Journal of Computer Engineering: Progress, Application and Technology
CEPAT is a peer-reviewed journal that is published quarterly (every three months) in February, May, August and November. CEPAT is published by the Department of Computer Engineering, School of Electrical Engineering, Telkom University, and was first published in May 2022. CEPAT aims to encourage developments in computer technology which covers various topics related to Computer Engineering, including its research Progress, Application, and Technology. This journal scopes are including but not limited to Computer Engineering, Computer System, Computer Application, Computer Technology, Multimedia Application, Mobile Computing & Applications, Internet of Things, UI/UX, Information Systems and Technologies, E-Learning & Distance Learning, Infrastructure Systems and Services, E-Government, E-Business & E-Commerce, Artificial Intelligence, Embedded System, Network & Data Communication, Databases, Big Data, Data Mining, Software Engineering, Computer Network, Computer Architecture, Computer Security, Soft Computing and Intelligent System, Computer Apps in Electrical/Telecommunication Engineering, Data Science & Analysis, Applied Science, Data Processing in Remote Sensing Technology, Ionospheric Monitoring Data, Computer and Information Engineering.
Articles
48 Documents
Web Scraping On Forecast Report Form Of Geomagnet
Setyanto Cahyo Pranoto
CEPAT Journal of Computer Engineering: Progress, Application and Technology Vol 1 No 02 (2022): August 2022
Publisher : Universitas Telkom
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DOI: 10.25124/cepat.v1i02.5226
The increasing information encourages the development of new technologies so that data and information processing can be done easily and quickly. One of them in terms of obtaining information obtained from the website and most of the current studies targeting this task are mostly about automated web data extraction. Web scraping is a process of extracting valuable and interesting text information from web pages. To realize space weather prediction information services, including geomagnetic activity, Forecast Report Form of geomagnetic (FRF) application was developed using the web scraping method. The results obtained indicate that web scraping reliable for collecting large amounts of data more quickly automatically, efficient and can present expected result. Black box testing is used to test the web scrapping process.
Design of Rubbish as Pickup Object in The Maze Game Using Cellular Automata
Hanatar Adi Naluri;
Purba Daru Kusuma
CEPAT Journal of Computer Engineering: Progress, Application and Technology Vol 2 No 01 (2023): February 2023
Publisher : Universitas Telkom
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DOI: 10.25124/cepat.v2i01.5780
This educational game is perfect for children. So many kids nowadays actually play games that should be for adults. This is quite concerning because the age children should be the age of forming morals and in this study, the authors developed a maze game with the theme of manners or morals. In this game, the writer designed the pickup behavior of garbage objects using the cellular automata method. The results to be achieved in this study are to ensure the game can run smoothly without errors and pickup objects in the form of trash according to what was designed. In addition, with this maze game it is hoped that it can educate children so that morals or character are formed within them.
Significance of Accuracy Comparison in Real-Time Kinematic and Single Point Positioning On-Board Application in Vehicles
Taufan Zandy Andrian
CEPAT Journal of Computer Engineering: Progress, Application and Technology Vol 1 No 02 (2022): August 2022
Publisher : Universitas Telkom
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DOI: 10.25124/cepat.v1i02.5299
Vehicle tracking using the positioning system that is used today is the single point positioning method implementation, but the accuracy of the method is still inadequate for further features to be applied. Therefore, an accuracy improvement is needed. By applying the Real Time Kinematic (RTK) method which has an centimeter level of accuracy, the IndiCar webapp made by PT. Telkom Indonesia offers further features in driving, such as sudden vehicle movements detection, to accidents indications. Accuracy comparisons can also be made to define how significant the difference in accuracy of the two methods. The tests show quite significant results. At single point positioning, the largest deviation is at 20 m and the smallest at 1.0960 m, while in the RTK method, the largest deviation is at a value of 80 cm while the smallest at 0.92 cm. The standard deviation value is then used in the calculation of accuracy. With CEP calculations, the single point positioning method produces accuracy at 5.4659 m, while the RTK method provides a more precise level of accuracy, with a value of 18.22 cm. These results show that the RTK method can be an alternative, to improve accuracy in the use of positioning systems.
