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Optimization of Lung Vital Capacity to Improve Athlete Fitness Munadi, Munadi; Suhanda, Rachmad; Zulkarnain, Zulkarnain; Azhari, Mulkan; Yulia, Winda
Journal of Social Research Vol. 3 No. 4 (2024): Journal of Social Research
Publisher : International Journal Labs

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55324/josr.v3i4.1988

Abstract

Physical training and fitness are important aspects in an athlete's readiness to achieve optimal performance in their sport. One important indicator of fitness is vital lung capacity, which measures the maximum amount of air that can be moved into and out of the lungs. The aim of this study was to investigate the optimization of vital lung capacity as a strategy to improve athlete fitness. This study used qualitative research methods. The data collection technique in this research is literature study. The data that has been collected is then analyzed in three stages, namely data reduction, data presentation and drawing conclusions. The research results show that optimizing lung capacity to improve athlete fitness can be done through several methods, including breathing exercises, physical training and aerobic training. Increasing vital lung capacity can also help minimize the risk of injury, as a stronger respiratory system is able to prevent excessive fatigue. Overall, this can have a positive impact on athletes' achievements, both at national, regional and international levels, as well as representing the country, region or institution they are fighting for.
Implementation of The Sales and Purchase Program Application Using The Rapid Application Development Model Web – Based Ichsan, Aulia; Al-Khowarizmi, Al-Khowarizmi; Azhari, Mulkan
Tsabit Journal of Computer Science Vol. 1 No. 1 (2024): June Edition
Publisher : Ilmu Bersama Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56211/tsabit21

Abstract

The development of information technology is currently developing rapidly and rapidly, which is supported by one of the means, namely computers. Of course, computers that are equipped with certain applications are used to help make human work easier in managing data for an organization or company so that they get accurate results that meet their needs. The results of observations that have been made show that sales and purchasing activities still use manual systems, one of which is in clothing stores. Starting from processing goods data, difficulties checking stock, purchasing transactions, sales transactions, as well as storing other data related to all types of activities, which can cause losses for shop owners, errors in recording and inaccurate reports being made. Judging from the large number of transactions carried out at clothing stores, a faster and more accurate information system is needed. Therefore, the author created a computerized program design using the Microsoft Visual Basic.net programming language and MySQL database, so that information and activities that occur can be carried out quickly and accurately. The method used in designing this program uses the Rapid Application Development (RAD) model. This RAD model is an adaptation of the high-speed version of the waterfall model for the development of each software component. The results achieved from discussing this theme are in the form of ready-to-use sales and purchasing program applications. In this case, the use of program applications is the best solution to solve existing problems, and by using program applications an effective and efficient activity can be achieved in supporting activities, especially for handling sales and purchasing problems.
The Aplikasi Model Text Area Based Image Selective Encryption Menggunakan YoloV3, Arnold's Catmap dan AES Pada Pengamanan Konten Teks Pada Citra Digital Riza, Ferdy; Azhari, Mulkan; Zulherry, Andi
JURNAL RISET KOMPUTER (JURIKOM) Vol. 12 No. 5 (2025): Oktober 2025
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v12i5.9261

Abstract

sensitive content in digital images. This research proposes a selective encryption model based on text area detection in digital images, integrating object detection using You Only Look Once version 3 (YOLOv3), Arnold's Cat Map transformation, and the Advanced Encryption Standard (AES) algorithm. The model automatically identifies and selects areas containing text in the image using YOLOv3, applies Arnold's Cat Map for spatial disorganization, and then encrypts the transformed result with AES to ensure data security. System performance is evaluated through visual quality analysis using PSNR (Peak Signal-to-Noise Ratio) and SSIM (Structural Similarity Index) parameters, as well as encryption and decryption processing time. The test results show that this approach can maintain the integrity of non-text areas while providing strong protection for sensitive text areas without compromising efficiency or overall visual quality. This model has the potential to be applied in the context of securing digital documents, visual identities, and other sensitive data in images.
Clustering Jenis Sayuran Di Daerah Desa Sempa Jaya Dengan Algoritma Gausian Mixture Model Syafik, Hafizan; Azhari, Mulkan
Portal Riset dan Inovasi Sistem Perangkat Lunak Vol. 3 No. 4 (2025): Artikel Penelitian
Publisher : SoraTekno Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59696/prinsip.v3i4.188

