Claim Missing Document
Check
Articles

Found 5 Documents
Search
Journal : JOIN (Jurnal Online Informatika)

Aplikasi Pengenalan Bahasa Arab dan Inggris untuk Anak-Anak Berbasis Android Septian, Hilman; Hidayat, Eka Wahyu; Rahmatulloh, Alam
JOIN (Jurnal Online Informatika) Vol 2 No 2 (2017)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v2i2.100

Abstract

Bahasa adalah alat komunikasi yang paling penting bagi manusia, karena bahasa berfungsi sebagai alat penyampai pesan dari seseorang kepada orang lain. Salah satu bahasa yang popular di kalangan masyarakat Indonesia adalah bahasa Inggris dan bahasa Arab. Pembelajaran bahasa dengan cara konvensional biasanya dilakukan dengan cara tatap muka langsung dengan guru di sekolah atau di majelis ilmu. Adanya teknologi berbasis mobile saat ini yang sedang populer yaitu Android dapat membantu proses pembelajaran bahasa, sehingga pembelajaran bahasa inggris dan arab dapat dituangkan pada bentuk digital. Pada penelitian ini akan membuat aplikasi pengenalan bahasa Inggris dan Arab dengan menuangkan multimedia menurut konsep Luther-Sutopo, sehingga diharapkan pembelajaran bisa lebih praktis dan menarik. Metode Luther-Sutopo digunakan untuk rekayasa multimedia, dengan tahapan concept, design, material collecting, assembly, testing dan distribution. Hasil dari penelitian ini menghasilkan sebuah aplikasi multimedia pengenalan bahasa berbasis Android yang telah diuji, berdasarkan pengujian alpha didapat bahwa secara fungsional sudah sesuai dengan fungsinya dan dari pengujian beta didapat nilai 87%, yang artinya aplikasi di interpretasi sangat baik oleh pengguna.
Android Battle Game Based on Augmented Reality with 2D Object Marker Azim, Muhammad Fauzan; Hidayat, Eka Wahyu; Rachman, Andi Nur
JOIN (Jurnal Online Informatika) Vol 3 No 2 (2018)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v3i2.255

Abstract

This research develops the game by applying the Augmented Reality (AR) system in making games. Similar games that have been observed have a weakness where the Augmented Reality characters that appear do not match the marker, there is no calculation of the distance between the marker card as a battle trigger, and no character has raised the urband legend. For this reason, it is necessary to make a similar game by applying the Based Tracking Marker technique by calculating the distance of action between two markers by raising the theme of urband legend Indonesia and foreign legend legend. This research succeeded in making Multimedia battle fighting game products using the Multimedia Development Life Cycle (MDLC) method approach - Luther. Based on the tests that have been carried out, the alpha test results are functionally appropriate and from the beta testing the results of the User Acceptence Test (UAT) functionalities obtained a value of 71% declared feasible to use with the interpretation of "Good" which means this game is feasible and can be developed.
Application of the Finite State Machine Algorithm on 2D Platformer Rabbit Games vs Zombies Solihin, Ade; Hidayat, Eka Wahyu; Aldya, Aldy Putra
JOIN (Jurnal Online Informatika) Vol 4 No 1 (2019)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v4i1.293

Abstract

This research develops Android games by applying the FSM Algorithm (Finite State Machine) for the movement of NPC (Non-Player Character) to produce dynamic movements. The popular and legendary game with the appearance of side scroller is Super Mario Bross and Shovel Knight, the game is the most preferred game of its time to the present, but the game does not apply AI (Artificial Intelligence) so the game seems less challenging. The game is a concept game that is currently rarely used. Based on this, a side scroller-based survival game was created by implementing AI on NPCs on the Android platform. The AI used is the FSM Algorithm which functions to regulate enemy movements. The method used in developing multimedia products of this game uses MDLC (Multimedia Development Life Cycle). Based on the tests that have been carried out, the alpha test results are functionally appropriate and the results of beta testing using UserAcceptence Test (UAT) obtained a value of 86.40% which is declared feasible to use and can be developed. The advantages of this game are the presence of shock elements in the form of landslides, bursts of water, rock rain, and attacks by eagles
Implementation of Image Enhancement Algorithm for Image Forensics using Mathlab Suteja, Fauzan Novaldi; Hidayat, Eka Wahyu; Widiyasono, Nur
JOIN (Jurnal Online Informatika) Vol 4 No 2 (2019)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v4i2.314

Abstract

The purpose of this journal is to explain the implementation of the image enhancement algorithm for image forensics. Image Forensic deals with the types of digital evidence in the form of digital image files. One of the most commonly used digital devices in providing digital evidence for forensic analysis is CCTV (Closed-Circuit Television). CCTV images have a low quality such as noise, blur, lack of light intensity, etc., so that the image must be enhanced so that forensic analysis can be done. To enhance image quality, an application is needed by applying the image enhancement algorithm. The algorithm applied to the application is a Low Pass Filter to increase low pixel intensity, High Pass Filter to increase high pixel intensity, Median Filter to replaces the original pixel value with the pixel center value of the image, Mean Filter to replaces the original pixel value with a value the average pixel of the image, the Gaussian Filter for reducing noise in the image, the Wiener Filter to reduce blur in the image, the Histogram Equalization spreads the image histogram value, Contrast Stretching to stretch the contrast intensity in the image and Bicubic Interpolation to increase the image size and resize the image. In this study, the application was built using MATLAB and the testing process for each algorithm was based on Timing-Run, MSE and PSNR parameters. From the test, the average MSE value is 1058.512083 and the PSNR value is 541.61875 dB, which means that the resulting image has a fairly high level of similarity and the average time needed to process the algorithm for the image is 0.114627915 seconds.
Prototype Program Hand Gesture Recognize Using the Convex Hull Method and Convexity Defect on Android Anshary, Muhammad Adi Khairul; Hidayat, Eka Wahyu; Amalia, Tiara
JOIN (Jurnal Online Informatika) Vol. 5 No 2 (2020)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v5i2.594

Abstract

One of the research topics of Human-Computer Interaction is the development of input devices and how users interact with computers. So far, the application of hand gestures is more often applied to desktop computers. Meanwhile, current technological developments have given rise to various forms of computers, one of which is a computer in the form of a smartphone whose users are increasing every year. Therefore, hand gestures need to be applied to smartphones to facilitate interaction between the user and the device. This study implements hand gestures on smartphones using the Android operating system. The algorithm used is convex hull and convexity defect for recognition of the network on the hand which is used as system input. Meanwhile, to ensure this technology runs well, testing was carried out with 3 scenarios involving variable lighting, background color, and indoor or outdoor conditions. The results of this study indicate that Hand gesture recognition using convex hull and convexity defect algorithms has been successfully implemented on smartphones with the Android operating system. Indoor or outdoor testing environment greatly affects the accuracy of hand gesture recognition. For outdoor use, a green background color with a light intensity of 1725 lux produces 76.7% accuracy, while for indoors, a red background color with a light intensity of 300 lux provides the greatest accuracy of 83.3%.