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STRUKTUR KURIKULUM BIDANG KEAHLIAN

JARINGAN CERDAS MULTIMEDIA 2009-2014


No. Kode MK Nama Mata Kuliah (MK) sks
Code Course Title Credits
SEMESTER I
1 TE.092500 Matematika Diskrit dan Teori Graf 2
Discrete Mathematics and Graph Theory

2 TE.092516 Komputasi Lunak 2


Soft Computing

3 TE.092541 Multimedia dalam Jaringan 2


Networked Multimedia

4 TE.092092 Pengenalan Bidang Riset 2


Introduction to Research Fields

Jumlah sks/Total of credits 8


SEMESTER II
1 TE.092562 Komputasi bergerak dan Komputasi Ubiquitous 2
Mobile Computing and Ubiquitous Computing

2 TE.092533 Sistem Komputer GRID 2


GRID Computer System

3 TE.092551 Pengenalan pola Cerdas 2


Intelligent Pattern Recognition

Kurikulum/Curriculum ITS : 2009-2014


4 TE.092093 Penulisan Ilmiah 2
Scientific Writing

Jumlah sks/Total of credits 8


SEMESTER III
1 TE.092564 Sistem Biometrika 3
Biometric System

2 TE.092561 Visi komputer 3


Computer Vision

3 Mata Kuliah Pilihan 4


Additional optional courses

Jumlah sks/Total of credits 10

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SEMESTER IV
1 TE.092517 Interaksi Manusia Komputer dan Rekayasa Perangkat Lunak 2
Human Computer Interaction and Software Engineering

2 TE.092099 Tesis 6
Thesis

3 Mata Kuliah Pilihan 2


Additional optional courses

Jumlah sks/Total of credits 10

Mata Kuliah Pilihan


Additional optional courses
No. Kode MK Nama Mata Kuliah (MK) sks
Code Course Title Credits
1 TE.092542 Streaming Multimedia 2
Multimedia Streaming

2 TE.092553 Sistem Manajemen Basis Data Terdistribusi 2


Distributed Database Management System

3 TE.092554 Komputasi berbasis Evolusi dan Genetika 2


Evolution and Genetic based Computation

4 TE.092555 Manajemen Jaringan 2


Network Management

Kurikulum/Curriculum ITS : 2009-2014


5 TE.092556 Keamanan Jaringan 2
Network Security

6 TE.092569 Sistem Telemedika 2


Telemedicine System

7 TE.092570 Topik Khusus Jaringan Cerdas Multimedia 2


Ad-hoc Topic

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SILABUS KURIKULUM/COURSE SYLLABUS

TE – 092500: Matematika Diskrit dan Teori Graf


MATA KULIAH/ TE – 092500: Discrete Mathematics and Graph Theory
COURSE TITLE Sks /Credits: 2
Semester: I

Mahasiswa memiliki pengetahuan mengenai struktur data


dan berbagai macam algoritma serta mampu
TUJUAN PEMBELAJARAN/ menggunakannya untuk berbagai permasalahan klasifikasi
LEARNING OBJECTIVES 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.
KOMPETENSI/  Mahasiswa mampu menyelesaikan persoalan-persoalan
optimasi dalam graph.
COMPETENCY
 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.

Kurikulum/Curriculum ITS : 2009-2014


 Tree.
POKOK BAHASAN/
 Graph.
SUBJECTS
 Logics, sets and functions.
 Recursive algorithms and computational complexity.
 Relations.
 Tree.
 Graph.
PUSTAKA UTAMA/ MAIN  Rosen, Discrete Mathematics, Prentice Hall Inc, 1999.
 Cormen T., Leiserson C., Rivest R., Stein C., Introduction
REFERENCES nd
to Algorithms, 2 Edition, Mc Graw Hill international
Edition, 2004.
PUSTAKA Beberapa paper dari jurnal IEEE.
PENUNJANG/OPTIONAL Selected papers from IEEE transactions.
REFERENCES

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PRASYARAT/PREREQUISITE Pemrograman Komputer.
Computer Programming.

Kurikulum/Curriculum ITS : 2009-2014

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TE – 092516: Komputasi Lunak
MATA KULIAH/ TE – 092516: Soft Computing
COURSE TITLE Sks /Credits: 2
Semester: I

 Mahasiswa memahami konsep dan struktur the


biological inspired computation.
TUJUAN PEMBELAJARAN/  Mahasiswa mampu menjelaskan dan mengerti prinsip
the biological inspired computation.
LEARNING OBJECTIVES
 Student understand the concept and structure of the
biological inspired computation.
 Student can describe and examine the principle of the
biological inspired computation.
 Mahasiswa dapat mengembangkan dan
mengimplementasikan the biological inspired
KOMPETENSI/ computation pada bidang komputer dan informatik.
COMPETENCY  Student can develope and implement the simple
software of the biological inspired computation to the
field of computer and informatic problems through a
simple simulation.
 Dasar Artificial Neural Networks: konsep dasar dari
neural networks, supervised learning algorithm: single-
layer dan multilayer perceptrons, serta unsupervised
learning algorithm: self-organizing maps Hopfield, ART,
dll. Hybrid learning, model neural lainnya.

Kurikulum/Curriculum ITS : 2009-2014


 Struktur Data: Linear data structure: list, stack, queue;
Non linear data structure: tree, graph; sorting and
searching methods.
 Dasar Fuzzy Logic: Teori fuzzy set, fuzzy systems,
membership function, rule base dan inference engine
POKOK BAHASAN/
development.
SUBJECTS
 Pengantar Evolutionary Algorithm: genetic algorithm,
genetic programming, ant colony method, particle
swarm optimization, artificial immune system.
 Hybrid Algorithm: neuro-fuzzy, NEURO-ga, fuzzy-
ga,immune-evolutionary, etc .
 Projek
 Foundation of Artificial Neural Networks: basic
concepts of neural networks, supervised learning
algorithm: single-layer and multilayer perceptrons, &
unsupervised learning algorithm: self-organizing maps
Hopfield, ART, etc. Hybrid learning, others neural model.
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 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, fuzzy-
ga,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.
PUSTAKA UTAMA/ MAIN  Matlab toolbox (NN,Fuzzy logic,GA).
REFERENCES  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.
PUSTAKA Projek Akhir mahasiswa S1 dan Thesis S2 & S3 yang
mengimplementasikan Komputasi Lunak.
PENUNJANG/OPTIONAL
Some thesis of S1, S2 & S3 which are implemented the soft

Kurikulum/Curriculum ITS : 2009-2014


REFERENCES computing.

PRASYARAT/PREREQUISITE Pemrograman C atau Matlab.


A good knowledge of programming on C or Matlab.

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TE – 092541: Multimedia dalam Jaringan
MATA KULIAH/ TE – 092541: Networked Multimedia
COURSE TITLE Sks /Credits: 2
Semester: I

Mahasiswa dapat menjelaskan arsitektur, diagram alir dan


fitur multimedia dalam jaringan dan protocol komunikasi
TUJUAN PEMBELAJARAN/ yang tersedia pada beberapa aplikasi jaringan.
LEARNING OBJECTIVES Student can explain the architecture, flow diagram and
features of networked multimedia and also the
communication protocol inside the network in providing the
development of some applications in the network.
 Mahasiswa dapat menjelaskan dengan baik bagaimana
system multimedia dalam jaringan dikembangkan.
 Mahasiswa dapat menjelaskan organisasi system
multimedia dalam jaringan dan protokolnya.
 Mahasiswa mampu menjelaskan perfomansi system
KOMPETENSI/ komunikasi yang tersedia pada multimedia dalam
COMPETENCY jaringan.
 Student can explain correctly how is the networked
multimedia system being developed.
 Student can explain the organization of networked
multimedia system and its protocol.
 Student can explain how the communication system
provide the performance of networked multimedia.

Kurikulum/Curriculum ITS : 2009-2014


 Konsep Multimedia.
 Aplikasi multimedia dalam jaringan(video streaming).
 Protokol komunikasi yang mendukung pengembangan
aplikasi multimedia dalam jaringan.
 Multimedia pada jaringan nirkabel.
 Konsep keamanan dan performansinya pada multimedia
POKOK BAHASAN/ dalam jaringan.
SUBJECTS  The concept of Multimedia.
 Multimedia application in the network (video
streaming).
 Communication protocol in supporting the development
of Multimedia application in the network.
 Multimedia in the wireless network.
 The concept of security and performance in networked
multimedia.
PUSTAKA UTAMA/ MAIN Computer Networking: A Top Down Approach Featuring the
7
rd
REFERENCES Internet, 3 edition, Jim Kurose and Keith Ross Addison-
Wesley, 2005.
PUSTAKA Networked Multimedia Embedded linux, Case study, 2001.
PENUNJANG/OPTIONAL
REFERENCES

Jaringan Komputer dan Multimedia.


PRASYARAT/PREREQUISITE Computer Network and Multimedia.

