Professional Documents
Culture Documents
Kode MK Code SEMESTER I 1 TE.092500 No. Nama Mata Kuliah (MK) Course Title Matematika Diskrit dan Teori Graf Discrete Mathematics and Graph Theory Komputasi Lunak Soft Computing Multimedia dalam Jaringan Networked Multimedia Pengenalan Bidang Riset Introduction to Research Fields Jumlah sks/Total of credits SEMESTER II 1 TE.092562 Komputasi bergerak dan Komputasi Ubiquitous Mobile Computing and Ubiquitous Computing Sistem Komputer GRID GRID Computer System Pengenalan pola Cerdas Intelligent Pattern Recognition Penulisan Ilmiah Scientific Writing Jumlah sks/Total of credits SEMESTER III 1 TE.092564 Sistem Biometrika Biometric System Visi komputer Computer Vision Mata Kuliah Pilihan Additional optional courses Jumlah sks/Total of credits sks Credits 2
TE.092516
TE.092541
TE.092092
8 2
TE.092533
TE.092551
TE.092093
8 3
TE.092561
10
SEMESTER IV 1 TE.092517
Interaksi Manusia Komputer dan Rekayasa Perangkat Lunak Human Computer Interaction and Software Engineering Tesis Thesis Mata Kuliah Pilihan Additional optional courses Jumlah sks/Total of credits
TE.092099
10
TE.092553
TE.092554
TE.092555
TE.092556
TE.092569
TE.092570
TE 092500: Matematika Diskrit dan Teori Graf TE 092500: Discrete Mathematics and Graph Theory
Sks /Credits: 2 Semester: I
Mahasiswa memiliki pengetahuan mengenai struktur data dan berbagai macam algoritma serta mampu menggunakannya untuk berbagai permasalahan klasifikasi dan optimasi. Students have the knowledge about data structures and algorithms, and also have the ability to use them in many classification and optimization problems. Mahasiswa mengetahui konsep dasar matematika diskrit dan teori graph. Mahasiswa mampu menyelesaikan persoalan-persoalan optimasi dalam graph. Students understand basic concepts in discrete mathematics and graph theory. Students can solve classification and optimization problems in graph. Logika, himpunan dan fungsi. Algoritma rekursi dan kompleksitas komputasi. Relasi. Tree. Graph. Logics, sets and functions. Recursive algorithms and computational complexity. Relations. Tree. Graph. Rosen, Discrete Mathematics, Prentice Hall Inc, 1999. Cormen T., Leiserson C., Rivest R., Stein C., Introduction nd to Algorithms, 2 Edition, Mc Graw Hill international Edition, 2004. Beberapa paper dari jurnal IEEE. Selected papers from IEEE transactions.
KOMPETENSI/ COMPETENCY
PRASYARAT/PREREQUISITE
KOMPETENSI/ COMPETENCY
PRASYARAT/PREREQUISITE
Data Structure: Linear data structure: list, stack, queue; Non linear data structure: tree, graph; sorting and searching methods. Fundamental of Fuzzy Logic: Topics covered include fuzzy set theory, fuzzy systems, membership function, rule base and inference engine development. Introduction to Evolutionary Algorithm: genetic algorithm, genetic programming, ant colony method, particle swarm optimization, artificial immune system. Hybrid Algorithm: neuro-fuzzy, neuro-ga, fuzzyga,immune-evolutionary, etc . Simple Project Jang JSR. Neuro Fuzzy & Soft Computing Prentice Hall, 1997. Purnomo,MH . Supervised Learning Neural Networks Graha Ilmu. 2006. Purnomo,MH . Diktat Algoritma Cerdas PENS-ITS. 2002. Matlab toolbox (NN,Fuzzy logic,GA). Russel Norvig, Artificial Intelligence A Modern Approach, Prentice Hall, 2003. Cormen T., Leiserson C., Rivest R., Stein C., Introduction to Algorithms, 2nd Edition, Mc Graw Hill international Edition, 2004. SNNS manual. Haykin,Neural Networks 1999. Projek Akhir mahasiswa S1 dan Thesis S2 & S3 yang mengimplementasikan Komputasi Lunak. Some thesis of S1, S2 & S3 which are implemented the soft computing.
