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Efektifitas Aturan Main Untuk Game Edukasi Kosakata Bahasa Arab Berbasis Mobile Sani, Dian; Herumurti, Darlis; Kuswardayan, Imam
INTEGER: Journal of Information Technology Vol 2, No 2 (2017): September 2017
Publisher : Fakultas Teknologi Informasi Institut Teknologi Adhi Tama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1376.256 KB) | DOI: 10.31284/j.integer.2017.v2i2.176

Abstract

The game is ways to remove saturation from various kinds of affairs. The game also used as learning media. This educational game is usually used to invite users to play while learning. Languages and games must be complementary. Because of the language is important, it needs an effective and efficient way to increase interest in language learning. So the focus of this research is to create three mobile gaming applications with educational content of Arabic vocabulary which gameplay are different and analyze which applications are effective for users in recognizing Arabic vocabulary. Testing is done to find out if the application is effective for players to know and learn Arabic language. Samples taken are second grade students Madrasah Ibtidaiyyah who know the hijaiyah letters. Pre-test, treatment and post-test are part of the testing phase. Test results were analyzed using ANOVA one way method. The results of this study indicate that there is an increase in learning ability of participants through the medium of Arabic educational games with a value of 3.65 beyond the critical value with a significance level of 5% or 0.05 of 3.10. When Hypothesis 0 is rejected, then the comparison test between groups (games) with Scheffe method with critical value 2.48. The result is a third game with a value of 2.57 is said to be effective than the first game (0.58) and the second (2.00). The second game (2.05) is said to be more effective than the first game (0.51).Keywords: Educational Game, Game Effectiveness, Mobile games, Arabic vocabulary, ANOVA.
PENJADWALAN MATAKULIAH DENGAN MENGGUNAKAN ALGORITMA GENETIKA DAN METODE CONSTRAINT SATISFACTION Buliali, Joko Lianto; Herumurti, Darlis; Wiriapradja, Giri
JUTI: Jurnal Ilmiah Teknologi Informasi Vol 7, No 1, Januari 2008
Publisher : Department of Informatics, Institut Teknologi Sepuluh Nopember

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2047.249 KB) | DOI: 10.12962/j24068535.v7i1.a59

Abstract

Course scheduling problem has gained attention from many researchers. A number of methods have been produced to get optimum schedule. Classical definition of course scheduling cannot fulfill the special needs of lecture scheduling in universities, therefore several additional rules have to be added to this problem. Lecture scheduling is computationally NP-hard problem, therefore a number of researches apply heuristic methods to do automation to this problem. This research applied Genetic Algorithm combined with Constraint Satisfaction Problem, with chromosomes generated by Genetic Algorithm processed by Constraint Satisfaction Problem. By using this combination, constraints in lecture scheduling that must be fulfilled can be guaranteed not violated. This will make heuristic process in Genetic Algorithm focused and make the entire process more efficient. The case study is the case in Informatics Department, Faculty of Information Technology, ITS. From the analysis of testing results, it is concluded that the system can handle specific requested time slot for a lecture, that the system can process all the offered lectures, and that the system can produce schedules without violating the given constraints. It is also seen that Genetic Algorithm in the system has done optimation in finding the minimum student waiting time between lectures.
Adaptive Non Playable Character in RPG Game Using Logarithmic Learning For Generalized Classifier Neural Network (L-GCNN) Mabruroh, Izza; Herumurti, Darlis
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 2, May 2019
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (286.645 KB) | DOI: 10.22219/kinetik.v4i2.755

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Non-playable Character (NPC) is one of the important characters in the game. An autonomous and adaptive NPC can adjust actions with player actions and environmental conditions. To determine the actions of the NPC, the previous researchers used the Neural Network method but there were weaknesses, namely the action produced was not in accordance with the desired so the accuracy was not good. This study overcomes the problem of poor accuracy by using the Logarithmic Learning for Generalized Classifier Neural Network (L-GCNN) method with 6 input parameters, NPC health, distance from players, other NPCs involved, attack power, number of NPCs and NPC levels. While the output is to attack itself, attack in groups and move away. For testing, this study was tested on RPG games. From the results of the experiments conducted, it shows that the L-GCNN method has better accuracy than the 3 methods compared to 7% better than NN and SVM and 8% better than RBFNN because in the L-GCNN method there is an encapsulation process that is data have the same class will. Whereas the L-GCNN training time is 30% longer than the NN method because on L-GCNN one neuron consists of one data where there are fewer NNs in the hidden layer.
Analisis Pengaruh Penggunaan Game Edukasi pada Penguasaan Kosakata Bahasa Asing dengan Studi Kasus Game Edukasi Bahasa Arab Khairy, Muhammad Shulhan; Herumurti, Darlis; Kuswardayan, Imam
Khazanah Informatika Vol. 2 No. 2 Desember 2016
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/khif.v2i2.2137

