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RANCANG BANGUN STORYTELLING GAME VISUAL NOVEL ALKITAB INJIL MATIUS Boy Aribana Depari; Duman Care Khrisne; Putu Arya Mertasana
Jurnal SPEKTRUM Vol 10 No 1 (2023): Jurnal SPEKTRUM
Publisher : Program Studi Teknik Elektro UNUD

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/SPEKTRUM.2023.v10.i01.p6

Abstract

Bible is a Scripture that believed by Christians which used as foundation in religious life. Reading the Bible can be more enjoyable by combining text, images, and sound, namely by creating a visual novel game. This visual novel game can be made using Ren'py. By making this Visual Novel Game about the Bible, children can use games to learn about the Bible. The data in this study can be obtained through books, journals, and the internet which are related to the concepts and research methods being carried out. Later, the data used will be validated in advance by the religious leaders concerned so that they can provide support that the stories told in this study do not deviate from the original teachings. The secondary data used is in the form of reference images, illustrations, clip art, animation, video or audio for making visual novel games via the internet. The result of this research is a Storytelling-based Visual Novel Game, where the story is taken from the Gospel of Matthew. In black box testing, this visual novel game shows that all functionality works well. In system usability scale testing, this visual novel game is categorized as good because it has an average value of 75,625.
Residual Neural Network Model for Detecting Waste Disposing Action in Images Suyadnya, I Made Arsa; Khrisne, Duman Care
Journal of Electrical, Electronics and Informatics Vol 5 No 2 (2021): JEEI (September 2021)
Publisher : Institute for Research and Community Services Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/JEEI.2021.v05.i02.p03

Abstract

Waste in general has become a major problem for people around the world. Evidence internationally shows that everyone, or nearly everyone, admits to polluting at some point, with the majority of people littering at least occasionally. This research wants to overcome these problems, by utilizing computer vision and deep learning approaches. This research was conducted to detect the actions carried out by humans in the activities/actions of disposing of waste in an image. This is useful to provide better information for research on better waste disposal behavior than before. We use a Convolutional Neural Network model with a Residual Neural Network architecture to detect the types of activities that objects perform in an image. The result is an artificial neural network model that can label the activities that occur in the input image (scene recognition). This model has been able to carry out the recognition process with an accuracy of 88% with an F1-Score of 0.87.
Helpdesk Ticketing Information System Based on Android at Communication and Information Department of Badung Regency Damayanti, Dewi Ayu Sulistyo; Suyadnya, I Made Arsa; Khrisne, Duman Care
Journal of Electrical, Electronics and Informatics Vol 5 No 2 (2021): JEEI (September 2021)
Publisher : Institute for Research and Community Services Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/JEEI.2021.v05.i02.p01

Abstract

In the operational activities of Diskominfo at Badung Regency, there are often reports of service problems every day. Currently, the reporting of these problems is still done in person via telephone or short message, which affects the speed of handling the report. The complaint system is a solution to problems related to reporting and handling of these service problems. In this study, a mobile application-based complaint system will be developed for the client-side to make it easier for clients to report or respond to reports and for the server-side, it will be developed on a web-based basis to still facilitate the management of complaint data. This study uses Data Flow Diagrams to model the process and Entity Relationship Diagrams to model its database. The evaluation process is carried out using the black box testing method and usability evaluation using SEQ and SUS. The system that has been successfully developed is able to carry out the main processes related to adding reports, viewing report progress, verifying reports, following up on reports, and changing report status. Testing using the black box testing method on 7 test classes with 74 test scenarios to get 74 valid test scenarios. Testing the installation and use of applications on 3 types of smartphones has also been successfully carried out without any problems. Usability testing on users using SEQ gets a middle value of 6 (for Administrator and IT Staff) and 7 (for Verification), which shows that the application developed is easy to use by the user, with the results of the SUS the questionnaire, the user shows that the application is in the Excellent class with an average value obtained from 15 respondents of 80.5.
Improving Community Administration Service and Population Reporting through SINANAS Development Using Participatory Method Wirastuti, Ni Made Ary Esta Dewi; Hartawan, I Gusti Agung Komang Dlafari Djuni; Suyadnya, I Made Arsa; Khrisne, Duman Care; Mkwawa, Is-haka; Arya Mertasana , Putu
SPEKTA (Jurnal Pengabdian Kepada Masyarakat : Teknologi dan Aplikasi) Vol. 4 No. 2 (2023)
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/spekta.v4i2.8134

