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All Journal Jurnal Dedikasi Techno.Com: Jurnal Teknologi Informasi TELKOMNIKA (Telecommunication Computing Electronics and Control) Bulletin of Electrical Engineering and Informatics Jurnal Informatika JUTI: Jurnal Ilmiah Teknologi Informasi Journal of Telematics and Informatics Jurnal Edukasi dan Penelitian Informatika (JEPIN) Jurnal Sistem dan Informatika Jurnal Edik Informatika : Penelitian Bidang Komputer Sains dan Pendidikan Informatika Proceeding of the Electrical Engineering Computer Science and Informatics JOIN (Jurnal Online Informatika) Fountain of Informatics Journal Sistemasi: Jurnal Sistem Informasi JOIV : International Journal on Informatics Visualization Teknika: Engineering and Sains Journal Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control SINTECH (Science and Information Technology) Journal Jurnal Informatika Universitas Pamulang Jurnal ULTIMATICS PeTeKa MIND (Multimedia Artificial Intelligent Networking Database) Journal Technologia: Jurnal Ilmiah Jurnal Repositor Jurnal Infortech Infotek : Jurnal Informatika dan Teknologi jurnal syntax admiration Budapest International Research and Critics Institute-Journal (BIRCI-Journal): Humanities and Social Sciences INSERT: Information System and Emerging Technology Journal Jurnal Sosial dan Teknologi JUSTIN (Jurnal Sistem dan Teknologi Informasi) Jurnal Nasional Teknik Elektro dan Teknologi Informasi J-Icon : Jurnal Komputer dan Informatika Equivalent: Jurnal Ilmiah Sosial Teknik
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Implementasi Sistem Multi-Telemetri menggunakan Protokol RF24 untuk monitoring Pada Greenhouse Hendra Wijaya; Wahyu Andhyka Kusuma
Techno.Com Vol 17, No 4 (2018): November 2018
Publisher : LPPM Universitas Dian Nuswantoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1003.718 KB) | DOI: 10.33633/tc.v17i4.1788

Abstract

Dewasa ini, sistem multi telemetri sudah banyak digunakan pada berbagai bidang. Multi telemetri merupakan susunan dari beberapa telemetri. Telemetri merupakan transmisi data dari jarak jauh yang memungkinkan pengaksesan data hasil pengukuran dari jarak/lokasi yang jauh dari tempat asal pengukuran terjadi. Pada penelitian ini dilakukan perancangan sistem multi telemetri untuk pengukuran suhu dan kelembaban pada prototype greenhouse. Pada proses sensing, sensor yang digunakan adalah sensor DHT 11 dan modul yang digunakan untuk pengiriman data adalah modul transceiver nRF24l01. Dalam penelitian, dilakukan uji performa kinerja dari Nrf24l01 sebagai modul transceiver apakah modul ini berfungsi dengan baik ketika melakukan pengiriman data. Pengujian pengiriman data dari Sensor node ke sink node dilakukan dengan 3 macam data rate yaitu 250Kbps, 1Mbps, dan 2Mbps. Pengujian ketika auto ACK digunakan dan tidak, Error ratio, missing handling, RTT, dan jarak jangkau juga dilakukan. Berdasarkan hasil pengujian didapatkan, penggunaan auto ACK akan membuat pengiriman data tidak stabil dan RTT semakin lama. Jika auto ACK dimatikan, maka data rate 2Mbps memiliki waktu pengiriman paling cepat dibandingkan data rate lainnya. Modul transceiver nrf24l01 sendiri memiliki jarak jangkau +-60 m. Untuk missing handling data, array dimanfaatkan untuk menyimpan data sementara.
Facial expression recognition of 3D image using facial action coding system (FACS) Hardianto Wibowo; Fachrunnisa Firdausi; Wildan Suharso; Wahyu Andhyka Kusuma; Dani Harmanto
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 17, No 2: April 2019
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v17i2.9304

