STRUKTUR KURIKULUM BIDANG KEAHLIAN JARINGAN CERDAS MULTIMEDIA 2009-2014 Kode MK Code SEMESTER I 1 TE.092500
Nama Mata Kuliah (MK) Course Title
sks Credits
Matematika Diskrit dan Teori Graf Discrete Mathematics and Graph Theory
2
2
TE.092516
Komputasi Lunak Soft Computing
2
3
TE.092541
Multimedia dalam Jaringan Networked Multimedia
2
4
TE.092092
Pengenalan Bidang Riset Introduction to Research Fields
2
Jumlah sks/Total of credits SEMESTER II 1 TE.092562
8
Komputasi bergerak dan Komputasi Ubiquitous Mobile Computing and Ubiquitous Computing
2
2
TE.092533
Sistem Komputer GRID GRID Computer System
2
3
TE.092551
Pengenalan pola Cerdas Intelligent Pattern Recognition
2
4
TE.092093
Penulisan Ilmiah Scientific Writing
2
Jumlah sks/Total of credits SEMESTER III 1 TE.092564
2
3
TE.092561
8
Sistem Biometrika Biometric System
3
Visi komputer Computer Vision
3
Mata Kuliah Pilihan Additional optional courses
4
Jumlah sks/Total of credits
10
Kurikulum/Curriculum ITS : 2009-2014
No.
1
SEMESTER IV 1 TE.092517
2
TE.092099
3
Interaksi Manusia Komputer dan Rekayasa Perangkat Lunak Human Computer Interaction and Software Engineering
2
Tesis Thesis
6
Mata Kuliah Pilihan Additional optional courses
2
Jumlah sks/Total of credits
10
No. 1
Kode MK Code TE.092542
Nama Mata Kuliah (MK) Course Title Streaming Multimedia Multimedia Streaming
sks Credits 2
2
TE.092553
Sistem Manajemen Basis Data Terdistribusi Distributed Database Management System
2
3
TE.092554
Komputasi berbasis Evolusi dan Genetika Evolution and Genetic based Computation
2
4
TE.092555
Manajemen Jaringan Network Management
2
5
TE.092556
Keamanan Jaringan Network Security
2
6
TE.092569
Sistem Telemedika Telemedicine System
2
7
TE.092570
Topik Khusus Jaringan Cerdas Multimedia Ad-hoc Topic
2
Kurikulum/Curriculum ITS : 2009-2014
Mata Kuliah Pilihan Additional optional courses
2
SILABUS KURIKULUM/COURSE SYLLABUS
TE – 092500: Matematika Diskrit dan Teori Graf TE – 092500: Discrete Mathematics and Graph Theory Sks /Credits: 2 Semester: I
TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES
KOMPETENSI/ COMPETENCY
POKOK BAHASAN/ SUBJECTS
PUSTAKA UTAMA/ MAIN REFERENCES PUSTAKA PENUNJANG/OPTIONAL REFERENCES
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.
Kurikulum/Curriculum ITS : 2009-2014
MATA KULIAH/ COURSE TITLE
3
Pemrograman Komputer. Computer Programming.
Kurikulum/Curriculum ITS : 2009-2014
PRASYARAT/PREREQUISITE
4
Sks /Credits: 2 Semester: I
TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES
KOMPETENSI/ COMPETENCY
POKOK BAHASAN/ SUBJECTS
Mahasiswa memahami konsep dan struktur the biological inspired computation. Mahasiswa mampu menjelaskan dan mengerti prinsip the biological inspired computation. 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 computation pada bidang komputer dan informatik. 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: singlelayer dan multilayer perceptrons, serta unsupervised learning algorithm: self-organizing maps Hopfield, ART, dll. Hybrid learning, model neural lainnya. 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 development. Pengantar 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 . 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.
Kurikulum/Curriculum ITS : 2009-2014
MATA KULIAH/ COURSE TITLE
TE – 092516: Komputasi Lunak TE – 092516: Soft Computing
5
PUSTAKA UTAMA/ MAIN REFERENCES
PUSTAKA PENUNJANG/OPTIONAL REFERENCES 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. Pemrograman C atau Matlab. A good knowledge of programming on C or Matlab.
Kurikulum/Curriculum ITS : 2009-2014
6
MATA KULIAH/ COURSE TITLE
TE – 092541: Multimedia dalam Jaringan TE – 092541: Networked Multimedia Sks /Credits: 2 Semester: I
TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES
Mahasiswa dapat menjelaskan arsitektur, diagram alir dan fitur multimedia dalam jaringan dan protocol komunikasi yang tersedia pada beberapa aplikasi jaringan. 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.
KOMPETENSI/ COMPETENCY
POKOK BAHASAN/ SUBJECTS
PUSTAKA UTAMA/ MAIN
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 komunikasi yang tersedia pada multimedia dalam 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. 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 dalam jaringan. 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. Computer Networking: A Top Down Approach Featuring the
Kurikulum/Curriculum ITS : 2009-2014
7
PUSTAKA PENUNJANG/OPTIONAL REFERENCES PRASYARAT/PREREQUISITE
rd
Internet, 3 edition, Jim Kurose and Keith Ross AddisonWesley, 2005. Networked Multimedia Embedded linux, Case study, 2001.