Abstract

Background: Information technology in community administration service has been developed in helping to raise the efficiency and productivity of the leader of Banjar Dinas works, as well as organizing and utilizing information to support administration and management, policy development and decision-making. Contribution: SINANAS (Administration Information System for Banjar Dinas) has proposed to support the works of “Kepala Lingkungan” in Sempidi for administration service and population reporting. Method: Using interview and participatory approaches, the application was used by training and socialization. The application was developed using Visual Studio Code and Python language programming. Results: The results of this community service are SINANAS reporting page for population data of education and livelihood, religion, ethnicity, race, number of population, family card, Temporary Resident Identity Card (KIPS), Temporary Resident Registration Certificate (STPPTS), Reporting page for religion, ethnicity, race, and population, Reporting page for total population based on single age group and gender Conclusion: Based on the post-questionnaire, “Kepala Lingkungan found that using the SINANAS application, producing annual and monthly administrative reports is easier and quicker than manually creating them in Microsoft Word and Microsoft Excel.
Rancang Bangun Aplikasi Pengenalan Pupuh Bali Menggunakan Metode Mel Frequency Cepstral Coefficients Budi Dharma Prabhawa, I Dewa Gede; Care Khrisne, Duman; Sudarma, Made
Journal of Computer Science and Informatics Engineering (J-Cosine) Vol 3 No 1 (2019): June 2019
Publisher : Informatics Engineering Dept., Faculty of Engineering, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (537.058 KB) | DOI: 10.29303/jcosine.v3i1.237

Abstract

Pupuh is a basic of Tembang for someone that can later be used for further learning to a higher level that is Sekar Madya and Sekar Agung. Balinese culture is an important feature to determine the ethnicity identity of a group. Then it should be the Balinese use and preserve Pupuh that has been inherited by the ancestors. The media for Balinese Pupuh learning will be using an Android device with MFCC method. To attract the interest of young peoples to learn Balinese Pupuh, then this Balinese Pupuh learning system based-Android was created. This application will use the sound recorded by Android devices and sent to the Python server for systematic calculations, then returned to the Android devices and will get the correct or wrong answer which according to server calculation. By developing this Balinese Pupuh learning system, expected can help the teachers or Balinese language teachers to teach their students about Balinese Pupuh on a mobile and practical.
RANCANG BANGUN SISTEM PENGECEKAN SAFETY HELMET DAN MASKER PADA PROYEK PEMBANGUNAN DENGAN METODELOGI YOLOv5 DENGAN MIKROKONTROLER SEBAGAI INDIKATOR Sebayang, Deo Armanta; Gusman Saleh, Arya; Care Khrisne, Duman; Shandyasa, I Wayan
Jurnal SPEKTRUM Vol 10 No 4 (2023): Jurnal SPEKTRUM
Publisher : Program Studi Teknik Elektro UNUD

