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Pengenalan Karakter Tulisan Tangan Menggunakan Ekstraksi Fitur Bentuk Berbasis Chain Code Mawaddah, Saniyatul; Suciati, Nanik
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 7 No 4: Agustus 2020
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.2020742022

Abstract

Pengenalan karakter tulisan tangan pada citra merupakan suatu permasalahan yang sulit untuk dipecahkan, dikarenakan terdapat perbedaan gaya penulisan pada setiap orang. Tahapan proses dalam pengenalan tulisan tangan diantaranya adalah preprocessing, ekstraksi fitur, dan klasifikasi. Preprocessing dilakukan untuk merubah citra tulisan tangan menjadi citra biner yang hanya mempunyai ketebalan 1 pixel melalui proses binerisasi dan thining. Kemudian pada tahap ekstraksi fitur, dipilih fitur bentuk karena fitur bentuk memiliki peran yang lebih penting dibanding 2 fitur visual lainnya (warna dan tekstur) pada pengenalan karakter tulisan tangan. Metode ekstraksi fitur bentuk yang dipilih dalam penelitian ini adalah metode berbasis chain code karena metode tersebut sering digunakan dalam beberapa penelitian pengenalan tulisan tangan. Pada penelitian ini, dilakukan studi kinerja dari ekstraksi fitur berbasis chain code pada pengenalan karakter tulisan tangan untuk mengetahui metode terbaiknya. Tiga metode ekstraksi fitur berbasis chain code yang digunakan dalam penelitian ini adalah freeman chain code, differential chain code dan vertex chain code. Setiap citra karakter diekstrak menggunakan 3 metode tersebut dengan tiga cara yaitu ekstraksi secara global, lokal 3x3, 5x5, dan 7x7. Setelah esktraksi fitur, dilakukan proses klasifikasi menggunakan support vector machine (SVM). Hasil eksperimen menunjukkan akurasi terbaik adalah pada model citra 7x7 dengan nilai akurasi freeman chain code sebesar 99.75%, differential chain code sebesar 99.75%, dan vertex chain code sebesar 98.6%.AbstractThe recognition of handwriting characters images is a difficult problems to be solved, because everyone has a different writing style. The step of handwriting recognition process are preprocessing, feature extraction, and classification. Preprocessing is done to convert handwritten images into binary images that only have 1 pixel thickness by using binarization and thinning. Then, in the feature extraction we select shape feature because it is more important than two other visual features (color and texture) in handwriting character recognition. Shape feature extraction method chosen in this research is chain code method because this method is often used in several studies for handwriting recognition. In this study, a performance study of feature extraction based on chain codes was carried out on handwriting character recognition to know the best chain code method. The three shape feature extraction based on chain code used in this study are freeman, differential and vertex chain codes. Each character image is extracted using these 3 methods in three ways: extraction globally, local 3x3, 5x5, and 7x7. After the extraction feature, the classification process is carried out using the support vector machine (SVM). The experimental results show that the best accuracy is in the 7x7 image model with the value of freeman chain code accuracy of 99.75%, the differential chain code of 99.75%, and the vertex chain code of 98.6%.
Pengembangan Aplikasi E-Commerce Disertai fitur Appointment untuk Memasarkan Produk Perikanan di Desa Rejosari Mufid, Mohammad Robihul; Surya Saputra, Ega; Muhammad David Erlangga, Aprileo; Basofi, Arif; Mawaddah, Saniyatul; Ikawati, Yunia; Teguh Setyadi, Agung; Faradisa, Rosiyah; Aditama, Darmawan; Sukaridhoto, Sritrusta; Chafid, Much; Turmudzi, Muhammad; Wibowo, Agus; Eskaluspita, Pratama; Putri Lestari, Novita; Medya Mahardhika, Yesta; Dewi Fajrianti, Evianita; Liesvarastranta Haz, Amma; Fahruddin, Agus; Sadah, Khozinatus
J-Dinamika : Jurnal Pengabdian Masyarakat Vol 10 No 3 (2025): Desember
Publisher : Politeknik Negeri Jember

