu Yogha Bintoro; Silvester Dian Handy Permana
JISA(Jurnal Informatika dan Sains) Vol 3, No 2 (2020): JISA(Jurnal Informatika dan Sains)
Publisher : Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jisa.v3i2.704

Abstract

Traveling salesman problem (TSP) is an optimization problem in determining the optimal route of a number of nodes that will only be passed once with the initial node as the final destination. One method for solving TSP is the Ant Colony Optimization (ACO) Algorithm. ACO is inspired by ant behaviour in searching for food, where ants produce pheromones to find food sources and make a route from the colony to food that will be followed by other ants. However ACO has not been considered as the optimal method for resolving TSP. This is because ACO has several shortcomings in the computational process. Comparisons between pheromones are not yet clear, and slow computing time causes the results of ACO to be not optimal. To correct these deficiencies, modifications will be made to the ACO. Modifications are made by changing some values in the ACO, such as adjusting the number of ants by the node automatically, changing the value in the pheromone renewal, and adding value to the construction of the solution. The outcome of this research is the modification of ACO did not provide shorter computing time with a more accurate final value, thus did not provide an optimal solution. The test results in this study found that the average computation time for the last iteration of each test was 0.54 second, and for the 10 iteration computation time obtained an average of 5.54 second for four tests. The amount of memory used in four tests in this study was 440.11 mb for 10 iterations.
Comparative Analysis of Pathfinding Algorithms A *, Dijkstra, and BFS on Maze Runner Game Silvester Dian Handy Permana; Ketut Bayu Yogha Bintoro; Budi Arifitama; Ade Syahputra
IJISTECH (International Journal of Information System and Technology) Vol 1, No 2 (2018): May
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (205.803 KB) | DOI: 10.30645/ijistech.v1i2.7

Abstract

Maze Runner game is a game that requires pathfinding algorithm to get to the destination with the shortest path. This algorithm is used in an NPC that will move from start node to destination node. However, the use of incorrect algorithms can affect the length of the computing process to find the shortest path. The longer the computing process, the longer the players have to wait. This study compared pathfinding algorithms A *, Dijkstra, and Breadth First Search (BFS) in the Maze Runner game. Comparison process of these algorithms was conducted by replacing the algorithm in the game by measuring the process time, the length of the path, and the numbers of block played in the existing computing process. The results of this study recommend which algorithm is suitable to be applied in Maze Runner Game.
PENGARUH MEDIA SOSIAL SEBAGAI REFERENSI INVESTASI DIGITAL GENERASI MUDA DENGAN REGRESI LINEAR BERGANDA Silvester Dian Handy Permana; Ade Syahputra; Ketut Bayu Yogha Bintoro; Fariz Allawi Ghozali
Jurnal Sistem Informasi dan Sains Teknologi Vol 4, No 1 (2022): Jurnal Sistem Informasi dan Sains Teknologi
Publisher : Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/sistek.v4i1.1448

Abstract

Iklim investasi di Indonesia jika dibandingkan dengan negara maju lainnya masih sangat rendah. Pada masa pandemi ini, banyak dari masyarakat Indonesia memulai untuk berinvestasi melalui platform digital. Mereka mendapatkan banyak informasi mengenai investasi dari beberapa media digital yang sekarang dapat diakses kapan saja dan dimana saja. Namun, investasi juga mempunyai resiko yang besar jika tidak disertai oleh analisis yang tepat. Masyarakat juga bisa terpengaruh pada investasi bodong yang ditawarkan dalam media digital dimana mereka dijanjikan untuk mendapatkan return yang besar dalam jangka waktu yang sangat singkat. Instrumen investasi yang ditawarkan kepada masyarakat sangatlah banyak mulai dari Saham, Reksadana, Emas, Obligasi, hingga Aset Kripto. Oleh maka itu, penelitian ini akan mengukur seberapa besar pengaruh dari media sosial dalam referensi atau menjadi acuan dalam investasi yang dilakukan oleh generasi muda. Penelitian ini akan mengambil responden generasi muda yang berusia 17 hingga 35 tahun dan sudah memulai investasi dalam bentuk apapun. Penelitian ini akan menghasilkan model penerapan media sosial dalam pengaruh investasi yang dilakukan oleh generasi muda. Hasil penelitian ini diharapkan dapat bermanfaat untuk menjadi referensi para generasi muda agar mendapatkan konten dalam media sosial yang komprehensif untuk menjadi referensi investasi yang tepat.
SISTEM INFORMASI EDUKASI INVESTASI UNTUK GENERASI MUDA BERBASIS WEBSITE Silvester Dian Handy Permana; Ade Syahputra; Ketut Bayu Yogha Bintoro; Fariz Allawi Ghozali
Jurnal Sistem Informasi dan Sains Teknologi Vol 4, No 1 (2022): Jurnal Sistem Informasi dan Sains Teknologi
Publisher : Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/sistek.v4i1.1449

Abstract

Pada masa pandemi Covid-19 ini banyak aplikasi mengenai investasi yang mulai bermunculan. Mereka menawarkan jasa untuk membeli instrumen investasi dalam aplikasi mereka. Namun, belum banyak konten edukasi yang terintegrasi mengenai keuangan dan belajar investasi. Hal ini dikarenakan banyak orang yang mulai berinvestasi. Baru sekitar kurang dari 2% dari masyarakat Indonesia yang sudah memulai investasi. Padahal, kebutuhan investasi di suatu negara harus lebih dari 30% agar memajukan perekonomian dari negara tersebut oleh maka itu penelitian ini ini akan membuat suatu media edukasi mengenai investasi yang dapat sad dilakukan oleh para generasi muda. Para generasi muda tentunya belum begitu banyak uangnya, namun kita bisa tahu bahwa generasi muda di Indonesia lah yang sekarang ini akan berkembang dan akan memimpin indonesia di masa yang akan datang.  Media edukasi mengenai investasi ini berwujud suatu website yang akan dirancang dengan metode waterfall dimana nantinya para masyarakat dapat menikmati konten edukasi mengenai investasi dan literasi keuangan di dalamnya. Hasil dari penelitian ini diharapkan dapat membantu para generasi muda dalam memahami literasi keuangan.