cover
Contact Name
Hafiz Irsyad
Contact Email
hafizirsyad@mdp.ac.id
Phone
+6281373740969
Journal Mail Official
hafizirsyad@mdp.ac.id
Editorial Address
Universitas Multi Data Palembang, Kampus Rajawali. Jl. Rajawali no 14 Palembang
Location
Kota palembang,
Sumatera selatan
INDONESIA
Algoritme Jurnal Mahasiswa Teknik Informatika
ISSN : -     EISSN : 27758796     DOI : https://doi.org/10.35957/algoritme.v2i2
Core Subject : Science,
Jurnal Algoritme menjadi sarana publikasi artikel hasil temuan Penelitian orisinal atau artikel analisis. Bahasa yang digunakan jurnal adalah bahasa Inggris atau bahasa Indonesia. Ruang lingkup tulisan harus relevan dengan disiplin ilmu seperti: - Machine Learning - Computer Vision, - Artificial Inteledence, - Internet Of Things, - Natural Language Processing, - Image Processing, - Cyber Security, - Data Mining, - Game Development, - Digital Forensic, - Pattern Recognization, - Virtual & AUmented Reality,. - Cloud Computing, - Game Development, - Mobile Application, dan - Topik kajian lainnya yang relevan dengan ilmu teknik informatika.
Articles 56 Documents
CLASSIFICATION OF AMERICAN SIGN LANGUAGE USING SCALE INVARIANT FEATURE TRANSFORM FEATURES AND ARTIFICIAL NEURAL NETWORKS Muhammad Restu Alviando; Muhammad Ezar Al Rivan; Yoannita Yoannita
Jurnal Algoritme Vol 1 No 1 (2020): Jurnal Algoritme
Publisher : Program Studi Teknik Informatika Universitas Multi Data Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (918.03 KB) | DOI: 10.35957/algoritme.v1i1.403

Abstract

American Sign Language (ASL) is a sign language in the world. This study uses the neural network method as a classification and the scale invariant feature transform (SIFT) as feature extraction. Training data and test data for ASL images were extracted using the SIFT feature, then ANN training was conducted using 17 training functions with 2 hidden layers. There are architecture used [250-5-10-24], [250-5-15-24] and [250-15-15-24] so there are 3 different ANN architectures. Each architecture is performed 3 times so that there are 9 experiments (3 x 3 trials run the program). Determination of the number of neurons concluded by the training function is selected by the best test results on the test data. Based on the training function and the extraction of SIFT features as input values ​​in the neural network it can be concluded that from 17 training functions, trainb with neuron architecture [250-5-10-24] becomes the best training function producing an accuracy value of 95%, precision of 15 % and recall 5%.
Comparison of Dijkstra's Algorithm and A Star's Algorithm in the Pac-Man game Ahmad Wildan Rizky Ramadhan; Daniel Udjulawa
Jurnal Algoritme Vol 1 No 1 (2020): Jurnal Algoritme
Publisher : Program Studi Teknik Informatika Universitas Multi Data Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1184.436 KB) | DOI: 10.35957/algoritme.v1i1.411

Abstract

AI (Artificial Inteligence) atau yang disebut juga dengan kecerdasan buatan merupakan salah satu cabang dari ilmu komputer untuk memberikan suatu pengetahuan pada komputer agar dapat mampu menyelesaikan tugas – tugas atau berpikir seperti manusia. Salah satu contoh kecerdasan buatan yang dapat diterapkan pada game adalah Path Finding. Path Finding adalah salah satu kecerdasan buatan yang dipakai untuk menentukan jaur terpendek antara titik awal dengan titik akhir. Logika Fuzzy merupakan ilmu yang mempelajari mengenai ketidakpastian. Logika Fuzzy juga mampu untuk memetakan suatu ruang input kedalam suatu ruang output dengan tepat. Metode yang digunakan dalam penelitian ini adalah meode prototype dimana tahap-tahap yang dilakukan adalah menganalisis kebutuhan, mendesain prototype, implementasi, dan pengujian. Tujuan utama yang ingin dicapai dari penelitian ini adalah Untuk membandingkan performa algoritma Djikstra dan algoritma A Star untuk penyelesaian game Pac-Man. Hasil yang didapatkan untuk algoritma Dijkstra adalah 2 kali gagal, dan 1 kali berhasil dalam menyelesaikan permainan dengan score 4100, 3350, 3940, sedangkan untuk algoritma A Star mendapatkan hasil 2 kali berhasil, dan 1 kali gagal dengan score 4300, 2350, 3450. Dari kedua Algoritma yang digunakan untuk menyelesaikan permaian PAC-MAN dengan mendapatkan score terbaik adalah algoritma A Star.
KLASIFIKASI PNEUMONIA MENGGUNAKAN METODE SUPPORT VECTOR MACHINE Risha Ambar Wati; Hafiz Irsyad; Muhammad Ezar Al Rivan
Jurnal Algoritme Vol 1 No 1 (2020): Jurnal Algoritme
Publisher : Program Studi Teknik Informatika Universitas Multi Data Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1276.306 KB) | DOI: 10.35957/algoritme.v1i1.429