Abstract

Pemanfaatan game saat ini telah merambah ke ranah edukasi, ditambah dengan berkembangnya teknologi saat ini, maka hal tersebut dapat dimanfaatkan untuk kepentingan edukasi. Pada penelitian ini akan dilakukan analisis pengaruh game edukasi pada kemampuan dalam menguasai kosakata bahasa asing, dengan studi kasus bahasa Arab. Game edukasi tersebut menggunakan perangkat bergerak dan salah satunya menggunakan teknologi realitas virtual dengan kakas Google Cardboard. Game edukasi diujikan pada pengguna berusia 10-15 tahun dan dibagi menjadi dua kelompok, berdasarkan teknologi yang digunakan dan genre game. Pengguna melakukan pre-test dan post-test? untuk mengukur kemampuan mereka sebelum dan sesudah mengujikan game. Hasil pengujian tersebut dianalisis dengan metode uji hipotesis ANOVA. Dari kedua kelompok tersebut didapatkan kesimpulan bahwa perbedaan teknologi tidak berpengaruh secara signifikan terhadap kemampuan pengguna. Begitu pula pada kelompok kedua, didapatkan kesimpulan bahwa faktor jenis game, faktor jenis kelamin pengguna, dan hubungan kedua faktor tersebut tidak berpengaruh secara signifikan terhadap perubahan kemampuan pengguna dalam menguasai perbendaharaan kosakata bahasa Arab.
Pengembangan Metode Klasterisasi Data Berbasis Hybrid Improved Artificial Bee Colony (IABC) dan K – Harmonic Means Musa, Saiful Bahri; Humaira, Fitrah Maharani; Widiartha, I Made; Herumurti, Darlis; Arifin, Agus Zainal; Fiqar, Tegar Palyus
Specta Journal Vol 2 No 3 (2018): SPECTA Journal of Technology
Publisher : Specta Journal

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (466.517 KB) | DOI: 10.0610/specta.v2i3.3

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One of data grouping process method is k-harmonic clustering method (KHM) which has a relatively short and simple process. However, it has a weakness at cluster center point. Randomly formed cluster center point causes difficulty to converge solutions. One way to solve the problem at the cluster center point requires a method which has a global solution for KHM. The method is Improved artificial bee colony (IABC), improvement of artificial bee colony (ABC) method based on behavior patterns of honey bee colony in food searching process. Advantage of the IABC method is able to have more optimum global solution. This research proposes a new method of clustering using improved artificial bee colony and K-Harmonic means (IABC-KHM) to optimize the center point in clusters that lead to global solution. In this study, the IABC is functioned for finding the most optimum cluster center point for the data clustering process using KHM. Furthermore, the performance test of the IABC-KHM clustering method is compared with ABC and ABC-KHM methods on three different datasets. The result of mean value of best function of IABC-KHM method of Iris dataset is 152,87, Contraceptive Method Choice dataset is 918,54, and Wine dataset is 31,01. Moreover, the result of the average value of the best F-Measure method IABC-KHM Iris dataset is 0.90, the Contraceptive Method Choice dataset is 0.41, the Wine dataset is 0.95. To conclude, IABC-KHM method has successfully optimized the position of cluster center point that directs the cluster result which has global solution.
Real Time SIBI Sign Language Recognition Based on K-Nearest Neighbor Humaira, Fitrah; Supria, Supria; Herumurti, Darlis; Widarsono, Kukuh
Proceeding of the Electrical Engineering Computer Science and Informatics Vol 5: EECSI 2018
Publisher : IAES Indonesia Section

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1000.885 KB) | DOI: 10.11591/eecsi.v5.1689

