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Analisis Perbandingan Efektifitas Metode Marker dan Markerless Tracking pada Objek Augmented Reality Budi Arifitama; Ade Syahputra; Ketut Bayu Yogha Bintoro
JURNAL INTEGRASI Vol 14 No 1 (2022): Jurnal Integrasi - April 2022
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/ji.v14i1.3985

Abstract

Markers in augmented reality is an important component for the emergence of an augmented reality object. The function of the marker is to mark the location of an augmented reality object. Currently, there are two types of markers used in the development of augmented reality, namely marker-based tracking and markerless-based tracking. Marker-based tracking has a marker with a pattern on a printed media. Meanwhile, Markerless-based tracking has a point distribution pattern based on a flat surface. Unfortunately, several previous studies that developed AR applications did not have information on the effectiveness and accuracy between the two methods. It is very important to measure the accuracy of the appearance of AR objects to determine the appearance of AR objects, failing to choose the marker used will cause instability in the appearance of AR objects. This study tested the two markers which is distance, height and angle as a parameter. The results of the test stated that markerless tracking was superior to distances of 150 cm with an accuracy rate of 93% while marker-based tracking was only 83.3%.
Mobile Augmented Reality Pengenalan Situs Sejarah Kawasan Banten Lama dengan Metode Marker Based Tracking Budi Arifitama; Ade Syahputra
JTERA (Jurnal Teknologi Rekayasa) Vol 3, No 2: December 2018
Publisher : Politeknik Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31544/jtera.v3.i2.2018.255-260

Abstract

Banten merupakan sebuah provinsi yang terletak di bagian ujung barat dari Pulau Jawa yang memiliki serangkaian sejarah dari masa kerajaan hingga saat ini. Bangunan peninggalan yang terdapat dari masa kerajaan hingga bangunan modern di wilayah Banten memiliki potensi yang baik jika diangkat sebagai lokasi landmark tujuan wisata. Namun, lokasi landmark bangunan yang dapat menjadi tujuan wisatawan belum dikelola dengan optimal. Pengenalan objek landmark yang telah ada melalui aplikasi mobile maupun website juga belum mampu memberikan ketertarikan pada para calon wisatawan untuk mengunjungi lokasi landmark. Untuk menjawab permasalahan tersebut, maka dilakukan penelitian pengembangaan aplikasi pengenalan objek pada sebuah titik lokasi landmark di kawasan Banten Lama dengan memanfaatkan teknologi Augmented Reality (AR) sebagai pendukung utama aplikasi mobile. Keunggulan penggunaan teknologi AR dari penelitian ini adalah dapat menjadikan sarana pembelajaran informasi menjadi lebih interaktif serta menarik. Pendekatan metode yang digunakan pada penelitian ini adalah menggunakan metode marker based tracking. Teknik pengambilan data pada penelitian ini adalah menggunakan teknik observasi dan studi lapangan. Dari hasil penelitian ini, dihasilkan sebuah aplikasi mobile berbasis teknologi AR yang berguna bagi para wisatawan untuk mengunjungi kawasan Banten Lama. Hasil uji fungsionalitas aplikasi oleh responden dengan beberapa pertanyaan mengenai aplikasi AR yang dirancang  diperoleh nilai 80 dari skala 100.
Decision Support System Scholarship Selection Using Simple Additive Weighting (SAW) Method Budi Arifitama
JISA(Jurnal Informatika dan Sains) Vol 5, No 1 (2022): JISA(Jurnal Informatika dan Sains)
Publisher : Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jisa.v5i1.1279

Abstract

Scholarships are given to students to motivate students and compete with each other in pursuit of the best grades and achievements during their studies. As the name implies, factors such as GPA, competition participation, lecturer recommendations, and organizational participation are the criteria that will be considered for the selection process. In addition, parental income will also be an additional criterion. To minimize errors and reduce bias in the selection process, students who are eligible for scholarships will be assisted by using a Decision Support System (DSS). DSS will support decision making in selecting outstanding scholarship recipients from a pool of alternatives, namely students who register for the outstanding scholarship program by calculating student eligibility based on consideration of the criteria that students have in accordance with predetermined criteria. This calculation is carried out using the Simple Additive Weighting (SAW) method which is suitable for use in Multiple Attribute Decision Making (MADM) problems. As a result, each student will get an eligibility score which will influence the final decision. After the ranking of students who are most entitled to a scholarship according to the system calculations are obtained, the final decision will still be taken by the university.
BAHAN AJAR FLIPBOOK ONLINE MATAKULIAH PTI MENGGUNAKAN PENDEKATAN AUGMENTED REALITY Budi Arifitama
Jurnal TEKNODIK Jurnal Teknodik Vol. 22 No. 1, Juni 2018
Publisher : Pusat Data dan Teknologi Informasi Kementerian Pendidikan Kebudayaan, Riset dan Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (566.313 KB) | DOI: 10.32550/teknodik.v21i3.336

