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Simulasi UAV Swarms untuk Optimalisasi Operasi Pencarian dan Penyelamatan Menggunakan Artificial Bee Colony ketut Bayu Yogha Bintoro
Jurnal Ilmu Komputer Vol 12 No 1 (2019): Jurnal Ilmu Komputer
Publisher : Informatics Department, Faculty of Mathematics and Natural Sciences, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (365.319 KB) | DOI: 10.24843/JIK.2019.v12.i01.p05

Abstract

Operasi Search and Rescue (SAR) pada umumnya selalu berpacu dengan waktu yang terbatas dengan kondisi alam dan cuaca yang dinamis seperti kasus hilangnya pesawat Sukhoi Super Jet-100 di gunung salak pada saat promotion flight tahun 2012 yang lalu. Wahana penginderaan jarak jauh berbasis Unmanned Aerial Vehicle (UAV) / drone berpenggerak empat (4) rotor yang dapat membantu tim pencari darat memvisualisasi atau mendeteksi lokasi kecelakaan yang terutama berada di wilayah pegunungan atau perbukitan. Akan tetapi luasnya wilayah pencarian dapat menjadi penghalang dalam pencarian jalur optimal menemukan lokasi kecelakaan, untuk itu diperlukan pendekatan cerdas dalam mengoptimalisasikan jalur pencarian UAV tersebut. Penelitian ini mengusulkan simulasi UAV Swarms untuk optimalisasi operasi pencarian dan penyelamatan menggunakan Artificial Bee Colony (ABC). Dengan ABC diharapkan proses pencarian pada wilayah yang luas menjadi lebih optimal dibandingkan dengan pencarian acak yang membutuhkan banyak waktu dan meningkatkan resiko kecelakaan tim penyelamat selama operasi pencarian.
Simulasi Swarm Robot Dengan Pendekatan Rayap Pada Masalah Clustering Ketut Bayu Yogha Bintoro; Widodo Prijodiprodjo
IJCCS (Indonesian Journal of Computing and Cybernetics Systems) Vol 6, No 1 (2012): January
Publisher : IndoCEISS in colaboration with Universitas Gadjah Mada, Indonesia.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22146/ijccs.2139

Abstract

AbstrakPendekatan rayap yang merupakan salah satu metode dalam rumpun swarm intelligence yang dapat mengatasi masalah clustering, pada penelitian ini pendekatan rayap dilihat dari sudut pandang pemodelan berbasis agent dan diimplementasikan ke dalam swarm robot. Penelitian ini penting untuk mengembangkan model pendekatan rayap pada kasus – kasus nyata terutama pada masalah clustering, untuk mengimplemantasikan model yang diperoleh dari studi literatur maka dibuatkan simulasi untuk menggambarkan secara detail proses yang terjadi dalam menangani masalah clustering.Pendekatan IODA digunakan untuk memodelkan interaksi yang terjadi didalam simulasi, pendekatan ini di sesuaikan dengan perangkat pengembangan yang digunakan yaitu NETLOGO. Penggunaan IODA menjadi suatu kontribusi untuk mengembangkan metodologi ini, terutama pada NETLOGO disamping pengimplementasian komunikasi tidak langsung dan optimasi pencarian yang dapat membentuk clister lebih cepat dari penelitian sebelumnya. Kata kunci— Pendekatan rayap, simulasi, IODA, clustering, agent AbstractTermites approach is one of the method in swarm intelligent field which used to handle clustering problem. In this research, termites approach are in agent metodology point of view and implemented  to swarm robot. This research is important to developing termites model in some real cases especially in clustering problem, to implement this model gathered from literatur study, we used simulation to give detail model about clustering solving process.  IODA metodologi is used to modelling  the interaction in simulation, this approach is appropriate with NETLOGO as development tool. The involve of IODA has become one of the contribution to develop this in NETLOGO beside the implementation of indirect communication and searching optimization that can makes clustering process faster than the previous research. Keywords—Termites approach, Simulation, IODA, clustering, agent.
Comparative Analysis of Pathfinding Algorithms A *, Dijkstra, and BFS on Maze Runner Game Handy Permana, Silvester Dian; Yogha Bintoro, Ketut Bayu; Arifitama, Budi; Syahputra, Ade
IJISTECH (International Journal of Information System & Technology) Vol 1, No 2 (2018): May
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (205.803 KB) | DOI: 10.30645/ijistech.v1i2.7

Abstract

Maze Runner game is a game that requires pathfinding algorithm to get to the destination with the shortest path. This algorithm is used in an NPC that will move from start node to destination node. However, the use of incorrect algorithms can affect the length of the computing process to find the shortest path. The longer the computing process, the longer the players have to wait. This study compared pathfinding algorithms A *, Dijkstra, and Breadth First Search (BFS) in the Maze Runner game. Comparison process of these algorithms was conducted by replacing the algorithm in the game by measuring the process time, the length of the path, and the numbers of block played in the existing computing process. The results of this study recommend which algorithm is suitable to be applied in Maze Runner Game.
Analisis Perbandingan Efektifitas Metode Marker dan Markerless Tracking pada Objek Augmented Reality Budi Arifitama; Ade Syahputra; Ketut Bayu Yogha Bintoro
JURNAL INTEGRASI Vol 14 No 1 (2022): Jurnal Integrasi - April 2022
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/ji.v14i1.3985

Abstract

Markers in augmented reality is an important component for the emergence of an augmented reality object. The function of the marker is to mark the location of an augmented reality object. Currently, there are two types of markers used in the development of augmented reality, namely marker-based tracking and markerless-based tracking. Marker-based tracking has a marker with a pattern on a printed media. Meanwhile, Markerless-based tracking has a point distribution pattern based on a flat surface. Unfortunately, several previous studies that developed AR applications did not have information on the effectiveness and accuracy between the two methods. It is very important to measure the accuracy of the appearance of AR objects to determine the appearance of AR objects, failing to choose the marker used will cause instability in the appearance of AR objects. This study tested the two markers which is distance, height and angle as a parameter. The results of the test stated that markerless tracking was superior to distances of 150 cm with an accuracy rate of 93% while marker-based tracking was only 83.3%.
Anti-Lock Breaking System Pada Krl Commuter Line Jabodetabek Sebagai Penunjang Keselamatan Mengunakan Fuzzy Inference System Sam Ali Nurdin; Ketut Bayu Yogha Bintoro
JISA(Jurnal Informatika dan Sains) Vol 1, No 2 (2018): JISA(Jurnal Informatika dan Sains)
Publisher : Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jisa.v1i2.310

Abstract

The public transportation model which is currently widely used by people who live in Jakarta, Bogor, Depok, Tangerang and Bekasi (JABODETABEK) is the Commuter-Line Electric Train (KRL). According to online media sources(http://Kompas.com 2 December 2015), currently, the JABODETABEK Commuter-Line KRL can carry 900,000 passengers every day. Anti Lock Braking System (ABS) is a braking system that maintains the position of the wheels and the road to prevent tire/wheel slip. Anti Lock Braking System was first used or applied to aircraft. Vehicles that are not equipped with the Anti-lock Braking System must be updated. The driver makes optimal braking to prevent slip between the wheels and the road or rail so that the vehicle stops perfectly. In this paper, we will use fuzzy inference logic to support an Anti-lock Braking System (ABS). Fuzzy inference is a logical method because when determining variables in the fuzzy method, the variable must have an International Standard (SI).