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EVALUATION OF THE DESIGN OF RETAINING WALLS ON THE ROAD SUKABUMI (BAROS) - SAGARANTEN KM BDG 115+200 Pasha, Muhammad Kemal; Suhendi, Cece; Saputri, Utamy Sukmayu
ASTONJADRO Vol. 11 No. 1 (2022): ASTONJADRO
Publisher : Universitas Ibn Khaldun Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32832/astonjadro.v11i1.6074

Abstract

The Sukabumi (Baros) – Sagaranten Km Bdg 115+200 road section which is located in Sukabumi Regency is a road section for the province of West Java. Because the road is always damaged due to being eroded by water infiltration in the rice fields that seeps into the road body area at that location and the soil at that location tends to be unstable based on the results of lab tests having a shear angle value of 4.99áµ’ and having a specific gravity of 17.45, then it is carried out analysis of the existing damaged retaining wall and the design of a new gabion-type retaining wall at that location. The gabion retaining wall building will be designed with 3 designs, the first using a stone volume of 13 m3, the second using a stone volume of 8 m3 and the third using a stone volume of 6.5 m3. Based on the results of the calculation analysis using Rankine theory, it was found that the existing retaining wall was unable to withstand the shearing force which got a check value of 1.18 which should have a value of SF > 1.5, while the 3 gabion plan buildings got the appropriate SF value, namely against the overturning force, shear force and soil bearing capacity.
Intelligent Traffic Management System Using Mask Regions-Convolutional Neural Network Pasha, Muhammad Kemal; Atmadja, Aldy Rialdy; Firdaus, Muhammad Deden
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol. 10, No. 3, August 2025
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/kinetik.v10i3.2233

Abstract

Urban centers worldwide continue to face challenges in traffic management due to outdated traffic signal infrastructure. This study aims to develop an intelligent traffic management system by implementing the Mask Regions-Convolutional Neural Network (MR-CNN) algorithm for real-time vehicle detection and traffic flow optimization. Utilizing the CRISP-DM framework, this research processes CCTV footage from the Pasteur-Pasopati intersection in Bandung to identify and quantify vehicles dynamically. The proposed system leverages an enhanced Mask R-CNN model with a ResNet-50 FPN backbone to improve detection accuracy. Experimental results demonstrate an 80% vehicle detection accuracy, with a macro-average precision of 0.89, recall of 0.83, and an F1-score of 0.82. These findings highlight the system’s capability to replace conventional fixed-time traffic signals with a more adaptive approach, adjusting green light durations based on real-time traffic density. The proposed solution has significant practical implications for reducing congestion and improving traffic flow efficiency in urban environments.
Penggunaan Metode MDLC dalam Pengembangan Game Visual Novel Anastasia Love Story berbasis Ren'Py Pasha, Muhammad Kemal; Prabowo, Ary
JUKI : Jurnal Komputer dan Informatika Vol. 7 No. 2 (2025): JUKI : Jurnal Komputer dan Informatika, Edisi Nopember 2025
Publisher : Yayasan Kita Menulis

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Abstract

Abstrak Penelitian ini dilaksanakan dengan tujuan untuk mengembangkan game visual novel berjudul Anastasia Love Story sebagai media interaktif yang mampu meningkatkan keterlibatan emosional dan minat baca pengguna. Game ini ditujukan untuk remaja hingga dewasa muda yang menyukai cerita romansa dan narasi bercabang. Pengembangan dilaksanakan dengan mempergunakan metode Multimedia Development Life Cycle (MDLC) yang terbagi menjadi 6 (enam) proses atau tahapan: concept, design, material collecting, assembly, testing, dan distribution. Aplikasi Ren’Py digunakan sebagai platform pengembangan, dengan penambahan fitur interaktif seperti branching storyline, keputusan berbatas waktu, serta mini game untuk memperkaya pengalaman bermain. Hasil yang diperoleh dalam tahapan pengujian memperlihatkan bahwa game mampu berjalan dengan baik, menampilkan cerita yang menarik, visual yang mendukung suasana, serta audio yang memperkuat keterlibatan pemain. Fitur-fitur utama yang dikembangkan dapat digunakan dengan baik oleh pengguna dan mendukung alur cerita sesuai dengan harapan. Game ini juga dinilai relevan sebagai sarana hiburan naratif yang edukatif dan emosional. Anastasia Love Story efektif menjadi media visual novel interaktif yang sesuai dengan karakteristik pengguna sasaran. Kata Kunci: Game, Interaktif, MDLC, Novel Visual, Ren’Py Abstract This research aims to establish a visual novel game titled Anastasia Love Story as an interactive medium that can enhance users' emotional engagement and reading interest. The game targets teenagers to young adults who enjoy romance stories and branching narratives. The development process follows the Multimedia Development Life Cycle (MDLC) method, consisting of 6 (six) steps as follows: concept, design, material collecting, assembly, testing, and distribution. The Ren’Py engine is used as the development platform, with interactive features such as branching storylines, time-limited decision-making, and mini-games to enrich the playing experience. The test results show that the game runs well, presents an engaging story, supportive visuals, and audio that enhances player immersion. The main features developed are accessible to users and support the story flow as intended. This game is also considered relevant as an educational and emotional narrative entertainment medium. Anastasia Love Story proves effective as an interactive visual novel media suited to the target users' characteristics. Keywords: Game, Interactive, MDLC, Visual Novel, Ren’Py