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U-TAPIS: AUTOMATIC SPELLING FILTER AS AN EFFORT TO IMPROVE INDONESIAN LANGUAGE COMPETENCIES OF JOURNALISTIC STUDENTS Niknik Mediyawati; Julio Cristian Young; Samiaji Bintang Nusantara
Jurnal Cakrawala Pendidikan Vol 40, No 2 (2021): Cakrawala Pendidikan (June 2021)
Publisher : LPMPP Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/cp.v40i2.34546

Abstract

The problem of Indonesian language errors among students is of particular observation. This problem becomes an important concern for students majoring in journalism because one day the graduates will become journalists. A language error filtering application has been developed that can be used quickly and accurately in journalists’ work. This application, which involves statistical analysis, computational language, and artificial intelligence, is named U-Tapis. This study was aimed at finding out the feasibility and effectiveness measures of the U-Tapis model by focusing on the language of students’ journalistic works such as opinions, news items, and news articles. The study involved 30 students majoring in Journalism, a private university in Jakarta, Indonesia. It was found that the students’ error rate decreased after the use of the model. It can be concluded that, in addition to eligibility which reaches 92.31%, the U-Tapis application can help effectively increase students’ proficiency in the use of the Indonesian language.
Review of Various A* Pathfinding Implementations in Game Autonomous Agent Alethea Suryadibrata; Julio Cristian Young; Richard Luhulima
IJNMT (International Journal of New Media Technology) Vol 6 No 1 (2019): IJNMT (International Journal of New Media Technology)
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1728.215 KB) | DOI: 10.31937/ijnmt.v6i1.1075

Abstract

Among many pathfinding algorithms, A* search algorithm is an algorithm that most commonly used in grid-based pathfinding. This is due to implementation of A* search which proven to be able to generate the optimal path in a relatively short time by combining two characteristics of Djikstra's and best-first search algorithm. In the implementation of A* search, the selection of heuristic function and data structure can affect the performance of the algorithm. The purpose of this research is to find the best heuristic function and data structure with regards of the performance in A* search implementation as a pathfinding algorithm in a 3D platform. In the experiment, some known heuristic functions and data structures will be tested on the various 3D platform with a different size and obstacle percentage. Based on experiment that have been done, euclidean squared distance is best heuristic function for 3D pathfinding problem, with regards of the implementation performance. In addition, we also found that binary heap is the best data structure to be implemented for 3D pathfinding problem, with regards of implementation performance.