Pranoto Hidaya Rusmin
Bandung Institute of Technology
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Featured researches published by Pranoto Hidaya Rusmin.
2015 4th International Conference on Interactive Digital Media (ICIDM) | 2015
Aila Gema Safitri; Ary Setijadi Prihatmanto; Pranoto Hidaya Rusmin
Curriculum 2013 was designed as a multidisciplinary thematic curriculum with learning process more focus on student activity. But in fact, the implementation of curriculum is not fully implemented in accordance with the concept that has been made. The teachers feel a lot of obstacles in implementing the curriculum 2013 which are related to the learning approach, learning methods, the creation of learning tools, the use of instructional materials, implementation of assessment, and other aspects. In addition, the constraints stemming from the students is the lack of student motivation in implementing the learning process, especially mathematics. This causes the level of student understanding becomes not meet the standards expected. To overcome this problem, the authors design and develop learning activities that focus on student activity, can motivate students to learn math and give them gradual understanding in math and reduce the workload of the teacher. Learning activity consists of playing educational games that are integrated with field activities and daily activities at home. The design of game content is based on a theme that developed into a mission or objective games. Mathematics topic that became the case study is the connection between numbers and social arithmetic in everyday life. Games built using storyline, the challenge level and reward systems. The game is intended for 7th-grade junior high school students. The design of game using model Three Layered Thinking. This model integrates gaming goals into the curriculum goal and design game by reducing the complexity of design tasks and improving four factors: the ability (skill), challenge, concentration and pleasure. The conclusion from this research are (1) the use of educational games in the learning process does not have a significant impact toward the enhancement of student learning outcomes. (2) But, the student gives positive feedback about the use of the game to support their learning process in the school. (3) The design of learning activity which is using game integrated with field activity (outside classroom) and daily activities at home have a potential to improve the capacity of education, reduce student lesson hour in the school and teachers work hours.
international conference on control, automation, robotics and vision | 2006
Pranoto Hidaya Rusmin; Carmadi Machbub; Agung Harsoyo
Congestion occurs when resource demands exceeds the capacity. At this moment, congestion are solved by the involvement of two controlling mechanism, they are flow control in the TCP source and active queue management (AQM) in the link. AQM will provide feedback to the source a kind of indication for the occurrence of the congestion in the link, whereas the source will adapt the sending rate appropriate with the feedback. The indication of the feedback congestion is influenced by the number of the sources, time delay, and its sending rate. Consequently, adaptation of the sending rate based on the feedback indirectly observes behavior of other sources. This control system structure is much known with distributed control system, because the control mechanism is distributed in each source. On this structure, the source mechanism is more important than the link. This paper will explain a new algorithm, which focus more on the link as an allocation capacity controller. Then the source will adapt the sending rate based on set point the link provides
frontiers of information technology | 2016
A. Ihsan Auditia; Pranoto Hidaya Rusmin
This paper studies about one of methods in Structural Health Monitoring (SHM) systems, and includes with implementation in real time. The method using in this paper is Neural networks for recognation by read pattern from vibration at plate surface. To perform detection vibration, we use pieze-sensor, which this sensor works with change value of vibration to voltage. For implementaion, This systems use a Labview for monitoring and programing, so each event can see directly in realtime. Many Analysis prosess include in code program such as a fourier transform, Neural network, and regretion. Before anlysis processing, we must change value analog signal to digital signal with help of ADC from microcontroler. Another function in This microcontroller is a source of vibration, so it can be produce a sinus signal and transfer it to the speaker. This embeded systems can be detect damage and undamage conditions.
Journal of fisheries and marine sciences education | 2016
Kadek Restu Yani; Yoga Priyana; Pranoto Hidaya Rusmin; Kyung-Hyune Rhee
Currently, web-based online games is becoming popular in supporting learning process due to their effective and efficient tool. However, online games have lack of security aspect, in particular due to increase in the number of personal information leakage. Since the data are transmitted over insecure channel, it will be vulnerable of being intercepted by attackers who want to exploit user’s identity. This paper aims to propose an online web-based educational game, Vidyanusa which allows the students to register their personal information using a unique code, a user name and a password. It manages the users according to their schools, subject teachers and class levels. In addition, by adopting a unique code, the confidentiality of the user identity can be kept away from attackers. Moreover, in order to provide a secure data communication between client and server, Secure Socket Layer (SSL) protocol is adopted. The performance of the system after implementing SSL protocol is examined by loading a number of requests for various users. From the experiment result, it can be concluded that the SSL protocol can be applied to web-based educational system in order to offer security services and reliable connection.
2016 6th International Annual Engineering Seminar (InAES) | 2016
Sandi Rahmadika; Pranoto Hidaya Rusmin; Hilwadi Hindersah; Kyung Hyune Rhee
Data integrity is a fundamental component of information security and as a process, data integrity verifies the data has remained unaltered in transit from creation to reception. Container dwelling time data in the seaport is used in this research which provide detailed information about the length of time the presence of container in the seaport. Data integrity is the main concern to ensure the dwelling time data is still original from the sender without any modification from attacker during stored in the cloud storage. Digital signature with using hashing algorithm SHA-256 is implemented to provide data integrity of dwelling time data. Digital signature needs a pair key (public and secret key) which is derived from RSA algorithm. The keys length used to encrypt and decrypt the dwelling time data are 1.024 bits, 2.048 bits and 3.072 bits. Experimental results verified that proposed method gave a real disparity between the data intact and data changed by the attacker. Although the attacker simply changed only one character of the data, the value of message digest will be totally changed, then the officers easily to decide if the data has been modified by the attacker. The approach used is strongly recommended to be applied to provide at the seaport with 100% effectiveness to provide data integrity of the dwelling time.
