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Implementation of ColorSpace, GrabCut, and Watershed Methods on Digital Image Segmentation of Coral and Fish Objects Aditya Ahmad Fauzi; Adisuputra
Journal of Computer Networks, Architecture and High Performance Computing Vol. 5 No. 1 (2023): Article Research Volume 5 Issue 1, January 2023
Publisher : Information Technology and Science (ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/cnahpc.v5i1.2012

Abstract

Poor coral reefs rising in eastern Indonesia. The colors have disappeared from the seafloor instead, bleached branches are visible. To recognize the differences between dead and healthy coral reefs, an identification system has been created using the image processing method. Object segmentation is a step in digital image processing to separate one object from another based on specific characteristics. In this study, coral objects with various colored backgrounds and things became a problem to separate, so this study aimed to separate these various colors. This research uses color space segmentation to visualize RGB and HSV colors, Grabcut segmentation to separate the largest corals, and watershed segmentation to separate dead corals. Therefore, from this study, the RGB and HSV color visualizations were clearly visible. From Grabcut segmentation, it is found that the largest fish is detected and can be displayed in the segmentation results. At the same time, the watershed segmentation displays dead coral taken by gray segmentation with otsu.
Implementation of Total Quality Control Products at PT. XYZ Adisuputra Adisuputra
JEM Jurnal Ekonomi dan Manajemen Vol 5 No 1 (2019): JEM JURNAL EKONOMI DAN MANAJEMEN
Publisher : LPPM STIE PERTIBA Pangkalpinang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Product quality is the ability of a product or service in carrying out its functions both durability, reliability, accuracy, ease of operation, repair, and other valuable attributes. The company can implement the Total Quality Management program in improving the quality of its products. This study uses a literature study approach and confirms on practice data, steps in the production process in accordance with the PDCA cycle and see whether quality planning has followed the 5W + 1H principle. Data is processed using Fishbone Diagrams to analyze the causes and effects that will affect product quality. The results of the study concluded that integrated Quality Control is needed to continuously improve quality standards from all aspects.
PERANCANGAN APLIKASI INFORMASI PENDAKIAN GUNUNG DI INDONESIA BERBASIS ANDROID DENGAN MENGGUNAKAN METODE PROTOTYPE Fauzi, Aditya Ahmad; Adisuputra, Adisuputra
INTI Nusa Mandiri Vol. 19 No. 1 (2024): INTI Periode Agustus 2024
Publisher : Lembaga Penelitian dan Pengabdian Pada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33480/inti.v19i1.5601

Abstract

Nowadays, more and more teenagers and adults are interested in mountain climbing. Climbers are keen to find information about the routes and mountains they will be climbing. However, many mountaineers complain that the information they get about climbing routes is not accurate or complete. The information currently available is only general information and does not have accurate data such as coordinate points, mountain profiles, transportation facilities, and other facilities that help climbing. To solve this problem, Object Oriented Design (OOD) and Prototype system development methods were used to create an Android-based Indonesian mountaineering information application. The application was developed using Android Studio and designed to provide comprehensive information for mountaineers, including paths to the mountain, photo galleries, current news about the mountain to be climbed, climbing posts, and geographical locations. The study resulted in contributions in various aspects that can improve the safety and comfort of mountaineers in Indonesia. With more accurate and complete information and the utilization of modern technology, this application supports mountaineering activities significantly. Climbers not only get better guidance but also feel safer and more comfortable in pursuing their hobby.
Perancangan Arsitektur Enterprise Menggunakan Metodologi Enterprise Architecture Planning (EAP): (Studi Kasus PT. Surya Logam Indoabadi Ciputat Tanggerang) Adisuputra Adisuputra; Ditra Liandaputra
Jurnal Sains dan Ilmu Terapan Vol. 7 No. 1 (2024): Jurnal Sains dan Ilmu Terapan
Publisher : Politeknik Kampar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59061/jsit.v7i1.915

Abstract

Enterprise Architecture Planning (EAP) is a framework for architectural planning that encompasses data architecture, application architecture, and technology architecture, with business processes as its foundation. PT Surya Logam Indoabadi, a manufacturing company specializing in metal-based products, faces challenges in system integration due to conventional business processes. The lack of data synchronization across divisions hampers operational efficiency, particularly in raw material management, production scheduling, and distribution. Without adequate information technology utilization, the company risks operational delays and difficulties in competing within the manufacturing industry. Fragmented systems create "data silos" that obstruct information flow and interdepartmental coordination. Therefore, enterprise architecture development planning is essential to enhance efficiency, integration, and data synchronization across all divisions. The implementation of EAP is expected to help PT Surya Logam Indoabadi optimize business processes, accelerate information access, and improve its competitive advantage in the market. With a more integrated system, the company can adapt to business dynamics and ensure more effective operational sustainability.
Factor of Social Media Adoption for Marketing in Industry : A Literature Review Adisuputra, A
Jurnal Informatika Ekonomi Bisnis Vol. 7, No. 1 (March 2025)
Publisher : SAFE-Network