Kurikulum/Curriculum ITS : 2009-2014

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TE – 092092: Pengenalan Bidang Riset
MATA KULIAH/ TE – 092092: Introduction to Research Fields
COURSE TITLE Sks /Credits: 2
Semester: I

 Mahasiswa memahami berbagai cluster riset dalam


bidang teknik sistem tenaga, telekomunikasi
multimedia, teknik elektronika, jaringan cerdas
multimedia, dan telematika; dan dapat memilih cluster
riset yang akan ditekuni dengan tetap memperhatikan
cluster-cluster riset yang berhubungan.
TUJUAN PEMBELAJARAN/  Mahasiswa mampu menerapkan sikap ilmiah sesuai
LEARNING OBJECTIVES dengn kebidangan masing-masing.
 To have an understanding of many research fields in
power system engineering, multimedia communication,
electronic engineering, intelligent multimedia network,
and telematics; and to have a skill to select own
research cluster by considering all supporting clusters.
 To have a capability to apply scientific mindset and
attitude in the own research filed.
 Mahasiswa memahami berbagai cluster riset bidang
teknik sistem tenaga, telekomunikasi multimedia, teknik
elektronika, jaringan cerdas multimedia, dan telematika.
 Mahasiswa mampu memilih pendekatan ilmiah yang
tepat untuk menyelesaikan permasalahan melalui

Kurikulum/Curriculum ITS : 2009-2014


kegiatan riset untuk peningkatan kualitas hidup manusia
dan lingkungan.
 Mampu melaksanakan dan memelihara sikap dan
KOMPETENSI/ kegiatan ilmiah dalam kehidupan profesi.
COMPETENCY  To have an understanding many research clusters in the
fields of power system engineering, multimedia
communication, electronic engineering, intelligent
multimedia network, and telematics.
 To have a capability to choose an appropriate scientific
approach to solve a certain engineering problem
through activities for improvement of human life quality
and environment.
 To have a skill of actualizing and to keep scientific
attitude and scientific activities in professional tasks.
POKOK BAHASAN/  Pembekalan bidang-bidang riset
SUBJECTS  Seminar ilmiah
 Review jurnal ilmiah
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 Telaah kasus
 Penyusunan laporan.
 Provisioning of research fields
 Journal article review
 Case studies and report.
PUSTAKA UTAMA/ MAIN  Artikel journal terpilih.
 Selected scientific journals in power system engineering,
REFERENCES
multimedia communication, electronic engineering,
intelligent multimedia network, and telematics.
PUSTAKA -
PENUNJANG/OPTIONAL
REFERENCES

PRASYARAT/PREREQUISITE -

Kurikulum/Curriculum ITS : 2009-2014

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0
TE – 092562: Komputasi bergerak dan Komputasi
Ubiquitous
MATA KULIAH/
COURSE TITLE
TE – 092562: Mobile Computing and Ubiquitous Computing
Sks /Credits: 2
Semester: II

Memahami apa itu komputasi bergerak, ubiqitous


computing, mobile computing, beberapa teknik dan
TUJUAN PEMBELAJARAN/ aplikasinya.
LEARNING OBJECTIVES Students understand the concepts of mobile computing,
ubiqitous computing, some of the techniques and
applications.
Mahasiswa mengetahui dan mampu menjelaskan
KOMPETENSI/ pengembangan teknologi Ubiquitous Computing beserta
konsep aplikasinya.
COMPETENCY
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
POKOK BAHASAN/  RFID Applications: Animal Monitoring, Assets and
Vehicles Tracking
SUBJECTS
 Internet of Things: A Context-Awareness Perspective

Kurikulum/Curriculum ITS : 2009-2014


 Street, Car and Home Without Secrets: Telematics,
Intelligent Vision, What the Software Knows (Machine
Learning)
 THE INTERNET OF THINGS, From RFID to the Next-
Generation Pervasive Networked Systems
PUSTAKA UTAMA/ MAIN  World Without Secrets: BUSINESS, CRIME, AND PRIVACY
REFERENCES IN THE AGE OF UBIQUITOUS COMPUTING, Richard
Hunter, John Wiley & Sons, Inc
 Advances in Ubiquitous Computing: Future Paradigms
and Directions
PUSTAKA -
PENUNJANG/OPTIONAL
REFERENCES

PRASYARAT/PREREQUISITE -
1
1
TE – 092533: Sistem Komputer GRID
MATA KULIAH/ TE – 092533: GRID Computer System
COURSE TITLE Sks /Credits: 2
Semester: II

Mahasiswa mampu menjelasan arsitektur dari sistem grid,


sistem manajemen sumber daya pada grid, dan juga
bagaimana web semantik disebarkan dalam sistem grid
TUJUAN PEMBELAJARAN/ untuk menghasilkan keamanan dan ketersediaan pada grid.
LEARNING OBJECTIVES Student can explain the basic architecture of Grid system,
resources management system in Grid, and also how is the
semantic web being deployed in Grid system to provide the
security and reliability of the Grid.

 Mahasiswa mampu menjelaskan arsitektur dasar dana


fitur-fitur grid berdasarkan standar OGSA.
 Mahasiswa mampu menjelaskan bagaimana sistem
KOMPETENSI/ manajemen sumber daya diterapan pada sistem grid
untuk mendukung unjuk kerja dan keamanan pada grid.
COMPETENCY
 Student can explain the basic architecture and features
of Grid based on OGSA standardization.
 Student can explain how the resources management
system is applied in Grid system to support the

Kurikulum/Curriculum ITS : 2009-2014


performance and security in Grid.
 Arsitektur dasar sistem grid
 Beberapa konsep dan aplikasi dalam komputasi
terdistribusi
 Globus toolkit dan layanan web pada sistem grid
POKOK BAHASAN/  Web semantik pada sistem grid
SUBJECTS  Konsep keamanan dan unjuk kerja pada sistem grid
 Basic architecture of Grid System
 Some concepts of application in distributed computing
 Globus toolkit and web service in grid system
 Web Semantic grid system
 Concepts of security and performance in grid system
Maozhen Li and Mark Baker, The Grid core technology,
PUSTAKA UTAMA/ MAIN
Brunel Univ, UK, Portsmouth Univ, USA, John Wiley & Sons,
REFERENCES
2005.

PUSTAKA Stevens, R.D, Tipney, H.J, Wroel, C, J, Oinn T.M, Senger, M, 1


PENUNJANG/OPTIONAL Lord, PW, et all, Syndrome using myGrid, bioinformatic,
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REFERENCES 2003.

PRASYARAT/PREREQUISITE Computer Network and Parallel Processing

Kurikulum/Curriculum ITS : 2009-2014

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TE – 092551: Pengenalan pola Cerdas
MATA KULIAH/ TE – 092551: Intelligent Pattern Recognition
COURSE TITLE Sks /Credits: 2
Semester: II

Mahasiswa mengetahui dan mampu menjelaskan


TUJUAN PEMBELAJARAN/
Pengenalan Pola Cerdas beserta aplikasinya.
LEARNING OBJECTIVES Students understand and are able to explain about
intelligent pattern recognition and its applications.
 Mahasiswa mampu menjelaskan konsep dan teknik-
teknik Pengenalan Pola Cerdas.
KOMPETENSI/  Mahasiswa mampu melakukan simulasi konsep tersebut
COMPETENCY pada aplikasi yang sebenarnya.
 Students can explain concepts and techniques in
intelligent pattern recognition.
 Students can simulate the concepts in real applications.
 Bayesian decision theory
 Feature selection
POKOK BAHASAN/
 Feature generation
SUBJECTS
 Template matching
 Context dependent classification
 Clustering
PUSTAKA UTAMA/ MAIN 

Kurikulum/Curriculum ITS : 2009-2014


Sergios Theodoridis, Konstantinos Koutroumbas, pattern
REFERENCES recognition,2nd edition, Elsevier, 2003.

PUSTAKA  Duda, Hart, Pattern classification, 2nd edition.


PENUNJANG/OPTIONAL
REFERENCES

PRASYARAT/PREREQUISITE -

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4
TE – 092093: Penulisan Ilmiah
MATA KULIAH/ TE – 092093: Scientific Writing
COURSE TITLE Sks /Credits: 2
Semester: II

Memberikan pemahaman kepada mahasiswa tentang


sebuah riset ilmiah dan berbagai permasalahannya,
pembuatan rencana survey, dan mengetahui model- model
survey. Disamping itu akan diberikan cara mendesain
sebuah eksperimen, mengumpulkan data, dan menganalisa
data. Selanjutnya akan dijelaskan struktur sebuah tulisan
ilmiah, dan cara membuat sebuah tulisan ilmiah. Cara
pembuatan poster tulisan ilmiah, membuat presentasi
tulisan ilmiah dan cara mempresentasikannya, serta cara
membaca tulisan ilmiah juga akan diberikan. Bagian akhir
adalah memperkenalkan cara bekerja dalam sebuah tim
riset, memperkenalkan bidang riset yang ada dan
TUJUAN PEMBELAJARAN/
memberikan arahan tentang pemilihan bidang riset.
LEARNING OBJECTIVES
 To give comprehension to students about scientific
research and its problems, how to create survey plan,
and understanding survey models.
 To give students the methods to design an experiment,
to collect and analyze data.

