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Klasifikasi Untuk Menentukan Tingkat Kematangan Buah Pisang Sunpride Bere, Gracelia Adelaida; Tamtjita, Elizabeth Nurmiyati; Kusumaningrum, Anggraini
SENATIK STT Adisutjipto Vol 2 (2016): Peran Teknologi dan Kedirgantaraan Untuk Meningkatkan Daya Saing Bangsa
Publisher : Sekolah Tinggi Teknologi Adisutjipto

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (205.287 KB) | DOI: 10.28989/senatik.v2i0.61

Abstract

         YIQ (Iuma, In-phase, Quadrature) is a color space used to transmit analog TV signal. This research is conducting a possibility test on using YIQ as color features for fruit ripeness classification, which tested on Sunpride bananas. Classification is done using k-NN algorithm against YIQ values of several ripeness stage. The classification process itself consists of two steps: training and testing. In the training step, values from RGB color space of the images as training samples are converted into YIQ and extracted as features to form the classes, while in testing step, the test image went through the same conversion and feature extraction process, then classified using k-NN against the classes’ features, using k=3 and k=1. There are 120 Sunpride banana images used as test objects, and the results obtained shown that the classification performance using k=3 for Sangat Matang class is 100%, Busuk class is 66,67%, Mengkal class is 60% and Matang class is 60%. Results using k=1 for Sangat Matang class is 100%, Busuk class is 66,67%, Mengkal class is 66,7% and Matang class is 56,67%.Keywords  : Classification, YIQ Color Space, Banana Sunpride, Euclidean Distance, k-Nearest Neighbors
BANDWIDTH MANAGEMENT TO SET OF INTERNET CONNECTION REFERING FROM STRUCTURAL POSITION USE MIKROTIK RB751-2HnD WITH WEB BASED IN ADISUTJIPTO HIGH SCHOOL TECHNOLOGY Sulistiyo, Brama Ady; Sajati, Haruno; Tamatjita, Elizabeth Nurmiyati
Compiler Vol 3, No 1 (2014): Mei
Publisher : Sekolah Tinggi Teknologi Adisutjipto Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (110.924 KB)

Abstract

Development of information technology and computer networks in particular its services on the one hand facilitate the work of human beings, but as a very widespread internet usage, internet access usage levels become unmanageable. The need for a web-based application that facilitates an admin to manage the bandwidth seems very necessary. By using or utilizing the API (application programming interface) that has been provided by the router is to create a Bandwidth Management Application To Set Internet Connection Referring Structural Position Use Mikrotik RB751G - 2HnD With Web Based In Adisutjipto Technology High School. The results Application test show and prove that bandwidth isn’t right as the transfer rate. As for transfer rate or download speed is not affected by bandwidth rather influenced by the size distribution of the bandwidth paths. Test results also proved that a bandwidth leased from a provider not in accordance with the offer.
MODIFIKASI ALGORITMA VIGENÈRE CIPHER MENGGUNAKAN METODE CATALAN NUMBER DAN DOUBLE COLUMNAR TRANSPOSITION Pratama, Guruh Marindra; Tamatjita, E.Nurmiyati
Compiler Vol 4, No 1 (2015): Mei
Publisher : Sekolah Tinggi Teknologi Adisutjipto Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (201.514 KB)

Abstract

Vigenère Cipher is one of the well-known ciphering algorithms of the past. Modifications to Vigenère Cipher algorithm is made to improve its security, making it more difficult to decipher by a cryptanalyst. Due to the nature of the algorithm, these measures have to be taken to maintain the confidentiality of ciphered data.  This research modified the Vigenère Cipher using Catalan Numbers method and Double Columnar Transposition.  Catalan Numbers method is a mathematical method used to randomize the initial key so as to generate a key which is longer and having stronger characteristics; a key which is harder to guess, either by cryptanalysts or by key-deciphering methods. In addition to the first method, Double Columnar Transposition is used to rearrange the position of data in the generated ciphertext in order to make it appear more random, hence slowing down the cryptanalysis process of the encrypted text. Double Columnar Transposition is done by applying columnar transposition twice to the ciphered text. The applied modifications to Vigenère Cipher are then tested using Kasiski Examination. Resulting ciphertexts are known to have randomised characteristics, which made it difficult to guess the ciphering method used to generate the ciphertexts. Tests done using Kasiski Examination {1, 2, 4} proven that the ciphertexts passed the test, hence putting down the possibility of easy deciphering, and the modifications successfully provided a better and stronger encryption to the Vigenère Cipher.
SISTEM LAYANAN ANTAR PADA RESTORAN BERBASIS ANDROID Bagus Pratama, Endyatna Puthut; Sumarsono, Sumarsono; Tamatjita, Elizabeth Nurmiyati
Compiler Vol 2, No 2 (2013): November
Publisher : Sekolah Tinggi Teknologi Adisutjipto Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (310.581 KB)