Jaringan Komputer dan Multimedia. Computer Network and Multimedia.
Kurikulum/Curriculum ITS : 2009-2014
REFERENCES
8
Sks /Credits: 2 Semester: I
TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES
KOMPETENSI/ COMPETENCY
POKOK BAHASAN/ SUBJECTS
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. Mahasiswa mampu menerapkan sikap ilmiah sesuai 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 kegiatan riset untuk peningkatan kualitas hidup manusia dan lingkungan. Mampu melaksanakan dan memelihara sikap dan kegiatan ilmiah dalam kehidupan profesi. 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. Pembekalan bidang-bidang riset Seminar ilmiah Review jurnal ilmiah
Kurikulum/Curriculum ITS : 2009-2014
MATA KULIAH/ COURSE TITLE
TE – 092092: Pengenalan Bidang Riset TE – 092092: Introduction to Research Fields
9
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.
PUSTAKA PENUNJANG/OPTIONAL REFERENCES
-
PRASYARAT/PREREQUISITE
-
Kurikulum/Curriculum ITS : 2009-2014
PUSTAKA UTAMA/ MAIN REFERENCES
1 0
MATA KULIAH/ COURSE TITLE
TE – 092562: Komputasi bergerak dan Komputasi Ubiquitous TE – 092562: Mobile Computing and Ubiquitous Computing
TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES
KOMPETENSI/ COMPETENCY
POKOK BAHASAN/ SUBJECTS
PUSTAKA UTAMA/ MAIN REFERENCES
PUSTAKA PENUNJANG/OPTIONAL REFERENCES PRASYARAT/PREREQUISITE
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 -
-
Kurikulum/Curriculum ITS : 2009-2014
Sks /Credits: 2 Semester: II
1 1
MATA KULIAH/ COURSE TITLE
TE – 092533: Sistem Komputer GRID TE – 092533: GRID Computer System Sks /Credits: 2 Semester: II
TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES
Mahasiswa mampu menjelasan arsitektur dari sistem grid, sistem manajemen sumber daya pada grid, dan juga bagaimana web semantik disebarkan dalam sistem grid untuk menghasilkan keamanan dan ketersediaan pada grid. 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.
KOMPETENSI/ COMPETENCY
POKOK BAHASAN/ SUBJECTS
PUSTAKA UTAMA/ MAIN REFERENCES PUSTAKA PENUNJANG/OPTIONAL
Mahasiswa mampu menjelaskan arsitektur dasar dana fitur-fitur grid berdasarkan standar OGSA. Mahasiswa mampu menjelaskan bagaimana sistem manajemen sumber daya diterapan pada sistem grid untuk mendukung unjuk kerja dan keamanan pada grid. 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 performance and security in Grid. Arsitektur dasar sistem grid Beberapa konsep dan aplikasi dalam komputasi terdistribusi Globus toolkit dan layanan web pada sistem grid Web semantik pada sistem grid 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, Brunel Univ, UK, Portsmouth Univ, USA, John Wiley & Sons, 2005. Stevens, R.D, Tipney, H.J, Wroel, C, J, Oinn T.M, Senger, M, Lord, PW, et all, Syndrome using myGrid, bioinformatic,
Kurikulum/Curriculum ITS : 2009-2014
1 2
2003.
PRASYARAT/PREREQUISITE
Computer Network and Parallel Processing
Kurikulum/Curriculum ITS : 2009-2014
REFERENCES
1 3
Sks /Credits: 2 Semester: II
TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES
Mahasiswa mengetahui dan mampu menjelaskan Pengenalan Pola Cerdas beserta aplikasinya. Students understand and are able to explain about intelligent pattern recognition and its applications.
KOMPETENSI/ COMPETENCY
POKOK BAHASAN/ SUBJECTS
PUSTAKA UTAMA/ MAIN REFERENCES
PUSTAKA PENUNJANG/OPTIONAL REFERENCES
PRASYARAT/PREREQUISITE
-
Mahasiswa mampu menjelaskan konsep dan teknikteknik Pengenalan Pola Cerdas. Mahasiswa mampu melakukan simulasi konsep tersebut 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 Feature generation Template matching Context dependent classification Clustering Sergios Theodoridis, Konstantinos Koutroumbas, pattern recognition,2nd edition, Elsevier, 2003. Duda, Hart, Pattern classification, 2nd edition.
Kurikulum/Curriculum ITS : 2009-2014
MATA KULIAH/ COURSE TITLE
TE – 092551: Pengenalan pola Cerdas TE – 092551: Intelligent Pattern Recognition
1 4
Sks /Credits: 2 Semester: II
TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES
KOMPETENSI/ COMPETENCY
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 memberikan arahan tentang pemilihan bidang riset. 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. 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 eksperimen, mengumpulkan data, dan menganalisa 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 dan kemampuan mempresentasikannya.
Kurikulum/Curriculum ITS : 2009-2014
MATA KULIAH/ COURSE TITLE
TE – 092093: Penulisan Ilmiah TE – 092093: Scientific Writing
1 5
POKOK BAHASAN/ SUBJECTS
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
Kurikulum/Curriculum ITS : 2009-2014
1 6
research field. Geoffrey Marczyk, Essentials of research design and methodology, John Wiley & Sons LTD., New Jersey, 2005.
