Claim Missing Document
Check
Articles

Found 16 Documents
Search

Lightweight Deep Learning for Mobile Crab Larvae Detection in Aquaculture Environments Furqan Zakiyabarsi; Yabes Dwi Nugroho; Muhammad Muhaimin Nur; Muhammad Ulil Amri; Akbar Hendra; Arizal Arizal
Inspiration: Jurnal Teknologi Informasi dan Komunikasi Vol. 15 No. 2 (2025): Inspiration: Jurnal Teknologi Informasi dan Komunikasi
Publisher : Pusat Penelitian dan Pengabdian Pada Masyarakat Sekolah Tinggi Manajemen Informatika dan Komputer AKBA Makassar

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

Abstract

Efficient monitoring of crab larvae remains a critical challenge in aquaculture, as early-stage mortality is high due to the lack of practical and scalable detection systems. Although deep learning-based object detection has demonstrated strong performance for small aquatic organisms, many existing approaches are computationally intensive and unsuitable for mobile or resource-constrained hatchery environments. This study investigates the feasibility of lightweight deep learning models for mobile crab larvae detection in aquaculture environments. Using crab larvae at the zoea stage as a case study, lightweight YOLO-based architectures are evaluated to analyze the trade-off between detection accuracy and computational efficiency. The results indicate that extremely lightweight models offer minimal memory requirements and high deployment feasibility, but with limited detection accuracy. In contrast, more advanced lightweight architectures achieve substantially higher accuracy at the cost of increased model size and computational complexity. Rather than focusing solely on algorithmic comparison, this work emphasizes deployment-oriented insights for selecting appropriate lightweight detection models under practical mobile constraints. The findings demonstrate that lightweight deep learning provides a viable foundation for mobile aquaculture applications and establish a baseline for future optimization toward efficient on-device deployment.
IMPLEMENTASI SMOTE-ENN DAN BORDERLINE SMOTE TERHADAP PERFORMA LIGHTGBM PADA IMBALANCED CLASS Yabes Dwi Nugroho H; Furqan Zakiyabarsi; Andi Jamiati Paramita
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 10 No 1 (2025): Januari
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v10i1.5436

Abstract

Class imbalance is a significant challenge in machine learning, where unequal distribution between majority and minority classes often biases model predictions toward the majority class. This study investigates the implementation of two data balancing techniques, SMOTE-ENN (Synthetic Minority Over-sampling Technique and Edited Nearest Neighbor) and Borderline-SMOTE, to enhance the performance of the LightGBM model on the Online Shopper’s Purchase Intention dataset. The dataset exhibits an imbalanced distribution between the purchase (True) and non-purchase (False) classes, hindering the model’s ability to detect minority classes accurately. The SMOTE-ENN method combines oversampling, which creates synthetic samples for the minority class, with noise removal by eliminating misclassified samples from the majority class. On the other hand, Borderline-SMOTE generates synthetic samples near the decision boundary of the minority class, focusing on critical regions prone to misclassification. The study evaluates the LightGBM model’s performance before and after applying these techniques using evaluation metrics such as accuracy, precision, recall, and F1-score. Results demonstrate that both methods significantly improve the model’s ability to detect the minority class, with Borderline-SMOTE showing a slight advantage by generating a more representative data distribution around the decision boundary. The results indicate that both methods significantly improve the model’s ability to detect the minority class, with SMOTE-ENN achieving an accuracy of 93% and demonstrating superiority in producing a more representative data distribution compared to Borderline-SMOTE, which achieved 92% accuracy. This study confirms the effectiveness of SMOTE-ENN and Borderline-SMOTE in addressing class imbalance in machine learning applications
PENGEMBANGAN KETERAMPILAN DIGITAL KREATIF SISWA MELALUI WORKSHOP UI/UX DAN PROTOTYPING DENGAN FIGMA DI SMA ATHIRAH KAJAOLALIDO Rezty Amalia Aras; Furqan Zakiyabarsi; Aulia Rahmawati; Hany Alexandra; Muhammad Fachrul Salam
Nusantara Hasana Journal Vol. 5 No. 8 (2026): Nusantara Hasana Journal, January 2026
Publisher : Yayasan Nusantara Hasana Berdikari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59003/nhj.v5i8.1871

