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Pendekatan Filsafat Ilmu Terhadap Perkembangan Deep Learning dalam Perspektif Aksiologi: Philosophy of Science Approach to the Development of Deep Learning in Axiological Perspective Akbar, Muhammad Barkah; Wahyuni, LInda; Budi Triandi; Muhammad Zarlis; Zulkifli Nasution
Computer Science Research and Its Development Journal Vol. 15 No. 1: February 2023
Publisher : LPPM Universitas Potensi Utama

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

Abstract

Deep learning is part of the most popular artificial intelligence (AI) technology among the public where this research aims to assist in solving problems. This study discusses the relationship between the philosophy of science and the correlation of axiology on the development of deep learning. This study uses library research by collecting literature studies, analyzing data, describing the contents of the problem, concluding the problem, providing conclusions and suggestions. The basis for implementing knowledge about deep learning can recognize objects or sounds with the science under study and the correlation between axiology and the development of deep learning trials, the need for deep learning in an increasingly complex society becomes the basis for developing systems where data processing is carried out in more detail. and produce the correctness according to the algorithm that has been inputted. The research discussed also provides suggestions for guidance on the development of deep learning science on the development of axiology related to the philosophy of science in the implementation of deep learning systems on the development of science and technology in the field of computers.
PERANCANGAN GAME EDUKASI PEMBELAJARAN ANAK AUTIS BERBASIS ANIMASI Aulia, Lili; Akbar, Muhammad Barkah
Syntax : Journal of Software Engineering, Computer Science and Information Technology Vol 5, No 2 (2024): Desember 2024
Publisher : Universitas Dharmawangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46576/syntax.v5i2.5354

Abstract

Anak berkebutuhan khusus yaitu anak yang jika dilihat signifikan merupakan seorang anak yang memiliki kelainan, baik dalam fisik, emosional, mental, ataupun sosial, dalam proses pertumbuhannya jika dibandingkan dengan sejumlah anak yang lainnya yang memang seusia dengannya. Anak dengan gangguan spektrum autisme atau autisme membutuhkan bimbingan yang lebih intensif untuk mempelajari topik baru. Selain sulit berkonsentrasi, gerakan motorik yang tidak terduga dan tidak terkendali menjadi faktor utama yang menghambat mereka belajar. Penelitian ini bertujuan untuk mendekatkan anggota keluarga dan benda sehari-hari dengan anak autis melalui penggunaan permainan berbasis Animasi. Permainan ini juga dapat digunakan untuk melatih kemampuan konsentrasi dan gerak motorik anak autis sehingga dapat dengan mudah menyerap topik yang diberikan dalam permainan. Berdasarkan Hanna Qurrotul Aini (2019) bahwa diperoleh kesimpulan bahwa media pembelajaran interaktif ini telah selesai dibuat dan mampu membantu guru kelas dalam menyampaikan materi pembelajaran agar dapat lebih mudah dipahami oleh anak penyandang autisme.Kata Kunci: Perancangan Game, Game Edukasi Pembelajaran, Anak Sutis ABSTRACTChildren with special needs are children who, if seen as significant, are children who have abnormalities, both physically, emotionally, mentally or socially, in their growth process when compared to a number of other children who are indeed the same age as them. Children with autism spectrum disorder or autism need more intensive guidance to learn new topics. In addition to difficulty concentrating, motor movements that are unexpected and uncontrollable are the main factors that hinder their learning. This study aims to bring family members and everyday objects closer to autistic children through the use of animation-based games. This game can also be used to train the concentration and motor skills of autistic children so they can easily absorb the topics given in the game. Based on Hanna Qurrotul Aini (2019), it was concluded that this interactive learning media had been completed and was able to help class teachers in delivering learning material so that it could be more easily understood by children with autism. Keywords: Game Design, Learning Educational Games, Son of Sutis:
The MAUT and SAW Methods in Recruiting Employees at PT. Bengkel Sehat Vania, Dea Ersa; Akbar, Muhammad Barkah
Jurnal Komputer Indonesia (Ju-Komi) Vol. 1 No. 02 (2023): Jurnal Komputer Indonesia (JU-KOMI) April 2023
Publisher : SEAN Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58471/ju-komi.v1i02.49