Kurikulum/Curriculum ITS : 2009-2014


 To explain about the structure of scientific writing, how
to create a scientific writing, how to make poster for
scientific writing, how to make presentation for scientific
writing, how to present scientific writing, and how to
read a scientific writing.
 To introduce how to work in a research team, to
introduce research fields and to give guidance about
how to choose a research field.
 Mahasiswa mempunyai persepsi tentang sebuah riset
ilmiah dan berbagai permasalahannya, bisa membuat
rencana survey, dan mengetahui model- model survey.
Selain itu mahasiswa mampu mendesain sebuah
KOMPETENSI/ eksperimen, mengumpulkan data, dan menganalisa
COMPETENCY data. Mahasiswa mengetahui struktur sebuah tulisan
ilmiah, dan mampu menulis sebuah tulisan ilmiah.
 Kemampuan membuat poster sebuah tulisan ilmiah.
 Kemampuan membaca tulisan ilmiah
 Kemampuan membuat presentasi sebuah tulisan ilmiah 1
dan kemampuan mempresentasikannya.
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 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.

Kurikulum/Curriculum ITS : 2009-2014


 Pembuatan presentasi tulisan ilmiah, dan cara
mempresentasikannya.
 Cara membaca tulisan ilmiah.
POKOK BAHASAN/
 Cara bekerja dalam tim riset, Pengenalan bidang riset
SUBJECTS
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.
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 How to work in research team, and how to choose 6
research field.
PUSTAKA UTAMA/ MAIN Geoffrey Marczyk, Essentials of research design and
REFERENCES methodology, John Wiley & Sons LTD., New Jersey, 2005.

 Ann M. Korner, Guide to Publishing a Scientific Paper,


PUSTAKA Routledge, Oxon, 2008.
PENUNJANG/OPTIONAL  Yogesh Kumar Singh, Fundamental of Research
REFERENCES Methodology and Statistics, New Age International, New
Delhi, 2006.

PRASYARAT/PREREQUISITE -

Kurikulum/Curriculum ITS : 2009-2014

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7
TE – 092564: Sistem Biometrika
MATA KULIAH/ TE – 092564: Biometric System
COURSE TITLE Sks /Credits: 3
Semester: III

Mahasiswa memiliki pengetahuan tentang system


biometrika baik dalam system yang menggunakan single
ataupun multi modal juga proses kegagalan dalam
TUJUAN PEMBELAJARAN/ mendidentifikasi kasus dan bagaimana cara
LEARNING OBJECTIVES memecahkannya menggunakan ROC curve.
Students have the knowledge about single modal and multi
modal biometric system and failure process in identification
and how to solve it using ROC curve.

 Mahasiswa mampu menjelaskan cara-cara perancangan


system biometrika baik single maupun multi modal.
 Mahasiswa mampu menjelaskan proses kegagalan pada
KOMPETENSI/ identifikasi system biometrika dan bagaimana cara
COMPETENCY mengurangi kegagalan tersebut.
 Students can explain the design methods of single modal
and multi modal biometric system.
 Students can explain failure process in identification of
biomeotric system and how to reduce it.

Kurikulum/Curriculum ITS : 2009-2014


 Fenomena biometrika.
 Pengidentifikasian single ataupun multi model
biomterika.
 Untuk pengenalan kegagalan pada sisitem identifikasi
biometrika dan penanggulangannya.
 Pengaturan ROC curve.
POKOK BAHASAN/
 Sistem Biometrika menggunakan ROC curve.
SUBJECTS
 Phenomenons of biometrics.
 Single modal and multi modal biometric identification
for recognition.
 Failures in biometric identification and how to solve
them.
 ROC curve.
 Biometric system using ROC curve.
PUSTAKA UTAMA/ MAIN Anil K. Jain, Patrick Flynn, Arun A. Ross, Handbook of
REFERENCES Biometrics, Springer Verlag 2005

PUSTAKA  M. Negin, T. A. Chmielewski, M. Salganicoff, T. A. Camus,


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PENUNJANG/OPTIONAL U. M. C. von Seelan, P. L. Venetianer, and G. G. Zhang.
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REFERENCES An Iris Biometric System for Public andPersonal Use.
IEEE Computer, 33(2):70–75, 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 231–249.
Kluwer Academic Publishers, London, UK, 1999.
 L. O’Gorman. Comparing Passwords, Tokens, and
Biometrics for User Authentication. Proceedings of the
IEEE, 91(12):2019–2040, 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
PRASYARAT/PREREQUISITE  Discrete Mathematics and Graph Theory
 Soft Computing
 Multimedia Networks
 Human Computer Interaction

Kurikulum/Curriculum ITS : 2009-2014

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9
TE – 092561: Visi komputer
MATA KULIAH/ TE – 092561: Computer Vision
COURSE TITLE Sks /Credits: 3
Semester: III

Mahasiswa mampu memahami konsep dasar visi komputer.


TUJUAN PEMBELAJARAN/
The students understand the basic concepts of computer
LEARNING OBJECTIVES
vision.

 Mahasiswa mampu menjelaskan konsep visi komputer.


 Mahasiswa mampu melakukan implementasi algoritma-
KOMPETENSI/ algoritma pada visi komputer.
COMPETENCY  The students can explain the concepts of computer
vision.
 The students can implement algorithms in computer
vision.
 Dasar Visi komputer
 Model Citra
 Pandangan Stereo
 Konsep Gambar Pandang Jamak
 Epipolar Geometri
POKOK BAHASAN/
 Rekonstuksi 3D
SUBJECTS
 Basics of computer vision

Kurikulum/Curriculum ITS : 2009-2014


 Image models
 Stereo vision
 Multiple view concepts
 Epipolar geometry
 3D reconstruction
PUSTAKA UTAMA/ MAIN Forysh,Ponce,Computer Vision Modern Approach ,Prentice
REFERENCES Hall 2003

 Nikos Paragios, Yunmey Chen,Handbook Of


Mathematical Model in Computer Vision, Springer,2006
PUSTAKA  Steven Harrington,Computer Graphics A Programming
PENUNJANG/OPTIONAL Approach Second Edition, McGraw-Hill International
REFERENCES Editions1987.
 Max K. Agoston, MA, MS, PhD, Computer Graphics and
Geometric Modeling Implementation and Algorithms,
Springer-Verlag London 2005
PRASYARAT/PREREQUISITE  Pemprograman Komputer 2
 Matematika teknik I dan II.
0
 Grafika Komputer
 Computer Programming
 Engineering Mathematics I and II
 Computer Graphics

Kurikulum/Curriculum ITS : 2009-2014

2
1
TE – 092517: Interaksi Manusia Komputer dan Rekayasa
Perangkat Lunak
MATA KULIAH/ TE – 092517: Human Computer Interaction and Software
COURSE TITLE Engineering
Sks /Credits: 2
Semester: IV

Mahasiswa mengetahui dan mampu menjelaskan peran IMK


TUJUAN PEMBELAJARAN/
dalam rekayasa perangkat lunak beserta aplikasinya.
LEARNING OBJECTIVES Student can explain the importance of Human Computer
Interaction in software engineering and its application.
 Mahasiswa mampu menjelaskan hubungan antara
manusia dan komputer.
KOMPETENSI/  Mahasiswa mampu melakukan prototyping antarmuka
GUI dengan prinsip-prinsip usability.
COMPETENCY
 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
POKOK BAHASAN/ Style
SUBJECTS  Usability

Kurikulum/Curriculum ITS : 2009-2014


 TCUID (Task Centered User Interface Design)
 GUI Visual Programming
Human-Computer Interaction (3rd Edition), Prentice Hall;
PUSTAKA UTAMA/ MAIN
December 20, 2003 by Alan Dix, Janet E. Finlay, Gregory D.
REFERENCES
Abowd, Russell Beale.

 The Human–Computer Interaction Handbook


PUSTAKA Fundamentals, Evolving Technologies, and Emerging
PENUNJANG/OPTIONAL Applications Second Edition, Andrew Sears and Julie A.
REFERENCES Jacko.
 GUI Bloopers 2.0, Common User Interface Design Don’ts
and Dos, Jeff Johnson, ELSEVIER
PRASYARAT/PREREQUISITE Pemrograman computer.
Computer Programming.

2
2
TE – 092099 : Tesis
MATA KULIAH/ TE – 092099 : Thesis
COURSE TITLE Sks /Credits: 6
Semester: IV

Mahasiswa mampu menerapkan metode ilmiah untuk


menyelesaikan permasalahan dalam bidang keilmuan teknik
TUJUAN PEMBELAJARAN/ elektronika, dengan kontribusi ilmiah yang disesuaikan
LEARNING OBJECTIVES dengan program magister.
The student can apply the methods to solve the problems in
the field of electronic engineering that have the contribution
related the master program.
Mahasiswa mampu menerapkan metode ilmiah untuk
KOMPETENSI/ menyelesaikan permasalahan sesuai bidang keilmuan.
COMPETENCY The Student have the ability to apply the methods for the
problem solving.

POKOK BAHASAN/ Disesuaikan dengan tema yang diambil maisng-masing


SUBJECTS mahasiswa.
Depend on the students topics.
PUSTAKA UTAMA/ MAIN Pedoman Penyusunan Thesis, Program Pascasarjana ITS,

Kurikulum/Curriculum ITS : 2009-2014


REFERENCES 2006.