Abstract

Pendidikan merupakan salah satu fondasi dari berdirinya sebuah bangsa, bangsa yang maju selalu diiringi dengan tingkat pelaksanaan pendidikan yang baik. Sayangnya, di Indonesia penerapan teknologi dalam pelaksanaan proses belajar mengajar di dalam kelas, masih tergolong minim dan konvensional, dengan menggunakan cara tatap muka dan presentasi, sehingga membatasi peserta didik kerap bosan dan tidak tercapinya transfer knowledge yang baik. Melihat permasalahan tersebut maka dibutuhkan inovasi di bidang teknologi agar dapat meningatkan proses transfer knowledge dan rasa ingin tahu oleh peserta didik. Penelitian ini membahas mengenai pengembangan materi ajar pada flipbook dengan pendekatan teknologi augmented reality. Teknologi augmented reality digunakan sebagai inovasi dalam proses pembelajaran dengan cara menampilkan objek pada materi matakuliah seolah-olah nyata sehingga peserta didik mampu melakukan interaksi dan meningkatkan rasa keingintahuan dari peserta didik.
Sistem Pendukung Keputusan untuk Merekomendasikan Pilihan Laptop Menggunakan Metode Weighted Product Fitra Fatimah Putri; Aldi Mulia; Budi Arifitama
Jurnal Teknologi dan Riset Terapan (JATRA) Vol 2 No 2 (2020): Jurnal Teknologi dan Riset Terapan (JATRA) - December 2020
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jatra.v2i2.2762

Abstract

In this modern and technological age, laptops have become a primary need or a primary need for everyone. Because laptops can help get some work done faster. The increased production of the laptop market with an assortment of specifications and brands may be confusing for users who just want to buy a laptop. This research proposes a decision support system to determine which laptop option is best according to the user's needs. Weighted Product method produces decisions by comparing between alternatives based on the function of preferences and weights that vary from each criterion where the result of the decision is determined from the rating results. The criteria used as an assessment to recommend laptop options are processor (C1), RAM (C2), storage (C3), and price (C4). From this developed system will produce a list of top 10 rankings based on the weight given or inputted by the user. With this system can help new people or users in determining the choice of the best laptop to use as needed.
Comparative Analysis of Pathfinding Algorithms A *, Dijkstra, and BFS on Maze Runner Game Silvester Dian Handy Permana; Ketut Bayu Yogha Bintoro; Budi Arifitama; Ade Syahputra
IJISTECH (International Journal of Information System and Technology) Vol 1, No 2 (2018): May
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (205.803 KB) | DOI: 10.30645/ijistech.v1i2.7

Abstract

Maze Runner game is a game that requires pathfinding algorithm to get to the destination with the shortest path. This algorithm is used in an NPC that will move from start node to destination node. However, the use of incorrect algorithms can affect the length of the computing process to find the shortest path. The longer the computing process, the longer the players have to wait. This study compared pathfinding algorithms A *, Dijkstra, and Breadth First Search (BFS) in the Maze Runner game. Comparison process of these algorithms was conducted by replacing the algorithm in the game by measuring the process time, the length of the path, and the numbers of block played in the existing computing process. The results of this study recommend which algorithm is suitable to be applied in Maze Runner Game.
Sistem Pendukung Keputusan Penentuan Biji Kopi Berkualitas Menggunakan Metode Weighted Product Ade Syahputra; Budi Arifitama
JURNAL INTEGRASI Vol 15 No 1 (2023): Jurnal Integrasi - April 2023
Publisher : Pusat Penelitian dan Pengabdian Masyarakat Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/ji.v15i1.4519