Development of Course Booking System (Front-end & Back-end) Based on Mobile Application to Help Tutoring Elementary and Junior High School in Indonesia
Elsa Febrianti
CEPAT Journal of Computer Engineering: Progress, Application and Technology Vol 1 No 01 (2022): May 2022
Publisher : Universitas Telkom
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DOI: 10.25124/cepat.v1i01.4852
Tutoring is informal education to help students who have problems outside of school. Students are helped to adjust to their learning situation so that they can develop efficiently according to their abilities. In Indonesia, there are still many students who do not understand the learning material delivered at school, so they must deepen the material outside of school learning. Especially since the COVID-19 pandemic hit, the effectiveness of learning activities has decreased because the learning process is carried out online which results in less interactive learning. Therefore, the EduAlecta application was created which is engaged in digital-based education. The EduAlecta app can help teachers increase their income and connect with students who need tutoring outside of school hours. The EduAlecta application system has the advantage of applying GPS so that students can determine the study location they want and students can arrange the tutoring they ordered. The method used in the front-end design is user centered design and the back-end design method uses waterfall.
Application Of Artificial Intelligence In Indonesian Debate Education Game
Hanif Kukuh Raharjo;
Andi Nurfita F;
Nurya Fahru Rosyidin;
Tito Waluyo Purboyo;
Ratna Astuti Nugrahaeni
CEPAT Journal of Computer Engineering: Progress, Application and Technology Vol 1 No 03 (2022): November 2022
Publisher : Universitas Telkom
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DOI: 10.25124/cepat.v1i03.5393
Over time, educational games that exist is increasing. It is very unfortunate that there are some educational games that are too focused on the educational aspect so that they forget their identity as games that aim to relieve fatigue. This research was conducted to avoid this problem. To provide an interesting experience from the game being played, the artificial intelligence system is implemented, the first one is Bezier Curve Algorithm. An algorithm that forms a curve trajectory that will become a cross motion of obstacles. Finite State Machine for the Non-Player Character (NPC) behavior. The last one is Fuzzy Mamdani algorithm, it is an algorithm that will be used in calculating the score in the game. By applying all the algorithm to some aspects of the game, there will be an interesting experience in every game play, because one gameplay will not be similar to the previous one. This game was developed on the Android platform. The test was conducted on 33 high school/vocational high school students with the age range (15-20 years). The results obtained, 97% of respondents agree that the game is interesting for them and 90.9% feel interested in Indonesian debate after playing the game.
Prediction System on Electricity Consumption using Web-Based LSTM Algorithm
Fathoni waseso jati;
Komang Jaya Bhaskara;
Faisal Candrasyah Hasibuan;
Budhi Irawan
CEPAT Journal of Computer Engineering: Progress, Application and Technology Vol 1 No 02 (2022): August 2022
Publisher : Universitas Telkom
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DOI: 10.25124/cepat.v1i02.5227
The technology development from year to year is increasing rapidly, especially in the electronics devices such as notebooks and smartphones. With the rapid development of technology, lifestyle habits have also changed. This can lead to an increase in the use of electrical energy. In addition, the negligence of electricity users in monitoring electricity usage at the place of the electricity meter also causes an increase in electrical energy. Monitoring the electricity meter in real time can limit the user from manage their electricity efficiently. This study aims to create a web-based electrical energy usage prediction system. This system can make it easier for users to manage and reduce waste of electrical energy. In the development of this system, it begins by collecting image data of remaining electricity which are processed manually into electrical energy consumption data. Then the data is pre-processed so that the data is clean and ready to use. The clean data is carried out by the process of making a Long-Short Term Memory (LSTM) model which was chosen because it can overcome Time Series and Non-Linear data types. LSTM model is designed to be able to predict the use of electrical energy. Then do the web application design as an interface on the predictive data. Based on the results of the test, the LSTM model can predict the use of electrical energy with a Loss Mean Square Error (MSE) value of 0.0071. While the results of website testing carried out with the alpha test get an accuracy of 100% and a beta test of 82.64%.