KOMPETENSI/ COMPETENCY
Internet, 3 edition, Jim Kurose and Keith Ross AddisonWesley, 2005. Networked Multimedia Embedded linux, Case study, 2001.
rd
KOMPETENSI/ COMPETENCY
Telaah kasus Penyusunan laporan. Provisioning of research fields Journal article review Case studies and report. Artikel journal terpilih. Selected scientific journals in power system engineering, multimedia communication, electronic engineering, intelligent multimedia network, and telematics.
1 0
TE 092562: Komputasi bergerak dan Komputasi Ubiquitous TE 092562: Mobile Computing and Ubiquitous Computing
Sks /Credits: 2 Semester: II
Memahami apa itu komputasi bergerak, ubiqitous computing, mobile computing, beberapa teknik dan aplikasinya. Students understand the concepts of mobile computing, ubiqitous computing, some of the techniques and applications. Mahasiswa mengetahui dan mampu menjelaskan pengembangan teknologi Ubiquitous Computing beserta konsep aplikasinya. Student can explain correctly how is the concepts of mobile computing, ubiqitous computing, some of the techniques and applications. Wireless Sensors: RFID Automatic Identification and Data Capture RFID Applications: Animal Monitoring, Assets and Vehicles Tracking Internet of Things: A Context-Awareness Perspective Street, Car and Home Without Secrets: Telematics, Intelligent Vision, What the Software Knows (Machine Learning) THE INTERNET OF THINGS, From RFID to the NextGeneration Pervasive Networked Systems World Without Secrets: BUSINESS, CRIME, AND PRIVACY IN THE AGE OF UBIQUITOUS COMPUTING, Richard Hunter, John Wiley & Sons, Inc Advances in Ubiquitous Computing: Future Paradigms and Directions -
KOMPETENSI/ COMPETENCY
1 1
KOMPETENSI/ COMPETENCY
1 2
REFERENCES PRASYARAT/PREREQUISITE
1 3
KOMPETENSI/ COMPETENCY
1 4
KOMPETENSI/ COMPETENCY
1 5
Kemampuan bekerja pada sebuah tim riset dan dapat memilih salah satu bidang riset yang ada. Students have perception about scientific research and its problems, they can create survey plan and understand survey models. Students can design an experiment, collect and analyze data. Students understand the structure of scientific writing and they can write one. Students can create poster for scientific writing. Students can read scientific writing. Students can make presentation of scientific writing and they can present it. Students can work in research team and choose one of research fields. Persepsi sebuah riset dan berbagai permasalahan riset. Tahapan riset: studi pustaka, penilaian riset lain yang berhubungan, dan pembuatan hipotesis, perencanaan riset, dan pengambilan sampel. Metode survey: berbasis historis, filosofi, eksperimen, studi kasus, genetik Desain dari eksperimen, alat bantu riset, pengumpulan data, analisa data, dan pembuatan laporan Tulisan ilmiah: Struktur, dan pedoman pembuatan tulisan ilmiah. Pembuatan poster tulisan ilmiah. Pembuatan presentasi tulisan ilmiah, dan cara mempresentasikannya. Cara membaca tulisan ilmiah. Cara bekerja dalam tim riset, Pengenalan bidang riset dan pemilihan bidang riset. Perception about a research and its problems. Research stage: literature study, the assesment of related research, hypothesis building, research planning, and data collection. Survey methods: historical based, philosophy, experiment, case study, genetics. Experiment design, research tools, data collection, data analysis, and report writing. Scientific writiing: structure and guidance. Making poster for scientific writing. Making presentation for scientific writing and how to present it. How to read scientific writing. How to work in research team, and how to choose
1 6
research field. Geoffrey Marczyk, Essentials of research design and methodology, John Wiley & Sons LTD., New Jersey, 2005. Ann M. Korner, Guide to Publishing a Scientific Paper, Routledge, Oxon, 2008. Yogesh Kumar Singh, Fundamental of Research Methodology and Statistics, New Age International, New Delhi, 2006.