Abstract

The phenomenon that occurs at PT. Bengkel Sehat, namely the company does not have a system for recruiting employees with accurate data, in the manual process it is preceded by an administrative selection of application files from prospective workers, this selection is selected by comparing application files between prospective workers according to the criteria. Frequent errors in inputting assessment data and calculating values ​​based on the dimensions set at PT. Healthy Workshop. PT. Healthy Workshop does not use the Multi-Attribute Utility Theory (MAUT) and Simple Additive Weighting (SAW) methods in making decisions in hiring employees. The system design uses the PHP programming language and MySQL database. The computer specifications used are at least dual core, 4GB RAM and 120 Gb Hard Drive. The method used in designing this application is blackbox testing. Black box testing is a test that is carried out only by observing the results of execution through test data and checking the functionality of the software. The results of this study are to minimize errors in inputting prospective employee assessment data, to reduce the risk of errors in assessing prospective employee data and implementing a decision support system using the Multi-Attribute Utility Theory (MAUT) and Simple Additive Weighting (SAW) methods. provide users with a more accurate decision value.
Pendekatan Filsafat Ilmu Terhadap Perkembangan Deep Learning dalam Perspektif Aksiologi: Philosophy of Science Approach to the Development of Deep Learning in Axiological Perspective Akbar, Muhammad Barkah; Wahyuni, LInda; Budi Triandi; Muhammad Zarlis; Zulkifli Nasution
CSRID (Computer Science Research and Its Development Journal) Vol. 15 No. 1: February 2023
Publisher : LPPM Universitas Potensi Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22303/csrid-.15.1.2023.62-72

Abstract

Deep learning is part of the most popular artificial intelligence (AI) technology among the public where this research aims to assist in solving problems. This study discusses the relationship between the philosophy of science and the correlation of axiology on the development of deep learning. This study uses library research by collecting literature studies, analyzing data, describing the contents of the problem, concluding the problem, providing conclusions and suggestions. The basis for implementing knowledge about deep learning can recognize objects or sounds with the science under study and the correlation between axiology and the development of deep learning trials, the need for deep learning in an increasingly complex society becomes the basis for developing systems where data processing is carried out in more detail. and produce the correctness according to the algorithm that has been inputted. The research discussed also provides suggestions for guidance on the development of deep learning science on the development of axiology related to the philosophy of science in the implementation of deep learning systems on the development of science and technology in the field of computers.
Pelatihan Pembelajaran Rancang Bangun Aplikasi Metode Segmentasi Dengan Thresholding Rosnelly, Rika; Wahyuni, Linda; Hardianto, Hardianto; Akbar, Muhammad Barkah; Daifiria; Subhan, Zhafira Nur
Publikasi Pengabdian Masyarakat Vol 4 No 1 (2024): PUBLIDIMAS Vol. 4 No. 1 MEI 2024
Publisher : LPPM Universitas Potensi Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22303/publidimas.v4i1.345

Abstract

Image processing technology has attracted human attention to be studied so that it has become a science that can be accepted and understood in everyday life. An image is a representation, likeness, or imitation of an object. The output of a data recording system can be a photo, an optical signal such as a photo, an analog signal such as an image on a TV monitor, or a digital signal that can be stored directly on storage media. One of the processes in image processing (image preprocessing). One image segmentation technique is thresholding, which uses differences in brightness or darkness to distinguish objects from the background. Thresholding is based on groupings in the histogram according to certain backgrounds or objects that can be extracted by separating the groups of the histogram. Otsu thresholding is used in a variety of applications ranging from medical imaging to low-level computer vision. The Otsu method takes an approach, namely discriminant analysis, namely determining a variable that can divide foreground and background objects. This training provides excellent benefits for students in understanding objects for applying thresholding segmentation.
Pemanfaatan Artificial Intelligence (AI) untuk Ide Penciptaan Karya Seni Berbahan Serbuk Kayu di CV. Rendy Hendicraft Soeheri, Soeheri; Setiawan, Adil; Nasution, M. Irfan Aldy; Akbar, Muhammad Barkah
Publikasi Pengabdian Masyarakat Vol 4 No 2 (2024): PUBLIDIMAS Vol. 4 No. 2 NOVEMBER 2024
Publisher : LPPM Universitas Potensi Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22303/publidimas.v4i2.408

Abstract

The utilization of Artificial Intelligence (AI) in the creative industry has opened new opportunities to enhance innovation and efficiency. This study aims to explore the use of AI as a tool to generate creative ideas for wood powder-based art at CV. Rendy Hendicraft. The methodology includes experiments with generative AI tools such as Flux AI, DALL-E and MidJourney to produce initial designs, followed by a selection and adaptation process by local artists. The results demonstrate that AI can generate diverse innovative design patterns, including traditional carvings, geometric abstracts, and modern-traditional hybrid elements, which are then transformed into wood powder artworks. The collaboration between AI and humans accelerates the conceptualization phase and broadens creative perspectives. However, adapting AI-generated designs to the wood powder medium requires modifications to accommodate material characteristics, such as texture and structural durability. The impacts of this initiative include increased productivity for CV. Rendy Hendicraft, product diversification, and strengthened competitiveness in the craft market. This study concludes that integrating AI into the creative process does not replace human roles but acts as an innovation catalyst supporting the sustainability of local-based creative industries.