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Mengidentifikasi Kanker Ginjal Menggunakan Metode Robert, Canny, dan Sobel Dhio Saputra; Sumijan
Jurnal Teknologi Vol. 12 No. 2 (2022): Jurnal Teknologi
Publisher : Universitas Putra Indonesia YPTK Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (299.332 KB) | DOI: 10.35134/jitekin.v12i2.69

Abstract

Kidneys are organs that function to filter metabolic waste in the blood and dispose of them in the form of urine. One of kidney disease is kidney cancer. Kidney cancer occurs due to gene mutations in kidney cells that cause kidney cells to grow abnormally and uncontrollably. To take an image of kidney cancer using a Magnetic Resonance Imaging (MRI) tool. The purpose of this research is to identify and recognize the pattern object of kidney cancer in the MRI image. To identify kidney cancer images, it begins with collecting image data, image processing, image edge detection, image thinning, and identification processes. Edge detection is used to detect the boundaries of objects in the image. The method used in this research is the Canny and Sobel method. The number of images taken were 23 images of kidney cancer samples. The results of this research show that the Canny method gives better image results than the Sobel image results
Machine Learning Predicts the Level of Disease Spread Dhio Saputra; Irzal Arief Wisky; Sarjon Defit
Jurnal Penelitian Pendidikan IPA Vol 10 No 4 (2024): April
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i4.7070

Abstract

The aim of the research is predictive analysis of the spread of disease. Variable analysis at the population level in a region and the total disease events detected in the community. These variables can show the accuracy and certainty of the status of the resulting analysis. The concept of Machine Learning analysis is proposed to develop previous analysis models. The methods used include the K-Means cluster, Naïve Bayes, and Decision Tree (DT). There are two stages in the analysis process: pre-processing and classification. The discussion presented by K-Means provides a classification analysis pattern. The patterns obtained will be passed on to the classification process using Naïve Bayes and DT. Naïve Bayes results provide quite significant results with an accuracy rate of 83.33%. DT can also describe the results of information and knowledge analysis in the form of decision trees. DT produces decision trees that can provide knowledge and information analysis. The DT results provide an accuracy rate of 91.76% so these results can be used as consideration in decision making. The resulting information and knowledge can be used as a guide in making policies for handling health in the community.
Utilization of Puzzle-8 Educational Game Learning using the Stepest Ascent Hill Climbing Algorithm Muhammad Afdhal; Rita; Dhio Saputra
Journal of Computer Scine and Information Technology Volume 10 Issue 1 (2024): JCSITech
Publisher : Universitas Putra Indonesia YPTK Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/jcsitech.v10i1.93

Abstract

Susunan Puzzle-8 merupakan game edukasi yang paling pertama dipelajari oleh anak anak khususnya TK Paud dalam mengenal angka 1- 10. Game ini sangat di sukai oleh anak anak yang baru mengenal angka dan digabungkan dengan sistem game agar anak anak tertarik untuk mempelajari susunan hitungan angka tersebut. Tujuan penelitian ini yaitu untuk membantu anak anak TK Paud untuk mempelajari hitungan angka serta manfaat lain dalam game ini adalah mengasa perkembangan daya otak, game ini sangat bermanfaat untuk meningkatkan daya ingat dan disertai dengan konsep belajar sambil bermain. Algoritma Ascent Hill Climbing memiliki ketentuan dalam melakukan proses penyelesaian diantarnya 1. Mulai dari keadaan awal lakukan pengujian , jika merupakan tujuan , maka berhenti, jika tidak, lanjutkan dengan keadaan sekarang sebagai keadaan awal. 2. Kerjakan hingga tujuan tercapai atau iterasi tidak memberikan perubahan pada keadaan sekarang. 3.Jika posisi lebih baik daripada nilai heuristik keadaan sekarang , ubah nilai dengan keadaan Sekarang. 3 masalah yang harus diperhatikan dalam algoritma Stepest Ascent Hill Climbing diantaranya Local Optimum, keadaan semua tetangga lebih buruk atau sama dengan keadaan dirinya, Plateur, keadaan semua tetangga sama dengan keadaan dirinya, Ridge lokal optimum yang lebih disebabkan karena ketidakmampuan untuk menggunakan operator 2 sekaligus. Hasil penelitian data ini posisi puzzle sudah sama dengan keadaan awal dengan nilai posisi 1-8 sudah berapa pada posisi Goal Terakhir, sehingga pencarian diberhentikan