Abstract

Pneumonia is a type of lung disease caused by bacteria, viruses, fungi, or parasites. One way to find out pneumonia is by x-ray. X-rays will be analyzed to determine whether there is pneumonia or not. This study aims to classify the x-ray results whether there is pneumonia or not on the x-ray results. The classification method used in this study were Support Vector Machine (SVM) and Gray Level Co-Occurrence (GLCM) for the extraction method. There are several stages before classification, namely cropping, resizing, contrast stretching, and thresholding then extracted using GLCM and classified using SVM. The results showed that the best accuracy of 62.66%.
CLASSIFICATION OF PNEUMONIA USING K-NEAREST NEIGHBOR METHOD WITH GLCM EXTRACTION Chandra Wijaya; Hafiz Irsyad; Wijang Widhiarso
Jurnal Algoritme Vol 1 No 1 (2020): Jurnal Algoritme
Publisher : Program Studi Teknik Informatika Universitas Multi Data Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1864.245 KB) | DOI: 10.35957/algoritme.v1i1.431

Abstract

Pneumonia is an inflammatory parenchymal disease caused by various microorganisms, including bacteria, micro bacteria, fungi, and viruses. This study used an X-ray to find out whether or not there was pneumonia. The objective of this study was to classify the X-ray results whether or not there was pneumonia in a fast and precise way through a program to produce good accuracy. The classification method used in this study were K-Nearest Neighbor (KNN) and Gray Level Co-Occurrence (GLCM) for the extraction method. There are several stages before being classified, namely cropping, resizing, contrast stretching, and thresholding. The results showed that the best accuracy per class was 66.20% for K = 5.
Implementation of Convolutional Neural Network Method Using LeNet-5 Architecture for Doodle Recognition Muhammad Rafly Alwanda; Raden Putra Kurniawan Ramadhan; Derry Alamsyah
Jurnal Algoritme Vol 1 No 1 (2020): Jurnal Algoritme
Publisher : Program Studi Teknik Informatika Universitas Multi Data Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1071.736 KB) | DOI: 10.35957/algoritme.v1i1.434

Abstract

Recognition of objects to date has been widely applied in various fields, for example in handwritten recognition. This research utilizes the ability of CNN to use LeNet-5 architecture for the introduction of doodle types with 5 object images, namely clothes, pants, chairs, butterflies and bicycles. Each doodle object consists of 30 images with a total dataset of 150 images. The test results show that the first, second and fourth scenarios of bicycle objects are more recognized with an accuracy value of 93% - 98%, recall 86% - 93% and precision 81% - 93%, clothes objects are more recognized in the third scenario with an accuracy value of 94%, 86% recall, and 83% precision.
Mango Segmentation Using MLE and GMM as Pixel Cluster Steven Pranata; Derry Alamsyah
Jurnal Algoritme Vol 1 No 1 (2020): Jurnal Algoritme
Publisher : Program Studi Teknik Informatika Universitas Multi Data Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1135.172 KB) | DOI: 10.35957/algoritme.v1i1.435

Abstract

Segmentation divides an image into parts or segments that are simpler and more meaningful so they can be analyzed further. The solution that has been found is using the Maximum Likelihood Estimation (MLE) method and the Gausian Mixture Model. GMM is a clustering method. GMM is a function consisting of several Gaussian, each identified by k ∈ {1, ..., K}, where K is the number of clusters in our dataset. Maximum Likelihood estimation is a technique used to find a certain point to maximize a function, this technique is very widely used in estimating a data distribution parameter. Tests carried out using mango images with 10 different backgrounds. GMM will cluster the pixels of the mango image to produce averages and covariates. Then the average and covariance will be used by MLE to qualify each pixel of the mango image. In this study GMM and MLE tests were carried out to segment mangoes. Based on the results obtained, the GMM and MLE methods have an error rate of 13.07% for 3 clusters, 8.06% for 4 clusters, and 6.63% for 5 clusters and good cluster quality with silhouette coefficient values ​​of 0.37686 for 3 clusters, 0.29577 for 4 clusters, and 0.26162 for 5 clusters.
Comparison of LVQ and RBFNN Algorithms for Identification of Glaucoma and Diabetic Retinopathy on Fundus Image Kevin Oktavius; Siska Devella
Jurnal Algoritme Vol 1 No 1 (2020): Jurnal Algoritme
Publisher : Program Studi Teknik Informatika Universitas Multi Data Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1315.203 KB) | DOI: 10.35957/algoritme.v1i1.438

