Claim Missing Document
Check
Articles

Found 28 Documents
Search

Restorasi Digital Pada Model Kerusakan Citra Aksara Jawa Cetak Agustinus Rudatyo Himamunanto
AITI Vol 13 No 2 (2016)
Publisher : Fakultas Teknologi Informasi Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (235.264 KB)

Abstract

Javanese script is an important cultural legacy as it was widely used in a great number of old books. Digital restoration can be used to preserve these books, but the challenge is the script in these old books may be damaged due to age. Digital restoration, which involves such processes as thinning, feature extraction, and pattern matching, can be used to assist in accelerating the manual restoration process. The average success rate of this digital restoration project is only 82,07%, but it is a good start in the digital restoration of damaged print Javanese script.
Network Infrastructure Design and Website Management of Perumdam Tirta Bengkayang Azriel Christian Nurcahyo; Agustinus Rudatyo Himamunanto; Listra Firgia
REKA ELKOMIKA: Jurnal Pengabdian kepada Masyarakat Vol 3, No 2 (2022): REKA ELKOMIKA
Publisher : Institut Teknologi Nasional, Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26760/rekaelkomika.v3i2.124-133

Abstract

The management and optimization of IT infrastructure are vital for the Regional-Owned Enterprise Agency, Perumdam Titra Bengkayang, considering the number of connections on 2021 was 10.100 SR and the number continues to grow. This causes the need to improve services in the field of information technology, especially facilities and infrastructure for information disclosure of public bodies involving facilities such as network infrastructure and websites as well as online payment systems. Since the change of director and of name from PDAM to Perumdam Tirta Bengkayang, it is stated in the five year strategic plan to change the status of information disclosure from the black zone in 2019 at least to yellow for 2020-2022 and blue or green for 2023-2024. Through this activity, the design of a network system among the branches of the Perumdam Tirta Bengkayang office and website management to facilitate monitoring and evaluation of information disclosure for public agencies were done. This activity resulted in a network design based on inter-branch networks for future improvements and website management based on wordpress CMS.
Deteksi Dominasi Warna Potongan Citra Sebagai Mesin Puzzle Digital Agustinus Rudatyo Himamunanto; Haeni Budiati
Journal of Information Technology Vol 2 No 2 (2022): Journal of information Technology
Publisher : Institut Shanti Bhuana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46229/jifotech.v2i2.518

Abstract

Puzzle is a game of rearranging pieces of picture objects, which can train creativity, order, and concentration levels. Problems in puzzle games will be more complicated when the size of the pieces gets smaller so that the number of pieces increases. The challenge is how to always make new puzzle arrangements and quickly reassemble recovery pieces. The focus of this research is to arrange puzzle pieces randomly and try to reposition the puzzle using the proposed method, namely DCD (Dominant Color Detection). The DCD method works by using the color histogram method to track the image based on the dominant color information. The Eucledian Distance method is then used to measure the level of image similarity . The similarity indication of the puzzle image is used to reposition the puzzle. Based on the test results, it is known that the accuracy of the repositioning results on the sample logo image, totaling 30 test images, is 100% successful in getting the whole image back according to the logo input image. This method has the opportunity to be used as an alternative to access security and also as a simple engine model for image search based on image fragments.
Image Tracking Berbasis AR Untuk Peningkatan Pembelajaran Buah Pada Pendidikan Anak Usia Dini (PAUD) Agustinus Rudatyo Himamunanto; Desri A.F. Waruwu; Gogor C. Setyawan
Infotek: Jurnal Informatika dan Teknologi Vol. 6 No. 2 (2023): Infotek : Jurnal Informatika dan Teknologi
Publisher : Fakultas Teknik Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jit.v6i2.16830

Abstract

The current recognition and learning system still uses magazines, books and websites. This makes the lessons of the topics taught still difficult to understand. In this study, a fruit recognition learning model was created in early childhood education based on Augmented Reality and digitalized teaching aids. Augmented Reality is a technology that embodies the merging of the real world (reality) and virtual world (virtual) where this technology is also known as Virtual Reality. The marker in the form of an image will be captured by the camera, processed and a 3D fruit animation will appear on the mobile screen. The purpose of this research is to produce a fruit recognition learning model in PAUD TK Aba Sukoharjo Kalasan based on Augmented Reality and to create digitalized teaching aids. By using Augmented Reality the application can be educational and attract interest in children's curiosity. The method used in this study is the Multimedia Development Life Cycle (MDLC). The fruit recognition application has been applied to several child respondents. Based on research trials, before there was an application for interest in learning, children learned fruit recognition with a score of 73% with the predicate agreeing. The effect of positive trends on children to learn with augmented reality learning media is shown by a score of 81% of 30 child respondents stating that the application is very effective as an increase in the recognition of fruits
Metode Subtraksi Citra Sebagai Upaya Deteksi Gerakan Tangan Haeni Budiati; Agustinus Rudatyo Himamunanto
Prosiding Sains dan Teknologi Vol. 1 No. 1 (2022): Seminar Nasional Sains dan Teknologi (SAINTEK) ke 1 - Juli 2022
Publisher : DPPM Universitas Pelita Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37366/SAINTEK0101.0613

