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All Journal Jurnal Infra
Kristo Radion Purba
Program Studi Teknik Informatika

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Aplikasi Game Strategi Menggunakan Metode Algoritma Genetika untuk Pembuatan Pasukan Pranata, Johan; Purba, Kristo Radion; Liliana, Liliana
Jurnal Infra Vol 4, No 1 (2016)
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One way that can be used to provide education in an interesting way is using game. A kind of game’s genre that can be used to provide entertainment and educational to the player is a turn-based strategy game. As a turn-based strategy game, Battle of Batavia requires AI as opponent which can take good decision for making and controlling units to make the game become more attractive.To create AI that can think well, an AI system that can think properly in game is created. The system uses genetic algorithm method to take decision in making and controlling units. In this thesis, there are 2 component created for this thesis, the first is the genetic algorithm system and the second is Battle of Batavia game.The results show that the genetic algorithm system can be developed so the AI can think much better by determining fitness criteria that affect on taking decision in making and controlling units. The results also show that the genetic algorithm system can make a better decision than random method on some in-game conditions.
Pembuatan Sistem Informasi Akuntansi dan Perhitungan PPN untuk CV. X Limantara, Felicia; Purba, Kristo Radion; Setiabudi, Andy
Jurnal Infra Vol 4, No 1 (2016)
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At this time the CV. X does not have a structured accounting information system. Transactions are recorded manually, causing a slow information exchange and losses caused by error in the calculation of VAT. Based on the background of this problem, we designed a structured accounting informastion system along with the calculation of VAT. This application is made using Yii PHP Framework with PHP as programming language and MySQL for database. The results obtained from these aplication are purchases and sales recording, calculation of payable VAT for each month, purchases and sales report, VAT report, and financial report such as income statement, owner’s equity, balance sheet and trial balance.
Student Media Sosial Application for Acdemic and Non Acdemic Activities Weydekamp, Juliando Christian; Purba, Kristo Radion; Liliana, Liliana
Jurnal Infra Vol 4, No 1 (2016)
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Social media is an alternative media in the exchange of information both for students of Petra Christian University in improving student learning outcomes. In general, Petra Christian University student using a lentera to get information about the lecture. Lentera so far has not provided facilities that can be used students to get information about the organization and information about the campus. Thus, student’s use other social media applications, such as BBM, Line, and others as a media of exchanging information alternative about information around the campus.Through this research, made a social media application for students of Petra Christian Universistas that can facilitate students in get and exchange the information such as: lecture information, organizational information, and information about the campus. Making an application equipped with the post, group and chat to facilitate students in exchanging information quickly. Chat features and features created using WebSocket posts created using AJAX.Results obtained from a social media application is made is a student can easily obtain information on campus, such as: information on the lectures, information about the organization and information about the campus. The time it takes students to exchange information by using the chat feature becomes shorter, because it supports real-time communication. 
Aplikasi Modul Pengguna pada Perpustakaan Universitas Kristen Petra Yanwar, Kevin; Dewi, Lily Puspa; Purba, Kristo Radion
Jurnal Infra Vol 4, No 1 (2016)
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Currently, Petra Christian University Library provides a form for its users to recommend collection. However, this process is still done manually which causes frequent human error and difficulties in processing. In addition, user has not been able to obtain information about the loans status, including the return date and fines, if any. Based on those problems, the authors made a library user module application.This website application is created using Yii Framework and PostgreSQL database. For book collection recommendation system is based on the collection titles of user’s history loans which is processed by Solr application and user’s interest classification. The live chat feature is built using PHP Socket and HTML5 WebSocket.The final result of this application development is users can create a new collection recommendation and view collection recommendation that have been proposed along with its status. Users can also view their status and history loans as well as the book collection recommendations. Moreover, there is a live chat feature as a form of communication media between the library with its users interactively.
Media Interaktif Pembelajaran Sejarah Kepahlawanan Petra Santoso, Kevin Alfian; Handojo, Andreas; Purba, Kristo Radion
Jurnal Infra Vol 4, No 1 (2016)
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The process of learning the lessons of history are often regarded as tedious, because the lessons of history study the events that happened in the past. Moreover, history lessons are also taught only by using an image or text. Therefore, in order that history lessons can become more attractive in it’s teaching, multimedia applications were made to teach the history interactively.This application resemble the learning system of Pattimura heroic history more interactive and interesting, because users are actively involved in the learning process. The teaching of the history starts from the birth of Pattimura, until death of Pattimura. In this application, there are also tests made, so the user can remember about the material that has been provided. This application is created using Adobe Flash CS6 and actionscript 3 as a programming language. Based on the results of testing of the applications and questionnaires, applications can be run by fully and strongly supports the process of understanding the historical material. This application adds to the interest in learning from the user, because of the interesting animation, and easy to use application. Users who doesn’t read narrative and do the applications in haste would have some difficulties to obtain a good final score.
Pembuatan Strategy Farming Game Berbasis Flash Haryanto, Haryanto; Purba, Kristo Radion; Gunadi, Kartika
Jurnal Infra Vol 4, No 1 (2016)
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Abstract