PUSTAKA PENUNJANG/OPTIONAL REFERENCES
PRASYARAT/PREREQUISITE
-
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.
Kurikulum/Curriculum ITS : 2009-2014
PUSTAKA UTAMA/ MAIN REFERENCES
1 7
MATA KULIAH/ COURSE TITLE
TE – 092564: Sistem Biometrika TE – 092564: Biometric System Sks /Credits: 3 Semester: III
TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES
Mahasiswa memiliki pengetahuan tentang system biometrika baik dalam system yang menggunakan single ataupun multi modal juga proses kegagalan dalam mendidentifikasi kasus dan bagaimana cara 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.
KOMPETENSI/ COMPETENCY
POKOK BAHASAN/ SUBJECTS
PUSTAKA UTAMA/ MAIN REFERENCES PUSTAKA PENUNJANG/OPTIONAL
Mahasiswa mampu menjelaskan cara-cara perancangan system biometrika baik single maupun multi modal. Mahasiswa mampu menjelaskan proses kegagalan pada identifikasi system biometrika dan bagaimana cara 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. Fenomena biometrika. Pengidentifikasian single ataupun multi model biomterika. Untuk pengenalan kegagalan pada sisitem identifikasi biometrika dan penanggulangannya. Pengaturan ROC curve. Sistem Biometrika menggunakan ROC curve. 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. Anil K. Jain, Patrick Flynn, Arun A. Ross, Handbook of Biometrics, Springer Verlag 2005
M. Negin, T. A. Chmielewski, M. Salganicoff, T. A. Camus, U. M. C. von Seelan, P. L. Venetianer, and G. G. Zhang.
Kurikulum/Curriculum ITS : 2009-2014
1 8
PRASYARAT/PREREQUISITE
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 Discrete Mathematics and Graph Theory Soft Computing Multimedia Networks Human Computer Interaction
Kurikulum/Curriculum ITS : 2009-2014
REFERENCES
1 9
MATA KULIAH/ COURSE TITLE
TE – 092561: Visi komputer TE – 092561: Computer Vision Sks /Credits: 3 Semester: III
TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES
Mahasiswa mampu memahami konsep dasar visi komputer. The students understand the basic concepts of computer vision.
KOMPETENSI/ COMPETENCY
POKOK BAHASAN/ SUBJECTS
PUSTAKA UTAMA/ MAIN REFERENCES
Mahasiswa mampu menjelaskan konsep visi komputer. Mahasiswa mampu melakukan implementasi algoritmaalgoritma pada visi komputer. 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 Rekonstuksi 3D Basics of computer vision Image models Stereo vision Multiple view concepts Epipolar geometry 3D reconstruction Forysh,Ponce,Computer Vision Modern Approach ,Prentice Hall 2003
PUSTAKA PENUNJANG/OPTIONAL REFERENCES
PRASYARAT/PREREQUISITE
Nikos Paragios, Yunmey Chen,Handbook Of Mathematical Model in Computer Vision, Springer,2006 Steven Harrington,Computer Graphics A Programming Approach Second Edition, McGraw-Hill International Editions1987. Max K. Agoston, MA, MS, PhD, Computer Graphics and Geometric Modeling Implementation and Algorithms, Springer-Verlag London 2005 Pemprograman Komputer Matematika teknik I dan II.
Kurikulum/Curriculum ITS : 2009-2014
2 0
Grafika Komputer Computer Programming Engineering Mathematics I and II Computer Graphics
Kurikulum/Curriculum ITS : 2009-2014
2 1
MATA KULIAH/ COURSE TITLE
TE – 092517: Interaksi Manusia Komputer dan Rekayasa Perangkat Lunak TE – 092517: Human Computer Interaction and Software Engineering Sks /Credits: 2 Semester: IV
TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES
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.
KOMPETENSI/ COMPETENCY
POKOK BAHASAN/ SUBJECTS
PUSTAKA UTAMA/ MAIN REFERENCES
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.
PUSTAKA PENUNJANG/OPTIONAL REFERENCES
PRASYARAT/PREREQUISITE
The Human–Computer Interaction Handbook Fundamentals, Evolving Technologies, and Emerging Applications Second Edition, Andrew Sears and Julie A. Jacko. GUI Bloopers 2.0, Common User Interface Design Don’ts and Dos, Jeff Johnson, ELSEVIER Pemrograman computer. Computer Programming.