Abstract

Persons with disabilities also have the right to communicate with each other, both with normal people and people with other disabilities. People with disabilities will be difficult to communicate with other people. They use 'sign language' to communicate. That's why other normal people will be difficult to communicate with them. Because there are not many normal people that can understand the 'sign language'. System which can help to communicate with disabilities people are needed. In this paper, we proposed sign language recognition for Sistem Isyarat Bahasa Indonesia (SIBI) using leap motion based on K-Nearest Neighbor. Technology of leap motion controller will generate the existence of coordinate points on each bone in hand. As an input, we used the value of distance between the coordinates of each bone distal to the position of the palm, which were measured using Euclidean Distance. This feature of distance will be used for training and testing data on K-Nearest Neighbor method. The experiment result shows that the best accuracy is 0,78 and error 0,22 with proposed parameter of K = 5.
Pengembangan Metode Klasterisasi Data Berbasis Hybrid Improved Artificial Bee Colony (IABC) dan K – Harmonic Means Fiqar, Tegar Palyus; Musa, Saiful Bahri; Humaira, Fitrah Maharani; Widiartha, I Made; Herumurti, Darlis; Arifin, Agus Zainal
SPECTA Journal of Technology Vol 2 No 3 (2018): SPECTA Journal of Technology
Publisher : LPPM ITK

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (466.517 KB) | DOI: 10.35718/specta.v2i3.3

Abstract

One of data grouping process method is k-harmonic clustering method (KHM) which has a relatively short and simple process. However, it has a weakness at cluster center point. Randomly formed cluster center point causes difficulty to converge solutions. One way to solve the problem at the cluster center point requires a method which has a global solution for KHM. The method is Improved artificial bee colony (IABC), improvement of artificial bee colony (ABC) method based on behavior patterns of honey bee colony in food searching process. Advantage of the IABC method is able to have more optimum global solution. This research proposes a new method of clustering using improved artificial bee colony and K-Harmonic means (IABC-KHM) to optimize the center point in clusters that lead to global solution. In this study, the IABC is functioned for finding the most optimum cluster center point for the data clustering process using KHM. Furthermore, the performance test of the IABC-KHM clustering method is compared with ABC and ABC-KHM methods on three different datasets. The result of mean value of best function of IABC-KHM method of Iris dataset is 152,87, Contraceptive Method Choice dataset is 918,54, and Wine dataset is 31,01. Moreover, the result of the average value of the best F-Measure method IABC-KHM Iris dataset is 0.90, the Contraceptive Method Choice dataset is 0.41, the Wine dataset is 0.95. To conclude, IABC-KHM method has successfully optimized the position of cluster center point that directs the cluster result which has global solution.
SISTEM REKOMENDASI INDEKS WEB DENGAN METODE FREQUENT TERMS BERBASIS MULTI INSTANCE LEARNING Herumurti, Darlis; Buliali, Joko Lianto; Andriana, Ria
Jurnal Informatika Vol 8, No 1 (2007): MAY 2007
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (152.253 KB) | DOI: 10.9744/informatika.8.1.pp. 10-17