PRASYARAT/PREREQUISITE
1 7
KOMPETENSI/ COMPETENCY
1 8
REFERENCES
PRASYARAT/PREREQUISITE
An Iris Biometric System for Public andPersonal Use. IEEE Computer, 33(2):7075, February 2000. M. S. Nixon, J. N. Carter, D. Cunado, P. S. Huang, and S. V. Stevenage. Automatic Gait Recognition. In A. K. Jain, R. Bolle, and S. Pankanti, editors, Biometrics:Personal Identification in Networked Society, pages 231249. Kluwer Academic Publishers, London, UK, 1999. L. OGorman. Comparing Passwords, Tokens, and Biometrics for User Authentication. Proceedings of the IEEE, 91(12):20192040, December 2003. P. J. Phillips, P. Grother, R. J. Micheals, D. M. Blackburn, E. Tabassi, and J. M. Bone. FRVT2002: Overview and Summary. http://www.frvt.org/FRVT2002, March 2003. Matematika Diskrit dan Teori Graph, Komputasi Lunak, Jejaring Multimedia, Interaksi Manusia Komputer Discrete Mathematics and Graph Theory Soft Computing Multimedia Networks Human Computer Interaction
1 9
KOMPETENSI/ COMPETENCY
PRASYARAT/PREREQUISITE
2 0
2 1
TE 092517: Interaksi Manusia Komputer dan Rekayasa Perangkat Lunak TE 092517: Human Computer Interaction and Software Engineering
Sks /Credits: 2 Semester: IV
Mahasiswa mengetahui dan mampu menjelaskan peran IMK dalam rekayasa perangkat lunak beserta aplikasinya. Student can explain the importance of Human Computer Interaction in software engineering and its application. Mahasiswa mampu menjelaskan hubungan antara manusia dan komputer. Mahasiswa mampu melakukan prototyping antarmuka GUI dengan prinsip-prinsip usability. Student can explain the relation between human and computer. Student can do GUI user interface prototyping and the basic principles of usability. HCI: Human Factor, Computer Paradigm, Interaction Style Usability TCUID (Task Centered User Interface Design) GUI Visual Programming Human-Computer Interaction (3rd Edition), Prentice Hall; December 20, 2003 by Alan Dix, Janet E. Finlay, Gregory D. Abowd, Russell Beale. The HumanComputer Interaction Handbook Fundamentals, Evolving Technologies, and Emerging Applications Second Edition, Andrew Sears and Julie A. Jacko. GUI Bloopers 2.0, Common User Interface Design Donts and Dos, Jeff Johnson, ELSEVIER Pemrograman computer. Computer Programming.