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/infeb.v7i1.1110

Abstract

Social media has allowed people to interact freely with other people and has created a way to market products or services to fellow users who are involved in using social media. The trend of using social media for marketing (SMM) in recent years has increased and has become the choice for many industries to do marketing. Uniquely, on the other hand, the use of social media for marketing has resulted in opportunities and employment opportunities for everyone to be involved as marketing agents (endorsement), which not only provides opportunities for public figures but also for fellow social media users. This paper attempts to conduct a review to see and find out what factors make industry players use social media for marketing to support marketing. To achieve this objective, a thorough literature search was conducted using three reputable databases: IEEE, Science Direct, and Taylor & Francis. From the search results, 25 relevant papers were selected to support this research, providing valuable insight into the factors that influence the adoption of social media for marketing.
Factor of Social Media Adoption for Marketing in Industry : A Literature Review Adisuputra, A
Jurnal Informatika Ekonomi Bisnis Vol. 7, No. 1 (March 2025)
Publisher : SAFE-Network

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/infeb.v7i1.1110

Abstract

Social media has allowed people to interact freely with other people and has created a way to market products or services to fellow users who are involved in using social media. The trend of using social media for marketing (SMM) in recent years has increased and has become the choice for many industries to do marketing. Uniquely, on the other hand, the use of social media for marketing has resulted in opportunities and employment opportunities for everyone to be involved as marketing agents (endorsement), which not only provides opportunities for public figures but also for fellow social media users. This paper attempts to conduct a review to see and find out what factors make industry players use social media for marketing to support marketing. To achieve this objective, a thorough literature search was conducted using three reputable databases: IEEE, Science Direct, and Taylor & Francis. From the search results, 25 relevant papers were selected to support this research, providing valuable insight into the factors that influence the adoption of social media for marketing.
Implementation of ColorSpace, GrabCut, and Watershed Methods on Digital Image Segmentation of Coral and Fish Objects Fauzi, Aditya Ahmad; Adisuputra, Adisuputra
Journal of Computer Networks, Architecture and High Performance Computing Vol. 5 No. 1 (2023): Article Research Volume 5 Issue 1, January 2023
Publisher : Information Technology and Science (ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/cnahpc.v5i1.2012

Abstract

Poor coral reefs rising in eastern Indonesia. The colors have disappeared from the seafloor instead, bleached branches are visible. To recognize the differences between dead and healthy coral reefs, an identification system has been created using the image processing method. Object segmentation is a step in digital image processing to separate one object from another based on specific characteristics. In this study, coral objects with various colored backgrounds and things became a problem to separate, so this study aimed to separate these various colors. This research uses color space segmentation to visualize RGB and HSV colors, Grabcut segmentation to separate the largest corals, and watershed segmentation to separate dead corals. Therefore, from this study, the RGB and HSV color visualizations were clearly visible. From Grabcut segmentation, it is found that the largest fish is detected and can be displayed in the segmentation results. At the same time, the watershed segmentation displays dead coral taken by gray segmentation with otsu.
WORKSHOP PEMANFAATAN EDUGAME INTERAKTIF DALAM KEGIATAN PEMBELAJARAN BERBASIS MULTIMEDIA DI SMA NEGERI 1 PARITTIGA Aditya Ahmad Fauzi; Fithriawan Nugroho; Adisuputra; Rahmad Firdaus
PEDAMAS (PENGABDIAN KEPADA MASYARAKAT) Vol. 2 No. 04 (2024): JULI 2024
Publisher : MEDIA INOVASI PENDIDIKAN DAN PUBLIKASI