Abstract

Facial expression or mimic is one of the results of muscle motion on the face. In a large Indonesian dictionary, the expression is a disclosure or process of declaring, i.e. showing or expressing intentions, ideas of feelings and so on. Facial expression is affected by the cranial nerve VII or Nervus Facialis. In research conducted Paul Ekman got a standardization of expression in the format of a movement called the Facial Action Coding System (FACS). In his research, Paul Ekman said six basic expressions of happiness, sadness, shock, fear, anger, and disgust. In muscle anatomy, that every moving muscle must be contraction, and in the event of contraction, the muscle will expand or swell. Muscles are divided into three parts of origo and insersio as the tip of muscle and belli as the midpoint of the muscle, so any movement occurs then the muscle part belli will expand or swell. Data retrieval technique that is by recording data in 3D, any contraction occurs then the belli part of the muscle will swell and this data will be processed and compared. From this data processing will be obtained the maximum strength of contraction that will be used as a reference for the magnitude of expression made by the model. In the detection of expression is ecluidience distance by comparing the initial data with movement data. The result of this research is a detection of expression and the amount of expression that occurs. A conclusion of this research, we can reconstruction of facial expression detection using FACS, for the example the happiness expression using AU 6 and AU 12 and in this research AU 6 and AU 12 in area 1 and area 4, and in this area it so higher than the other.
Human activity recognition for static and dynamic activity using convolutional neural network Agus Eko Minarno; Wahyu Andhyka Kusuma; Yoga Anggi Kurniawan
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 19, No 6: December 2021
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v19i6.20994

Abstract

Evaluated activity as a detail of the human physical movement has become a leading subject for researchers. Activity recognition application is utilized in several areas, such as living, health, game, medical, rehabilitation, and other smart home system applications. An accelerometer was popular sensors to recognize the activity, as well as a gyroscope, which can be embedded in a smartphone. Signal was generated from the accelerometer as a time-series data is an actual approach like a human actifvity pattern. Motion data have acquired in 30 volunteers. Dynamic actives (walking, walking upstairs, walking downstairs) as DA and static actives (laying, standing, sitting) as SA were collected from volunteers. SA and DA it's a challenging problem with the different signal patterns, SA signals coincide between activities but with a clear threshold, otherwise the DA signal is clearly distributed but with an adjacent upper threshold. The proposed network structure achieves a significant performance with the best overall accuracy of 97%. The result indicated the ability of the model for human activity recognition purposes.
Pendampingan Kelompok Konselor Sebaya di Kota Batu Muhammad Shohib; Ari Firmanto; Wahyu Andhyka Kusuma; Gita Indah Martasari
Jurnal Dedikasi Vol. 13 (2016): Mei
Publisher : Direktorat Penelitian dan Pengabdian Kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/dedikasi.v13i0.3135

Abstract

Pendampingan Kelompok Konselor Sebaya di Kota BatuMuhammad Shohib1, Ari Firmanto2, Wahyu Andhyka Kusuma3, Gita Indah Martasari41,2Fakultas Psikologi Universitas Muhammadiyah Malang3,4Jurusan Teknik Informatika Fakultas Teknik Universitas Muhammadiyah MalangE-mail : 1) mshohib@umm.ac.id, 2)arifirmanto@yahoo.com, 3)kusuma.wahyu.a@gmail.com, 4) gita.voyager@gmail.comABSTRAKBimbingan dan konseling merupakan bagian integral dari proses pendidikan di sekolah. Peran dan fungsi strategisnya adalah untuk pencegahan dan penanggulangan permasalahan remaja. Oleh karena itu, perlu strategi lain untuk mengoptimalkan peran dan fungsi bimbingan dan konseling yaitu dengan membentuk kelompok konselor sebaya, mengingat masa remaja sangat dekat dengan rekan atau peer group. Metode kegiatan ini menggunakan model pelatihan dan bimbingan untuk memantau kelompok konselor yang dibentuk di sekolah - sekolah. Hasil kegiatan menunjukkan bahwa pembentukan kelompok konselor oleh sekolah diharapkan membantu penanganan berbagai masalah remaja (siswa), baik berkaitan dengan studi dan pergaulan remaja. Pembentukan kelompok konselor sebaya juga dapat meminimalkan munculnya perilaku kenakalan remaja karena pelatihan kompetensi sebagai konselor membutuhkan karakter yang kuat (empati, menolong, proaktif, bersedia untuk mendengarkan dan berbagi serta kreatif mencari solusi). Implikasinya adalah kebutuhan untuk membentuk lebih banyak konselor di sekolah dan perguruan tinggi serta program mentoring lainnya.Kata Kunci: Bimbingan dan Konseling, Peer Group
Analysis of Mobile Credit Semester (KRS) Using Emotion Sampling Device (ESD) Nabillah Annisa Rahmayanti; Wahyu Andhyka Kusuma
Journal of Telematics and Informatics Vol 6, No 3: September 2018
Publisher : Universitas Islam Sultan Agung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/jti.v6i3.