Abstract

Web index page is well known as page that arranges information by giving the title and short explanation about the information, where the complete information will be presented in other page. However since the amount of information become accumulate, the existence of a lot of index page exactly cause difficulty on getting information because it is possible to direct users into a mount of irrelevant information. Without a system which can help user navigation, the process of seeking the expected information is equal to a trial and error processing. In this paper, web index recommendation system is investigated which involved the activity of user on accessing the index page. This system will arrange the frequent term in index page and then implement Multi Instance Learning to give recommendation of the new index page automatically. The algorithm is citation kNN that will be adapted into fretCit kNN by implementing the minimal Hausdorff distance in measuring the distance. The experiments show that from the several test of users, the system give performance in average recommendation until 82,41% accuracy with 66,71% recall. Abstract in Bahasa Indonesia : Halaman indeks dikenal sebagai halaman yang mengelompokkan informasi-informasi, dengan memberikan judul serta penjelasan singkat tentang suatu informasi, dimana informasi lengkap akan dipresentasikan pada halaman-halaman lain. Namun dengan ketersediaan informasi yang menjadi semakin menumpuk, keberadaan halaman indeks yang semakin banyak justru menyebabkan kesulitan dalam mendapatkan informasi karena mungkin akan mengarahkan pada banyak informasi yang tidak relevan. Tanpa adanya sebuah sistem yang dapat membantu navigasi user, untuk mencari informasi yang diinginkan sama saja dengan sebuah kegiatan trial dan error. Dalam penelitian ini, dirancang sebuah sistem rekomendasi indeks web yang melibatkan aktifitas user dalam mengakses halaman indeks. Sistem ini mengelompokkan frequent terms pada halaman indeks dan kemudian mengimplementasikan metode Multi Instance Learning untuk memberikan rekomendasi secara otomatis dari halaman-halaman indeks baru. Algoritma yang digunakan adalah algoritma Citation kNN yang diadaptasi menjadi fretCit-kNN dengan mengaplikasikan minimal Hausdorff distance dalam pengukuran jaraknya. Dalam hasil proses dan analisis disimpulkan bahwa dengan beberapa macam uji coba data dari beberapa user sistem menampilkan performa hingga rata-rata 82,41% akurasi dan nilai kembalian sebesar 66,71%. Kata kunci: halaman indeks, sistem rekomendasi, multi instance learning, citation kNN, hausdorff distance.
Kombinasi Fitur Bentuk, Warna dan Tekstur untuk Identifikasi Kesuburan Telur Ayam Kampung Sebelum Inkubasi Dijaya, Rohman; Suciati, Nanik; Herumurti, Darlis
Jurnal Buana Informatika Vol 7, No 3 (2016): Jurnal Buana Informatika Volume 7 Nomor 3 Juli 2016
Publisher : Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (428.984 KB) | DOI: 10.24002/jbi.v7i3.659

Abstract

Abstract. In the chicken nursery industry (doc) hatching efficiency is obtained by observing the eggs through candling before the incubation process. To sort out infertile eggs the use of fertility image identification thought egg candling is needed before incubation. The focus of this study is to combine the features of shape, texture and color to the area and egg yolk to determine the most dominant features in the image representing firtile egg candling. Features used in this study are the feature of forms: roundness, elongation, Index, Ellips Varriance and Circularity Ratio, moment invariant texture features of the area and the egg yolk, and features HSI color in egg yolks area. The test results show that the highest accuracy is on the features of the new forms of egg yolk with an accuracy of 76.67%. The second highest is shown by the combination of form features (Circularity Ratio, Ellips Varriance) and texture features in the area moment yolk color features HSI with 81.67% accuracy using SVM classification method.Keywords: Egg candling imagery, fertile, infertile, incubation Abstrak. Pada industri pembibitan ayam (doc) efisiensi penetasan telur ayam didapatkan dengan melakukan candling (peneropongan telur) sebelum proses inkubasi menggunakan mesin tetas. Untuk mengklasifikasikan telur fertile dan infertile dibutuhkan identifikasi kesuburan telur menggunakan citra candling sebelum inkubasi. Fokus dari penelitian ini adalah mengkombinasikan fitur bentuk, tekstur dan warna pada area kuning telur dan telur untuk mengetahui fitur yang paling dominan dalam merepresentasikan citra candling telur ayam kampung. Fitur yang digunakan dalam penelitian ini adalah fitur bentuk (Roundness, Elongation, Index, Ellips Varriance dan Circularity Ratio), fitur tektur moment invarian dari area telur dan kuning telur dan fitur warna HSI pada area kuning telur. Hasil pengujian menunjukkan akurasi tertinggi pada fitur bentuk kuning telur baru dengan akurasi 76,67% dan kombinasi fitur bentuk (Circularity Ratio, Ellips Varriance), fitur tekstur moment pada area kuning telur dengan fitur warna HSI dengan akurasi 81,67 % menggunakan metode klasifikasi SVM. Kata Kunci: Citra candling telur, fertile, infertile, inkubasi.
ANALISIS PERBANDINGAN KECERDASAN BUATAN PADA COMPUTER PLAYER DALAM MENGAMBIL KEPUTUSAN PADA GAME BATTLE RPG Abdi, Musta'inul; Herumurti, Darlis; Kuswardayan, Imam
JUTI: Jurnal Ilmiah Teknologi Informasi Vol 15, No. 2, Juli 2017
Publisher : Department of Informatics, Institut Teknologi Sepuluh Nopember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12962/j24068535.v15i2.a671

