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Improved Contrast and Clarity in Plant Microscopic Images using Contrast Limited Adaptive Histogram Equalization Hidayat, Eka Wahyu; El Akbar, R Reza; Anshary, Muhammad Adi Khairul
Jurnal Teknik Informatika (Jutif) Vol. 7 No. 1 (2026): JUTIF Volume 7, Number 1, February 2026
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2026.7.1.5333

Abstract

This research aims to enhance the quality of microscopic plant images which often suffer from low contrast and noise, hindering both visual and automated analysis. We propose the application of the Contrast Limited Adaptive Histogram Equalization (CLAHE) algorithm to address this issue. Implementation was carried out using MATLAB, processing a dataset of microscopic images from the Biology Laboratory of Siliwangi University. The research methodology includes image pre-processing, applying CLAHE with a Tile Grid Size of 8×8 and a Clip Limit of 0.02, and a quantitative evaluation using full-reference metrics such as MSE, PSNR, SSIM, RMSE, and FSIM. The results show that the application of CLAHE consistently demonstrated a significant improvement in image quality. Based on calculations, the lowest MSE value was found in the “monokotil (L.S)” image with 644.046 and the highest in the Monocotyledon Stem image with 6,298,683. The highest PSNR value was achieved by the “monokotil (L.S)” image with 46.225 dB, while the lowest was in two Monocotyledon Stem images, at 25.174 dB and 23.422 dB. The highest SSIM value was also in the “monokotil (L.S)” image with 0.946, indicating a very high structural similarity. Likewise, the highest FSIM value was also found in the “monokotil (L.S)” image with 0.979. This enhancement is crucial for botanical analysis and bioinformatics applications, as it effectively increases contrast, reduces noise, and preserves structural integrity, thereby facilitating the identification of fine details in microscopic images. These results establish a reproducible enhancement baseline that strengthens downstream botanical analytics.
Pengembangan Aplikasi Augmented Reality Dengan Integrasi Generative Ai Untuk Edukasi Interaktif Motif Batik Hidayat, Eka Wahyu; Anshary, Muhammad Adi Khairul; Aldya, Aldy Putra
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 13 No 4: Agustus 2026
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.134

Abstract

Penelitian ini bertujuan mengembangkan media edukasi interaktif untuk memperkenalkan dan memperdalam pemahaman filosofi motif batik Nusantara melalui integrasi Augmented Reality (AR) dan Generative AI pada perangkat Android. Aplikasi yang dikembangkan, yaitu ARBatik Nusantara, memanfaatkan 20 marker motif batik untuk menampilkan objek 3D dan informasi dasar, serta menyediakan fitur tanya-jawab kontekstual berbasis Generative AI berbasis API melalui mekanisme prompt yang disusun dari motif yang terdeteksi. Pengembangan aplikasi dilakukan menggunakan metode Multimedia Development Life Cycle (MDLC) yang meliputi concept, design, material collecting, assembly, testing, dan distribution. Evaluasi dilakukan melalui pengujian fungsionalitas menggunakan Boundary Value Analysis (BVA) pada 9 skenario uji, serta pengujian usability menggunakan System Usability Scale (SUS) terhadap 30 responden. Hasil pengujian menunjukkan seluruh fungsi aplikasi berjalan dengan baik dan memperoleh status accepted. Sementara itu, pengujian usability menghasilkan skor 82 yang berada pada kategori Acceptable, Grade A, dan Excellent. Temuan ini menunjukkan bahwa integrasi AR dan Generative AI pada aplikasi ARBatik Nusantara layak digunakan sebagai media edukasi interaktif untuk mendukung pengenalan budaya batik secara lebih imersif, personal, dan kontekstual.   Abstract This study aims to develop an interactive educational medium to introduce and deepen users’ understanding of the philosophical meanings of Nusantara batik motifs through the integration of Augmented Reality (AR) and Generative AI on Android devices. The developed application, ARBatik Nusantara, employs 20 batik motif markers to display 3D objects and basic information, while also providing contextual question-answering features powered by Generative AI base on API through prompts constructed from the detected motif. The application was developed using the Multimedia Development Life Cycle (MDLC) method, consisting of concept, design, material collecting, assembly, testing, and distribution. The evaluation involved functionality testing using Boundary Value Analysis (BVA) across 9 test scenarios and usability testing using the System Usability Scale (SUS) involving 30 respondents. The results showed that all application functions operated properly and achieved an accepted status. Meanwhile, the usability test yielded a score of 82, which falls into the Acceptable, Grade A, and Excellent categories. These findings indicate that the integration of AR and Generative AI in ARBatik Nusantara is feasible as an interactive educational medium to support more immersive, personalized, and contextual batik learning.