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Undang Undang Sisdiknas Nomor 20 Tahun 2003 menjelaskan bahwa manusia membutuhkan pendidikan dalam kehidupannya, karena pendidikan merupakan usaha agar manusia dapat mengembangkan potensi dirinya melalui proses pembelajaran. Dunia pendidikan saat ini mengalami transformasi yang luas dan cepat sebagai akibat dari pertumbuhan pesat dalam teknologi dan ilmu pengetahuan. Berdasarkan implementasi kurikulum merdeka saat ini, pemanfaatan teknologi dapat menjadi pilihan guru untuk melaksanakan pembelajaran diferensiasi di kelas. Adapun dengan berbasis Multimedia Interaktif banyak kita jumpai pada saat ini, diantaranya Kahoot! dan Quizizz, kedua platform ini memungkinkan guru untuk bisa menggunakanya, selain lebih mudah digunakan tampilan pada menu nya mudah di pahami. Namun permasalahan yang masih sering dijumpai di beberapa sekolah adalah masih kurangnya kemampuan para guru dalam mengadopsi perkembangan teknologi informasi, terutama komputer, selain itu guru masih kesulitan dalam menemukan sumber atau media pembelajaran yang tepat dan memiliki keefektifan yang tinggi. Dalam pengabdian masyarakat ini mendapatkan hasil dimana para Guru di SMAN 1 Parittiga dapat memanfaatkan edugame interaktif dalam kegiatan pembelajaran berbasis multimedia.
Workshop Peningkatan Kompetensi Pemrograman Web bagi Siswa Peserta Lomba Kompetensi Siswa SMK Adisuputra Adisuputra; Aditya Ahmad Fauzi; Ditra Liandaputra; Fitriyanti Fitriyanti; Tri Dewi Yuni Utami; Dzalfa Tsalsabila Rhamadiyanti
JPMNT JURNAL PENGABDIAN MASYARAKAT NIAN TANA Vol. 4 No. 3 (2026): Juli: Jurnal Pengabdian Masyarakat Nian Tana
Publisher : Fakultas Ekonomi & Bisnis, Universitas Nusa Nipa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59603/jpmnt.v4i3.1427

Abstract

The Student Competency Competition (LKS) in the field of Web Technologies for Vocational High Schools (SMK) demands a high level of web programming expertise aligned with the requirements of the modern digital industry. However, most participating students often face constraints in implementing clean code architecture, optimal performance, and W3C standardization validation. This community service activity aims to improve the technical web programming competence of vocational students who are prospective LKS participants through an intensive workshop delivery method. The partners for this service involve vocational students majoring in Software Engineering along with their mentoring teachers. The implementation method is systematically organized into three main phases, including prerequisite needs analysis, intensive training based on LKS jury standard modules, and independent project simulation evaluation. The results of the workshop implementation showed a significant increase in the technical capabilities of the participants, where the understanding of modern web architecture, basic security implementation, and compliance with code writing regulations experienced optimal improvement. Documentation of activities and students' portfolio work proves that the LKS jury criteria-based workshop approach is effective in preparing the mental and technical competence of the participants. The implication of this activity is expected to serve as a sustainable coaching model for schools to increase the competitiveness of vocational graduates in both regional and national competition events.
Analisis Komparatif Metode Machine Learning dalam Klasifikasi Risiko Penyakit Jantung Berbasis Data Kaggle Adisuputra Adisuputra; Aditya Ahmad Fauzi; Ditra Liandaputra; Fitriyanti Fitriyanti; Tri Dewi Yuni Utami
Switch : Jurnal Sains dan Teknologi Informasi Vol. 4 No. 4 (2026): Juli : Switch : Jurnal Sains dan Teknologi Informasi
Publisher : Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/switch.v4i4.952

Abstract

Heart disease remains one of the leading causes of the highest mortality rates worldwide, requiring a fast and accurate early detection system to minimize the risk of fatality. This study aims to test, compare, and analyze the performance of two popular machine learning methods, Support Vector Machine (SVM) and Naive Bayes, in classifying the risk of heart attacks. The research method applied is quantitative experimental, utilizing structured secondary data from the Kaggle repository, which includes 79,583 patient medical records. The data preprocessing stages involve handling missing values, feature normalization using the MinMax Scaler technique, and dataset splitting with a proportion of 80% training data and 20% testing data. The research findings indicate that the SVM architecture significantly dominates global performance, achieving an accuracy rate of 0.9847, a precision of 0.9594, and an F1-score of 0.8745. On the other hand, the Naive Bayes algorithm records the highest sensitivity (recall) value of 0.9017, compared to SVM, which only reaches 0.8034. The implications of this study confirm that although SVM is highly superior in the aggregate and accurate in suppressing false-positive rates, Naive Bayes demonstrates better characteristics for initial screening scenarios due to its high sensitivity in minimizing the risk of undetected critical patients.