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Journal : EMITTER International Journal of Engineering Technology

Mobile Application to Identify Indonesian Flowers on Android Platform Tita Karlita; Achmad Basuki; Lakmi Makarti
EMITTER International Journal of Engineering Technology Vol 1 No 1 (2013)
Publisher : Politeknik Elektronika Negeri Surabaya (PENS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24003/emitter.v1i1.10

Abstract

Although many people love flowers, they do not know their name. Especially, many people do not recognize local flowers. To find the flower image, we can use search engine such as Google, but it does not give much help to find the name of local flower. Sometimes, Google cannotshow the correct name of local flowers. This study proposes an application to identify Indonesian flowers that runs on the Android platform for easy use anywhere. Flower recognition is based on the color features using the Hue-Index, shape feature using Centroid Contour Distance (CCD), and the similarity measurement using Entropy calculations. The outputs of this application are information about inputted flower image including Latinname, local name, description, distribution and ecology. Based on tests performed on 44 types of flowers with 181 images in the database, the best similarity percentage is 97.72%. With this application, people will be expected to know more about Indonesia flowers.Keywords: Indonesian flowers, android, hue-index, CCD, entropy
Designing and Building of 3D Adventure Game “Tetuko: Childhood of Ghatotkacha” Using Kinect Achmad Basuki; Jabbar Nendra Putra
EMITTER International Journal of Engineering Technology Vol 2 No 1 (2014)
Publisher : Politeknik Elektronika Negeri Surabaya (PENS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (9028.441 KB) | DOI: 10.24003/emitter.v2i1.14

Abstract

Nowadays, the young people are not interested in the local culture as a “wayang” puppet. This condition threatens the extinction of some of the local culture that should be a mainstay of the industry entering an era of creative industries. On the other hand, theyare more interested in playing computer games as changing of people's lifestyles. It becomes our basic idea to produce a game as a creative product. The genre of this game is fighting-adventure. This game depictures a story of fighting between the baby Tetuko and giant Kala Pracona. The game uses Kinect and 3D platform technology to attract more players to feel their adventures. With Kinect technology, the player can control the character with his gesture. Thus, this game will increase the awareness of young people about the culture of Wayang.Keywords : 3D game, kinect,adventure, local culture, creative industry.
A Prediction System of Dengue Fever Using Monte Carlo Method Mochammad Choirur Roziqin; Achmad Basuki; Tri Harsono
EMITTER International Journal of Engineering Technology Vol 4 No 1 (2016)
Publisher : Politeknik Elektronika Negeri Surabaya (PENS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (246.598 KB) | DOI: 10.24003/emitter.v4i1.111

Abstract

Dengue fever is an acute disease that clinically can cause death because there is no prediction system to estimate dengue fever cases so it resulted in the growing of dengue fever cases every year. Original data gathering in Jember area that uses technique of partial data gathering has caused data missing. To make this secondary data can be processed in prediction stage there is need to conduct missing imputation by using Monte Carlo method with four different randomization method, followed by data normality test with chi-square, then continued to regression stage. We use MSE (Mean Square Error) to measure prediction error. The smallest MSE result of regression is the best regression model for prediction.
An Augmented Reality Application for the Community Learning about the Risk of Earthquake in a Multi-storey Building Area Muhammad Unggul Pamenang; Achmad Basuki; Riyanto Sigit
EMITTER International Journal of Engineering Technology Vol 5 No 2 (2017)
Publisher : Politeknik Elektronika Negeri Surabaya (PENS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (748.678 KB) | DOI: 10.24003/emitter.v5i2.142

Abstract

The earthquake comes with great risks, especially in urban areas where many multi-storey buildings exist. These risks have not been understood well yet by the people of the urban area. Socialization, simulation, and learning media need to be provided continuously to improve people awareness on the importance of knowledge about the earthquake risks. An interesting learning media is not only contain informations but also a 3D animation and an interaction with the user. For a more immersive interaction, this application is equipped with augmented reality technology that gives more real visual representation like the actual condition. The evaluation result shows that 82% respondent appreciates this application, at first common users do not know the risk of earthquakes on multi-storey building, with this application users can understand the importance of earthquake risk in buildings.
Moment Invariant Features Extraction for Hand Gesture Recognition of Sign Language based on SIBI Angga Rahagiyanto; Achmad Basuki; Riyanto Sigit
EMITTER International Journal of Engineering Technology Vol 5 No 1 (2017)
Publisher : Politeknik Elektronika Negeri Surabaya (PENS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (4951.447 KB) | DOI: 10.24003/emitter.v5i1.173

Abstract

Myo Armband became an immersive technology to help deaf people for communication each other. The problem on Myo sensor is unstable clock rate. It causes the different length data for the same period even on the same gesture. This research proposes Moment Invariant Method to extract the feature of sensor data from Myo. This method reduces the amount of data and makes the same length of data. This research is user-dependent, according to the characteristics of Myo Armband. The testing process was performed by using alphabet A to Z on SIBI, Indonesian Sign Language, with static and dynamic finger movements. There are 26 class of alphabets and 10 variants in each class. We use min-max normalization for guarantying the range of data. We use K-Nearest Neighbor method to classify dataset. Performance analysis with leave-one-out-validation method produced an accuracy of 82.31%. It requires a more advanced method of classification to improve the performance on the detection results.
Analysis on Handwritten Document Text to Identify Human Personality Characteristics by Using Preprocessing and Feature Extraction Lukie Perdanasari; Riyanto Sigit; Achmad Basuki
EMITTER International Journal of Engineering Technology Vol 6 No 2 (2018)
Publisher : Politeknik Elektronika Negeri Surabaya (PENS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (677.827 KB) | DOI: 10.24003/emitter.v6i2.289

Abstract

It is important that a company uses the right means to recruit employees with certain personal characteristics as needed. Nowadays, the techniques to respond to psychological tests on people’s characteristics have been widely understood by most job applicants, so that it is difficult to know their true personality. Graphology is a way to identify a person’s characteristics by analyzing the handwriting from the document text made by the applicant. The two types of text document of each applicant are obtained from people of different ages and different writing times. The methods of graphology used in this research for identifying the handwriting are preprocessing and feature extraction. The preprocessing method uses projection integrals, shear transformations, and template matching. While the feature extraction process applies 10 features, they are, margins, line spacing, space between words, size of writing, style, zone, direction of writing, slope of writing, width of writing and shape of the letter. The result of the experiment from five writers shows the accuracy of writing identification equals to 82%, while personality identification equals to 67,4%.