Abstract

Emotion Sampling Device (ESD) is a method used to evaluate the effects of a digital product such as an existing system on a smartphone against the user's emotions. Sometimes when we use a system we unconsciously give an emotion to it. The emotions of each user are divided into some common emotions such as happy, sad, shocked, scared, angry and uninterested. Using this method, the researcher aims to analyze the user's emotion against prototype or KRS Mobile design with KRS case study that exist in University of Muhammadiyah Malang. With a new and different look from KRS that existed previously at the University of Muhammadiyah Malang allows its users to give their own emotions to the prototype. In analyzing emotions, researchers adapted a toeri from the psychological side of Appraisal Theory to obtain data from questionnaires on respondents. The result of this research is the percentage of emotion from each respondent that will be made proving that the prototype is feasible or not to be applied.Keywords: Emotion Sampling Device, KRS Mobile, Prototype, Appraisal Theory
Generation of Space Shooter Level Using Genetic Approach Ahmad Hamdani; Wahyu Andhyka Kusuma
Jurnal Informatika Vol 13, No 1 (2019): January 2019
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (384.984 KB) | DOI: 10.26555/jifo.v13i1.a9746

Abstract

In this article, we used genetic algorithm and geometric-based approach to generating level for 2D space shooter game. We used the defined fitness value from game designer to limit the fitness value of the genetic algorithm process. And the geometric-based is used to generate base level from the best chromosome in genetic algorithm. The geometric generator will take a random object for each corresponding game element from the chromosome. This approach minize the time to generating the object, we directly used object geometry for the data in chromosome so it can minimize process and memory cost. This approached minimizing the content that must be created manually. From the result, to generation level with controlled difficulty, we must change the chromosome length too, so the fitness value can fit the target fitness and not show any linear difficulty. Our result showed this method capable of generating different level and controlled difficulty.
Lightning Effects Technique Comparison in Unity 3D Syauqi Hidayatul Hakim; Wahyu Andhyka Kusuma
Jurnal Informatika Vol 13, No 1 (2019): January 2019
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (432.891 KB) | DOI: 10.26555/jifo.v13i1.a9762

Abstract

Game developer team especially indie game developer mostly has small number of members and sometimes unbalanced team composition. Sometimes it has more artist than programmer, sometimes it is the opposite. At the same time, consumer will choose game that has a beautiful graphics. This demands of good graphic game can cause problem to unbalanced developer team. Therefore it is needed to know techniques that can utilize many artist or many programmer to create good graphic games. In this articles, we introduce some techniques to create special lightning effects of characters skills in Unity3D. Some of them can be created with good artistic skill. It means that this technique make use of your artist. The other technique created procedurally using Line Renderer from Unity 3D. This technique is friendly for artist since it utilze programmer. At the end of this article, all of those technique will be tested in their performance of its lightness and speed.
Monitoring Walking Devices For Calorie Balance In Patients With Medical Rehabilitation Needs Wahyu Andhyka Kusuma, WAK; Zamah Sari; Diah Ayu Fitriani; Siti Norhabibah; Sabrina Nurul Ubay; Hardianto Wibowo
Proceeding of the Electrical Engineering Computer Science and Informatics Vol 5: EECSI 2018
Publisher : IAES Indonesia Section

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (418.931 KB) | DOI: 10.11591/eecsi.v5.1613

Abstract

This article presents a measurement system intended to monitor human footsteps. The goal is to guide the users medical rehabilitation incorrect use to prevent dangerous situations and maximize comfort. Indicators of risk in question: the imbalance of movement in motor coordination and the number of calories to be burned for medical rehabilitation patients by balancing the patient's needs. Measurements are made by placing the sensor on one of the patient's legs. The main sensor accelerometer used in this study. The measurement system comes with an application link that allows patients and therapists to monitor the activity. Calibration and experimental results are presented in this article.
Identification of Software Requirements using a Qualitative Study of the Persona User approach (Case Study: The Process of Making a Practicum Module with the Ability of Students to Reduce the Case of Source Code Plagiarism) Wahyu Andhyka Kusuma; Kresna Wahyu Ramadhani; Abi Maulana
Fountain of Informatics Journal Vol 5, No 2 (2020): November
Publisher : Universitas Darussalam Gontor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21111/fij.v5i2.4385