The Performance of Visible Light Communication Bit Error Rate with Power Allocation Strategy
AMINAH INDAHSARI MARSUKI
CEPAT Journal of Computer Engineering: Progress, Application and Technology Vol 1 No 01 (2022): May 2022
Publisher : Universitas Telkom
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DOI: 10.25124/cepat.v1i01.4818
Visible Light Communication (VLC) is a communication system that uses visible light as its transmission medium to transmit information signals with Light Emitting Diode (LED) and LASER light sources using visible light between 400 THz (375 nm) to 800 THz (780 nm). VLC has several advantages over the use of radio frequencies in a system. Performance analysis is needed to prove these advantages. Performance analysis was carried out using a mathematical computational simulation using google colab with the python programming language. By taking into account the power allocation (?) strategy in the form of gain ratio power allocation (GRPA) and static power allocation (SPA). The interesting thing from this research is that the power allocation in the VLC system greatly influences the resulting performance. So, it can be locked that the SPA power allocation strategy can be adjusted by producing ?? = 1 and finding the optimal BER value in the range of 10-6 to 10^-3.
Wall Object Design in Maze Game Using Cellular Automata Algorithm
Furqan Malem
CEPAT Journal of Computer Engineering: Progress, Application and Technology Vol 2 No 01 (2023): February 2023
Publisher : Universitas Telkom
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DOI: 10.25124/cepat.v2i01.5781
Games can be an excellent learning tool for kindergarten students considering that children are happy to play at that age. For this reason, this research tries to create a maze-type educational game with the theme "Environmental Cleanliness," which teaches children to clean up garbage and trains them in awareness of the importance of environmental cleanliness. The maze game uses the Cellular Automata Algorithm for designing wall objects so that the difficulty level of the maze can be increased at each level. The maze will change if it meets certain conditions, creating a more exciting and fun educational game for children. This implemented algorithm aims to provide challenges, improve strategy skills, and train directional and spatial awareness by knowing the spaces and paths that must be passed, pointing their location in the maze game. The result of this research is that all features in the game design developed have been successfully implemented and functioned properly. Especially ensuring the algorithm used to generate the maze wall can work according to the design.
Fuzzy Mamdani for the primary balloon shooter game
Fitra Nur Hanif
CEPAT Journal of Computer Engineering: Progress, Application and Technology Vol 1 No 03 (2022): November 2022
Publisher : Universitas Telkom
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DOI: 10.25124/cepat.v1i3.5236
Counting is a material that is considered not easy for most elementary school students. Not only from the considerations that are considered challenging but also the influence of the teacher's teaching style which makes bored, and boring is also a problem. In this study, an educational game balloon shooter prime numbers were made. In game design, the Mamdani fuzzy algorithm is applied to calculate the jumrance of balloons with the input variables of remaining_balloon and remaining_time. The application of the Mamdani fuzzy algorithm is considered successful, as evidenced by the high percentage rate of appearance of all balloons, reaching 76.4%.
A Review of Pathfinding in Game Development
Sara Lutami Pardede;
Fadel Ramli Athallah;
Yahya Nur Huda;
Fikri Dzulfiqar Zain
CEPAT Journal of Computer Engineering: Progress, Application and Technology Vol 1 No 01 (2022): May 2022
Publisher : Universitas Telkom
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DOI: 10.25124/cepat.v1i01.4863
Pathfinding is one important method in many studies or works that consists of autonomous movement, such as robot, game, transportation, and so on. Pathfinding aims to find the most efficient route for the related autonomous entity. To date, there are many algorithms regarding to the pathfinding. Especially, there are four well-known pathfinding algorithms: A*, Theta*, Dijkstra, and Breadth First Search (BFS). Due to this circumstance, this work aims to observe and review these four well-known algorithms deeper. The discussion consists of the conceptual model or framework, the formalization, and the implementation. The result shows that these algorithms have been implemented in many game so that they are promising to be used in the future game development.