PUSTAKA -
PENUNJANG/OPTIONAL
REFERENCES

 Pengenalan Bidang Riset


PRASYARAT/PREREQUISITE  Proposal Riset
 Introduction to Research Fields
 Research Proposal

2
3
TE – 092542: Streaming Multimedia
MATA KULIAH/ TE – 092542: Multimedia Streaming
COURSE TITLE Sks /Credits: 2
MK Pilihan/Additional optional courses

Mahasiswa mengetahui dan mampu menjelaskan


pengembangangan teknik streaming untuk multimedia
TUJUAN PEMBELAJARAN/ pada TV digital maupun IPTV.
LEARNING OBJECTIVES Students understand and have the ability to explain
streaming techniques development for multimedia on digital
TV and IPTV as well.
 Mahasiswa mampu menjelaskan cara-cara perancangan
teknik streaming untuk multimedia.
 Mahasiswa mampu menjelaskan cara-cara perancangan
KOMPETENSI/ teknik streaming untuk multimedia pada broadcasting
TV Digital dan IPTV.
COMPETENCY
 Students can explain the design methods of streaming
techniques for multimedia.
 Students can explain the design methods of streaming
techniques for multimedia on digital TV and IPTV
broadcasting.

Kurikulum/Curriculum ITS : 2009-2014


 Dasar Multimedia Streaming dan standard nya.
 Standard Video Coding MPEG-4, H264, MPEG7 dan
MPEG21 Kegagalan pada sisitem identifikasi biometrika
dan penanggulangannya.
 Perancangan streaming pada broadcasting TV Digital
POKOK BAHASAN/
dan IPTV .
SUBJECTS
 Troubleshooting.
 Basics of multimedia streaming and its standards.
 Standards of MPEG-4, H264, MPEG7 dan MPEG21 Video
Coding.
 Streaming design on Digital TV and IPTV broadcasting.
 Troubleshooting.
 Iain E. G. Richardson, H.264 and MPEG-4 Video
PUSTAKA UTAMA/ MAIN Compression Video Coding for Next-generation
Multimedia ,The Robert Gordon University, Aberdeen,
REFERENCES
UK, Wiley.
 A. Sadka, Compressed Video Communications, John 2
Wiley & Sons, 2002.
4
 3. A. Walsh and M. Bourges-S´evenier (eds), MPEG-4
Jump Start, Prentice-Hall, 2002.
 V. Bhaskaran and K. Konstantinides, Image and Video
PUSTAKA Compression Standards: Algorithms and Architectures,
PENUNJANG/OPTIONAL Kluwer, 1997.
REFERENCES  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
PRASYARAT/PREREQUISITE  Rekayasa Perangkat Lunak
 Discrete Mathematics and Graph Theory
 Soft Computing
 Multimedia Networks
 Human Computer Interaction

Kurikulum/Curriculum ITS : 2009-2014

2
5
TE – 092553: Sistem Manajemen Basis Data Terdistribusi
MATA KULIAH/ TE – 092553: Distributed Database Management System
COURSE TITLE Sks /Credits: 2
MK Pilihan/Additional optional courses

Memberikan pengetahuan tentang konsep sistem


manajemen basis data (DBMS) dan komponen-
komponennya. Disamping itu, memberikan informasi
perkembangan terkini dari DBMS seperti basis data
terdistribusi, basis data bergerak, basis data spasial, basis
TUJUAN PEMBELAJARAN/ data fuzzy, basis data stream, basis data semi terstruktur,
LEARNING OBJECTIVES 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 komponen- komponen
penyusun DBMS.
 Mahasiswa menguasai perintah SQL untuk pendefinisian

Kurikulum/Curriculum ITS : 2009-2014


dan pengolahan data.
 Mahasiswa mampu membentuk sebuah database
melalui proses normalisasi.
 Mahasiswa mampu membentuk sebuah database dari
diagram E-R.
KOMPETENSI/  Mahasiswa mengetahui aplikasi terkini dari DBMS
seperti basis data terdistribusi, basis data bergerak,
COMPETENCY
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 2
process.
6
 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
POKOK BAHASAN/ peran basis data dalam datawarehouse dan penambangan
SUBJECTS data (data mining).
 File system and DBMS, database model (hierarchy,
network, and relational), E-R diagram, query relational,
integrity and security, relational database design

Kurikulum/Curriculum ITS : 2009-2014


(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, half-
structured database, distributed multimedia database,
and the role of database in data warehouse and data
mining.
 Silberschatz, Korth, Sudarshan, Database System
PUSTAKA UTAMA/ MAIN Concept, Fifth Edition, McGraw-Hill, 2006.
REFERENCES  Raghu Ramakrisnan, Database Management Systems,
Second Edition, McGraw-Hill, 2006.

PUSTAKA -
PENUNJANG/OPTIONAL 2
7
REFERENCES

PRASYARAT/PREREQUISITE
-

8
2
Kurikulum/Curriculum ITS : 2009-2014
TE – 092554: Komputasi berbasis Evolusi dan Genetika
MATA KULIAH/ TE – 092554: Evolution and Genetic based Computation
COURSE TITLE Sks /Credits: 2
MK Pilihan/Additional optional courses

Mahasiswa mengetahui dan mampu menjelaskan cara-cara


TUJUAN PEMBELAJARAN/ teknik Komputasi berbasis Evolusi dan Genetika.
LEARNING OBJECTIVES 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.
KOMPETENSI/  Mahasiswa mampu menjelaskan proses pemrogramman
dari pemrograman berbasis evolusi dan genetika.
COMPETENCY
 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.
POKOK BAHASAN/  Premrograman berbasis evolusi dan genetika.

Kurikulum/Curriculum ITS : 2009-2014


SUBJECTS  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.
PUSTAKA UTAMA/ MAIN  A.E. Eiben , J.E. Smith , Introduction to Evolutionary
Computing (Natural Computing Series)
REFERENCES
 Marco Tomassini, Spatially Structured Evolutionary
Algorithms: Artificial Evolution in Space and Time
PUSTAKA  Some papers about evolutionary algorithm from IEEE
PENUNJANG/OPTIONAL transactions for evolutionary algorithms and computing.
REFERENCES  Some papers about evolutionary algorithm from IEICE
Fundamentals on evolutionary computing.
PRASYARAT/PREREQUISITE -

2
9
TE – 092555: Manajemen Jaringan
MATA KULIAH/ TE – 092555: Network Management
COURSE TITLE Sks /Credits: 2
MK Pilihan/Additional optional courses

Mahasiswa mampu menjelaskan dan mendisain


TUJUAN PEMBELAJARAN/ manajemen jaringan beserta aplikasinya.
LEARNING OBJECTIVES Student have experience on design network management
and it’s application.

 Mahasiswa mampu mendisain sistem manajemen


jaringan.
KOMPETENSI/
 Mahasiswa mampu melakukan simulasi konsep tersebut
COMPETENCY
pada aplikasi yang sebenarnya.
 Can design network management.
 Can make simulation on actual application.
 Perangkat keras dan lunak untuk manajemen jaringan
 Network planning
 Traffic routing to support load balancing
POKOK BAHASAN/
 Cryptographic key distribution authorization
SUBJECTS
 Configuration and fault management

Kurikulum/Curriculum ITS : 2009-2014


 Security management
 Performance management
 Network management’s hardware and software
PUSTAKA UTAMA/ MAIN  Journal of IEEE trans on networking
REFERENCES

PUSTAKA -
PENUNJANG/OPTIONAL
REFERENCES

PRASYARAT/PREREQUISITE -

3
0
TE – 092556: Keamanan Jaringan
MATA KULIAH/ TE – 092556: Network Security
COURSE TITLE Sks /Credits: 2
MK Pilihan/Additional optional courses

Mempelajari aspek-aspek keamanan jaringan, teknik


TUJUAN PEMBELAJARAN/
pembobolan dan pengamanan.
LEARNING OBJECTIVES Students understand the aspects of network security, the
techniques of intrution and firewall.
KOMPETENSI/ -
COMPETENCY

 Wired and Wireless Security


 Network Security Assessment
POKOK BAHASAN/
 Intrution Detection
SUBJECTS
 Kehandalan dan Ketersediaan
 Kriptografi: Simetrik dan Asimetrik
 Biometrik
 Biometrics: Identity Verification in a Networked World
 Biometrics, Computer Security Systems and Artificial
Intelligence Applications
PUSTAKA UTAMA/ MAIN  Cryptography for Internet & Database Applications

Kurikulum/Curriculum ITS : 2009-2014


Network Security Assessment, By Chris McNab,
REFERENCES
Publisher: O'Reilly Pub Date: March 2004
 Intrusion Detection: Network Security beyond the
Firewall, Publisher: John Wiley & Sons, Inc., Author(s):
Terry Escamilla

PUSTAKA -
PENUNJANG/OPTIONAL
REFERENCES

PRASYARAT/PREREQUISITE Jaringan Komputer


Computer Networks

3
1
TE – 092569: Sistem Telemedika
MATA KULIAH/ TE – 092569: Telemedicine System
COURSE TITLE Sks /Credits: 2
MK Pilihan/Additional optional courses

TUJUAN PEMBELAJARAN/ Mahasiswa mengetahui dan mampu menjelaskan


pengembangan Telemedicine beserta desain aplikasinya.
LEARNING OBJECTIVES
Students understand and have the ability to explain the
development of telemedicine and its applications.
 Mahasiswa mengetahui definisi telemedicine, sejarah,
cakupan dan perkembangannya, serta perkembangan
telemedicine di berbagai negara.
 Mahasiswa mengetahui teknologi pendukung
telemedicine, layanan telemedicine yang ada, etika dan
aspek legal telemedicine.
KOMPETENSI/  Mahasiswa dapat membuat desain aplikasi
telemedicine.
COMPETENCY
 Students understand about the definition of
telemedicine, history, scope, and development of
telemedicine in many countries.
 Students understand about telemedicine supporting
technology, the available telemedicine services, ethics,
and legal aspects of telemedicine.