Kurikulum/Curriculum ITS : 2009-2014
2 2
Sks /Credits: 6 Semester: IV
TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES
KOMPETENSI/ COMPETENCY
POKOK BAHASAN/ SUBJECTS PUSTAKA UTAMA/ MAIN REFERENCES PUSTAKA PENUNJANG/OPTIONAL REFERENCES
PRASYARAT/PREREQUISITE
Mahasiswa mampu menerapkan metode ilmiah untuk menyelesaikan permasalahan dalam bidang keilmuan teknik elektronika, dengan kontribusi ilmiah yang disesuaikan 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 menyelesaikan permasalahan sesuai bidang keilmuan. The Student have the ability to apply the methods for the problem solving. Disesuaikan dengan tema yang diambil maisng-masing mahasiswa. Depend on the students topics. Pedoman Penyusunan Thesis, Program Pascasarjana ITS, 2006. -
Pengenalan Bidang Riset Proposal Riset Introduction to Research Fields Research Proposal
Kurikulum/Curriculum ITS : 2009-2014
MATA KULIAH/ COURSE TITLE
TE – 092099 : Tesis TE – 092099 : Thesis
2 3
Sks /Credits: 2 MK Pilihan/Additional optional courses
TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES
Mahasiswa mengetahui dan mampu menjelaskan pengembangangan teknik streaming untuk multimedia pada TV digital maupun IPTV. Students understand and have the ability to explain streaming techniques development for multimedia on digital TV and IPTV as well.
KOMPETENSI/ COMPETENCY
POKOK BAHASAN/ SUBJECTS
PUSTAKA UTAMA/ MAIN REFERENCES
Mahasiswa mampu menjelaskan cara-cara perancangan teknik streaming untuk multimedia. Mahasiswa mampu menjelaskan cara-cara perancangan teknik streaming untuk multimedia pada broadcasting TV Digital dan IPTV. 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. 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 dan IPTV . 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 Compression Video Coding for Next-generation Multimedia ,The Robert Gordon University, Aberdeen, UK, Wiley. A. Sadka, Compressed Video Communications, John Wiley & Sons, 2002.
Kurikulum/Curriculum ITS : 2009-2014
MATA KULIAH/ COURSE TITLE
TE – 092542: Streaming Multimedia TE – 092542: Multimedia Streaming
2 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 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
PUSTAKA PENUNJANG/OPTIONAL REFERENCES
PRASYARAT/PREREQUISITE
Kurikulum/Curriculum ITS : 2009-2014
2 5
Sks /Credits: 2 MK Pilihan/Additional optional courses
TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES
KOMPETENSI/ COMPETENCY
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.
Kurikulum/Curriculum ITS : 2009-2014
MATA KULIAH/ COURSE TITLE
TE – 092553: Sistem Manajemen Basis Data Terdistribusi TE – 092553: Distributed Database Management System
2 6
POKOK BAHASAN/ SUBJECTS
PUSTAKA UTAMA/ MAIN REFERENCES
PUSTAKA PENUNJANG/OPTIONAL
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. -
Kurikulum/Curriculum ITS : 2009-2014
2 7
PRASYARAT/PREREQUISITE
Kurikulum/Curriculum ITS : 2009-2014
REFERENCES -
2 8
Sks /Credits: 2 MK Pilihan/Additional optional courses
TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES
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.
KOMPETENSI/ COMPETENCY
POKOK BAHASAN/ SUBJECTS
PUSTAKA UTAMA/ MAIN REFERENCES
PUSTAKA PENUNJANG/OPTIONAL REFERENCES
PRASYARAT/PREREQUISITE
-
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.
Kurikulum/Curriculum ITS : 2009-2014
MATA KULIAH/ COURSE TITLE
TE – 092554: Komputasi berbasis Evolusi dan Genetika TE – 092554: Evolution and Genetic based Computation
2 9
Sks /Credits: 2 MK Pilihan/Additional optional courses
TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES
KOMPETENSI/ COMPETENCY
POKOK BAHASAN/ SUBJECTS
PUSTAKA UTAMA/ MAIN REFERENCES
Mahasiswa mampu menjelaskan dan mendisain manajemen jaringan beserta aplikasinya. Student have experience on design network management and it’s application. Mahasiswa mampu mendisain sistem manajemen jaringan. Mahasiswa mampu melakukan simulasi konsep tersebut 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 Cryptographic key distribution authorization Configuration and fault management Security management Performance management Network management’s hardware and software Journal of IEEE trans on networking
PUSTAKA PENUNJANG/OPTIONAL REFERENCES
-
PRASYARAT/PREREQUISITE
-
Kurikulum/Curriculum ITS : 2009-2014
MATA KULIAH/ COURSE TITLE
TE – 092555: Manajemen Jaringan TE – 092555: Network Management
3 0
Sks /Credits: 2 MK Pilihan/Additional optional courses
TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES KOMPETENSI/ COMPETENCY
POKOK BAHASAN/ SUBJECTS
PUSTAKA UTAMA/ MAIN REFERENCES
Mempelajari aspek-aspek keamanan jaringan, teknik pembobolan dan pengamanan. Students understand the aspects of network security, the techniques of intrution and firewall. -
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
PUSTAKA PENUNJANG/OPTIONAL REFERENCES
-
PRASYARAT/PREREQUISITE
Jaringan Komputer Computer Networks
Kurikulum/Curriculum ITS : 2009-2014
MATA KULIAH/ COURSE TITLE
TE – 092556: Keamanan Jaringan TE – 092556: Network Security
3 1
Sks /Credits: 2 MK Pilihan/Additional optional courses
TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES
KOMPETENSI/ COMPETENCY
POKOK BAHASAN/ SUBJECTS
PUSTAKA UTAMA/ MAIN REFERENCES
Mahasiswa mengetahui dan mampu menjelaskan pengembangan Telemedicine beserta desain aplikasinya. 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. Mahasiswa dapat membuat desain aplikasi telemedicine. 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. 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. Desain aplikasi telemedicine. 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. A.C. Norris, Essential of Telemedicine and Telecare, John Wiley & Sons LTD., West Sussex, 2002
Kurikulum/Curriculum ITS : 2009-2014
MATA KULIAH/ COURSE TITLE
TE – 092569: Sistem Telemedika TE – 092569: Telemedicine System
3 2
PRASYARAT/PREREQUISITE
-
Rifat Latifi, CURRENT PRINCIPLES AND PRACTICES OF TELEMEDICINE AND E-HEALTH, IOS press, Amsterdam, 2008. G. Burg, Telemedicine and Teledermatology, Switzerland, 2003.