Abstract

AbstrakIdentifikasi kebutuhan dalam pengembangan perangkat lunak merupakan langkah awal yang dilakukan dan mempengaruhi terhadap tahapan-tahapan pengembangan selanjutnya. Dalam tahap ini terdapat proses penentuan kebutuhan mengenai apa yang akan dibuat. Dalam tahap ini terdapat salah satu metode yang digunakan, yaitu User Persona. Teknik Personas yang dikembangkan oleh human-computer interaction (HCI) mengumpulkan data-data tentang pengguna, memperoleh pemahaman tentang kriteria mereka serta dapat mengetahui apa yang dibutuhkan oleh user pada system. Penelitian ini bertujuan menggunakan pendekatan pesona untuk mengetahui kebutuhan dan menganalisa keberagaman user yang memiliki perbedaan dari segi umur, jenis kelamin dan pengetahuan sehingga dapat dijadikan acuan dalam pengembangan sistem. Penggunaan pendekatan persona untuk menyelesaikan permasalahan dalam penyusunan materi modul praktikum dengan kemampuan mahasiswa agar dapat mengurangi kasus plagiasi source code pada waktu praktikum. Dari penelitian ini bahwa pengambilan data menggunakan pendekatan persona selanjutnya di analisis sesuai kebutuhan user, dan menghasilkan perangkat lunak yang dapat mengelola modul praktikum. Perangkat lunak ini memberikan akses bagi dosen, asisten laboratorium dan mahasiswa untuk dapat membagikan modul praktikum, mengerjakan soal latihan yang disesuaikan dengan Rencana Pelaksanaan Pembelajaran sebelum mengerjakan soal-soal praktikum dan menerima hasil praktikum lebih efektif dan mengurangi plagiarisme diantara mahasiswa.Kata Kunci – Persona, Metode, User Persona, HCI Abstract[Identification of Software Requirements using a Qualitative Study of the Persona User approach (Case Study: The Process of Making a Practicum Module with the Ability of Students to Reduce the Case of Source Code Plagiarism)] - Identification of requirements in software development is a very important initial stage and influences the subsequent stages of development. In this stage there is a process of determining the needs of what will be made. The method that will be used in this stage is User Persona. The Personas technique developed by human-computer interaction (HCI) collects data about users, obtains an understanding of their criteria and can find out what is needed by the user on the system. This study aims to use the charm approach to determine the needs and analyze the diversity of users who have differences in terms of age, gender and knowledge so that it can be used as a reference in system development. The use of a persona approach to solving problems in the preparation of practical module materials with the ability of students to reduce the case of source code plagiarism at the time of practicum. From this study the data collection by using the persona approach will be analyzed according to user needs, and produces software that could manage practice module. The purpose of this software is to provide access for lecturers, laboratory assistants, and students to be able to distribute practicum modules, do the excercises that are adjusted to the Learning Implemantation Plan before working on practicum questions and receive practical results more efectively, and reduce plagiarism among students.Keywords: Persona, Metode, User Persona, HCI
Over The Air Update Firmware pada Perangkat IoT Dengan Protokol MQTT Luqman Hakim; Wahyu Andhyka Kusuma; Mahar Faiqurahman; Supriyanto
Jurnal Sistem dan Informatika (JSI) Vol 14 No 2 (2020): Jurnal Sistem dan Informatika (JSI)
Publisher : Bagian Perpustakaan dan Publikasi Ilmiah - Institut Teknologi dan Bisnis (ITB) STIKOM Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30864/jsi.v14i2.244

