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OPTIMALISASI FILE RAW PADA GAMBAR BACKLIGHT DENGAN MENERAPKAN TEKNIK EDITING HIGH DYNAMIC RANGE (HDR) Dhimas Dhimas Adi Satria; Ibnu Hadi Purwanto; Ika Asti Astuti
Jurnal Informatika Teknologi dan Sains (Jinteks) Vol 6 No 1 (2024): EDISI 19
Publisher : Program Studi Informatika Universitas Teknologi Sumbawa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51401/jinteks.v6i1.3162

Abstract

File RAW merupakan salah satu file yang dihasilkan oleh kamera digital selain file JPG atau HEIF, File RAW memiliki data bit pixel yang lebih tinggi dari JPG. Data bit tersebut digunakan untuk melakukan pengolahan gambar dari segi pencahayaan dan pewarnaan.Dalam Fotografi, Gambar Backlight merupakan visualisasi bentuk foto yang mengarahkan pencahayaan langsung mengarah ke kamera, pada kasus ini umumnya didapatkan gambar dengan pencahayaan shadow dan highlight yang tidak merata. Pada penelitian ini, akan dilakukan pengujian untuk mengoptimalkan kemampuan file RAW dalam menghasilkan file HDR dalam studi kasus gambar backlight. Pengujian akan dilakukan dengan metode eksplorasi dengan pengambil banyak sample gambar fotografi backlight, dan melakukan pengolahan file RAW menggunakan berbagai perangkat lunak dari berbagai platform, sehingga akan menghasilkan parameter dalam mengoptimasi file RAW tersebut. Kata Kunci : High Dynamic Range; RAW; Gambar; Backlight; Kamera
Development of Virtual Reality Application for Arachnophobia Using Multimedia Development Life Cycle Method Anggoro, Nugroho Ari; Astuti, Ika Asti
Journal of Information System and Informatics Vol 6 No 3 (2024): September
Publisher : Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51519/journalisi.v6i3.804

Abstract

Arachnophobia or known as irrational fear of spiders, can be detrimental to one’s health and overall well-being. Common procedures, such as Cognitive Behavioral Therapy or medication, are often inefficient and take a lot of time to demonstrate results, thus the alternative way of dealing with arachnophobia is urgently needed. Such alternatives can be achieved by utilizing Virtual reality technology, hence the purpose of the following research is to address the matter by developing Virtual reality based application with the help of Multimedia development life cycle method. The MDLC method was chosen due its ability to create multimedia application, and the collected results of the experiment demonstrate that indeed MDLC can be used as a method to develop the arachnophobia therapy application that is both time efficient and works as test shows the decreasing time used for use application as well as two respondents that able to be detected for having arachnophobia. In conclusion the application developed using MDLC is indeed able to be an alternative way of arachnophobia therapy.
AUGMENTED REALITY SEBAGAI MEDIA PEMBELAJARAN ORGAN DALAM MANUSIA BERBASIS ANDROID Musthofa, Rifai Ahmad; Umri , Buyut Khoirul; Astuti, Ika Asti; Justin , Dwi Muhammad
Journal of Information System Management (JOISM) Vol. 6 No. 1 (2024): Juni
Publisher : Universitas Amikom Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24076/joism.2024v6i1.1651

Abstract

Penelitian ini memiliki tujuan untuk menciptakan sebuah aplikasi Augmented Reality (AR) yang dioperasikan pada platform Android sebagai media pembelajaran. Dengan mulai berkembangnya teknologi informasi dan komunikasi yang semakin pesat, media pembelajaran tradisional seperti buku dan papan tulis perlu ditingkatkan dengan media yang lebih interaktif dan menarik. Teknologi Augmented Reality berbasis Android dapat digunakan untuk mempermudah pemahaman tentang organ dalam manusia, memberikan pengalaman belajar yang baru dan interaktif bagi pengguna yang ingin mempelajari organ dalam manusia secara mendetail. Aplikasi ini dikembangkan menggunakan metode Multimedia Development Life Cycle (MDLC) dan dirancang untuk membantu mengenalkan organ dalam manusia seperti jantung, paru-paru, hati, lambung, dan ginjal dalam bentuk aplikasi Android. Dengan antarmuka yang responsif dan mudah digunakan, diharapkan aplikasi ini dapat membantu pengguna untuk lebih mudah mengenal organ dalam manusia.
Analisis Efektivitas Markerless Mid Air Vuforia dalam Pembelajaran AR Tata Surya Noor, Indra Febryan; Astuti, Ika Asti
Techno.Com Vol. 23 No. 4 (2024): November 2024
Publisher : LPPM Universitas Dian Nuswantoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62411/tc.v23i4.11478