Kurikulum/Curriculum ITS : 2009-2014
PUSTAKA PENUNJANG/OPTIONAL REFERENCES
3 3
STRUKTUR KURIKULUM PROGRAM GAME TECHNOLOGY 2009-2014 Kode MK Code SEMESTER I 1 TE.092510 2
TE.092518
3
TE.092519
4
TE.092092
SEMESTER II 1 TE.092093 2
TE.092511
3
TE.092512
4
TE.092521
SEMESTER III 1 TE.092513 2
TE.092571
3
SEMESTER IV 1 TE.092099 2
Nama Mata Kuliah (MK) Course Title Desain Pemodelan 3D 3D Modelling Design Desain Interaksi Manusia Komputer Untuk Game Human Computer Interaction Game Design Manajemen Skenario dan lingkungan Immersif Scenario Management and Immersive Environment Pengenalan Bidang Riset Introduction to Research Fields Jumlah sks/Total of credits Penulisan Ilmiah Scientific Writing Desain Pemodelan 3D Lanjut Advance 3D Modelling Design Pemrograman permainan berorientasi objek Object Oriented Game Programming Rekayasa perangkat lunak permainan Software Engineering for Game Jumlah sks/Total of credits
sks Credits 3 3 2 2 10 2 3 2 3 10
Pemrograman Permainan Berbasis Jaringan Network Based Game Programming Riset berkelompok Grouped Research Mata Kuliah Pilihan Additional optional courses Jumlah sks/Total of credits
2
Tesis Thesis Mata Kuliah Pilihan Additional optional courses
6
Jumlah sks/Total of credits
2 4 8
2
8
Kurikulum/Curriculum ITS : 2009-2014
No.
3 4
Mata Kuliah Pilihan Additional optional courses 1
Kode MK Code TE.092565
Nama Mata Kuliah (MK) Course Title Kecerdasan buatan untuk permainan Artificial Intelligent for Game
sks Credits 2
2
TE.092566
Grafika Komputer Computer Graphics
2
3
TE.092567
Pemrograman GPU GPU Programming
2
4
TE.092568
Permainan dalam jaringan Network Game
2
5
TE.092569
Pengolahan Citra Digital Digital Image Processing
2
6
TE.092572
Permainan mobile Mobile Game
2
7
TE.092573
Visi komputer Computer Vision
2
Kurikulum/Curriculum ITS : 2009-2014
No.
3 5
Sks /Credits: 3 Semester: I
TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES
Mahasiswa memahami algoritma-algoritma pemodelan 3D. Students understand the algorithms in 3D modelling.
pada
PUSTAKA PENUNJANG/OPTIONAL REFERENCES
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
PRASYARAT/PREREQUISITE
Pemprograman Komputer Matek I dan II. Komputer Graphics Computer Programming Engineering Mathematics I and II Computer Graphics
KOMPETENSI/ COMPETENCY
POKOK BAHASAN/ SUBJECTS
PUSTAKA UTAMA/ MAIN REFERENCES
Kurikulum/Curriculum ITS : 2009-2014
MATA KULIAH/ COURSE TITLE
TE – 092510: Desain Pemodelan 3D TE – 092510: 3D Modelling Design
3 6
MATA KULIAH/ COURSE TITLE
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.
KOMPETENSI/ COMPETENCY
POKOK BAHASAN/ SUBJECTS
PUSTAKA UTAMA/ MAIN REFERENCES
PUSTAKA PENUNJANG/OPTIONAL REFERENCES
PRASYARAT/PREREQUISITE
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 Human–Computer Interaction Handbook Fundamentals, Evolving Technologies, and Emerging Applications Second Edition, Andrew Sears and Julie A. Jacko. GUI Bloopers 2.0, Common User Interface Design Don’ts and Dos, Jeff Johnson, ELSEVIER. Pemrograman computer. Computer programming.
Kurikulum/Curriculum ITS : 2009-2014
TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES
3 7
MATA KULIAH/ COURSE TITLE
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.
KOMPETENSI/ COMPETENCY
POKOK BAHASAN/ SUBJECTS
PUSTAKA UTAMA/ MAIN REFERENCES
PUSTAKA PENUNJANG/OPTIONAL REFERENCES
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.