Abstract

Perangkat IoT yang diimplementasi pada banyak tempat dapat mengalami perubahan berupa update firmware. Update firmware pada perangkat IoT biasanya dilakukan dengan mengambil perangkat IoT, lalu menghubungkan ke komputer menggunakan komunikasi serial melalui kabel USB to micro USB, selanjutnya melakukan update firmware pada perangkat IoT dan mengembalikan perangkat IoT ke tempat. Jika sistem pada perangkat IoT sudah dapat berkomunikasi melalui antar muka jaringan, tidak perlu lagi menggunakan kabel USB to micro USB, karena bisa dimanfaatkan over the air update firmware menggunakan antar muka jaringan pada perangkat IoT. Over the air update firmware adalah memuat firmware hasil build dari Arduino IDE pada perangkat IoT menggunakan antar muka jaringan Wi-Fi, pada penelitian ini perangkat IoT menggunakan mikrokontroler ESP8266-12E. Untuk melakukan update firmware perangkat IoT digunakan protokol MQTT untuk menjembatani antara aplikasi berbasis website sebagai interface pengguna untuk publish file firmware ke perangkat IoT. Hasil dari implementasi aplikasi berbasis website untuk over the air update firmware pada perangkat IoT dengan protokol MQTT, dalam 10 kali pengujian pengiriman file firmware perangkat IoT menggunakan masing-masing QoS 0, QoS 1, dan QoS 2, didapatkan hasil QoS 2 lebih direkomendasikan untuk digunakan mengirim file firmware dengan keberhasilan update firmware QoS 0 = 50 %, QoS 1 = 70% dan QoS 2 = 80% dari 10 kali percobaan pengiriman file firmware pada perangkat IoT.
Co-Authors Abdullah, Rusli bin Abi Maulana Aditya Nugroho Admodisastro, Novia Admodisastro, Novia Indriaty Adnantha, Yogha Arieka Ageng Widjaya Saputra Agung Tri Adi Wicaksono Agus Eko Minarno Ahmad Alif Asy’ari Syukur Ahmad Hamdani Ahmad Raihan Djamarullah Akbi, Denar Regata Aldyth Sugiharto Wijaya Amalia Pradya Paramita Andika Surya Listya Yudhana Anggreani Tyas Sari Ani Tri Wahyuningsih Ari Firmanto Arif Rahman Hidayatullah Arindra Kurniawan Hadisurya Augie Winanda Favourite Azisz, Ahmad Miftahul AZMI, AZMI Azrul Hazri bin Jantan Bimo Gempar Buono binti Mohd Norowi, Noris Chandra Sebastian Dandung Satrio Wulang Jiwo Dani Harmanto Dara Sucia Decya Holygina Benita Decya Holygina Benita Diah Ayu Fitriani Eko Felix Nur Noftianto Evi Dwi Wahyuni Fachrunnisa Firdausi Fahmi BN Fuad Alamudi Fajar Maulideo Anthaqo Fauzan, Fauzan Fitriani, Diah Ayu Gifary, Maulana Alan Gita Indah Martasari Gita Indah Martasari, Gita Gita Indah Marthasari Haidar Rais Abdillah Halimi, Imam Hardianto Wibowo Haris Diyaul Fata Hariyady Hariyady Helda Yuliani Sari Helmi Ramadhan Hendra Wijaya Heni Pujiastuti Ikhlassul Fauziah Amma Istiqomah, Istiqomah Jantan, Azrul Hazri Kenanga, Larynt Sawfa Kharisma Muzaki Ghufron Kresna Wahyu Ramadhani Lathifi, Andi Syahrial Luqman Hakim Mahar Faiqurahman MAKNUN, NUR EVINA Maryaeni Maryaeni Maulana F Aksan Mochamad Arifin Mochammad Inzaghi Hafizh Ikhsan Moh Ridwan Mohd Norowi, Noris binti Muchammad Romadhoni Muhammad Einggi Gusti Pratama Muhammad Shohib, Muhammad Muhammad Zulfan Faizal Nabillah Annisa Rahmayanti Naser Jawas, Naser Nia Dwi Nurul Safitri Norhabibah, Siti Noris binti Mohd Norowi Norowi, Noris Norowi, Noris Mohd Novia Indriaty Admodisastro Novia Komala Sari Noviasari, Vebrian Nur Ihsan, Abdul Jabbar Nuraini Saputri Oktaviani, Chintya Tria Diana Ovan Septian Prasetya, Rendy Wiranto Priyatna Budianto Rafiatul Husna Reikisyifa, Clarissa Sanindita Rellanti Diana Kristy rellanti diana kristy Restu Pranansha Anugerah Rizalwan Ardi Ramandita Roy Inzaqhi Saputra Rusli bin Abdullah S, Vinna Rahmayanti Sabrina Nurul Ubay Saleh, Abd. Salma Auliannisa Sari, Anggreani Tyas Sari, Zamah Sarlita Rizka Anggraeni Selma Osa Rohimah Siti Alfiyatun Ni’mah Siti Norhabibah Supriyanto Supriyanto Supriyanto Syahbana, Ahmad Fauzan Ali Syaifuddin Syaifuddin Syauqi Hidayatul Hakim Tuti Karen Tia Ubay, Sabrina Nurul Vebrian Noviasari Widya Rizka Ulul Fadilah Wildan Suharso Yasina Tisha Karina Yoga Anggi Kurniawan Yogha Arieka Adnantha Yuda Munarko Zamah Sari