Abstract

Penelitian ini bertujuan untuk mengembangkan dan menguji aplikasi Augmented Reality (AR) berbasis metode markerless dengan pendekatan mid air untuk meningkatkan efektivitas pembelajaran tata surya. Aplikasi ini dirancang untuk mengatasi keterbatasan pada aplikasi AR konvensional, yang sering kali bergantung pada deteksi permukaan datar, serta untuk meningkatkan realisme dan fleksibilitas interaksi antara objek virtual dan lingkungan fisik. Metodologi pengujian mencakup empat skenario berbeda yang mengevaluasi akurasi deteksi ruang 3D di bawah berbagai kondisi pencahayaan. Hasil pengujian menunjukkan bahwa sistem mampu mendeteksi ruang 3D dengan baik pada intensitas cahaya tinggi di luar ruangan (1007 LUX) dan rendah di dalam ruangan (20 LUX). Namun, ketika kamera diarahkan ke tembok polos dengan intensitas cahaya 100 LUX, deteksi ruang 3D gagal. Sebaliknya, pada kondisi malam hari dengan cahaya sangat rendah (di bawah 15 LUX), aplikasi tetap berhasil menempatkan objek 3D secara akurat. Penilaian usability dari 24 responden memberikan skor SUS rata-rata 92,4, menempatkan aplikasi dalam kategori "Acceptable" dengan Grade Scale "A" dan Adjective Rating "Excellent". Temuan ini menegaskan bahwa aplikasi AR yang dikembangkan memiliki potensi signifikan sebagai media pembelajaran interaktif, memberikan visualisasi yang mendalam dan mendukung pemahaman konsep tata surya secara efektif.   Kata kunci: Mid Air, Markerless, Augmented Reality, Tata surya, Usability
Pengembangan Game Math Story Problems Menggunakan RPG Maker MZ untuk Anak 4-7 Tahun Nuraminudin, M.; Astuti, Ika Asti; Susanto, Sebastian Arby
Edu Komputika Journal Vol 9 No 2 (2022): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/edukomputika.v9i2.57411

Abstract

This study aims to produce and test the feasibility of an RPG (Role Playing Game) Math Story Problem created using the RPG Maker MZ software. The research method used is the Research and Development method using research stages (1) needs analysis, (2) design, (3) implementation, (4) validation, (5) revision and (6) product testing. The requirements analysis stage is used to analyze competency standards, hardware and software specifications. The design stage includes storyline design, display design, flowchart and character creation in the game. The implementation stage is the stage of realizing the design into an actual product. The validation stage is carried out to assess the feasibility of the game that has been designed and created which is then determined by the experts to get the criticism and suggestions needed for improvement so that the game becomes even better. The trial phase is carried out by direct application in children's learning. This test was conducted on respondents aged 4-7 years using a questionnaire. The data obtained were processed by descriptive analysis to determine the level of feasibility of the game. The results of data analysis showed that the feasibility level according to material experts was 96% which was included in the very feasible category and children as users was 83.75% which could be categorized as very feasible.
Pengembangan Aplikasi Virtual Reality Untuk Pembelajaran Tentang Manasik Haji Akbar, Muhammad Alfian Syaifullah; Astuti, Ika Asti; Umri, Buyut Khoirul
JITSI : Jurnal Ilmiah Teknologi Sistem Informasi Vol 6 No 1 (2025)
Publisher : SOTVI - Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/jitsi.6.1.348