KOMPETENSI/ COMPETENCY
PRASYARAT/PREREQUISITE
2 2
KOMPETENSI/ COMPETENCY
POKOK BAHASAN/ SUBJECTS PUSTAKA UTAMA/ MAIN REFERENCES PUSTAKA PENUNJANG/OPTIONAL REFERENCES
PRASYARAT/PREREQUISITE
Pengenalan Bidang Riset Proposal Riset Introduction to Research Fields Research Proposal
2 3
KOMPETENSI/ COMPETENCY
2 4
3. A. Walsh and M. Bourges-Sevenier (eds), MPEG-4 Jump Start, Prentice-Hall, 2002. V. Bhaskaran and K. Konstantinides, Image and Video Compression Standards: Algorithms and Architectures, Kluwer, 1997. W. B. Pennebaker, J. L. Mitchell, C. Fogg and D. LeGall, MPEG Digital Video Compression Standard, Chapman & Hall, 1997. Matematika Diskrit dan Teori Graf Komputasi Lunak Multimedia dalam Jaringan Interaksi Manusia Komputer Rekayasa Perangkat Lunak Discrete Mathematics and Graph Theory Soft Computing Multimedia Networks Human Computer Interaction
PRASYARAT/PREREQUISITE
2 5
TE 092553: Sistem Manajemen Basis Data Terdistribusi TE 092553: Distributed Database Management System
Sks /Credits: 2 MK Pilihan/Additional optional courses
Memberikan pengetahuan tentang konsep sistem manajemen basis data (DBMS) dan komponenkomponennya. Disamping itu, memberikan informasi perkembangan terkini dari DBMS seperti basis data terdistribusi, basis data bergerak, basis data spasial, basis data fuzzy, basis data stream, basis data semi terstruktur, dan basis data multimedia terdistribusi, serta peran basis data dalam datawarehouse dan penambangan data (data mining). To give the knowledge about the concepts of database management system (DBMS) and its components. To give information about the most recent development of DBMS. Mahasiswa mengetahui perbedaan antara sistem file dan DBMS. Mahasiswa mengetahui komponenkomponen penyusun DBMS. Mahasiswa menguasai perintah SQL untuk pendefinisian dan pengolahan data. Mahasiswa mampu membentuk sebuah database melalui proses normalisasi. Mahasiswa mampu membentuk sebuah database dari diagram E-R. Mahasiswa mengetahui aplikasi terkini dari DBMS seperti basis data terdistribusi, basis data bergerak, basis data spasial, basis data fuzzy, basis data stream, basis data semi terstruktur, dan basis data multimedia terdistribusi, serta peran basis data dalam datawarehouse dan penambangan data (data mining). Students understand the difference between file system and DBMS. Students understand the constructing components of DBMS. Students literate SQL instructions for definition and data processing. Students can create a database through normalization process.
KOMPETENSI/ COMPETENCY
2 6
PUSTAKA PENUNJANG/OPTIONAL
2 7
Students can create a database from E-R diagram. Students understand the most recent applications of DBMS like distributed database, mobile database, spatial database, a fuzzy database, stream database, half-structured database, distributed multimedia database, and the role of database in data warehouse and data mining. TOPIK DBMS Sistem file dan DBMS, model database (hirarki, jaringan, dan relational), diagram E-R, query relational, integrity dan security, desain database relasional (dependency, integrity, bentuk normal, normalisasi, dan dekomposisi. Komponen DBMS, penyimpanan, struktur file, dan organisasi, dan indexing. Pemrosesan query, optimisasi query, manajemen transaksi, kontrol konkuren, dan sistem recovery. TOPIK TAMBAHAN Basis data terdistribusi, basis data bergerak, basis data spasial, basis data fuzzy, basis data stream, basis data semi terstruktur, dan basis data multimedia terdistribusi, serta peran basis data dalam datawarehouse dan penambangan data (data mining). File system and DBMS, database model (hierarchy, network, and relational), E-R diagram, query relational, integrity and security, relational database design (dependency, integrity, normal form, normalization, and decomposition. Components of DBMS, storage, file structure, organization, and indexing. Query processing, query optimization, transaction management, concurrent control, and recovery system. Distributed database, mobile database, spatial database, a fuzzy database, stream database, halfstructured database, distributed multimedia database, and the role of database in data warehouse and data mining. Silberschatz, Korth, Sudarshan, Database System Concept, Fifth Edition, McGraw-Hill, 2006. Raghu Ramakrisnan, Database Management Systems, Second Edition, McGraw-Hill, 2006.