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/SPEKTRUM.2023.v10.i04.p21

Abstract

The use of Personal Protective Equipment (PPE) is a very important role in occupational health and safety, especially safety helmets that can minimize the impact of falling small and large objects, besides safety helmets, masks are no less important to prevent dust and small particles from entering the respiratory tract. To ensure that field workers wear PPE, especially safety helmets and masks, a system is needed that can automatically check workers before entering the work area. This research aims to find out how to create an AI model to detect safety helmets and masks using the You Only Look Once version 5 (YOLOv5) method and find out how much accuracy, besides that the purpose of this research is to find out how to make an indicator system using a microcontroller with result from YOLOv5. After experimenting with the tools made, YOLOv5 successfully detected safety helmets and masks with an mAP50 value of 0.995 and F1-score of 0.997 and ESP32 successfully provided indicators with a success value of 100% from 20 trials.
INTEGRASI FRAMEWORK LARAVEL DALAM PENGEMBANGAN PERANGKAT LUNAK SISTEM SMART PJU BERBASIS INTERNET OF THINGS Jaelani, Maulana; Shandyasa, I Wayan; Care Khrisne, Duman
Jurnal SPEKTRUM Vol 10 No 4 (2023): Jurnal SPEKTRUM
Publisher : Program Studi Teknik Elektro UNUD

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/SPEKTRUM.2023.v10.i04.p27

Abstract

This study analyzes the use of Laravel structure in improving Internet of Thing IoT-based Smart Street Lighting software. This research applies the Software Development Life Cycle (SDLC) methodology approach with the waterfall method. The IoT Smart Street Lighting system is the focus in an effort to improve the efficiency of public street lighting. This methodology merger applies the Laravel structure in software development with structured steps. The vetting process begins with defining requirements, user interface (UI) plans, and data management. The execution stage involves applying Laravel for programming as per the framework's prerequisites. Thorough testing ensures functionality, security, and optimal execution. This approach enhances future development capabilities and program quality by combining Laravel technicalities and the waterfall approach, making the Intelligent Street Lighting System more responsive, robust, and efficient based on weather data.
PENERAPAN YOLOV5 DAN SORT DALAM DETEKSI KENDARAAN PADA PERSIMPANGAN BERSINYAL UNTUK PENYESUAIAN WAKTU LAMPU LALU LINTAS Sulton, Ahmad; Arya Ramadhan, Fauzul; Care Khrisne, Duman; Sudarma, Made; Shandyasa, I Wayan
Jurnal SPEKTRUM Vol 11 No 2 (2024): Jurnal SPEKTRUM
Publisher : Program Studi Teknik Elektro UNUD

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Abstract

The problems with traffic in many big cities is congestion. Detection and tracking of vehicles in traffic light queues is an important aspect of an efficient urban transport system. This research introduces a combined model that combines the YOLO (You Only Look Once) version 5 algorithm or commonly called YOLOv5, a high-speed object detection approach, with the SORT (Simple Online and Realtime Tracking) algorithm to efficiently detect and track vehicles. The method was tested using a dataset of real traffic recordings and the results showed excellent performance in detecting and tracking vehicles, with sufficient accuracy and speed for urban traffic applications. Using this approach, vehicle detection and tracking systems can improve traffic safety and optimize vehicle flow at road intersections.
APLIKASI MATCHMAKER ADOPSI HEWAN PELIHARAAN (OPet) BERBASIS ANDROID MENGGUNAKAN METODE MACHINE LEARNING Wijaya Kusuma Yasa, Kadek; Nunut Asihanna, Ester; Sudarma, Made; Care Khrisne, Duman; Arsa Suyadnya, I Made
Jurnal SPEKTRUM Vol 11 No 2 (2024): Jurnal SPEKTRUM
Publisher : Program Studi Teknik Elektro UNUD