Abstract

Penyakit mata merupakan salah satu masalah kesehatan utama pada semua orang terutama pada kaum lansia, penyakit mata yang paling umum menyerang lansia diantaranya adalah glaukoma dan retinopati diabetes. Penyakit glaukoma dan diabetes retinopati dapat diketahui melalui citra fundus. Pada penelitian ini telah dilakukan perbandingan algoritma Learning Vector Quantization dengan Radial Basis Function Neural Network untuk klasifikasi penyakit glaukoma dan diabetes retinopati (accuracy, precision, recall) berdasarkan citra fundus resolusi tinggi. Dataset yang digunakan berjumlah 45 citra fundus yang terdiri dari 15 citra fundus terjangkit glaukoma, 15 citra fundus terjangkit diabetes retinopati dan 15 citra fundus mata normal. Pada perhitungan dengan confusion matrix hasil tertinggi didapatkan pada algoritma radial basis function neural network dengan spread=20 dan MN=10 menghasilkan rata-rata accuracy sebesar 81,06%, precision sebesar 80,83% dan recall sebesar 73,33% jika dibandingkan dengan algoritma learning vector quantization dengan lvqnet=50 dan epoch=45 menghasilkan rata-rata accuracy sebesar 80,85%, precision sebesar 73,33% dan recall sebesar 77,14%.
Klasifikasi Sampah Daur Ulang Menggunakan Dukungan Vektor Machine Dengan Fitur Pola Biner Lokal Leonardo Leonardo; Yohannes Yohannes; Ery Hartati
Jurnal Algoritme Vol 1 No 1 (2020): Jurnal Algoritme
Publisher : Program Studi Teknik Informatika Universitas Multi Data Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1263.533 KB) | DOI: 10.35957/algoritme.v1i1.440

Abstract

Garbage is one of the problems that always arise in Indonesia and even in the world. Increasingly, the production of waste is increased along with the increase in population and consumption. Therefore, need a prevention to stop wasting or producing garbage through recycle. This research do garbage recycle classification of cardboard, glass, metal, paper and plastic by using Local Binary Pattern (LBP) texture feature extraction methode and Support Vector Machine (SVM) as classification methode. For examination technic and dataset distribution is using K-Fold Cross Validation methode type Leave One Out (LOO). From examination result had been done were using fold 5 until fold 10. Polynomial kernel get highest accuracy result from every fold used with mean point 87.82%. Based on SVM classification examination result whether linear kernel, polynomial nor gaussian by using fold 5 until fold 10. The best accuracy point for cardboard garbage is 96.01%. For glass garbage, the best accuracy point is 90.62%. Then, metal garbage get the best accuracy point 89.72%. While paper garbage with highest accuracy point 96.01%. And plastic garbage with highest accuracy point 87.64%.
BUAH TANGAN JENIS TEPUNG TERIGU PADA ROTI GORENG BERNABEU FITUR LBP DENGAN JARINGAN SARAF TIRUAN Leonardo Chandra B; Gasim Gasim; Rusbandi Rusbandi
Jurnal Algoritme Vol 1 No 1 (2020): Jurnal Algoritme
Publisher : Program Studi Teknik Informatika Universitas Multi Data Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (461.273 KB) | DOI: 10.35957/algoritme.v1i1.441

Abstract

Penelitian ini tentang mengidentifikasi jenis tepung terigu pada goreng dengan menggunakan metode jaringan saraf tiruan. Jenis tepung terigu yang digunakan adalah kunci biru, sania, dan segitiga biru. Metode pengenalan yang digunakan adalah backpropagation . Hasil pengujian yang dilakukan menggunakan ukuran pixel 450x450px, jarak potret sejauh ±20 cm, resolusi kamera 16MP, menggunakan data latih sebanyak 100 citra/jenis dan data uji sebanyak 80 citra/jenis serta dengan menggunakan ekstraksi ciri Local Binary Pattern maka didapatkan hasil berupa tingkat akurasi sebesar 68,57%, presisi sebesar 53,33% dan recall sebesar 54,47%.
PERBANDINGAN PERFORMA ALGORITMA MINIMAX DAN ALPHA-BETA PRUNING PADA GAME CATUR CINA Marthin Hokita Kurniawan; Daniel Udjulawa
Jurnal Algoritme Vol 1 No 1 (2020): Jurnal Algoritme
Publisher : Program Studi Teknik Informatika Universitas Multi Data Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (793.93 KB) | DOI: 10.35957/algoritme.v1i1.443

Abstract

Algoritma merupakan urutan yang lengkap dan logis, dengan urutan yang logis banyak cara yang dilakukan dengan urutan yang berbeda. Pada kasus ini akan dibandingkan performa dari algoritma Minimax dan Alpha Beta Pruning pada game Catur Cina (XiangQi). Tujuannnya adalah sejauh mana waktu yang digunakan oleh kedua algoritma tersebut efektif dalam permainan Catur Cina. Metodologi yang digunakan dalam membangun aplikasi adalah Rapid Application Development, yaitu merupakan pengembangan dari metodologi Software Development Life Cycle. Kegiatan yang dilakukan antara lain yaitu melakukan perencanaan dan analisis terhadap pengembangan game dan melakukan pembuatan game dengan menggunakan game engine Unity dan bahasa pemograman C#, Editor yang digunakan adalah Atom. Hasil pembuatan game dan koding algoritma akan di uji coba dengan iterasi kedalaman dan preset yang ditentukan sesuai dengan Minimax dan Alpha-Beta Pruning. Data yang didapat yaitu kecepatan dan banyak putaran antara kedua algoritma. Data tersebut akan dibandingkan sehingga performa kedua algoritma akan terlihat jelas.