REFERENCES -
PRASYARAT/PREREQUISITE
2 8
TE 092554: Komputasi berbasis Evolusi dan Genetika TE 092554: Evolution and Genetic based Computation
Sks /Credits: 2 MK Pilihan/Additional optional courses
Mahasiswa mengetahui dan mampu menjelaskan cara-cara teknik Komputasi berbasis Evolusi dan Genetika. Students understand the concepts and have the ability to explain the techniques in evolution and genetic based computation. Mahasiswa mampu menjelaskan fenomena dan konsep dari komputasi berbasis evolusi dan genetika. Mahasiswa mampu menjelaskan proses pemrogramman dari pemrograman berbasis evolusi dan genetika. Students can explain the concepts and phenomenons in evolution and genetics based computation. Students can explain the process of evolution and genetics based programming. Fenomena komputasi berbasis evolusi dan genetika. Simulasi implementasi komputasi berbasis evolusi dan genetika. Menggunakan point 1,2 untuk optimisasi global. Premrograman berbasis evolusi dan genetika. Phenomenon of evolution and genetics based computation. Simulation of the implementation of evolution and genetics based computation. The use of point 1 and 2 for global optimization. Evolution and genetics based programming. A.E. Eiben , J.E. Smith , Introduction to Evolutionary Computing (Natural Computing Series) Marco Tomassini, Spatially Structured Evolutionary Algorithms: Artificial Evolution in Space and Time Some papers about evolutionary algorithm from IEEE transactions for evolutionary algorithms and computing. Some papers about evolutionary algorithm from IEICE Fundamentals on evolutionary computing.
KOMPETENSI/ COMPETENCY
2 9
KOMPETENSI/ COMPETENCY
3 0
3 1
Wired and Wireless Security Network Security Assessment Intrution Detection Kehandalan dan Ketersediaan Kriptografi: Simetrik dan Asimetrik Biometrik Biometrics: Identity Verification in a Networked World Biometrics, Computer Security Systems and Artificial Intelligence Applications Cryptography for Internet & Database Applications Network Security Assessment, By Chris McNab, Publisher: O'Reilly Pub Date: March 2004 Intrusion Detection: Network Security beyond the Firewall, Publisher: John Wiley & Sons, Inc., Author(s): Terry Escamilla
KOMPETENSI/ COMPETENCY
3 2
Rifat Latifi, CURRENT PRINCIPLES AND PRACTICES OF TELEMEDICINE AND E-HEALTH, IOS press, Amsterdam, 2008. G. Burg, Telemedicine and Teledermatology, Switzerland, 2003.
PRASYARAT/PREREQUISITE
3 3
2 2 4 8 6 2
SEMESTER IV 1 TE.092099 2
3 4
10
TE.092566
TE.092567
TE.092568
TE.092569
TE.092572
TE.092573
3 5
KOMPETENSI/ COMPETENCY
PRASYARAT/PREREQUISITE
Pemprograman Komputer Matek I dan II. Komputer Graphics Computer Programming Engineering Mathematics I and II Computer Graphics
3 6
Mahasiswa mampu menjelaskan konsep pemodelan 3D. Mahasiswa mampu melakukan implementasi algoritmaalgoritma pada pemodelan 3D. Students can explain the concepts of 3D modelling. Students can implement the algorithms in 3D modelling. Kurva Permukaan Pemodelan Curve Surface Modelling Max K. Agoston, MA, MS, PhD, Computer Graphics and Geometric Modeling Implementation and Algorithms, Springer-Verlag London 2005 Steven Harrington,Computer Graphics A Programming Approach Second Edition, McGraw-Hill International Editions1987. John Vince, MTech, PhD, DSc, FBCS, Ceng MATHEMATICS FOR COMPUTER GRAPHICS, SpringerVerlag London Limited 2006 David Salomon, Transformation And Projections In Computer Graphic, Springer-Verlag London 2006. John Vince, Mathematics For Computer Graphic ,Springer-Verlag London 2006. Perry Harovas, Mastering Maya,SYBEX,London,2000
TE 092518: Desain Interaksi Manusia Komputer Untuk Game TE 092518: Human Computer Interaction Game Design
Sks /Credits: 3 Semester: I
Mahasiswa mengetahui dan mampu menjelaskan peran IMK dalam rekayasa perangkat lunak beserta aplikasinya. Student can explain the importance of Human Computer Interaction in software engineering and its application. Mahasiswa mampu menjelaskan hubungan antara manusia dan komputer. Mahasiswa mampu melakukan prototyping antarmuka GUI dengan prinsip-prinsip usability. Student can explain the relation between human and computer. Student can do GUI user interface prototyping and the basic principles of usability. HCI: Human Factor, Computer Paradigm, Interaction Style Usability TCUID (Task Centered User Interface Design) GUI Visual Programming Human-Computer Interaction (3rd Edition), Prentice Hall; December 20, 2003 by Alan Dix, Janet E. Finlay, Gregory D. Abowd, Russell Beale. The HumanComputer Interaction Handbook Fundamentals, Evolving Technologies, and Emerging Applications Second Edition, Andrew Sears and Julie A. Jacko. GUI Bloopers 2.0, Common User Interface Design Donts and Dos, Jeff Johnson, ELSEVIER. Pemrograman computer. Computer programming.