Kurikulum/Curriculum ITS : 2009-2014
TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES
3 8
Kurikulum/Curriculum ITS : 2009-2014
PRASYARAT/PREREQUISITE -
3 9
Sks /Credits: 2 Semester: I
TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES
KOMPETENSI/ COMPETENCY
POKOK BAHASAN/
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. Mahasiswa mampu menerapkan sikap ilmiah sesuai 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 kegiatan riset untuk peningkatan kualitas hidup manusia dan lingkungan. Mampu melaksanakan dan memelihara sikap dan kegiatan ilmiah dalam kehidupan profesi. 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. Pembekalan bidang-bidang riset Seminar ilmiah
Kurikulum/Curriculum ITS : 2009-2014
MATA KULIAH/ COURSE TITLE
TE - 092092: Pengenalan Bidang Riset TE - 092092: Introduction to Research Fields
4 0
PUSTAKA UTAMA/MAIN REFERENCES
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.
PUSTAKA PENUNJANG/OPTIONAL REFERENCES
-
PRASYARAT/PREREQUISITE
-
Kurikulum/Curriculum ITS : 2009-2014
SUBJECTS
4 1
Sks /Credits: 2 Semester: II
TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES
KOMPETENSI/ COMPETENCY
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 teknik penulisan karya tulis ilmiah yang berupa proposal 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.
POKOK BAHASAN/ SUBJECTS
PUSTAKA UTAMA/ MAIN
Memahami metodologi riset. Memahami cara menulis ilmiah untuk proposal thesis, thesis dan makalah ilmiah. 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 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 simulasi, kesimpulan, daftar pustaka, riwayat hidup dan ucapan terima kasih. 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. ITS, Buku Pedoman Akademik, ITS, 2009.
Kurikulum/Curriculum ITS : 2009-2014
MATA KULIAH/ COURSE TITLE
TE – 092093: Penulisan Ilmiah TE – 092093: Scientific Writing
4 2
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
PUSTAKA PENUNJANG/OPTIONAL REFERENCES
PRASYARAT/PREREQUISITE
Pengenalan Bidang Riset
Kurikulum/Curriculum ITS : 2009-2014
REFERENCES
4 3
Sks /Credits: 3 Semester: II
TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES
Mahasiswa memahami algoritma-algoritma pada pemodelan 3D. Lanjut. Students understand algorithms in advanced 3D modelling.
KOMPETENSI/ COMPETENCY
POKOK BAHASAN/ SUBJECTS
PUSTAKA UTAMA/ MAIN REFERENCES
Mahasiswa mampu menjelaskan konsep pemodelan 3D. Lanjut. Mahasiswa mampu melakukan implementasi algoritmaalgoritma pada pemodelan 3D. Lanjut. Students can explain the concepts of advanced 3D modelling. Students can implement algorithms in advanced 3D modelling. Teknik akusisi Rekkonstrujsi permukaam Pemodelan Fraktal Acquisition techniques Surface reconstruction Modelling Fraktal 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.
PUSTAKA PENUNJANG/OPTIONAL REFERENCES
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.
PRASYARAT/PREREQUISITE
Pemprograman Komputer
Kurikulum/Curriculum ITS : 2009-2014
MATA KULIAH/ COURSE TITLE
TE – 092511: Desain Pemodelan 3D Lanjut TE – 092511: Advance 3D Modelling Design
4 4
Matek I dan II. Komputer Graphics Computer Programming Engineering Mathematics I and II Computer Graphics
Kurikulum/Curriculum ITS : 2009-2014
4 5
Sks /Credits: 2 Semester: II
TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES
KOMPETENSI/ COMPETENCY
POKOK BAHASAN/ SUBJECTS
PUSTAKA UTAMA/ MAIN REFERENCES PUSTAKA PENUNJANG/OPTIONAL
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.
Pressman, Software Engineering th Approach, 4 ed,1997.
A
Practitioner’s
Kurikulum/Curriculum ITS : 2009-2014
MATA KULIAH/ COURSE TITLE
TE – 092512: Pemrograman permainan berorientasi objek TE – 092512: Object Oriented Game Programming
4 6
PRASYARAT/PREREQUISITE
-
Blander, Blender Game Kit, 2002.
Kurikulum/Curriculum ITS : 2009-2014
REFERENCES
4 7
Sks /Credits: 3 Semester: II
TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES
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.