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Abstract

The importance of pet adoption is very important in efforts to support the prevention of animal abandonment. Currently, the pet adoption system in Indonesia still largely relies on a manual approach. This process is carried out directly without paying attention to important aspects of the match between the pet and its adopter, which can result in a lack of information which has a long-term impact on the abandonment or return of the pet. Based on these problems, this research aims to design and create an application that can facilitate the pet adoption process. This application was built for Android-based mobile devices by utilizing Machine Learning methods to provide personalized pet recommendations based on user preferences using Content-Based Filtering and making it easier to identify pet breeds from photos uploaded or selected by users using Image Classification. The pet data collected was sourced from the Kaggle, TensorFlow, and GitHub websites. It is hoped that the results of this research can overcome the problem of pet adoption in a better and more sustainable way and will not only provide benefits for abandoned animals, but can also reduce cases of animal abandonment due to irresponsible owners.
PERANCANGAN GAME VISUAL NOVEL SEBAGAI SARANA EDUKASI BENCANA TSUNAMI Putra Dharma, Wisnu Wardhana; Khrisne, Duman Care; Arsa Suyadnya, I Made
Jurnal SPEKTRUM Vol 11 No 2 (2024): Jurnal SPEKTRUM
Publisher : Program Studi Teknik Elektro UNUD

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Abstract

Educational games about early warning against tsunami disasters can be of interest to school children at an early age to expand information about prevention or develop an early warning system for tsunami disasters. This research aims to make a visual novel role-playing game as a means of educating about the tsunami disaster and finding out the usefulness of games in providing information about the tsunami disaster. Using Ren'py software, the tsunami disaster educational Visual Novel Game was developed and built intelligently, resulting in an application that runs on Windows and Android-based devices. With an average score of 86.1, the System Usability Scale test findings. The design of a Visual Novel Game as a means of educating about the tsunami disaster is considered very good.
Co-Authors A.A Ngurah Amrita ADITYA PRATAMA Agma Tinoe Mauludy Agus Wisnu Kusuma Nata Ahmad Sulton Anak Agung Dewi Sintyarianti Ardy Wijaya Arya Mertasana , Putu Arya Ramadhan, Fauzul Boy Aribana Depari Budi Dharma Prabhawa, I Dewa Gede Cokorda Gde Wahyu Pramana Damayanti, Dewi Ayu Sulistyo Darma Putra Dewa Made Wiharta Dwika Prihambodo, Prakoso Fajar Purnama Faridzky, Fadel Ferry Angga Irawan Gede Edy Purna Sastriya Gede Sukadarmika Gusman Saleh, Arya Hartawan, I Gusti Agung Komang Dlafari Djuni Hendrawati, Theresia I Dewa Gede Shunu Kendrawan I G. A. K. Diafari Djuni Hartawan I Gede Agus Satya Dharma I Gusti Made Andi Dipayana I Kadek Arya Wiratama I Kadek Yuda Setiadi I Ketut Wijaya I Made Arsa Suyadnya I Made Rian Yuliawan I MADE SUDARMA I Made Sukarsa I Made Wismadi I Made Yudi Adnyana Putra I Nyoman Sumitra Tanaya I Putu Gede Mahendra Sanjaya I Wayan Adi Setyadi I Wayan Shandyasa Ida Ayu Dwi Giriantari Ida Bagus A. Swamardika Jaelani, Maulana Jauzaa Maylia Suhendro Kadek Utari Widiarsini Karda, Putu Adistyanda Timoti Raja Kendrawan, I Dewa Gede Shunu Komang Oka Saputra Krisna Hany Indrani Lie Jasa Made Ngurah Satya Wibawa Putra Made Sudarma Made Sudarma Made Surdarma Made Surdarma Mkwawa, Is-haka Ni Made Ary Esta Dewi Wirastuti Nunut Asihanna, Ester Nur Adl, Waliyin Nyoman Putra Sastra Purna Sastriya, Gede Edy Putra Dharma, Wisnu Wardhana Putra Sentana, Kadek Wibawa Putra, I Made Yudi Adnyana Putri Sintya Dewi Putu Adistyanda Timoti Raja Karda Putu Agus Indra Purnama Putu Arya Mertasana Putu Aryasuta Wicaksana Risqa Purma Pratama Salsabila, Unik Hanifah Sebayang, Deo Armanta Suartama, Putu Dandy Surya Puja Anggara Tjok Gede Indra Partha Widyadi Setiawan Wijaya Kusuma Yasa, Kadek Yogi Prawira Putra