Abstract

Segmentation is one of the important operations in the object recognition process. One of the well-known segmentation methods is image subtraction. This image subtraction process is carried out to separate the foreground object from the background object. Most studies use this method to segment static images. In this study, the performance of the subtraction method will be observed based on the dynamic image input of hand movements. The application of the subtraction method is used for segmentation operations based on different information on different frames with the aim of obtaining information on the hand area. The focus of this research is to compare the results of processing with the subtraction method on different types of inputs based on the nature of their constituent signals, namely analog video input (webcam) and digital video input (stored video). The success of processing on both video inputs is determined from the first segmentation processing that finds the hand area. Two test cases (various lighting levels and outdoor background) were deliberately chosen because they are closely related to the potential weaknesses of the image subtraction method. Based on the test results, it is known that the implementation of the subtraction method for analog video input (webcam) and digital video input on various tests of light and background quality which is quite complex, shows success in finding areas of moving hands. Keywords: Subtraction, Segmentation, Hand Movements
ANALISIS PERBANDINGAN PERFORMA SSTP DAN PPTP PADA VPN Deona Carol Gerjana Rijke Saijuna; Agustinus Rudatyo Himamunanto; Jatmika
JURNAL SAINS DAN KOMPUTER Vol. 1 No. 2 (2017): Jurnal Infact Edisi Agustus 2017
Publisher : Universitas Kristen Immanuel

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

Abstract

VPN merupakan sebuah teknologi keamanan jaringan yang dapat dijadikan solusi keamanan informasi. VPN memungkinkan 2 atau lebih site yang berjauhan untuk dapat terhubung secara pribadi melalui jaringan public seperti internet. Untuk menerapkan VPN, diperlukan protokol SSTP (Secure Socket Tunneling Protocol) dan PPTP (Point to Point Tunneling Protocol) yang masing-masing memiliki pengaruh terhadap performa QoS (Quality of Service). Pada penelitian ini, dilakukan analisis perbandingan antara SSTP dan PPTP dengan membandingkan kinerja QoS. Pengujian dilakukan terhadap client yang terhubung ke router board dengan dua scenario jaringan, skenario pertama client mengakses web berbasis download dan skenario kedua client pada jaringan mengakses web streaming video. Tujuan dari penelitian ini adalah untuk mengetahui performa QoS, transfer & download file dari jaringan VPN yang menggunakan protokol SSTP dan PPTP. Hasil pengujian yang didapat dari penelitian ini menunjukkan bahwa PPTP lebih unggul pada parameter QoS dibanding dengan SSTP.Sedangkan hasil yang didapat dari pengujian FTP dan download menunjukkan bahwa SSTP lebih unggul pada kecepatan transfer file dan download jika dibandingkan dengan PPTP.
ANALISIS SQUID SERVER MONITORING PADA INTERNET PROTOKOL VERSI 6 (IPv6) MENGGUNAKAN METODE ACTIVE QUEUE MANAGEMENT (AQM) Erwin Oktaf Kurniawan Waruwu; Agustinus Rudatyo Himamunanto; Febe Maedjaja
JURNAL SAINS DAN KOMPUTER Vol. 1 No. 2 (2017): Jurnal Infact Edisi Agustus 2017
Publisher : Universitas Kristen Immanuel

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

Abstract

Server squid monitoring merupakan aplikasi dalam membangun proxy server yang bertugas sebagai conection sharing, filtering, caching dan memonitoring aktivitas client dalam jaringan. Penerapaan squid server saat ini masih menggunakan pengalamatan Internet Protokol versi 4 (IPv4) yang semakin terbatas, sehingga dibutuhkan suatu standar baru pada routing protocol yang mampu mengakomodasi jumlah pengalamatan alamat IP yang lebih banyak yaitu Internet Protokol versi 6 (IPv6). Menurut statistik dari Google, persentasi penguna yang mengakses Google melalui IPv6 dari tahun 2009 s/d 2020 mencapai 33.08 %. Subject dalam penelitian ini adalah menjelaskan tentang analisis perancangan squid server monitoring menggunakan IPv6 serta melakukan pengujian QoS (Quality of Service) berdasarkan parameter delay, jitter, paket loss dan throughput. Dalam penelitian ini dilakukan metode penanganan bufferbloat (kemacetan) menggunakan metode Active Queue Management (AQM) dengan algoritma Random Early Detection (RED). Berdasarkan hasil analisis squid server monitoring menggunakan IPv6 dan implementasi metode AQM, menurut standar THIPON didapat hasil throughput 21,517 bps dengan kategori “sangat bagus” nilai indek 4, delay 0,119 dengan kategori “sangat bagus” nilai index 4, jitter 0,303 dengan kategori “sangat bagus” nilai indek 4, dan paket loss 0,012 dengan kategori “sangat bagus” nilai indek 4.
ALOGARITMA QUADTREE UNTUK SEGMENTASI CITRA DIGITAL RAMBU LALU LINTAS Agustinus Rudatyo Himamunanto; Samuel Tora
JURNAL SAINS DAN KOMPUTER Vol. 1 No. 2 (2016): Jurnal Infact Edisi November 2016
Publisher : Universitas Kristen Immanuel