Kurikulum/Curriculum ITS : 2009-2014


 Students can develop the application design of
telemedicine.
 Definisi telemedicine, sejarah, cakupan dan
perkembangannya.
 Teknologi pendukung telemedicine.
 Layanan telemedicine.
 Etika dan aspek legal telemedicine.
 Perkembangan telemedicine di berbagai negara.
POKOK BAHASAN/
 Desain aplikasi telemedicine.
SUBJECTS
 Definition of telemedicine, history, scope, and its
development.
 Supporting technology of telemedicine.
 Telemedicine services.
 Ethics and legal aspects of telemedicine.
 Development of telemedicine in many countries.
 Application design of telemedicine.
PUSTAKA UTAMA/ MAIN
REFERENCES
A.C. Norris, Essential of Telemedicine and Telecare, John
Wiley & Sons LTD., West Sussex, 2002
3
2
 Rifat Latifi, CURRENT PRINCIPLES AND PRACTICES OF
PUSTAKA TELEMEDICINE AND E-HEALTH, IOS press, Amsterdam,
PENUNJANG/OPTIONAL 2008.
REFERENCES  G. Burg, Telemedicine and Teledermatology,
Switzerland, 2003.

PRASYARAT/PREREQUISITE -

Kurikulum/Curriculum ITS : 2009-2014

3
3
STRUKTUR KURIKULUM PROGRAM
GAME TECHNOLOGY 2009-2014
No. Kode MK Nama Mata Kuliah (MK) sks
Code Course Title Credits
SEMESTER I
1 TE.092510 Desain Pemodelan 3D 3
3D Modelling Design
2 TE.092518 Desain Interaksi Manusia Komputer Untuk Game 3
Human Computer Interaction Game Design
3 TE.092519 Manajemen Skenario dan lingkungan Immersif 2
Scenario Management and Immersive Environment
4 TE.092092 Pengenalan Bidang Riset 2
Introduction to Research Fields
Jumlah sks/Total of credits 10
SEMESTER II
1 TE.092093 Penulisan Ilmiah 2
Scientific Writing
2 TE.092511 Desain Pemodelan 3D Lanjut 3
Advance 3D Modelling Design
3 TE.092512 Pemrograman permainan berorientasi objek 2
Object Oriented Game Programming
4 TE.092521 Rekayasa perangkat lunak permainan 3
Software Engineering for Game
Jumlah sks/Total of credits 10

Kurikulum/Curriculum ITS : 2009-2014


SEMESTER III
1 TE.092513 Pemrograman Permainan Berbasis Jaringan 2
Network Based Game Programming
2 TE.092571 Riset berkelompok 2
Grouped Research
3 Mata Kuliah Pilihan 4
Additional optional courses
Jumlah sks/Total of credits 8
SEMESTER IV
1 TE.092099 Tesis 6
Thesis
2 Mata Kuliah Pilihan 2
Additional optional courses

Jumlah sks/Total of credits 8

3
4
Mata Kuliah Pilihan
Additional optional courses
No. Kode MK Nama Mata Kuliah (MK) sks
Code Course Title Credits
1 TE.092565 Kecerdasan buatan untuk permainan 2
Artificial Intelligent for Game

2 TE.092566 Grafika Komputer 2


Computer Graphics

3 TE.092567 Pemrograman GPU 2


GPU Programming

4 TE.092568 Permainan dalam jaringan 2


Network Game

5 TE.092569 Pengolahan Citra Digital 2


Digital Image Processing

6 TE.092572 Permainan mobile 2


Mobile Game

7 TE.092573 Visi komputer 2


Computer Vision

Kurikulum/Curriculum ITS : 2009-2014

3
5
TE – 092510: Desain Pemodelan 3D
MATA KULIAH/ TE – 092510: 3D Modelling Design
COURSE TITLE Sks /Credits: 3
Semester: I

TUJUAN PEMBELAJARAN/ Mahasiswa memahami algoritma-algoritma pada


LEARNING OBJECTIVES pemodelan 3D.
Students understand the algorithms in 3D modelling.
 Mahasiswa mampu menjelaskan konsep pemodelan 3D.
KOMPETENSI/  Mahasiswa mampu melakukan implementasi algoritma-
COMPETENCY algoritma pada pemodelan 3D.
 Students can explain the concepts of 3D modelling.
 Students can implement the algorithms in 3D modelling.
 Kurva
 Permukaan
POKOK BAHASAN/
 Pemodelan
SUBJECTS
 Curve
 Surface
 Modelling
 Max K. Agoston, MA, MS, PhD, Computer Graphics and
Geometric Modeling Implementation and Algorithms,
Springer-Verlag London 2005
PUSTAKA UTAMA/ MAIN  Steven Harrington,Computer Graphics A Programming

Kurikulum/Curriculum ITS : 2009-2014


REFERENCES Approach Second Edition, McGraw-Hill International
Editions1987.
 John Vince, MTech, PhD, DSc, FBCS, Ceng
MATHEMATICS FOR COMPUTER GRAPHICS, Springer-
Verlag London Limited 2006
 David Salomon, Transformation And Projections In
PUSTAKA Computer Graphic, Springer-Verlag London 2006.
PENUNJANG/OPTIONAL  John Vince, Mathematics For Computer Graphic
REFERENCES ,Springer-Verlag London 2006.
 Perry Harovas, Mastering Maya,SYBEX,London,2000

 Pemprograman Komputer
 Matek I dan II.
 Komputer Graphics
PRASYARAT/PREREQUISITE
 Computer Programming
 Engineering Mathematics I and II
 Computer Graphics 3
6
TE – 092518: Desain Interaksi Manusia Komputer Untuk
Game
MATA KULIAH/
COURSE TITLE
TE – 092518: Human Computer Interaction Game Design
Sks /Credits: 3
Semester: I

Mahasiswa mengetahui dan mampu menjelaskan peran IMK


TUJUAN PEMBELAJARAN/
dalam rekayasa perangkat lunak beserta aplikasinya.
LEARNING OBJECTIVES Student can explain the importance of Human Computer
Interaction in software engineering and its application.
 Mahasiswa mampu menjelaskan hubungan antara
manusia dan komputer.
KOMPETENSI/  Mahasiswa mampu melakukan prototyping antarmuka
GUI dengan prinsip-prinsip usability.
COMPETENCY
 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
POKOK BAHASAN/ Style
SUBJECTS  Usability
 TCUID (Task Centered User Interface Design)

Kurikulum/Curriculum ITS : 2009-2014


 GUI Visual Programming
PUSTAKA UTAMA/ MAIN  Human-Computer Interaction (3rd Edition), Prentice
REFERENCES Hall; December 20, 2003 by Alan Dix, Janet E. Finlay,
Gregory D. Abowd, Russell Beale.
 The Human–Computer Interaction Handbook
PUSTAKA Fundamentals, Evolving Technologies, and Emerging
PENUNJANG/OPTIONAL Applications Second Edition, Andrew Sears and Julie A.
REFERENCES Jacko.
 GUI Bloopers 2.0, Common User Interface Design Don’ts
and Dos, Jeff Johnson, ELSEVIER.
PRASYARAT/PREREQUISITE  Pemrograman computer.
 Computer programming.

3
7
TE – 092519: Manajemen Skenario dan lingkungan
Immersif
MATA KULIAH/ TE – 092519: Scenario Management and Immersive
COURSE TITLE Environment
Sks /Credits: 2
Semester: I

Mahasiswa mengetahui dan mampu menjelaskan manajemen


TUJUAN PEMBELAJARAN/
skenario dan lingkungan immersive beserta aplikasinya.
LEARNING OBJECTIVES 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.
KOMPETENSI/  Mahasiswa mampu melakukan simulasi konsep tersebut
COMPETENCY 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

Kurikulum/Curriculum ITS : 2009-2014


POKOK BAHASAN/  Desain game
SUBJECTS  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
PUSTAKA UTAMA/ MAIN  Chris Crawford on Game Design New Riders Publishing,
REFERENCES 2003

 Andrew Rollings and Ernest Adams on Game Design New


Riders Publishing 2003
PUSTAKA  Paper yang berkaitan
PENUNJANG/OPTIONAL  Thesis yang berkaitan
REFERENCES  Disertasi yang berkaitan
 Related papers.
 Related thesis. 3
 Related dissertation.
8
PRASYARAT/PREREQUISITE
-

9
3
Kurikulum/Curriculum ITS : 2009-2014
TE - 092092: Pengenalan Bidang Riset
MATA KULIAH/ TE - 092092: Introduction to Research Fields
COURSE TITLE Sks /Credits: 2
Semester: I