Abstract

The business restaurant is growing. In this fast business is need application mobile for customer satisfaction. This system his many applications. They are customer, manager, web kitchen and deliveryapplication. This application is using android Operating System. Using that application by maps for knowing the places o f customer. The results are 100% fo r delivery service, 93% to level o f effective and efficient, 97% to time service system and 97% o f delivery order system.
PEMANFAATAN ANDROID PADA SISTEM PRESENSI KARYAWAN DI PT. GESCHOOL CERDAS MANDIRI Tamatjita, E.N.; Kusumaningrum, Angraini; Ardianto, Ade Ari
Compiler Vol 5, No 1 (2016): Mei
Publisher : Sekolah Tinggi Teknologi Adisutjipto Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (172.453 KB)

Abstract

Presence is the most important activity, because it is related to productivity of employees and one part of human resources control indicator which aim to improve the potential of human resources itself. The function of presence programme is for knowing presence of employees by used android smartphone. The employees can entry their presence data by use the presence programme, they just need to touch the attendance button, check out from office button and also take a leave button, the result of entry data will be entered into database system in the form of an admin web. The function of the web is to determine the employees data entry and add employees data. The employees should used android smartphone with same wifi local area of the company that used also by the admin web because it became the benefits of local wifi. In this case we need three days for trial, with a wide range of trials from 10 users testing, 10 smartphones testing, access point testing, blackbox testing and also white box testing. The aim of user testing is done by employees with android smartphone is to know does the time result of entry data equal with the time result of admin in web. Smartphone trial by the employees is done by view notification alerts presence was accepted by the admin, the result show if the average is less than 20 seconds. Access point trial done by the admin, is to show the speed of access point received by androind smartphone is less than 10 seconds. Black box trial and white box trial done by admin, the flow of the web, and also the flow of android smartphone program get the 100%. The result of three days trial finds that everything in presence program is going well.
SISTEM PAKAR PADA PERMAINAN UNTUK MENGUKUR TINGKAT INTELLIGENCE QUOTIENT (IQ) MENGGUNAKAN METODE BINET-SIMON BERBASIS ANDROID Tamatjita, E.N.; Irawaty, Mardiana; Ramdhani, Rio
Compiler Vol 5, No 1 (2016): Mei
Publisher : Sekolah Tinggi Teknologi Adisutjipto Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (176.332 KB)

Abstract

The development of mobile technologies very rapidly at this time, can be seen in all areas of human life. It triggers the level of usage of mobile equipment itself, this time in the form of a smartphone gadgets familiar to the adults and children. IQ tests that exist today are still many that are manual and less desirable, especially for the children. With combined by mobile technology and packed into a game, is expected to add to the child's interest and can be used as a means of learning. The test results of 30 respondents, the level of user satisfaction based GUI Display, User Friendly and Final Game IQ Method Using Binet-Simon-Based Mobile, obtained a percentage of 71.31% keselurahan assessment. Thus Game IQ can be said Good
MODEL TRANSPORTASI MENGHITUNG BIAYA TERENDAH MENGGUNAKAN METODE MODIFIED DISTRIBUTION (MODI) Dewi, Wahyu Sofyanti; Tamatjita, Elizabeth Nurmiyati; Indrianingsih, Yuliani
Compiler Vol 5, No 2 (2016): November
Publisher : Sekolah Tinggi Teknologi Adisutjipto Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (363.242 KB) | DOI: 10.28989/compiler.v5i2.168

Abstract

Modified Distribution (MODI) method of the operation research’s in Sekolah Tinggi Teknologi Adisutjipto Informatic Engineering is one of method which optimal solution low cost in the transportation model. MODI is using Northwest Corner method to determine the initial allocation, which will be processed to obtain a more optimal solution. MODI method is aplied to a desktop-based application that aims to help lecturer on presentation material. The results of 2 test on 1 primary user respondent 85,81% for 30 questions, test of 30 secondary user respondent with, Display/Graphical User Interface (GUI) (74,67%), Speed/Conveniences Of Access to information (80,92%), Accuracy Of Information (82,89%), and User Satisfaction (81,90%). Low cost application of Transportation Model with MODI method is very good.
PERMAINAN CATUR INGGRIS BERBASIS ANDROID MENGGUNAKAN ALGORITMA MINIMAX Pratama, Deni Fajar; Tamatjita, Elizabeth Nurmiyati; Nugraheny, Dwi
Compiler Vol 5, No 2 (2016): November
Publisher : Sekolah Tinggi Teknologi Adisutjipto Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (147.683 KB) | DOI: 10.28989/compiler.v5i2.167