Abstract

Strengthening creative digital literacy at the high school level is necessary so that students can design digital solutions relevant to user needs and possess basic UI/UX skills to build their portfolios and prepare for study and careers. This activity addressed these needs through a Figma workshop facilitated at Athirah Kajaolalido High School. The workshop used focus group discussions (FGDs) to map needs and design learning scenarios, followed by a two-day workshop. The first day consisted of design thinking and project design sessions. The second day focused on mentoring prototype creation in Figma. The activity resulted in 28 groups of 3–5 students each, producing ideas and prototypes on various themes (education, school services, productivity, the environment, and mental health). Pitching was assessed using eight indicators: problem analysis to solution, user flow, usability, visual aesthetics, design consistency, creativity, pitch structure, and engagement and delivery. The questionnaire results showed an average score of 4.46 for satisfaction with the material, usefulness of the material in helping solve problems, and ease of use of Figma, using a scale of 1–5. The Figma workshop effectively improved students' basic understanding of the digital solution design process and their ability to produce prototypes and present ideas. A follow-up program with longer practice sessions and material reinforcement is recommended to optimize prototype quality and pitching skills.
PELATIHAN DESIGN THINKING DAN PROTOTYPING UI/UX UNTUK IDE STARTUP SISWA SMA Syamsul Rijal; Aulia Rahmawati; Rezty Amalia Aras; Furqan Zakiyabarsi; Hany Alexandria; Muhammad Fachrul Salam; Yogi Hady Afrizal; Andi Jamiati Paramita; Andi Hutami Endang; Kiki Resky Ramdhani Sucipto; Widia Febriyani
Nusantara Hasana Journal Vol. 6 No. 2 (2026): Nusantara Hasana Journal, July 2026
Publisher : Yayasan Nusantara Hasana Berdikari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59003/nhj.v6i2.2294

Abstract

The development of digital technology has created a new ecosystem that requires young people, particularly Generation Z, to become not only passive digital consumers but also creators of innovative solutions through the startup ecosystem. An empathy-based Design Thinking approach is considered effective in producing human-centered solutions while shaping resilient, solution-oriented young entrepreneurial character. However, students at SMA SPIDI Maros still faced difficulties in understanding business idea validation and UI/UX prototype design. This community service program aimed to provide Design Thinking and UI/UX Prototyping training to support students' startup idea development while enhancing their digital literacy. The method employed a two-session training and workshop, consisting of a Design Thinking presentation and a UI/UX Prototyping workshop using Figma, implemented through four stages: identifying participant needs, designing materials, conducting the activity, and evaluation with follow-up. The program was held on 28 January 2026 and attended by 32 participants from grades 10 to 12. Evaluation results showed all indicators fell into the "Very Good" category, with the overall usefulness indicator scoring highest at 4.84/5 (97% agreement), while ease of using Figma scored lowest at 4.41/5 due to limited workshop time. These findings underscore the importance of continuous, multi-session mentoring programs for high school students in the future.
E Increasing Artificial Intelligence Literacy for Information Systems Students thru Educational Workshops at Kalla Institute Andi Hutami Endang; Andi Jamiati Paramita; Abdul Hakim; Hany Alexandra; Yabes Dwinugroho; Furqan Zakiyabarsi; Anhar Januar Malik
Amalee: Indonesian Journal of Community Research and Engagement Vol. 6 No. 2 (2025): Amalee: Indonesian Journal of Community Research and Engagement
Publisher : LP2M INSURI Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/amalee.v6i2.7267

Abstract

The rapid development of Artificial Intelligence (AI) is creating a gap between conventional curricula and the industry's need for AI literacy among students of Information Systems. Information Systems (IS) students, as future designers and developers of technology, play a crucial role in understanding and applying AI effectively and ethically. This community service activity aims to enhance the understanding of IS students at Kalla Institute regarding the concepts, trends, benefits, challenges, and ethical implications of the AI revolution in education. This service was realized through an internal workshop delivered directly by a lecturer from the Information Systems Study Program at Kalla Institute. The implementation method involved interactive lectures, discussions, and question-and-answer sessions that explored various aspects of AI in the educational context, ranging from basic concepts and practical applications to ethical considerations. Activity evaluation was conducted through pre-test and post-test questionnaires, as well as qualitative feedback, to measure the increase in participants' understanding and perceptions. The results showed a significant increase in understanding among student participants regarding the role and impact of AI in education, as well as high enthusiasm for utilizing AI for learning and future career development. This service activity successfully increased the understanding and readiness of Kalla Institute students to apply AI ethically and responsibly, contributing to the achievement of the institution's vision.
Peningkatan Keterampilan Kelompok Julu Atia melalui Pelatihan Pembuatan Nugget Rumput Laut Kasmiati Kasmiati; Irma Andriani; Muh. Nasrum Massi; Rahmi Rahmi; Lukman Anas; Furqan Zakiyabarsi
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 10 No 1 (2026): Volume 10 Nomor 1 Tahun 2026
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v10i1.24591

Abstract

Seaweed is a leading commodity in the fisheries sector that has not been optimally utilized, particularly by community groups, to increase its added value. The problem faced by these groups is a lack of knowledge and skills in processing and selling seaweed-based products. This activity aims to improve the knowledge and skills of "Julu Atia" partners in the production and marketing of seaweed nuggets. The method used was to directly involve 20 members in training and mentoring activities. The training included counseling and practical training on nugget production and marketing, while the mentoring aimed to evaluate the group's ability to independently produce and market the product. Initial knowledge and skills of partners were determined through pre- and post-tests. The results showed that partner knowledge was relatively low, with an average of 34.5%, increasing by 55% to 89.5% after participating in the community service activity. Through nugget production, the added value increased by IDR 222,000 per kg of seaweed. Thus, this activity effectively increased the empowerment level of "Julu Atia" and can be replicated in other groups to improve the welfare of coastal communities.