Abstract

Sektor pertanian di Desa Sempajaya, Kabupaten Karo, memiliki potensi besar dalam menghasilkan berbagai jenis sayuran yang menjadi sumber utama pemenuhan kebutuhan gizi masyarakat sekaligus penyokong perekonomian lokal. Namun, pengelolaan lahan dan pemetaan jenis sayuran unggulan masih menghadapi kendala karena belum adanya sistem pengelompokan data yang akurat. Penelitian ini bertujuan untuk mengelompokkan jenis sayuran di Desa Sempajaya menggunakan algoritma Gaussian Mixture Model (GMM) sebagai metode clustering yang mampu menangani distribusi data yang kompleks. Metode penelitian dilakukan melalui beberapa tahap, yaitu pengumpulan data (observasi, wawancara, dan dokumentasi), pra-pemrosesan data, analisis faktor menggunakan diagram Fishbone untuk menentukan atribut relevan, serta implementasi algoritma GMM dengan pendekatan Expectation-Maximization (EM). Data yang digunakan mencakup enam komoditas utama, yaitu cabai, tomat, sawi, wortel, terung, dan buncis, dengan variabel meliputi ukuran, berat, warna, serta luas lahan. Hasil penelitian menunjukkan bahwa algoritma GMM berhasil mengelompokkan data sayuran ke dalam tiga kategori kluster produksi, yaitu rendah, sedang, dan tinggi, dengan visualisasi hasil clustering yang lebih representatif dibandingkan metode konvensional. Sistem ini mampu memberikan informasi potensi sayuran unggulan di setiap wilayah Desa Sempajaya, yang dapat dimanfaatkan oleh petani, masyarakat, maupun pemerintah daerah dalam pengambilan keputusan strategis terkait diversifikasi, distribusi, dan pengembangan pertanian berkelanjutan.
Development of Virtual Reality-Based Computer Assembly Simulation Learning Media Prastia, Ilham; Azhari, Mulkan
Hanif Journal of Information Systems Vol. 3 No. 1 (2025): August Edition
Publisher : Ilmu Bersama Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56211/hanif.v3i1.66

Abstract

The development of Virtual Reality (VR) technology provides great opportunities in creating interactive and immersive learning media that can simulate hands-on practice more realistically. In computer assembly learning at vocational schools, limited availability of laboratory equipment often becomes a major obstacle, resulting in students not gaining optimal direct practice experience. This study aims to develop a Virtual Reality-based computer assembly learning simulation as an interactive, safe, and engaging alternative learning tool. The research employed a Research and Development (R&D) method using the ADDIE model, consisting of the stages of analysis, design, development, implementation, and evaluation. Computer component assets were modeled using Blender 3D and then integrated into Unity to build an interactive VR-based simulation. The testing phase involved Black Box Testing and Application Testing with 10 respondents, consisting of 7 vocational students and 3 alumni from the Computer and Network Engineering major. The results show that all interactive features performed according to the expected scenarios, and the feasibility assessment through Application Testing achieved a score of 87.2%, indicating that the simulation is suitable, easy to use, and effective in improving students’ understanding of computer assembly procedures. Additionally, the VR media was considered to provide a more realistic learning experience, reduce the potential for errors during real practice, and increase student engagement throughout the learning process. Therefore, this VR-based learning media can serve as a solution to laboratory limitations and a foundation for further development of VR-based practical learning materials in the field of Computer and Network Engineering.