Abstract

Today development of computer technology is growing rapidly, especialy in term of the game are certainly not stranger for the fans, from children to adults. The game has a positive impact that could indirectly hone the ability o f the brain and improve memory and patience.  Catur Inggris is a strategy game like chess origin from Pekanbaru city, Riau province is generally played by two people, but more simple. Catur Inggris is based on Android with the programming C # language. Catur Inggris using Minimax algorithm with three difficulty levels that is, easy, medium, and hard. Minimax algorithm is an algorithm that using Depth-First Search method to find solutions step with limited depth. The results obtained from the test results using the algorithm method Minimax with Depth-First Search managed to generate possible winning position. Results obtained from tests using Minimax algorithm is 80% with five depth o f Depth-First Search tree four wins for the computer and a victory for the player, therefore Minimax algorithm can work well Catur Inggris game, and results test for user with 30 respondents get results 84%, therefore Catur Inggris game had a very good response from the users
Shortest Path with Dynamic Weight Implementation using Dijkstra’s Algorithm Tamatjita, Elizabeth Nurmiyati; Mahastama, Aditya Wikan
ComTech: Computer, Mathematics and Engineering Applications Vol 7, No 3 (2016): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v7i3.2534

Abstract

Shortest path algorithms have been long applied to solve daily problems by selecting the most feasible route with minimum cost or time. However, some of the problems are not simple. This study applied the case using Dijkstra's algorithm on a graph representing street routes with two possible digraphs: one-way and twoway. Each cost was able to be changed anytime, representing the change in traffic condition. Results show that the usage of one way digraph in mapping the route does make the goal possible to reach, while the usage of twoway digraph may cause confusion although it is probably the possible choice in the real world. Both experiments showed that there are no additional computation stresses in re-calculating the shortest path while going halfway to reach the goal.
Klasifikasi Lagu Berdasarkan Genre pada Format WAV Nurmiyati Tamatjita; Agus Harjoko
IJCCS (Indonesian Journal of Computing and Cybernetics Systems) Vol 8, No 2 (2014): July
Publisher : IndoCEISS in colaboration with Universitas Gadjah Mada, Indonesia.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22146/ijccs.6542

Abstract

AbstrakDalam dunia yang berkembang pesat, media audio semakin komplek. Karena itulah diperlukan sebuah mekanisme penentuan jenis lagu (genre) yang tepat secara efektif dan efisien.  Pencarian secara manual sudah tidak efektif dan efisien lagi karena banyaknya data yang tersimpan.          Zero Crossing Rate (ZCR), Average Energy (E) dan Silent Ratio (SR) adalah 3 Feature Extraction yang digunakan untuk klasifikasi pencarian 12 genre.Tiga dimensi adalah bentuk visualisasi pengukuran tingkat kemiripan sebuah data berdasarkan hasil klasifikasi yang diinput oleh user.            Dalam penelitian ini pengujian klasifikasi menggunakan metode 3, 6, 9 dan 12 genre melalui jarak terdekat (Euclidean Distance). Hasil pengujian yaitu menunjukkan bahwa 3 genre yaitu Balada, Blues dan Classic menunjukkan = 96,67%, 6 genre yaitu Balada, Blues, Classic, Harmony, Hip Jop dan Jazz menunjukkan = 70% dan 9 genre yaitu Balada, Blues, Classic, Harmony, Hip Hop, Jazz, Keroncong, Latin dan Pop menunjukkan = 53,33% serta 12 genre = 33,33% Kata Kunci— Zero Crossing Rate (ZCR), Average Energy (E), Silent Ratio (SR), Euclidean Distance  Abstract            Music genre is getting complex from time to time. As the size of digital media grows along with amount of data, manual search of digital audio files according to its genre is considered impractical and inefficient; therefore a classification mechanism is needed to improve searching.            Zero Crossing Rate (ZCR), Average Energy (E) and Silent Ratio (SR) are a few of features that can be extracted from digital audio files to classify its genre. This research conducted to classify digital audio (songs) into 12 genres: Ballad, Blues, Classic, Harmony, Hip Hop, Jazz, Keroncong, Latin, Pop, Electronic, Reggae and Rock using above mentioned features, extracted from WAV audio files. Classification is performed several times using selected 3, 6, 9 and 12 genres respectively.            The result shows that classification of 3 music genres (Ballad, Blues, Classic) has the highest accuracy (96.67%), followed by 6 genres (Ballad, Blues, Classic, Harmony, Hip Hop, Jazz) with 70%, and 9 genres (Ballad, Blues, Classic, Harmony, Hip Hop, Jazz, Keroncong, Latin, Pop) with 53.33% accuracy. Classification of all 12 music genres yields the lowest accuracy of 33.33%.   Keywords— Zero Crossing Rate (ZCR), Average Energy (E), Silent Ratio (SR), Euclidean Distance