2015 4th International Conference on Interactive Digital Media (ICIDM) | 2015
Handoko Supeno; Pranoto Hidaya Rusmin; Hilwadi Hindersah
The logistic process of Container is very crucial to the port, but often problem occur due to lack of truck scheduling so that adds to the turn around time. Response to this problem, this thesis will try to generate scheduling trucks by genetic algorithm to minimizes the traveling distance when operating in unloading and loading cargo so can reduce the turn around time. This optimization will embedded to SPIN (Simulator Pelabuhan Indonesia) so user can see the result with 3d visualization. Because the genetic algorithm used in a simulator, the computing time becomes an important issue. Therefore, genetic algorithms built using several techniques, such as permutation with two part chromosome, greedy crossover, tournament selection, and simple swap mutation The test results of this study prove that by using the techniques described above, the time and distance it takes to complete the process of unloading is a decreased and computation time program is relatively small. From the results of experiments conducted it was concluded that genetic algorithms can reduce unloading time that there is a way to assign the truck to the next job that has the shortest distance. With shorter unloading time, the direct impact on the costs to be incurred by mooring the vessel so that the port becomes more underserved customers. Implementation of scheduling optimization truck simulator port has exciting potential to be developed, among others: 1. Usually the number of trucks that are assumed to be static parameters while in reality the number of trucks is dynamic because the truck can be increased or decreased (due to strike for example). Similarly, the condition of the equipment, eg the crane damaged, roads were jammed, and so on. Through this simulator can be adaptive and visualized. 2. With the successful implementation of the GA, it proves that the simulator can be used as a sort of template SPIN test optimization strategies. So that future SPIN can be implemented by various strategies. 3. With the ability to accelerate time, manipulate the situation, and add and reduce the object. SPIN can be used as forecasting tool and decision support systems for operators and management of container terminals.
2015 4th International Conference on Interactive Digital Media (ICIDM) | 2015
Ani Siti Anisyah; Pranoto Hidaya Rusmin; Hilwadi Hindersah
Ships as one of the favorite transport is now a tool of choice, especially for the transport of goods in container. A relatively low cost with a large capacity are the main reasons why the vessel is the best choice. It is of course also affect the port density of the traffic managers of trade. The concerned problem in this research focus on optimization route for tugboat. The goal is to calculate the total cost for fuel and total distance that tugboat explored. Using A* algorithm tactical pathfinding with navigation mesh will draw an optimization route for tugboat to berthing or leave from port. Two activity that mention before are the main responsibility for the tugboat which used as parameter to calculate the total distance that tugboat explored. In the end of this research will find out how the route affect the total of distance without reduce the service for the vessel berth in port. Dataset which used in this research are port of Tanjung Priok with some parameters for unwalkable area for A* agent. The obstacle in this simulation are the position of other ships in the queue, the position of other ships in the docks and obstacles in the port area such as coral and anything that can be dangerous for the ship docked. From this research, optimize path success to reduce the distance compare to simulation without optimize route.
2015 4th International Conference on Interactive Digital Media (ICIDM) | 2015
Sukeipah Yuli Prihatin; Pranoto Hidaya Rusmin; Yoga Priyana
One of the several education problem in Indonesia is the constraints of curriculum 2013 implementation, that are (1) the implementation of teacher oriented become student oriented implementation less unsuccessfull, and (2) the assessment process each students considered complicated because the three domains competences assessment applied by using 10 instruments. Games have an opportunities and challenges being an alternative solution at curriculum 2013 implementation constraint. Through instructional game design, such as 5/10 method, that could be conduct student oriented learning. Assessment process each students could be monitored by system. The lesson plan designed by split learning activity into 5 activities (playing game, classroom activity, outdoor activity, home activity, cyber activity). The discussion of educational game design specifically leads to exponential number and the living things interaction pattern in junior high school. Game design implemented in mathematic serious game as Vidyanusa educational game mission 12. The experimental research show that learning process using educational game indicates of increased cognitive learning outcomes (significance level or p-value <; 0.05).
2015 4th International Conference on Interactive Digital Media (ICIDM) | 2015
Ary Kamaludin; Pranoto Hidaya Rusmin; Agung Harsoyo
In the world of education today learning system needed a system which is more interesting and fun. But the material presented can be understood by students. The curriculum currently used in Indonesia is curriculum 2013 has many obstacles in its application. The constraints are teachers who are not qualified enough to teach and also the number of teachers less. Author designing and build educational game using educational games design model for game design and using thematic methods for learning design. The game design is done by reviewing the material on the curriculum 2013 that adapted to the design of the game story. The results showed that the group of students who play games have increased in speed and correctness in answer the questions with a gain value of 0.6. Results of a questionnaire from 32 correspondent students gained an average of 3.3 at scale 4, it can be concluded that this educational game system learning can improve student understanding.
2015 4th International Conference on Interactive Digital Media (ICIDM) | 2015
Haritz Cahya Nugraha; Pranoto Hidaya Rusmin
In the implementation of kurikulum 2013 in Indonesia, some obstacles have been found, such as: the dissemination of teacher quality index which is still in a half of the maximum score of quality index (Ditjen PMPTK, 2009); lack number of teachers in 34% of its schools (World Bank, 2007); and 54% of its teachers that lack of sufficient qualification in teaching (Kemendiknas, 2010). The research aimed at gaining the feasibility of the educational game design for game-based learning using 6Is component method in mathematics subject focusing on Pythagoras. The research methodology consisted of material analysis, system and lesson planning, implementation, and system evaluation. Based on the result, it concluded that the use of educational game in learning Pythagorean Theorem could improve the student understanding about the subject matter.