 Mahasiswa memahami berbagai cluster riset dalam


bidang teknik sistem tenaga, telekomunikasi
multimedia, teknik elektronika, jaringan cerdas
multimedia, dan telematika; dan dapat memilih cluster
riset yang akan ditekuni dengan tetap memperhatikan
cluster-cluster riset yang berhubungan.
TUJUAN PEMBELAJARAN/  Mahasiswa mampu menerapkan sikap ilmiah sesuai
LEARNING OBJECTIVES dengn kebidangan masing-masing.
 To have an understanding of many research fields in
power system engineering, multimedia communication,
electronic engineering, intelligent multimedia network,
and telematics; and to have a skill to select own
research cluster by considering all supporting clusters.
 To have a capability to apply scientific mindset and
attitude in the own research filed.
 Mahasiswa memahami berbagai cluster riset bidang
teknik sistem tenaga, telekomunikasi multimedia, teknik

Kurikulum/Curriculum ITS : 2009-2014


elektronika, jaringan cerdas multimedia, dan telematika.
 Mahasiswa mampu memilih pendekatan ilmiah yang
tepat untuk menyelesaikan permasalahan melalui
kegiatan riset untuk peningkatan kualitas hidup manusia
dan lingkungan.
 Mampu melaksanakan dan memelihara sikap dan
KOMPETENSI/ kegiatan ilmiah dalam kehidupan profesi.
COMPETENCY  To have an understanding many research clusters in the
fields of power system engineering, multimedia
communication, electronic engineering, intelligent
multimedia network, and telematics.
 To have a capability to choose an appropriate scientific
approach to solve a certain engineering problem
through activities for improvement of human life quality
and environment.
 To have a skill of actualizing and to keep scientific
attitude and scientific activities in professional tasks.

POKOK BAHASAN/
 Pembekalan bidang-bidang riset 4
 Seminar ilmiah
0
SUBJECTS  Review jurnal ilmiah
 Telaah kasus
 Penyusunan laporan.
 Provisioning of research fields
 Journal article review
 Case studies and report.

PUSTAKA UTAMA/MAIN  Artikel journal terpilih.


 Selected scientific journals in power system engineering,
REFERENCES
multimedia communication, electronic engineering,
intelligent multimedia network, and telematics.
PUSTAKA -
PENUNJANG/OPTIONAL
REFERENCES

PRASYARAT/PREREQUISITE -

Kurikulum/Curriculum ITS : 2009-2014

4
1
TE – 092093: Penulisan Ilmiah
MATA KULIAH/ TE – 092093: Scientific Writing
COURSE TITLE Sks /Credits: 2
Semester: II

Memberikan persiapan bagi mahasiswa sebelum memulai


thesis, dengan memahami identifikasi dan perumusan
masalah yang akan menjadi topik thesis, memahami
metodologi penelitian yang diperlukan, serta memahami
TUJUAN PEMBELAJARAN/
teknik penulisan karya tulis ilmiah yang berupa proposal
LEARNING OBJECTIVES thesis, buku thesis, dan makalah ilmiah.
Giving preparation for the students before getting thesis by
understanding problem identification and formulation
related to the thesis topic.

 Memahami metodologi riset.


KOMPETENSI/  Memahami cara menulis ilmiah untuk proposal thesis,
thesis dan makalah ilmiah.
COMPETENCY
 Understanding research methodology.
 Understanding technical writing for the proposal thesis,
thesis and scientific papers.
 Memahami metodologi riset: Identifikasi masalah, studi
literature, data plant, pemodelan system, diagram

Kurikulum/Curriculum ITS : 2009-2014


system, algoritma solusi, pengembangan metoda,
simulasi dan analisis, justifikasi hasil.
 Memahami format penulisan ilmiah: judul, pengarang,
afiliasi, lembar pengesahan, abstrak, daftar isi,
pendahuluan, penukilan, penjabaran konsep,
metodologi, tabel, gambar, grafik, jadwal, analisis hasil
POKOK BAHASAN/ simulasi, kesimpulan, daftar pustaka, riwayat hidup dan
ucapan terima kasih.
SUBJECTS
 Understanding research methodology: Problem
identification, Literature study, plant data, systems
modeling, system diagram, solution algorithm, method
development, simulation and analysis, result justification.
 Understanding technical writing format: Title, author,
affiliation, authentication sheet, abstract, content,
introduction to problem, citation, concept, methodology,
data table and graphics, figure, schedule, simulation
result and analysis, conclusion, references, biography and
acknowledgement.
4

PUSTAKA UTAMA/ MAIN ITS, Buku Pedoman Akademik, ITS, 2009.
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,
PUSTAKA Routledge, Oxon, 2008.
PENUNJANG/OPTIONAL  Yogesh Kumar Singh, Fundamental of Research
REFERENCES Methodology and Statistics, New Age International, New
Delhi, 2006

PRASYARAT/PREREQUISITE Pengenalan Bidang Riset

Kurikulum/Curriculum ITS : 2009-2014

4
3
TE – 092511: Desain Pemodelan 3D Lanjut
MATA KULIAH/ TE – 092511: Advance 3D Modelling Design
COURSE TITLE Sks /Credits: 3
Semester: II

TUJUAN PEMBELAJARAN/ Mahasiswa memahami algoritma-algoritma pada


LEARNING OBJECTIVES pemodelan 3D. Lanjut.
Students understand algorithms in advanced 3D modelling.
 Mahasiswa mampu menjelaskan konsep pemodelan 3D.
Lanjut.
KOMPETENSI/  Mahasiswa mampu melakukan implementasi algoritma-
algoritma pada pemodelan 3D. Lanjut.
COMPETENCY
 Students can explain the concepts of advanced 3D
modelling.
 Students can implement algorithms in advanced 3D
modelling.
 Teknik akusisi
 Rekkonstrujsi permukaam
 Pemodelan
POKOK BAHASAN/
 Fraktal
SUBJECTS
 Acquisition techniques
 Surface reconstruction
 Modelling

Kurikulum/Curriculum ITS : 2009-2014


 Fraktal
 Max K. Agoston, MA, MS, PhD, “Computer Graphics and
Geometric Modeling Implementation and Algorithms”,
Springer-Verlag London 2005.
PUSTAKA UTAMA/ MAIN  Steven Harrington,”Computer Graphics A Programming
Approach Second Edition”, McGraw-Hill International
REFERENCES
Editions1987.
 John Vince, MTech, PhD, DSc, FBCS, Ceng
“MATHEMATICS FOR COMPUTER GRAPHICS”, Springer-
Verlag London Limited 2006.

 David Salomon, Transformation And Projections In


PUSTAKA Computer Graphic, Springer-Verlag London 2006.
PENUNJANG/OPTIONAL  John Vince, Mathematics For Computer
REFERENCES Graphic,Springer-Verlag London 2006.
 Perry Harovas, Mastering Maya,SYBEX,London,2000.
4
PRASYARAT/PREREQUISITE  Pemprograman Komputer
4
 Matek I dan II.
 Komputer Graphics
 Computer Programming
 Engineering Mathematics I and II
 Computer Graphics

Kurikulum/Curriculum ITS : 2009-2014

4
5
TE – 092512: Pemrograman permainan berorientasi objek
MATA KULIAH/ TE – 092512: Object Oriented Game Programming
COURSE TITLE Sks /Credits: 2
Semester: II

Mahasiswa mengetahui dan mampu menjelaskan


TUJUAN PEMBELAJARAN/ pemrograman berorientasi obyek untuk permainan beserta
LEARNING OBJECTIVES aplikasinya.
Students understand and have the ability to explain object
oriented game programming and its application.
 Mahasiswa mampu menjelaskan konsep dan teknik-
teknik pemrograman berorientasi obyek untuk
permainan.
KOMPETENSI/
 Mahasiswa mampu melakukan simulasi konsep
COMPETENCY
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

Kurikulum/Curriculum ITS : 2009-2014


Polymorphism
 Thread
 Phyton Programming
POKOK BAHASAN/
 Game Engine – Blender
SUBJECTS
 Object oriented game design
 Object oriented game analysis
 Object based game programming
 Inheritance
 Polymorphism
 Thread
 Phyton Programming
 Game Engine – Blender
th
PUSTAKA UTAMA/ MAIN Deitel, Java How To Program, 5 ed, Prentice Hall, 2003.
REFERENCES

PUSTAKA  Pressman, Software Engineering A Practitioner’s


4
th
Approach, 4 ed,1997.
PENUNJANG/OPTIONAL
6
REFERENCES  Blander, Blender Game Kit, 2002.

PRASYARAT/PREREQUISITE -

Kurikulum/Curriculum ITS : 2009-2014

4
7
TE – 092521: Rekayasa perangkat lunak permainan
MATA KULIAH/ TE – 092521: Software Engineering for Game
COURSE TITLE Sks /Credits: 3
Semester: II

Mahasiswa mengetahui dan mampu menjelaskan


pengembangan dunia Rekayasa Perangkat Lunak Permainan
TUJUAN PEMBELAJARAN/ beserta konsep aplikasinya.
LEARNING OBJECTIVES 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 teknik-
teknik analisa, disain dan pengujian pada rekayasa
permainan.
KOMPETENSI/  Mahasiswa mampu melakukan simulasi konsep tersebut
COMPETENCY 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.