KOMPETENSI/ COMPETENCY
POKOK BAHASAN/ SUBJECTS
PUSTAKA UTAMA/ MAIN REFERENCES
PUSTAKA PENUNJANG/OPTIONAL REFERENCES
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 game’s objects. The experiments of application using game’s object. John P. Flynt, Omar Saleem, Software Engineering for Game Developers, Thompson Course Technology, 2004 Roger S. Pressman, Software engineering: a practitioner’s approach ,5th ed. McGraw-Hill, 2001 Mike O’Docherty, Object-Oriented Analysis and Design Understanding System Development with UML 2.0, John Wiley & Sons, 2005
Kurikulum/Curriculum ITS : 2009-2014
MATA KULIAH/ COURSE TITLE
TE – 092521: Rekayasa perangkat lunak permainan TE – 092521: Software Engineering for Game
4 8
Kurikulum/Curriculum ITS : 2009-2014
PRASYARAT/PREREQUISITE -
4 9
Sks /Credits: 2 Semester: III
TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES
KOMPETENSI/ COMPETENCY
POKOK BAHASAN/ SUBJECTS
PUSTAKA UTAMA/ MAIN REFERENCES
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
PUSTAKA PENUNJANG/OPTIONAL REFERENCES
PRASYARAT/PREREQUISITE
-
Michael Morrison, Internet Game Programming with Java in 21 days, Ragnarok open source
Kurikulum/Curriculum ITS : 2009-2014
MATA KULIAH/ COURSE TITLE
TE – 092513: Pemrograman Permainan Berbasis Jaringan TE – 092513: Network Based Game Programming
5 0
TE – 092099 : Tesis TE – 092099 : Thesis Sks /Credits: 6 Semester: IV
TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES
KOMPETENSI/ COMPETENCY
POKOK BAHASAN/ SUBJECTS PUSTAKA UTAMA/ MAIN REFERENCES PUSTAKA PENUNJANG/OPTIONAL REFERENCES PRASYARAT/PREREQUISITE
Mahasiswa mampu menerapkan metode ilmiah untuk menyelesaikan permasalahan dalam program game technology, dengan kontribusi ilmiah yang disesuaikan 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 menyelesaikan permasalahan sesuai bidang keilmuan. The Student have the ability to apply the methods for the problem solving. Disesuaikan dengan tema yang diambil maisng-masing mahasiswa. Depend on the students topics Pedoman Penyusunan Thesis, Program Pascasarjana ITS, 2006. -
Pengenalan Bidang Riset Introduction to Research Fields Research Proposal
Kurikulum/Curriculum ITS : 2009-2014
MATA KULIAH/ COURSE TITLE
5 1
MATA KULIAH/ COURSE TITLE
TE – 092565: Kecerdasan buatan untuk permainan TE – 092565: Artificial Intelligent for Game Sks /Credits: 2 MK Pilihan/Additional optional courses
TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES
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.
KOMPETENSI/ COMPETENCY
POKOK BAHASAN/ SUBJECTS
PUSTAKA UTAMA/ MAIN REFERENCES
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.
PUSTAKA PENUNJANG/OPTIONAL REFERENCES
PRASYARAT/PREREQUISITE
-
Russel Norvig, Artificial Intelligence A Modern Approach, Prentice Hall, 2003. Mat Buckland , Programming Game AI by Example, Wordware Publishing, 2005.
Kurikulum/Curriculum ITS : 2009-2014
5 2
Sks /Credits: 2 MK Pilihan/Additional optional courses
TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES
Mahasiswa memahami algoritma-algoritma pada grafika komputer. Students understand the algorithms in computer graphics.
KOMPETENSI/ COMPETENCY
POKOK BAHASAN/ SUBJECTS
PUSTAKA UTAMA/ MAIN REFERENCES
PUSTAKA PENUNJANG/OPTIONAL REFERENCES
Mahasiswa mampu menjelaskan konsep grafika komputer. Mahasiswa mampu melakukan implementasi algoritmaalgoritma 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. Interaksi manusia dengan komputer pada komputer grafik. computer graphics concept. 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 Editions1987. Max K. Agoston, MA, MS, PhD, Computer Graphics and Geometric Modeling Implementation and Algorithms, Springer-Verlag London 2005. David Salomon, Transformation And Projections In Computer Graphic, Springer-Verlag London 2006. John Vince, Mathematics For Computer Graphic ,Springer-Verlag London 2006.
Kurikulum/Curriculum ITS : 2009-2014
MATA KULIAH/ COURSE TITLE
TE – 092566: Grafika Komputer TE – 092566: Computer Graphics
5 3
Pemprograman Komputer Matematika Teknik I dan II Computer Programming Engineering Mathematics
Kurikulum/Curriculum ITS : 2009-2014
PRASYARAT/PREREQUISITE
5 4
Sks /Credits: 2 MK Pilihan/Additional optional courses
TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES
KOMPETENSI/ COMPETENCY
POKOK BAHASAN/ SUBJECTS
Mahasiswa memiliki pengetahuan dasar pemrograman GPU dan memperkenalkan pola pikir algoritmis dalam penyusunan program GPU yang terstruktur. Students have the basic knowledge about GPU (Graphical Processing Unit) programming and have algorithmic way of thinking in structured GPU programming. Mahasiswa dapat menyusun program GPU dengan pola pikir yang terstruktur dan efektif. 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 Input / Output a. Konsol (keyboard, monitor) b. File, Printer c. Peralatan khusus lainnya Algoritma a. Urutan perintah (task sequence) 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 c. Other peripherals
Kurikulum/Curriculum ITS : 2009-2014
MATA KULIAH/ COURSE TITLE
TE – 092567: Pemrograman GPU TE – 092567: GPU Programming
5 5
PUSTAKA UTAMA/ MAIN REFERENCES
Algorithm a. Task sequence b. Conditional task c. Repetitive task Subprogramming Peter Juliff, Program Design, Printice Hall of Australia, Second Edition, 1986.
PRASYARAT/PREREQUISITE
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
Kurikulum/Curriculum ITS : 2009-2014
PUSTAKA PENUNJANG/OPTIONAL REFERENCES
5 6
Sks /Credits: 2 MK Pilihan/Additional optional courses
TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES
Mahasiswa mengetahui dan mampu menjelaskan teknikteknik pembuatan game tersambung beserta karakteristik jaringan termasuk constraint-constraint-nya. Students understand and have the ability to explain the techniques of networked game development and the characteristics of network including its constraints.