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

Abstract

Rambu-rambu lalu lintas merupakan salah satu dari perlengkapan jalan yang dapat berupa lambang, huruf, angka, kalimat atau perpaduan di antaranya yang berfungsi sebagai peringatan, larangan, perintah atau petunjuk bagi pemakai jalan. Perkembangan ilmu komputer di dalam pengolahan citra akhir-akhir ini sangat pesat terlebih untuk analisis data. Algoritma Quadtree merupakan segmentasi objek di dalam mempertimbangkan homogenitas warna dan konektivitas piksel dalam memperoleh segmen objek untuk proses analisa data di dalam memperoleh simbol pictogram. Aplikasi yang terdiri dari tahap-tahap memproses input citra digital dengan gambar rambu-rambu lalu lintas di Indonesia dimulai dengan merepresentasikan data piksel kemudian mengalami grayscalling.
Analisis Komparasi Performa Metode Deteksi Tepi Sebagai Predektor Diabetes Berbasis Citra Lidah: Comparative Analysis of the Performance of Edge Detection Methods as a Diabetes Predictor Based on Tongue Imagery Olam, Enos Nikodemus; Himamunanto, Agustinus Rudatyo; Budiati, Haeni
MALCOM: Indonesian Journal of Machine Learning and Computer Science Vol. 4 No. 4 (2024): MALCOM October 2024
Publisher : Institut Riset dan Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57152/malcom.v4i4.1393

Abstract

Jenis Penyakit kencing manis atau juga biasa disebut Diabetes merupakan gangguan metabolik yang disebabkan oleh tingginya kadar gula dalam darah. Hormon insulin memindahkan gula darah ke seluruh sel tubuh, untuk disimpan atau digunakan sebagai energi. Ketika Anda menderita diabetes, tubuh sulit untuk memproduksi insulin untuk memenuhi kebutuhan tubuh dan tubuh kurang efisien dalam mengelola insulin dengan baik sesuai dengan kebutuhannya. Dalam hal ini, diabetes melitus tercatat sebagai penyebab kematian terbesar di dunia. Tanda-tanda dan efek samping penyakit diabetes melitus seharusnya terlihat secara lahiriah melalui bagian-bagian tubuh manusia, misalnya saja lidah yang menunjukkan adanya pertumbuhan atau Candida Albicans, dimana lidah adalah partikel tubuh manusia yang cukup peka terhadap rangsangan .Teknik Informatika berperan dalam penelitian ini, dengan menggunakan You Only Live Once (YOLO) sebagai media penandaan bagian tertentu dari suatu objek yang nantinya akan digunakan untuk mendeteksi tepi objek yang ditandai dan diproses dalam hal ini citra lidah untuk prosedur deteksi tepi. Untuk analisis perbandingan deteksi tepi citra lidah dalam deteksi penyakit diabetes melitus, sistem dapat menghasilkan hasil keluaran yang cukup memuaskan.
Analisis Performa Raytracing dan MCMC Pada Realisme Visualisasi Obyek 3D Dengan Terintegrasi MIPMapping Budet, Vincensa Woytimena; Himamunanto, Agustinus Rudatyo; Budiati, Haeni
Kesatria : Jurnal Penerapan Sistem Informasi (Komputer dan Manajemen) Vol 5, No 3 (2024): Edisi Juli
Publisher : LPPM STIKOM Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/kesatria.v5i3.436

Abstract

The development of computer graphics has resulted in an increasingly realistic and immersive digital world, especially in the field of 3D object representation. One of the techniques for image presentation is ray tracing, however, regular ray tracing requires long computation time. To achieve high realism in 3D objects, complex computational operations and the use of appropriate algorithms are required. In this research, Markov chain Monte carlo (MCMC) algorithm has the potential to achieve realism on a 3D object. This research analyzes the performance comparison between ordinary ray tracing and MCMC algorithm in achieving realism on 3D objects and integrating Mipmapping technology to improve the visual quality of 3D objects. The results are measured by calculating the PSNR value on the rendered object and comparing the noise level of a 3D object rendered with ordinary ray tracing, and ray tracing using the Monte carlo algorithm. The number of samples used were 50 samples of 3D objects tested with Monte Carlo and obtained a result of 94%, and with ordinary ray tracing of 6% which is indicated by the level of distortion or error that occurs in the processed object. This shows that by rendering using the MCMC algorithm the image quality of the rendered object is better than rendering using ordinary ray tracing