KOMPETENSI/ COMPETENCY
PRASYARAT/PREREQUISITE
3 7
TE 092519: Manajemen Skenario dan lingkungan Immersif TE 092519: Scenario Management and Immersive Environment
Sks /Credits: 2 Semester: I
Mahasiswa mengetahui dan mampu menjelaskan manajemen skenario dan lingkungan immersive beserta aplikasinya. Students understand and have the ability to explain scenario management and immersive environment and its applications. Mahasiswa mampu menjelaskan konsep dan teknik-teknik pada manajemen skenario dan lingkungan immersive. Mahasiswa mampu melakukan simulasi konsep tersebut pada aplikasi yang sebenarnya. Students can explain the concepts and techniques of scenario management and immersive environment. Students can simulate the concepts on real applications. Tipe permainan Tipe lingkungan immersif Unsur-unsur game aksi Unsur-unsur game RTS dan RPG Desain game Types of game Types of immersive environment Components of action games Components of Real Time Strategy (RTS) Game and Role Playing Game (RPG) Game design Chris Crawford on Game Design New Riders Publishing, 2003 Andrew Rollings and Ernest Adams on Game Design New Riders Publishing 2003 Paper yang berkaitan Thesis yang berkaitan Disertasi yang berkaitan Related papers. Related thesis. Related dissertation.
KOMPETENSI/ COMPETENCY
3 8
PRASYARAT/PREREQUISITE -
3 9
KOMPETENSI/ COMPETENCY
POKOK BAHASAN/
4 0
SUBJECTS
Review jurnal ilmiah Telaah kasus Penyusunan laporan. Provisioning of research fields Journal article review Case studies and report. Artikel journal terpilih. Selected scientific journals in power system engineering, multimedia communication, electronic engineering, intelligent multimedia network, and telematics.
4 1
KOMPETENSI/ COMPETENCY
4 2
REFERENCES
ITS, Metodologi Penelitian, Puslit ITS, 2008. Imam Robandi, Becoming The Winner: Riset, Menulis Ilmiah, Publikasi Ilmiah, dan Presentasi, Penerbit ANDI, 2008. Ann M. Korner, Guide to Publishing a Scientific Paper, Routledge, Oxon, 2008. Yogesh Kumar Singh, Fundamental of Research Methodology and Statistics, New Age International, New Delhi, 2006
PRASYARAT/PREREQUISITE
4 3
KOMPETENSI/ COMPETENCY
PRASYARAT/PREREQUISITE
4 4
Matek I dan II. Komputer Graphics Computer Programming Engineering Mathematics I and II Computer Graphics
4 5
TE 092512: Pemrograman permainan berorientasi objek TE 092512: Object Oriented Game Programming
Sks /Credits: 2 Semester: II
Mahasiswa mengetahui dan mampu menjelaskan pemrograman berorientasi obyek untuk permainan beserta aplikasinya. Students understand and have the ability to explain object oriented game programming and its application. Mahasiswa mampu menjelaskan konsep dan teknikteknik pemrograman berorientasi obyek untuk permainan. Mahasiswa mampu melakukan simulasi konsep tersebut pada aplikasi yang sebenarnya. Students can explain the concepts and techniques of object oriented game programming. Students can simulate the concepts in real applications. Object oriented Design untuk game Object oriented analysis untuk game Object based programming untuk game Inheritance Polymorphism Thread Phyton Programming Game Engine Blender Object oriented game design Object oriented game analysis Object based game programming Inheritance Polymorphism Thread Phyton Programming Game Engine Blender th Deitel, Java How To Program, 5 ed, Prentice Hall, 2003.