Kurikulum/Curriculum ITS : 2009-2014


 Metode memakai Unified Modeling Language (UML).
 Aplikasi UML pada obyek permainan.
POKOK BAHASAN/
 Pengujian aplikasi dengan obyek permainan.
SUBJECTS
 Object oriented analysis on games.
 Object oriented design on games.
 Object oriented programming on games.
 Methods using Modelling Language (UML).
 UML applications on game’s objects.
 The experiments of application using game’s object.
PUSTAKA UTAMA/ MAIN  John P. Flynt, Omar Saleem, Software Engineering for
REFERENCES Game Developers, Thompson Course Technology, 2004

 Roger S. Pressman, Software engineering: a


PUSTAKA practitioner’s approach ,5th ed. McGraw-Hill, 2001
PENUNJANG/OPTIONAL  Mike O’Docherty, Object-Oriented Analysis and Design
REFERENCES Understanding System Development with UML 2.0,
John Wiley & Sons, 2005 4
8
PRASYARAT/PREREQUISITE
-

9
4
Kurikulum/Curriculum ITS : 2009-2014
TE – 092513: Pemrograman Permainan Berbasis Jaringan
MATA KULIAH/ TE – 092513: Network Based Game Programming
COURSE TITLE Sks /Credits: 2
Semester: III

Mahasiswa mengetahui dan mampu menjelaskan


TUJUAN PEMBELAJARAN/ pemrograman berbasis jaringan untuk permainan beserta
LEARNING OBJECTIVES aplikasinya.
Student know and able to describe Network Based Game
Programming and its applications.
 Mahasiswa mampu menjelaskan konsep dan teknik-
teknik pemrograman berbasis jaringan untuk
permainan.
KOMPETENSI/
 Mahasiswa mampu melakukan simulasi konsep tersebut
COMPETENCY
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
POKOK BAHASAN/  Java and C Network Programming
SUBJECTS  Game Client – server Programming
 Game Web Based programming

Kurikulum/Curriculum ITS : 2009-2014


 Multiplayer Game programming – Ragnarok open
source
PUSTAKA UTAMA/ MAIN Grenville Armitage, Mark Claypool, Philip Branch,
Networking and Online Game - Understanding and
REFERENCES
Engineering Multiplayer Internet games, 2006

PUSTAKA  Michael Morrison, Internet Game Programming with


PENUNJANG/OPTIONAL Java in 21 days,
REFERENCES  Ragnarok open source

PRASYARAT/PREREQUISITE -

5
0
TE – 092099 : Tesis
MATA KULIAH/ TE – 092099 : Thesis
COURSE TITLE Sks /Credits: 6
Semester: IV

Mahasiswa mampu menerapkan metode ilmiah untuk


menyelesaikan permasalahan dalam program game
TUJUAN PEMBELAJARAN/ technology, dengan kontribusi ilmiah yang disesuaikan
LEARNING OBJECTIVES dengan program magister.
The student can apply the methods to solve the problems in
the program of game technology that have the contribution
related the master program.
Mahasiswa mampu menerapkan metode ilmiah untuk
KOMPETENSI/ menyelesaikan permasalahan sesuai bidang keilmuan.
COMPETENCY The Student have the ability to apply the methods for the
problem solving.

POKOK BAHASAN/ Disesuaikan dengan tema yang diambil maisng-masing


SUBJECTS mahasiswa.
Depend on the students topics
PUSTAKA UTAMA/ MAIN Pedoman Penyusunan Thesis, Program Pascasarjana ITS,
REFERENCES 2006.

Kurikulum/Curriculum ITS : 2009-2014


PUSTAKA -
PENUNJANG/OPTIONAL
REFERENCES

 Pengenalan Bidang Riset


PRASYARAT/PREREQUISITE
 Introduction to Research Fields
 Research Proposal

5
1
TE – 092565: Kecerdasan buatan untuk permainan
MATA KULIAH/ TE – 092565: Artificial Intelligent for Game
COURSE TITLE Sks /Credits: 2
MK Pilihan/Additional optional courses

Mahasiswa mengetahui dan mampu menjelaskan


TUJUAN PEMBELAJARAN/ Kecerdasan buatan untuk permainan beserta aplikasinya.
LEARNING OBJECTIVES Students understand and have the ability to explain artificial
intelligence for games and its applications.

 Mahasiswa mampu menjelaskan konsep dan teknik-


teknik Kecerdasan buatan untuk permainan.
KOMPETENSI/  Mahasiswa mampu melakukan simulasi konsep tersebut
COMPETENCY 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
POKOK BAHASAN/
 Sports Simulation
SUBJECTS
 Flocking
 Rule Base
 Decision under uncertainty

Kurikulum/Curriculum ITS : 2009-2014


PUSTAKA UTAMA/ MAIN David M Bourg, Glenn Seaman,AI for Game Developers, O
REFERENCES Reilly, 2004.

PUSTAKA  Russel Norvig, Artificial Intelligence A Modern Approach,


PENUNJANG/OPTIONAL Prentice Hall, 2003.
REFERENCES  Mat Buckland , Programming Game AI by Example,
Wordware Publishing, 2005.
PRASYARAT/PREREQUISITE -

5
2
TE – 092566: Grafika Komputer
MATA KULIAH/ TE – 092566: Computer Graphics
COURSE TITLE Sks /Credits: 2
MK Pilihan/Additional optional courses

TUJUAN PEMBELAJARAN/ Mahasiswa memahami algoritma-algoritma pada grafika


LEARNING OBJECTIVES komputer.
Students understand the algorithms in computer graphics.
 Mahasiswa mampu menjelaskan konsep grafika
komputer.
KOMPETENSI/
 Mahasiswa mampu melakukan implementasi algoritma-
COMPETENCY
algoritma pada grafika komputer.
 Students can explain the concepts of computer graphics.
 Students can implement computer graphics algorithms.
 Konsep Komputer grafik.
 Perangkat keras dan perangkat lunak pada komputer
grafik.
 Konsep garis, primitive dan obyek-obyek pada komputer
grafik.
 Konsep Matrix Transformasi.
POKOK BAHASAN/  Interaksi manusia dengan komputer pada komputer
SUBJECTS grafik.
 computer graphics concept.

Kurikulum/Curriculum ITS : 2009-2014


 Hardware and software of computer graphics.
 Concept of line and other primitives, and objects in
computer graphics.
 Concept of transformation matrix.
 Interaction of human and computer in computer
graphics.
 Steven Harrington,Computer Graphics A Programming
Approach Second Edition, McGraw-Hill International
PUSTAKA UTAMA/ MAIN Editions1987.
REFERENCES  Max K. Agoston, MA, MS, PhD, Computer Graphics and
Geometric Modeling Implementation and Algorithms,
Springer-Verlag London 2005.

PUSTAKA  David Salomon, Transformation And Projections In


PENUNJANG/OPTIONAL Computer Graphic, Springer-Verlag London 2006.
REFERENCES  John Vince, Mathematics For Computer Graphic
,Springer-Verlag London 2006. 5
3
 Pemprograman Komputer
PRASYARAT/PREREQUISITE  Matematika Teknik I dan II
 Computer Programming
 Engineering Mathematics

Kurikulum/Curriculum ITS : 2009-2014

5
4
TE – 092567: Pemrograman GPU
MATA KULIAH/ TE – 092567: GPU Programming
COURSE TITLE Sks /Credits: 2
MK Pilihan/Additional optional courses

Mahasiswa memiliki pengetahuan dasar pemrograman GPU


TUJUAN PEMBELAJARAN/ dan memperkenalkan pola pikir algoritmis dalam
penyusunan program GPU yang terstruktur.
LEARNING OBJECTIVES
Students have the basic knowledge about GPU (Graphical
Processing Unit) programming and have algorithmic way of
thinking in structured GPU programming.
KOMPETENSI/ Mahasiswa dapat menyusun program GPU dengan pola pikir
yang terstruktur dan efektif.
COMPETENCY
Students can build GPU program with effective and
structured way of thinking.
 Pengertian data
 Jenis data dalam GPU
 Sistem bilangan biner sebagai representasi data
elektronik
 Pengertian pengolahan data
a. Pemindahan data
b. Manipulasi data

Kurikulum/Curriculum ITS : 2009-2014


 Input / Output
a. Konsol (keyboard, monitor)
b. File, Printer
c. Peralatan khusus lainnya
POKOK BAHASAN/  Algoritma
a. Urutan perintah (task sequence)
SUBJECTS
b. Perintah bersyarat (conditional task)
c. Perintah berulang (repetitive task)
d. Pengelompokan perintah (Subprogramming)
 Definition of data
 Types of data in GPU
 Binary number system as electronic data representation
 Definition of data processing
a. Data transfer
b. Data manipulation
 Input / Output
a. Console (keyboard, monitor)
b. File, Printer 5
c. Other peripherals
5
 Algorithm
a. Task sequence
b. Conditional task
c. Repetitive task
 Subprogramming
PUSTAKA UTAMA/ MAIN Peter Juliff, Program Design, Printice Hall of Australia,
REFERENCES Second Edition, 1986.