Game is an activity to find a new challenge or for having fun. Game have several genres like farming game, simulation, strategy, action, and many more. Each tipe has its own advantage and disadvantage like strategy genre is usually more challenging because its rather difficult hand have to stay focus to win. But other game like farming game is very fun but fell not challenging enough because usually farming game is very easy to play.Because of the difficulty reason, this game with farming and strategy genre have enemy that will attack the plants. Player also can protect the plants by killing enemy or by buying a tower that can attack enemy otomatically when an enemy come closer to the plants around that tower. This game is made by using Adobe Flash Professional CS6.From questionnaire average score 7.4, proofing that game with farming and strategy genre will become an interesting game that can be played.
Media Pembelajaran Interaktif Pengelolaan Sampah Organik, Anorganik dan Bahan Beracun Berbahaya Berbasis Flash Suseno, Edwin; Purba, Kristo Radion; Intan, Rolly
Jurnal Infra Vol 4, No 1 (2016)
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Abstract

The background of making trash management program is because people are still not able to understand the kinds of trash and how to process the trash properly, so it is not uncommon to people wrongly in processing trash. So in this thesis made a Flash-based interactive learning media. This instructional media created with the aim to help the learning system with visualization methods that aim can increase interest in learning because of the games, quizzes and animations that have been produced.This application uses the supporting software such as Adobe Flash Professional CS 6 to process animation, ActionScript 3.0 for manufacturing feature and Illustrator programs to assist in the design process. For information on trash management obtained from the media in the form of books or the Internet.The results of this thesis is provide information to public about trash management by type. There are also features games and quizzes that help remind about the trash management information so that the public can be tested of understanding will be learning this trash management.
Perbandingan Performa Turn-Based Game Menggunakan Algoritma Genetika dan Logika Fuzzy Chandra, Vincent Andrian; Intan, Rolly; Purba, Kristo Radion
Jurnal Infra Vol 6, No 2 (2018)
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Abstract

There are a lot of games with said genre that have been published for public and most of the games have a vs. Artificial Intelligence mode or AI for short. But the variations of the AI for Turn-Based Strategy genre are abundant. That is why hopefully this research will be able to help game developers who would like to make a Turn-Based Strategy game but have no idea which type of AI suits this kind of genre the most.The program, which is a game, that is made containts two AIs which are Genetic Algorithm and Fuzzy Logic. There are also 3 type of game modes that user can choose from, which are player vs. GA AI, player vs. Fuzzy AI, and the last one is GA AI vs. Fuzzy AI. The two AIs will be used to determine what type of unit the AI should make, who to attack and retreat from.From the results of the testcase which are a fight between the two AIs, genetic algorithm is more than able to make different kinds of unit, but it’s also capable of producing units that are suitable for the situation. Fuzzy logic consumes more time than genetic algorithm because of the huge amount of rules and genetic algorithm having some kind of threshold to get out of its iteration before it’s supposed to end that results in not-so time consuming process for each process. But on the other hand, if the fuzzy rules and its membership functions to be optimized, it’s almost guaranteed to produce better results.
Penerapan Adaptive Neuro Fuzzy Inference System pada Real Time Strategy Battle Arena Game Gunawan, Andy; Intan, Rolly; Purba, Kristo Radion
Jurnal Infra Vol 6, No 2 (2018)
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Abstract

Nowadays, Real Time Strategy Battle Arena is one of the most popular game genre. However, most games with that genre are only interesting if played together with another human. That makes those games less flexible since they can’t be played without another human or internet connection. Because of that, this thesis will create a game with Real Time Strategy Battle Arena genre with AI as the enemy where the enemy movements can be adjusted to approach human thinking ways. The enemy in this game will also be able to learn from each mistake. This thesis will use the method Adaptive Neuro Fuzzy Inference System. Test results show that the enemy was able to choose the best move possible, which suits the way humans think using Fuzzy Inference System. Neural System also modified the Membership  Functions of some Fuzzy Inference System input variable everytime the enemy is considered to make mistake to minimize similar mistakes when the game is played again in the future.
Perancangan dan Pembuatan Aplikasi Administrasi Toko Pertanian Mutiara Berbasis Website Gunawan, Hendra Kurniawan; Palit, Henry Novianus; Purba, Kristo Radion
Jurnal Infra Vol 6, No 2 (2018)
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Abstract

Mutiara Agriculture Shop still uses manual process in its operational activities, so much time consuming and prone to error. The owner takes a lot of time in checking the stock of each transaction. The owner can also forget to write a merchant's bill in a receivable book. Mutiara Agriculture Shop has also experienced theft by employees by writing fictitious stock. To overcome these problems, the necessary applications that can support business processes to be fast, precise, and efficient.The work of this thesis focuses on creating a store information system that can help run the business process while minimizing the gap for employees to do corruption. In addition, with up to date reports, help owners quickly and precisely take business decisions.Based on testing that can be done, the application can be used easily and has a fairly complete feature. Applications can be added in the form of graph reports and made more details for the development.[1]    Alatas, H. 2015.  Proyek Membangun Responsive Web Design Dengan Bootstrap 3 Dan 4. Indonesia:Lokomedia.[2]    Idcloudhost Laravel. Retrieved Febuary 1, 2017, fromhttps://idcloudhost.com/pengertian-dan-keunggulan-framework-laravel/[3]    Kumar, S.R., Aravazhi,.. R. 2013. Study on Ajax in Web Applications with Latest Trends. India: Ijritcc.[4]    Larsen, R. 2013. Beginning HTML and CSS. Indianapolis, IN: Wrox[5]    Medi, S. 2012.  Pembuatan Website Sekolah Menengah Pertama Negeri 3 Delanggu, Dengan Menggunakan Php Dan MySQL. Indonesia:ijns.org.[6]    Mitchell, J. 2013. Libjson. England: Author.[7]    Pouncey, I, & York, R. 2011.Beginning CSS: Cascading Style Sheets for Website Design, 3rd Edition. England:Wrox.