KOMPETENSI/ COMPETENCY
Practitioners
4 6
REFERENCES PRASYARAT/PREREQUISITE
4 7
TE 092521: Rekayasa perangkat lunak permainan TE 092521: Software Engineering for Game
Sks /Credits: 3 Semester: II
Mahasiswa mengetahui dan mampu menjelaskan pengembangan dunia Rekayasa Perangkat Lunak Permainan beserta konsep aplikasinya. Students understand and have the ability to explain the development of software engineering for games as well as its applications. Mahasiswa mampu menjelaskan konsep dan teknikteknik analisa, disain dan pengujian pada rekayasa permainan. Mahasiswa mampu melakukan simulasi konsep tersebut pada aplikasi yang sebenarnya. Students can explain the concepts and analysis techniques, design and experiments on software engineering for games. Students can simulate the concepts on real applications. Analisa berorientasi obyek permainan. Desain berorientasi obyek permainan. Pemrograman berorientasi obyek permainan. Metode memakai Unified Modeling Language (UML). Aplikasi UML pada obyek permainan. Pengujian aplikasi dengan obyek permainan. Object oriented analysis on games. Object oriented design on games. Object oriented programming on games. Methods using Modelling Language (UML). UML applications on games objects. The experiments of application using games object. John P. Flynt, Omar Saleem, Software Engineering for Game Developers, Thompson Course Technology, 2004 Roger S. Pressman, Software engineering: a practitioners approach ,5th ed. McGraw-Hill, 2001 Mike ODocherty, Object-Oriented Analysis and Design Understanding System Development with UML 2.0, John Wiley & Sons, 2005
KOMPETENSI/ COMPETENCY
4 8
PRASYARAT/PREREQUISITE -
4 9
TE 092513: Pemrograman Permainan Berbasis Jaringan TE 092513: Network Based Game Programming
Sks /Credits: 2 Semester: III
Mahasiswa mengetahui dan mampu menjelaskan pemrograman berbasis jaringan untuk permainan beserta aplikasinya. Student know and able to describe Network Based Game Programming and its applications. Mahasiswa mampu menjelaskan konsep dan teknikteknik pemrograman berbasis jaringan untuk permainan. Mahasiswa mampu melakukan simulasi konsep tersebut pada aplikasi yang sebenarnya. Student able to describe concept and programming techniques for game in network environment. Student able to apply the concept to real application. Java Programming C Programming Java and C Network Programming Game Client server Programming Game Web Based programming Multiplayer Game programming Ragnarok open source Grenville Armitage, Mark Claypool, Philip Branch, Networking and Online Game - Understanding and Engineering Multiplayer Internet games, 2006 Michael Morrison, Internet Game Programming with Java in 21 days, Ragnarok open source
KOMPETENSI/ COMPETENCY
5 0
KOMPETENSI/ COMPETENCY
POKOK BAHASAN/ SUBJECTS PUSTAKA UTAMA/ MAIN REFERENCES PUSTAKA PENUNJANG/OPTIONAL REFERENCES PRASYARAT/PREREQUISITE
5 1
TE 092565: Kecerdasan buatan untuk permainan TE 092565: Artificial Intelligent for Game
Sks /Credits: 2 MK Pilihan/Additional optional courses
Mahasiswa mengetahui dan mampu menjelaskan Kecerdasan buatan untuk permainan beserta aplikasinya. Students understand and have the ability to explain artificial intelligence for games and its applications. Mahasiswa mampu menjelaskan konsep dan teknikteknik Kecerdasan buatan untuk permainan. Mahasiswa mampu melakukan simulasi konsep tersebut pada aplikasi yang sebenarnya. Students can explain the concepts and techniques of artificial intelligence for games. Students can simulate the concepts on real applications. State-Driven Agent Design Autonomously Moving Game Agents Sports Simulation Flocking Rule Base Decision under uncertainty David M Bourg, Glenn Seaman,AI for Game Developers, O Reilly, 2004. Russel Norvig, Artificial Intelligence A Modern Approach, Prentice Hall, 2003. Mat Buckland , Programming Game AI by Example, Wordware Publishing, 2005.