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

Abstract

Desa Rejosari memiliki potensi budidaya perikanan yang besar, namun pemasaran hasil panen masih mengandalkan jalur tradisional sehingga jangkauan konsumen terbatas, media promosi online belum terintegrasi, dan proses transaksi seringkali tidak efisien akibat komunikasi yang tidak terstruktur. Penelitian ini bertujuan mengembangkan aplikasi e-commerce berbasis website dengan fitur appointment untuk mempermudah pemasaran produk perikanan, memperluas pangsa pasar, serta memfasilitasi penjadwalan pertemuan antara pemilik tambak dan pengepul di desa Rejosari. Metodologi pengabdian masyarakat di desa Rejosari ini dimulai dari perumusan masalah di mitra, penyusunan program rencana kerja, sosialisasi dan pelatihan, serta monitoring dan evaluasi. Fitur yang tersedia diantaranya katalog produk, manajemen stok real-time, pencarian lokasi Pengepul, keranjang belanja, dan appointment. Hasil penelitian menunjukkan bahwa aplikasi ini berhasil menjembatani kesenjangan informasi antara penjual dan pembeli, meningkatkan transparansi harga dan ketersediaan produk, serta mendorong adopsi teknologi digital di kalangan pelaku usaha perikanan lokal. Aplikasi ini juga memfasilitasi koordinasi yang lebih baik melalui sistem penjadwalan terstruktur, dan mengurangi miskomunikasi dalam transaksi.
PaletteStream: A Promotional, and Community Web-Based Platform for Visual Artists with Gamification Implementation Ikawati, Yunia; Ferdiansyah, Rosyid; Mufid, Mohammad Robihul; Aditama, Darmawan; Mawaddah, Saniyatul
Jurnal Teknologi Informasi dan Terapan Vol 12 No 2 (2025): December
Publisher : Jurusan Teknologi Informasi Politeknik Negeri Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25047/jtit.v12i2.422

Abstract

In the digital era, social media has become a primary medium for visual artists to promote their work and engage with audiences. However, mainstream platforms such as Instagram and Facebook often fall short of addressing the specific needs of artists due to algorithms that are not tailored to the art domain. While specialized platforms like DeviantArt and ArtStation exist, most have yet to implement effective gamification features that could enhance user engagement and motivation. To address these challenges, PaletteStream is developed as a dedicated web-based platform for visual artists, focusing on collaboration, promotion, and community building. By integrating gamification elements using MVC Architecture, PaletteStream aims to facilitate artistic collaboration, improve the efficiency of art promotion, and foster an active and supportive artistic community. This project also contributes to technological innovation in the arts and advances in application development centered on user experience. The results reveal that the PaletteStream Platform for gamification systems properly awards points and badges based on established rules and provides considerable performance gains with an average API response time of less than 3 seconds.
Design MicroServer Framework Library with Swoole for Real-time Application Development Mufid, Muhammad Robihul; Pratama, Yogi; Fariza, Arna; Mawaddah, Saniyatul; Ikawati, Yunia; Aditama, Darmawan; Tahir, Muhlis
Jurnal Teknologi Informasi dan Terapan Vol 11 No 2 (2024): December
Publisher : Jurusan Teknologi Informasi Politeknik Negeri Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25047/jtit.v11i2.437

Abstract

The PHP programming language is known as a synchronous programming language because the request execution model is carried out sequentially and is very easy to apply in creating systems with simple scenarios. With this model, there will be many challenges in developing real-time applications because sequential model execution can cause bottlenecks because it initializes threads on each request which causes more resource consumption, making it less suitable for handling I/O (Input/Output) operations on an Intense scale. This study aims to implement an asynchronous model in PHP by developing a Xel Async framework that can be used as a foundation for creating micro servers using the Swoole extension. This study will explain the framework developed starting from system modeling, component design, abstraction design that focuses on response time, throughput, and efficient and effective resource usage in handling heavy traffic. To see the performance of the framework developed, an analysis was carried out with other frameworks such as Express Js. And the results show that the Xel Async framework offers significant performance carried out on benchmark tests for 100, 250, 500, 1000 connections and is able to produce a better amount of latency. In addition, an analysis was also carried out for throughput on Xel Async and Express Js, which also produced better performance than Express Js
Mitigating Distributed Denial of Service Attacks on IoT Systems Using Gemstone Architecture Mufid, Mohammad Robihul; Pratama, Yogi; Fariza, Arna; Mawaddah, Saniyatul; Chafid, Much; Wibowo, Agus
Jurnal Teknologi Informasi dan Terapan Vol 12 No 2 (2025): December
Publisher : Jurusan Teknologi Informasi Politeknik Negeri Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25047/jtit.v12i2.460

Abstract

One of the problems in the Internet of Things (IoT) system is the Distributed Denial of Service (DDoS) attack on the information technology infrastructure on the Internet network. This is because the IoT device system does not have a portal gateway configuration that is capable of providing the necessary security and privacy protection. In this study, the focus is on the mechanism for reducing the impact of DDoS attacks of the http flood type on the layer framework using PHP Swoole. PHP Swoole utilizes event-driven which provides several features to access the transport layer in onConnect so that it can be used to implement initial security such as access control lists, connection concurrency management, and optimizing server performance. The methodology used is to develop a TCP connection filtering algorithm by implementing a simple queue system by accepting 67% of connections to be forwarded to the next layer and 33% of connections will be queued for a timeout of 2 seconds. The results of this study show that the server can minimize the impact of DDoS and handle traffic specifically for http requests with an average latency of 871.8ms.