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A Literature Review on the Development of Multimedia Information Retrieval (MIR) and the Futere Challenges Yulianto, Budi; Layona, Rita
Teknik dan Ilmu Komputer vol. 05 no. 18 April - Juni 2016
Publisher : Teknik dan Ilmu Komputer

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Abstract

 Abstrak Multimedia information retrieval (MIR) adalah proses pencarian dan pengambilan informasi (information retrieval/IR) dalam content berbentuk multimedia, seperti suara, gambar, video, dan animasi. Penelitian ini menggunakan metode kajian literatur (literature review) terhadap perkembangan MIR saat ini dan tantangan yang akan dihadapi di masa depan bagi para periset di bidang IR. Berbagai penelitian MIR saat ini meliputi komputasi yang berpusat pada manusia (aktor) terhadap pencarian informasi, memungkinkan mesin melakukan pembelajaran (semantik), memungkinkan mesin meminta koreksi (umpan balik), penambahan fitur atau faktor baru, penelitian pada media baru, perangkuman informasi dari content multimedia, pengindeksan dengan performa tinggi, dan mekanisme terhadap teknik evaluasi. Di masa yang akan datang, tantangan yang menjadi potensi penelitian MIR meliputi peran manusia yang tetap menjadi pusat (aktor) terhadap pencarian informasi, kolaborasi konten multimedia yang lebih beragam, dan penggunaan kata kunci sederhana (folksonomi). Kata kunci: multimedia information retrieval, multimedia, komputasi, semantik, pencarian informasi  Abstract Multimedia information retrieval (MIR) is the process of searching and retrieving information (information retrieval/IR) in multimedia content, such as audio, image, video, and animation. This study uses literature review method against current MIR conditions and what challenges to be faced in the future for researchers in the field of IR. Various studies of MIR currently include human centered computation for IR, allowing machine to do the learning (semantics); allowing machine to request feedback, add new features or factors, research on new media, summarize information from multimedia content, high-performance indexing, and evaluation techniques. In the future, the potential of MIR research includes the human-centered role for information retrieval, more diverse collaborative multimedia content, and the use of simple keyword (folksonomy). Keywords: multimedia information retrieval, multimedia, computation, semantics, information search 
Application of Computer Assisted Inatruction (ACI) For Helping Primary Teachers In Teaching of Indonesia Culture Yulianto, Budi; Layona, Rita
Teknik dan Ilmu Komputer Vol. 4 No. 14 April - Juni 2015
Publisher : Teknik dan Ilmu Komputer

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Abstract

Abstrak Metode pengajaran yang menerapkan Computer Aided/Assisted Instruction (CAI) telah mendukung pembelajaran yang lebih menarik dan efektif, khususnya bagi guru dan siswa sekolah. Penelitian sebelumnya menunjukkan bahwa CAI membantu guru dalam menyampaikan materi dan membantu siswa dalam memahami materi dengan lebih baik, serta memberikan pengaruh positif terhadap hasil belajar siswa. Penelitian ini bertujuan untuk menerapkan CAI pada metode pembelajaran pada siswa sekolah dasar. Hasil dari penelitian ini berupa perangkat ajar CAI dengan mata pelajaran kebudayaan Indonesia pada sekolah dasar dengan memadukan gambar, tulisan, suara, serta latihan atau kuis. Metodologi perancangan menggunakan rational unified process yang meliputi tahapan business modelling, requirements, analysis and design, implementation, test, dan deployment. Kesimpulan yang didapat dari penelitian ini, yaitu aplikasi perangkat ajar CAI dapat membantu guru dalam menyampaikan materi dengan lebih menarik, membantu siswa memahami materi, serta adanya soal latihan sebagai evaluasi terhadap hasil pembelajaran siswa. Kata kunci: metode pengajaran, computer aided instruction, computer assisted instruction, CAI, rational unfied process, kebudayaan Indonesia  Abstract Teaching method that implements Computer Aided/Assisted Instruction (CAI) has made learning more interesting and effective, especially for teachers and students. Previous research has suggested that CAI helps teachers in delivering learning materials and students in understanding the materials better.  CAI consequently gives positive impact to student learning outcomes. The goal of this research is to implement CAI as a teaching method in primary schools. The research output is a CAI based teaching tool for the Indonesian Culture lesson by combining images, texts, sounds, and exercises or quizzes for elementary schools. The methodology development uses a rational unified process that contains business modeling, requirements, analysis and design, implementation, test, and deployment. The study concludes that the CAI based teaching tool can assist teachers in delivering the material more interestingly, help students understand the material, and also implement exercises for student learning outcomes evaluation. Keywords: teaching method, computer aided instruction, computer assisted instruction, cai, rational unfied process, indonesia culture
The Performance of Boolean Retrieval and Vector Space Model in Textual Information Retrieval Yulianto, Budi; Budiharto, Widodo; Kartowisastro, Iman Herwidiana
CommIT (Communication and Information Technology) Journal Vol 11, No 1 (2017): CommIT Vol. 11 No. 1 Tahun 2017
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/commit.v11i1.2108