KOMPETENSI/ COMPETENCY
5 2
KOMPETENSI/ COMPETENCY
5 3
PRASYARAT/PREREQUISITE
5 4
KOMPETENSI/ COMPETENCY
5 5
Algorithm a. Task sequence b. Conditional task c. Repetitive task Subprogramming Peter Juliff, Program Design, Printice Hall of Australia, Second Edition, 1986. Tremblay, J.P and Bunt. An Introduction to Computer Sience, and Algorithmic Approach, Mc Graw Hill International, Student Edition, 1980 Wirth, N. Algorithms & Data Structures, Prentice Hall, 1986. Wirth, N. Systematic Programming, Prentice Hall, 1975. Algoritma dan Pemrograman Komputer Algorithm and Computer Programming
PRASYARAT/PREREQUISITE
5 6
KOMPETENSI/ COMPETENCY
5 7
PRASYARAT/PREREQUISITE
Cheating Prevention The Basics of Multiplayer Gaming Broadband Access Networks; Cable Networks, ADSL Networks, Wireless LANs, Cellular Networks Human versus Machine (Non Playable Character) Human versus Human: Creating Client-Server Architectures Online Game Traffic Patterns The future of networked games development; Augmented Reality, MMORPG Networking And Online Games Understanding And Engineering Multiplayer Internet Games, Grenville Armitage, Mark Claypool, Philip Branch, John Wiley & Sons Algorithms and Networking for Computer Games, Jouni Smed, Harri Hakonen, John Wiley & Sons Internet Game Programming with Java in 21 Days, Michael Morrison, Sams.net Publishing Java 2 Game Programming, Thomas Petchel, 2001 Premier Press. Developing Online Games, New Riders Publishing Pemrograman computer. Algorithm and Computer Programming
5 8
KOMPETENSI/ COMPETENCY
5 9
Rafel C. Gonzalez, Digital Image Processing using Matlab, Pearson Education, 2003.
6 0
methods of enhancement, restoration, and representation of digital image and digital video. The students understand about the techniques and methods of segmentation, description, representation, classification, recognition, dan visualisation of digital image and digital video. The students understand about the combination of several techniques and methods in certain applications. Teori tentang sinyal dan transformasinya, multiresolution, wavelet, dan mathematical morphology. Pokok bahasan tentang citra dan video digital mencakup teknik dan metode akuisisi, perbaikan kualitasnya dan restorasi, representasi, dan pemampatan citra (lossy dan lossless). Pokok bahasan juga mencakup teknik dan metode segmentasi objek pada citra untuk proses lebih lanjut seperti registrasi, pencocokan (matching) serta pengenalan. Theory about signal and its transformation, multiresolution, wavelet, and mathematical morphology. Techniques and methods of digital image and digital video acquisition, enhancement and restoration, representation, compression (lossy dan lossless), registration, matching, and recognition. Alan C. Bovik, Handbook of Image and Video Processing, Academic Press, 2000. rd Rafel C. Gonzalez, Digital Image Processing, 3 Ed., Pearson Education, 2008.
KOMPETENSI/ COMPETENCY
6 1
KOMPETENSI/ COMPETENCY
PRASYARAT/PREREQUISITE
6 2
6 3