 Tremblay, J.P and Bunt. An Introduction to Computer


PUSTAKA Sience, and Algorithmic Approach, Mc Graw Hill
PENUNJANG/OPTIONAL International, Student Edition, 1980
REFERENCES  Wirth, N. Algorithms & Data Structures, Prentice Hall,
1986.
 Wirth, N. Systematic Programming, Prentice Hall, 1975.
PRASYARAT/PREREQUISITE Algoritma dan Pemrograman Komputer
Algorithm and Computer Programming

Kurikulum/Curriculum ITS : 2009-2014

5
6
TE – 092568: Permainan dalam jaringan
MATA KULIAH/ TE – 092568: Network Game
COURSE TITLE Sks /Credits: 2
MK Pilihan/Additional optional courses

Mahasiswa mengetahui dan mampu menjelaskan teknik-


teknik pembuatan game tersambung beserta karakteristik
TUJUAN PEMBELAJARAN/ jaringan termasuk constraint-constraint-nya.
LEARNING OBJECTIVES Students understand and have the ability to explain the
techniques of networked game development and the
characteristics of network including its constraints.

 Mahasiswa mampu menjelaskan teknik-teknik


pembuatan game tersambung.
 Mahasiswa mampu menjelaskan aspek-aspek teknis
KOMPETENSI/ terkait game tersambung, seperti karakteristik jaringan
dan NPC.
COMPETENCY
 Students can explain the techniques of networked game
development.
 Students can explain the technical aspects related to
networked games, like network characteristics and NPC
(Non Player Character).
 Basic Internet Architecture

Kurikulum/Curriculum ITS : 2009-2014


 Network Latency, Jitter and Loss
 Latency Compensation Techniques
 Compensating Resource Limitations
 Playability versus Network Conditions and Cheats;
 Cheating Prevention
 The Basics of Multiplayer Gaming
 Broadband Access Networks; Cable Networks, ADSL
Networks, Wireless LANs, Cellular Networks
POKOK BAHASAN/
 Human versus Machine (Non Playable Character)
SUBJECTS
 Human versus Human: Creating Client-Server
Architectures
 Online Game Traffic Patterns
 Arah masa depan perkembangan permainan
tersambung; Augmented Reality, MMORPG
 Basic Internet Architecture
 Network Latency, Jitter and Loss


Latency Compensation Techniques
Compensating Resource Limitations
5
 Playability versus Network Conditions and Cheats;
7
 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
PUSTAKA UTAMA/ MAIN Engineering Multiplayer Internet Games, Grenville
Armitage, Mark Claypool, Philip Branch, John Wiley &
REFERENCES
Sons
 Algorithms and Networking for Computer Games, Jouni
Smed, Harri Hakonen, John Wiley & Sons
PUSTAKA  Internet Game Programming with Java in 21 Days,
Michael Morrison, Sams.net Publishing
PENUNJANG/OPTIONAL
 Java 2 Game Programming, Thomas Petchel, 2001
REFERENCES Premier Press.
 Developing Online Games, New Riders Publishing
Pemrograman computer.
PRASYARAT/PREREQUISITE
Algorithm and Computer Programming

Kurikulum/Curriculum ITS : 2009-2014

5
8
TE – 092569: Pengolahan Citra Digital
MATA KULIAH/ TE – 092569: Digital Image Processing
COURSE TITLE Sks /Credits: 2
MK Pilihan/Additional optional courses

Memberikan pengetahuan tentang citra dan video digital,


mulai dari akuisisi, penyimpanan, pemampatan, pengiriman,
dan pengolahannya seperti perbaikan, restorasi, serta
segmentasi, deskripsi, representasi, klasifikasi, pengenalan,
TUJUAN PEMBELAJARAN/ dan visualisasi objek dari citra atau video digital.
LEARNING OBJECTIVES The students understand about digital image and video,
including acquisition, storage, compression, transferring,
and processing like enhancement, restoration,
segmentation, description, representation, classification,
recognition, and visualization of digital image and video.

 Mahasiswa mengetahui lingkup pengolahan citra dan


video digital.
 Mahasiswa mengetahui teknik dan metode akuisisi citra
dan video digital dan peralatan akuisisinya.
 Mahasiswa memahami teknik dan metode
penyimpanan, dan pemampatan citra dan video digital.
 Mahasiswa memahami teknik dan metode pengiriman

Kurikulum/Curriculum ITS : 2009-2014


citra dan video digital.
 Mahasiswa memahami teknik dan metode perbaikan,
restorasi, dan representasi citra dan video digital.
 Mahasiswa memahami teknik dan metode segmentasi,
KOMPETENSI/ deskripsi, representasi, klasifikasi, pengenalan, dan
visualisasi objek dari citra atau video digital.
COMPETENCY
 Mahasiswa mengetahui penerapan satu atau kombinasi
beberapa teknik atau metode untuk aplikasi tertentu.
 The students understand about digital image and digital
video processing.
 The students understand about the techniques and
methods of digital image and digital video acquisition
and its equipments.
 The students understand about the techniques and
methods of storage and compression of digital image
and digital video.
 The students understand about the techniques and
methods of transferring digital image and digital video.
5
 The students understand about the techniques and 9
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
POKOK BAHASAN/ dan lossless). Pokok bahasan juga mencakup teknik dan
metode segmentasi objek pada citra untuk proses lebih
SUBJECTS
lanjut seperti registrasi, pencocokan (matching) serta
pengenalan.
 Theory about signal and its transformation, multi-
resolution, 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,
PUSTAKA UTAMA/ MAIN Academic Press, 2000.

Kurikulum/Curriculum ITS : 2009-2014


rd
REFERENCES  Rafel C. Gonzalez, Digital Image Processing, 3 Ed.,
Pearson Education, 2008.

PUSTAKA  Rafel C. Gonzalez, Digital Image Processing using


PENUNJANG/OPTIONAL Matlab, Pearson Education, 2003.
REFERENCES

PRASYARAT/PREREQUISITE -

6
0
TE – 092572: Permainan mobile
MATA KULIAH/ TE – 092572: Mobile Game
COURSE TITLE Sks /Credits: 2
MK Pilihan/Additional optional courses

Mahasiswa mampu menjelaskan dan mendisain


TUJUAN PEMBELAJARAN/
pemrograman permainan mobile beserta aplikasinya.
LEARNING OBJECTIVES
Students understand the design and frame work of mobile
game.
 Mahasiswa mampu mendisain sistem mobile game.
KOMPETENSI/  Mahasiswa mampu melakukan simulasi konsep tersebut
COMPETENCY pada aplikasi yang sebenarnya .
 Students can design the concepts of mobile game.
 Students can implement computer mobile game.
 Perangkat keras dan lunak untuk permainan mobile.
 Sistem jaringan untuk permainan mobile.
 Framework untuk antar muka, model permainan untuk
permainan mobile.
POKOK BAHASAN/
 Sistem lanjut untuk permainan mobile.
SUBJECTS
 Hardware and software for mobile game.
 Network for mobile game.
 Framework of user interface, playability. and server of

Kurikulum/Curriculum ITS : 2009-2014


mobile game.
 Advanced system in mobile game.
PUSTAKA UTAMA/ MAIN  Journal of IEEE mobile computing
REFERENCES  Journal of IEEE trans on computational intelligence and
AI in games
PUSTAKA -
PENUNJANG/OPTIONAL
REFERENCES

PRASYARAT/PREREQUISITE -

6
1
TE – 092573: Visi komputer
MATA KULIAH/ TE – 092573: Computer Vision
COURSE TITLE Sks /Credits: 2
MK Pilihan/Additional optional courses

Mahasiswa mampu memahami konsep dasar visi komputer.


TUJUAN PEMBELAJARAN/
The students understand the basic concepts of computer
LEARNING OBJECTIVES
vision.

 Mahasiswa mampu menjelaskan konsep visi komputer.


 Mahasiswa mampu melakukan implementasi algoritma-
KOMPETENSI/ algoritma pada visi komputer.
COMPETENCY  The students can explain the concepts of computer
vision.
 The students can implement algorithms in computer
vision.
 Dasar Visi komputer
 Model Citra
 Pandangan Stereo
 Konsep Gambar Pandang Jamak
 Epipolar Geometri
POKOK BAHASAN/
 Rekonstuksi 3D
SUBJECTS
 Basics of computer vision

Kurikulum/Curriculum ITS : 2009-2014


 Image models
 Stereo vision
 Multiple view concepts
 Epipolar geometry
 3D reconstruction
PUSTAKA UTAMA/ MAIN Forysh,Ponce,Computer Vision Modern Approach,Prentice
REFERENCES Hall 2003

 Nikos Paragios, Yunmey Chen,Handbook Of


Mathematical Model in Computer Vision, Springer,2006
PUSTAKA  Steven Harrington,Computer Graphics A Programming
PENUNJANG/OPTIONAL Approach Second Edition, McGraw-Hill International
REFERENCES Editions1987.
 Max K. Agoston, MA, MS, PhD, Computer Graphics and
Geometric Modeling Implementation and Algorithms,
Springer-Verlag London 2005
PRASYARAT/PREREQUISITE  Pemprograman Komputer 6
 Matek I dan II.
2
 Grafika Komputer
 Computer Programming
 Engineering Mathematics I and II
 Computer Graphics

Kurikulum/Curriculum ITS : 2009-2014

6
3

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