Aplikasi Sistem Pencarian Halte BRT Terdekat Kota Semarang Menggunakan Metode A* Berbasis Android

  • Abimanyu Cahya Pramudhita Universitas Dian Nuswantoro
  • Muljono Muljono Universitas Dian Nuswantoro
Keywords: Information System, A Star, BRT System, Bus Rapid Transit, Android

Abstract

BRT (Bus Rapid Transit) is one of public transportation that can be used in Semarang City. This bus is operated to break down the congestion in Semarang city which is increasing. This paper aims to make the application of the bus stop search system closest and is expected to facilitate the people of Semarang city in the use of BRT (Bus Rapid Transit).  A* Algorithm, This algorithm is a Best First Search algorithm that combines Uniform Cost Search and Greedy Best-First Search. Where the Price considered f(n) is derived from the actual price g(n) plus the approximate price h(n). The created application provides the nearest stop information by using the A* method. From the calculations performed using the A* method and conducted 20 experiments at different locations, the A*  method has 100% accuracy in determining the nearest up and down stops, if in an accurate Global Positioning System.

Downloads

Download data is not yet available.

References

[1] K. Panji Wisnu Wirawan, Djalal Er Riyanto, 2016. “Pemodelan Graph Database Untuk Moda Transportasi Bus Rapid Transit”, Jurnal Informatika, vol. 10, no. 2, pp. 1233–1243.
[2] Firman Harianja, 2013. “Penerapan Algoritma a * Pada Permasalahan Optimalisasi Pencarian Solusi Dynamic Water Jug”,Jurnal Pelita Informatika Budi Darma, Vol IV, Nomor 3, Agustus 2013, pp. 48–53.
[3] M. Irsyad and E. Rasila, 2015. “Aplikasi Pencarian Lokasi Gedung dan Ruangan Universitas Islam Negeri Sultan Syarif Kasim Riau pada Platform Android Menggunakan Algoritma A-Star ( A *)”, Jurnal CorelIT, vol. 1, no. 2, Desember 2015, pp. 90–95.
[4] A. Ayu, Y. Saputra, and A. Rahman, 2016. “Penerapan Algoritma A Star Dalam Pencarian Mesin ATM Terdekat di Palembang Berbasis Android”, Jurnal STMIK GI MDP.
[5] W. Mutia Purwati, Okti Firnawati, 2015. “Penerapan algoritma a* ( a star ) dalam optimasi penentuan halte transmusi di palembang berbasis android, Jurnal STMIK GI MDP.
[6] Badzrotul Mufida, 2016. “Implementasi Metode A* (A-Star) Untuk Npc Musuh Pada Game 3d Pembelajaran Kosakata Bahasa Arab”, Skripsi, Jurusan Teknik Informatika, Universitas Islam Negeri Maulana Malik Ibrahim, Malang.
[7] A. Pamungkas, E. P. Widiyanto, and R. Angreni, 2014. “Penerapan Algoritma A* ( A Star ) Pada Game Edukasi The Maze Island Berbasis Android”, Jurnal STMIK GI MDP.
[8] Ifa Alif, 2015. “3d Wayang Adventure Game Untuk Pengenalan Budaya Wayang Nusantara Menggunakan A* Pathfinding Algorithm Sebagai Pembangkit Perilaku Pencarian Pada Npc”, Skripsi, Jurusan Teknik Informatika, Universitas Islam Negeri Maulana Malik Ibrahim, Malang.
[9] Y. Syukriah, Falahah, and H. Solihin, 2016. “Penerapan algoritma a* (star) untuk mencari rute tercepat dengan hambatan”, Seminar. Nasional. Telekomunikasi dan Informasi., no. Selisik, pp. 219–224.
[10] M. Y. Amden Junianto Jalu Marseno, 2015. “Panduan Pencarian Rute Gedung Dan Ruangan Pada Fakultas Di Universitas Halu Oleo Menggunakan Algoritma Dijkstra Berbasis Macromedia Flash", Seminar Nasional semanTIK, vol. 1, no. 2, pp. 45–56.
[11] R. A. Ari Yulianto Nugroho, Amin Suyitno, 2016. “Perbandingan Algoritma Branch And Bound Dan Algoritma Genetika Untuk Mengatasi Travelling Salesman Problem (Tsp) (Studi Kasus Pt. Jne Semarang),” Jurnal Math UNNES., vol. 3, no. 1, pp. 3–8.
[12] L. B. A. Restu Hadi Saputra, Jumadil Nangi, 2017. “Penerapan Algoritma Branch And Bound Dalam Menentukan Jalur Terpendek Untuk Melakukan Pencarian Penginapan Dan Hotel Di Kota Kendari”, Seminar Nasional semanTIK, vol. 3, no. 1, pp. 2–5.
Published
2018-02-12
Section
Technology Information Article