Abstract

This study aims to develop a Virtual Reality-based learning medium for Manasik Haji to help users understand the procedures of Hajj in an interactive and realistic way. The application was designed through three main phases: planning, development, and testing. The application's key features include several stages of Manasik Haji, such as Ihram, Wukuf, Tawaf Ifadah, Sa'i, Stoning of the Jamarat, Tahallul, Mabit, and Tawaf Wada. The application testing was conducted using the black box method to ensure that all features function as intended, and the System Usability Scale (SUS) was utilized to measure the application's usability level. The SUS score obtained after the testing was 76, which falls into Grade B, indicating that the application has a good usability level. However, there are still areas for improvement, such as enhancing interactive features, improving overall usability aspects, and conducting tests with a more diverse group of users.
Grouping of Image Patterns Using Inceptionv3 For Face Shape Classification Hidayat, Tonny; Astuti, Ika Asti; Yaqin, Ainul; Tjilen, Alexander Phuk; Arifianto, Teguh
JOIV : International Journal on Informatics Visualization Vol 7, No 4 (2023)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.7.4.1743

Abstract

The human face is an extraordinary part where nearly everybody is not quite the same as each other. One perspective that should be visible plainly is the shape. Face shape grouping can be used for amusement, security, or excellence. One technique that can be utilized in picture grouping is the InceptionV3 model. InceptionV3 is the structure of the Convolutional Neural Network (CNN) created by Google, which can tackle picture examination and item discovery issues. This engineering is utilized to order face shapes into five classes: Round, Heart, Square, Oblong, and Oval. At that point, the Google Pictures dataset goes through the pre-handling stage, and the Shrewd Edge Identifier is applied to each picture. Hair turns into a commotion. Consider recognizing the side of the face because it does not make any difference what the hairdo resembles. What is important is the side of the face. When there is a dataset of elongated class and heart class with a comparable hairdo, InceptionV3 will identify the component and expect the two pieces of information to come from a similar class. The exchange learning strategy is done in preparation for the last Layer of ImageNet's InceptionV3 model. This strategy puts the high precision level with an exactness of 93% preparation and testing between 88% - 98%. InceptionV3 could arrange upwards of 692 from 747 datasets or around 92.65%. The most reduced information class is the heart class, where out of 150 information, InceptionV3 can characterize upwards of 130 information.
Functional Evaluation of the Virtual Batik and Mask Museum Application using Test Scenario Based Ibrahim, Fajar Maulana; Astuti, Ika Asti
SISTEMASI Vol 15, No 1 (2026): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v15i1.5371

Abstract

The development of digital technology has created new opportunities to introduce and preserve local culture through interactive media, one of which is virtual museums. This study develops a 3D virtual museum application aimed at introducing and preserving batik and mask cultural heritage in response to the need for technology-based educational media. The functionality of the application was evaluated using a scenario-based testing method involving 10 main test scenarios. The testing results indicate an overall excellent performance, with a success rate of 85%. Four activities—including 3D object interaction (mask), wall collider functionality, background sound, and lighting—achieved very good performance. The main weakness was identified in the notification trigger feature, where four users failed to complete the assigned task. The total time required by 10 users was 167.8 seconds, with an average of 16.78 seconds per task. Overall, these results demonstrate that the application has high functional stability and is suitable for use as an innovative and interactive medium for cultural learning.
Design of an Augmented Reality Application to Improve Understanding of Spatial Structure in Elementary Schools Romadhon, Syahrul; Astuti, Ika Asti; Umri, Buyut Khoirul
SISTEMASI Vol 15, No 1 (2026): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v15i1.5652

Abstract

Mathematics learning, particularly three-dimensional geometry in elementary schools, often requires students to visualize images presented in textbooks in order to understand the material, which can make it difficult for them to absorb the concepts being taught. This challenge is further compounded by the limited availability of interactive learning media and school policies that restrict the use of mobile devices as learning tools. These issues represent common obstacles in the implementation of effective geometry instruction at the elementary level. This study aims to design an Android-based Augmented Reality (AR) learning application to assist elementary school students in understanding abstract three-dimensional geometry concepts. The research methodology employed is the Multimedia Development Life Cycle (MDLC), which consists of six stages: concept, design, material collection, development, testing, and distribution. The outcome of this study is an Android-based AR application for learning three-dimensional shapes. Black-box testing results indicate that all features—including marker scanning, display of 3D geometric objects, transformation into net forms, rotation, zoom in and zoom out, and instructional content for each type of three-dimensional shape—functioned properly. Furthermore, user evaluation was conducted using the System Usability Scale (SUS) method. The evaluation involved 10 respondents and produced an average score of 74, placing the application in the “Good” category. These results suggest that the application can serve as an effective interactive learning medium for elementary school education.