Abstract

Boolean Retrieval (BR) and Vector Space Model (VSM) are very popular methods in information retrieval for creating an inverted index and querying terms. BR method searches the exact results of the textual information retrieval without ranking the results. VSM method searches and ranks the results. This study empirically compares the two methods. The research utilizes a sample of the corpus data obtained from Reuters. The experimental results show that the required times to produce an inverted index by the two methods are nearly the same. However, a difference exists on the querying index. The results also show that the numberof generated indexes, the sizes of the generated files, and the duration of reading and searching an index are proportional with the file number in the corpus and thefile size.
Teknologi Location Based Service (Global Positioning System) Pada Perangkat Mobile Yulianto, Budi
ComTech: Computer, Mathematics and Engineering Applications Vol 1, No 1 (2010): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v1i1.2168

Abstract

Article presents analysis and design of software using Location Based Service (LBS) that is part of communication technology based on geographic position. The goal of the research is designing LBS application to be implemented on mobile device that has GPS (Global Positioning System) technology and uses GPRS (General Packet Radio Service) to connect to server for generating shortest path by Dijkstra algorithm method Fibonacci Heap. Software development method used is LBS application implemented on mobile device. Conclusion of the research has shown that shortest path generated using Dijkstra algorithm method Fibonacci Heap as single source shortest path is faster than Dijkstra algorithm and Bellman Ford.
Aplikasi RPG Berbasiskan Teknologi Andengine pada Perangkat Mobile Android Gingerbread Yulianto, Budi; Pratama, Andy Budy; Widjaja, Hutomo
ComTech: Computer, Mathematics and Engineering Applications Vol 3, No 1 (2012): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v3i1.2460

Abstract

This article presents an application development of a Tactical Role-Playing Game based on AndEngine on an Android Gingerbread mobile device. The goals of the research are designing an entertaining application that implements artificial intelligence and AndEngine technology as well as presenting Indonesian cultures. The output of the research is a 2-dimension-based Tactical Role-Playing Game application implemented on Android Gingerbread mobile device and a game engine for creating items and skills of the characters for the game. On the application development phase, the research uses literature study, user requirement analysis, and similar game analysis. The research showed that the game application is developed using 2-dimension perception implementing artificial intelligence and AndEngine technology for having interesting control and appearance for users. In addition, it motivates other programmers for developing other game that presents Indonesian cultures, and uses conditional framerate for reducing battery usage on mobile device.
Analisis Korelasi Faktor Perilaku Konsumen terhadap Keputusan Penggunaan Teknologi Komunikasi Voip Yulianto, Budi
ComTech: Computer, Mathematics and Engineering Applications Vol 5, No 1 (2014): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v5i1.2619