Abstract

Pemanfaatan kecerdasan buatan telah diimplementasikan kedalam banyak hal, salah satunya adalah game. Secara umum tujuan dibuatnya game adalah untuk membuat pengguna menjadi terhibur dan merasakan kesenangan ketika sedang atau telah bermain. Kecerdasan buatan di dalam game dibutuhkan untuk meningkatkan tantangan di dalam game dan membuat game menjadi lebih dinamis dan terarah. Sehingga akan menciptakan kesenangan bagi pengguna pada saat dan setelah memainkan game. Beberapa penerapan kecerdasan buatan di dalam game diantaranya adalah dengan menggunakan metode Support Vector Machine (SVM). Dalam beberapa kasus game ada juga yang menggunakan metode Decision tree yang akan mengatur perilaku computer player di dalam permainan. Metode yang lebih sederhana untuk mengatur perilaku computer player yaitu Rulebase. Pada penelitian ini akan dilakukan perbandingan kecerdasan buatan untuk mengatur perilaku computer player di dalam game Role-Playing Game (RPG). Yang dimaksud computer player pada penelitian ini adalah pemain atau karakter yang dijalankan oleh sistem di dalam game.Tujuan dilakukannya perbandingan tersebut adalah untuk mengetahui metode kecerdasan buatan manakah yang paling baik diterapkan pada game berjenis battle RPG. Metode yang digunakan untuk menguji kecerdasan buatan yang diterapkan pada game battle RPG ini adalah dengan menggunakan skenario pertandingan.Berdasarkan analisis yang telah dilakukan didapatkan hasil bahwa kecerdasan buatan dengan menggunakan metode SVM memiliki keunggulan dalam faktor jumlah kemenangan. Hal ini dibuktikan dengan persentase kemenangan metode SVM sebesar 72.5%, Decision tree sebesar 50% dan Rulebase sebesar 22.5%. Berdasarkan data tersebut dapat disimpulkan bahwa pada penelitian ini metode SVM adalah metode pengambilan keputusan yang paling baik dibandingkan dengan metode decision tree dan Rulebase.
Co-Authors Abdi, Musta'inul ABDUL MUNIF Afrizal Laksita Akbar Agus Zainal Arifin Agus Zainal Arifin Ahmad Ridwan Fauzi Andhik Ampuh Yunanto Anny Yuniarti Ardha Putra Santika Ardhana Praharsana Bilqis Amaliah Buliali, Joko Lianto Chastine Fatichah Devira Wiena Pramintya Dhian Satria Yudha Kartika Diagnosa Fenomena Dian Sani Dian Sani, Dian Dwi Syamsuifin Alham Eha Renwi Astuti Esa Prakasa Fikri, Imaduddin Al Fitrah Humaira Fitrah Maharani Humaira Franky Setiawan Daldiri Giri Wiriapradja Hadziq Fabroyir Handayani Tjandrasa Herdianto Naufal Farras Hermawan, Deny Prasetia Humaira, Fitrah Humaira, Fitrah Maharani Humaira, Fitrah Maharani I Gde Agung Sri Sidhimantra I Guna Adi Socrates I Made Satria Bimantara I Made Widiartha I Made Widiartha I Wayan Supriana Imam Kuswardayan Imam Kuswardayan Indri Sulistyowati Ishardan Ishardan Izza Mabruroh Januar Adi Putra Khairy, Muhammad Shulhan Mabruroh, Izza Maulana, Hendra Mohammad Sonhaji Akbar Muhammad Shulhan Khairy Musri, Tengku Nafis, Ari Mahardika Ahmad Nanik Suciati Nanik Suciati Nur Nafi’iyah Nursanti Novi Arisa Nursuci Putri Husain Pangestu Widodo, Pangestu Putri Nur Rahayu Qonita Luthfia Sutino Radhea Wicaksono Putra Ramadhan Hardani Putra Ratri Enggar Pawening Revindasari, Fony Ria Andriana Ridho Rahman Hariadi Rizqa Raaiqa Bintana Rohman Dijaya Saiful Bahri Musa Saiful Bahri Musa Sandy Akbar Dewangga Sarwosri Sarwosri Satria, Vinza Hedi Siska Arifiani Siti Rochimah Supria Supria Supria, Supria Supria, Supria Suwanto Afiadi Tegar Palyus Fiqar Tegar Palyus Fiqar Tio Darmawan Widarsono, Kukuh Wijayanti Nurul Khotimah Yanuar Risah Prayogi Yosi Kristian Yuna Sugianela Zulhaydar Fairozal Akbar