KOMPETENSI/ COMPETENCY
POKOK BAHASAN/ SUBJECTS
Mahasiswa mampu menjelaskan teknik-teknik pembuatan game tersambung. Mahasiswa mampu menjelaskan aspek-aspek teknis terkait game tersambung, seperti karakteristik jaringan dan NPC. 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 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 Human versus Machine (Non Playable Character) 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 Playability versus Network Conditions and Cheats;
Kurikulum/Curriculum ITS : 2009-2014
MATA KULIAH/ COURSE TITLE
TE – 092568: Permainan dalam jaringan TE – 092568: Network Game
5 7
PUSTAKA PENUNJANG/OPTIONAL REFERENCES
PRASYARAT/PREREQUISITE
Kurikulum/Curriculum ITS : 2009-2014
PUSTAKA UTAMA/ MAIN REFERENCES
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
Sks /Credits: 2 MK Pilihan/Additional optional courses
TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES
Memberikan pengetahuan tentang citra dan video digital, mulai dari akuisisi, penyimpanan, pemampatan, pengiriman, dan pengolahannya seperti perbaikan, restorasi, serta segmentasi, deskripsi, representasi, klasifikasi, pengenalan, dan visualisasi objek dari citra atau video digital. 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.
KOMPETENSI/ COMPETENCY
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 citra dan video digital. Mahasiswa memahami teknik dan metode perbaikan, restorasi, dan representasi citra dan video digital. Mahasiswa memahami teknik dan metode segmentasi, deskripsi, representasi, klasifikasi, pengenalan, dan visualisasi objek dari citra atau video digital. 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. The students understand about the techniques and
Kurikulum/Curriculum ITS : 2009-2014
MATA KULIAH/ COURSE TITLE
TE – 092569: Pengolahan Citra Digital TE – 092569: Digital Image Processing
5 9
POKOK BAHASAN/ SUBJECTS
PUSTAKA UTAMA/ MAIN REFERENCES
PUSTAKA PENUNJANG/OPTIONAL REFERENCES
PRASYARAT/PREREQUISITE
-
Rafel C. Gonzalez, Digital Image Processing using Matlab, Pearson Education, 2003.
Kurikulum/Curriculum ITS : 2009-2014
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.
6 0
Sks /Credits: 2 MK Pilihan/Additional optional courses
TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES
KOMPETENSI/ COMPETENCY
POKOK BAHASAN/ SUBJECTS
PUSTAKA UTAMA/ MAIN REFERENCES PUSTAKA PENUNJANG/OPTIONAL REFERENCES PRASYARAT/PREREQUISITE
Mahasiswa mampu menjelaskan dan mendisain pemrograman permainan mobile beserta aplikasinya. Students understand the design and frame work of mobile game. Mahasiswa mampu mendisain sistem mobile game. Mahasiswa mampu melakukan simulasi konsep tersebut 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. Sistem lanjut untuk permainan mobile. Hardware and software for mobile game. Network for mobile game. Framework of user interface, playability. and server of mobile game. Advanced system in mobile game. Journal of IEEE mobile computing Journal of IEEE trans on computational intelligence and AI in games -
-
Kurikulum/Curriculum ITS : 2009-2014
MATA KULIAH/ COURSE TITLE
TE – 092572: Permainan mobile TE – 092572: Mobile Game
6 1
MATA KULIAH/ COURSE TITLE
TE – 092573: Visi komputer TE – 092573: Computer Vision Sks /Credits: 2 MK Pilihan/Additional optional courses
TUJUAN PEMBELAJARAN/ LEARNING OBJECTIVES
Mahasiswa mampu memahami konsep dasar visi komputer. The students understand the basic concepts of computer vision.
KOMPETENSI/ COMPETENCY
POKOK BAHASAN/ SUBJECTS
PUSTAKA UTAMA/ MAIN REFERENCES
Mahasiswa mampu menjelaskan konsep visi komputer. Mahasiswa mampu melakukan implementasi algoritmaalgoritma pada visi komputer. 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 Rekonstuksi 3D Basics of computer vision Image models Stereo vision Multiple view concepts Epipolar geometry 3D reconstruction Forysh,Ponce,Computer Vision Modern Approach,Prentice Hall 2003
PUSTAKA PENUNJANG/OPTIONAL REFERENCES
PRASYARAT/PREREQUISITE
Nikos Paragios, Yunmey Chen,Handbook Of Mathematical Model in Computer Vision, Springer,2006 Steven Harrington,Computer Graphics A Programming Approach Second Edition, McGraw-Hill International Editions1987. Max K. Agoston, MA, MS, PhD, Computer Graphics and Geometric Modeling Implementation and Algorithms, Springer-Verlag London 2005 Pemprograman Komputer Matek I dan II.
Kurikulum/Curriculum ITS : 2009-2014
6 2
Grafika Komputer Computer Programming Engineering Mathematics I and II Computer Graphics
Kurikulum/Curriculum ITS : 2009-2014
6 3