Abstract

The advancement of communication technology that is combined with computer and the Internet brings Internet Telephony or VoIP (Voice over Internet Protocol). Through VoIP technology, the cost of telecommunications in particular for international direct dialing (IDD) can be reduced. This research analyzes the growth rate of VoIP users, the correlation of the consumer behavior towards using VoIP, and cost comparisons of using telecommunication services between VoIP and other operators. This research is using descriptive analysis method to describe researched object through sampling data collection for hypothesis testing. This research will lead to the conclusion that the use of VoIP for international area will be more advantageous than the use of other operators of GSM (Global System for Mobile), CDMA (Code Division Multiple Access), or the PSTN (Public Switched Telephone Network).
Audio Visual Media Components in Educational Game for Elementary Students Hartono, Meilani; Santoso, Andri Guna; Raya, Crisantus Lebu; Yulianto, Budi; Suwarno, Suwarno
ComTech: Computer, Mathematics and Engineering Applications Vol 7, No 4 (2016): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v7i4.2515

Abstract

The purpose of this research was to review and implement interactive audio visual media used in an educational game to improve elementary students’ interest in learning mathematics. The game was developed for desktop platform. The art of the game was set as 2D cartoon art with animation and audio in order to make students more interest. There were four mini games developed based on the researches on mathematics study. Development method used was Multimedia Development Life Cycle (MDLC) that consists of requirement, design, development, testing, and implementation phase. Data collection methods used are questionnaire, literature study, and interview. The conclusion is elementary students interest with educational game that has fun and active (moving) objects, with fast tempo of music, and carefree color like blue. This educational game is hoped to be an alternative teaching tool combined with conventional teaching method.
Aplikasi Simulasi Tambak Ikan Berbasiskan Mobile untuk Meningkatkan Minat Kewirausahaan Yulianto, Budi; Dewi, Lusiana Citra; Prayoga, Erlangga Damar; Budiman, Rizky Arif
ComTech: Computer, Mathematics and Engineering Applications Vol 4, No 2 (2013): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v4i2.2552

Abstract

The background of the research is that mobile phone based application growth is not as increasing as its education category for improving users’ entrepreneurial-interest, especially in fishpond. The goal of the research is designing an application as a digital game based education tool that can simulate fishpond to users. Output of the research is a mobile application that can deliver information of fishpond system as basic entrepreneurship knowledge to users. On the development phase, the research uses literature study and user requirement analysis. Conclusion of the research has shown that the developed application is based on multimedia and game and also can deliver basic information of fishpond to users such as preservation, purchasing, and selling. The application is developed with good-looking interface and easily-covered level of difficulty.
Aplikasi Pencarian Tempat Wisata Berbasiskan GPS dengan Metode Radius dan Rating Yulianto, Budi; Layona, Rita
ComTech: Computer, Mathematics and Engineering Applications Vol 6, No 1 (2015): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v6i1.2296

Abstract

Tourist place navigation application becomes more important for travelers, especially backpackers. Previous research had produced applications which can only show the route from the position of traveler to tourist place with map shown. The goal of the research is to use the radius and rating method that is still rare in the community to navigate tourist place. Output of the research is a GPS-based application that can display the search results of tourist sites based on rating and radius method, route from the traveler to the destination place, and description of the place. Development method used waterfall that contained user requirement, analysis, design, coding and testing, implementation, and maintenance. Conclusion of the research has shown that the developed application provided convenience in searching tourist places based on radius and rating, displaying route, and description of tourist places.
Peran Website Restoran terhadap Daya Tarik Konsumen Online Yulianto, Budi; Dewi, Lusiana Citra; Wijaya, Oky
ComTech: Computer, Mathematics and Engineering Applications Vol 5, No 2 (2014): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v5i2.2376

Abstract

Less-usability restaurant website will decrease its online sales. Restaurant website must easy to use and has good interface. The goals of the research are designing a restaurant website that can be online accessed by consumers and analyze its level of usability, interface, and multimedia elements. Outputs of the research are a restaurant website that delivers its information, place booking and delivery order facility, and location. Development methodology uses waterfall that contains system engineering, analysis, design, coding and testing, implementation, and maintenance. Conclusion of the research has shown that the developed website attracts online consumers, easily access to get information, good interface, and contains multimedia elements to supports restaurant in delivering newest product or information, as a good promotion tool that can be accessed 24 hours anytime and anywhere.