Abstract

Coffee beans are one of the largest commodities in Indonesia, the level of consumption of coffee is increasingly in demand as time goes by the processing of coffee products consumed by the people of Indonesia. However, in determining quality coffee beans, it must comply with predetermined criteria. The different types of coffee used in the roasting and brewing process provide a different taste for each coffee produced. The purpose of this study was to determine which types of coffee beans are of high quality by using a Decision Support System approach regarding the quality of coffee beans using the Weighted Product (WP) Method. The weighted product method is used in this study because it is suitable to be applied by comparing coffee beans with the criteria they have by multiplying them to get the ranking results. The criteria in this study consisted of 5 criteria, namely, Aroma, Taste, Price, Roasting and Body. The final result of the ranking using the Weighted Product method is Sumatra coffee (0.2089), Ubud coffee (0.2082) and Kenya coffee (0.2005).
METAMORPHOSIS VISUALIZATION WITH AUGMENTED REALITY USING MARKER-BASED TRACKING Bayu Bagus Kencana; Muhammad Fathur Prayudha; Budi Arifitama
Jurnal Riset Informatika Vol. 3 No. 1 (2020): December 2020 Edition
Publisher : Kresnamedia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (803.887 KB) | DOI: 10.34288/jri.v3i1.39

Abstract

Metamorphosis is a cycle of biological animal growth. Learning Metamorphosis is a part of learning for students in schools specifically in the area of biology subjects. Unfortunately, the observing activities take time, and finding an animal specimen is limited to study the metamorphosis cycle. This research proposes an innovative solution to overcome these problems which is the implementation of augmented reality technology. The animal metamorphosis cycle process is visualized into 4-dimensional objects to improve interaction for the student on learning metamorphosis during learning sessions. The Marker-Based Tracking method is used as an approach where the location of the tracking pattern on the marker has been determined in advance as the place where the augmented reality object appears. The results of this study indicate that using a marker-based tracking method can improve students' understanding of metamorphosis.
Klasifikasi Penyakit Kanker Serviks Berdasarkan Kebiasaan dan Rekam Medis dengan Metode C4.5 Kemal Taufiq Hidayah; Budi Arifitama; Silverster Dian Handy Permana
Jurnal Nasional Teknologi dan Sistem Informasi Vol 10, No 1 (2024): April 2024
Publisher : Jurusan Sistem Informasi, Fakultas Teknologi Informasi, Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25077/TEKNOSI.v10i1.2024.36-44

Abstract

Kanker serviks adalah salah satu penyakit yang paling sering ditemui dan dapat menyebabkan kematian pada Wanita di seluruh dunia. Di Indonesia, jumlah kematian akibat kanker serviks terus meningkat setiap tahun, sebgaian besar disebabkan oleh diagnosis dan skrining yang terlambat. berbagai faktor yang disebabkan oleh kanker serviks seperti kebiasaan yang dilakukan ialah, berganti-ganti pasangan seksual, merokok atau pasif merokok, memiliki infeksi kelamin, memiliki riwayat kanker dan sebagainya. untuk mendeteksi adanya kanker serviks atau tidak, dapat dilakukan dengan cara pemeriksaan tes IVA (inspeksi visual asam asetat) atau yang disebut dengan tes schiller. Metode klasifikasi ialah bagian dari Teknik data mining untuk melakukan prediksi, Dalam penelitian ini, ingin meningkatkan akurasi dengan menggunakan metode C4.5 untuk melakukan klasifikasi penyakit kanker serviks berdasarkan kebiasaan pasien. Dua belas atribut dan satu atribut dari hasil pengujian digunakan dalam proses klasifikasi. Dataset tersebut terdiri dari 1080 entri, yang akan dibagi menjadi 864 data dan 216 data pelatihan. Data ini diperoleh dari website UCI Repository. Penelitian ini menghasilkan akurasi sebesar 94.10%, presisi sebesar 95.57%, recall sebesar 96.33% dan AUC (Area Under Curve) sebesar 0.987 yang diukur menggunakan matrix confussion atau matriks kebingungan dengan alat rapidminer. 
DEVELOPMENT OF ARTS LEARNING MEDIA USING AUGMENTED REALITY WITH MARKERLESS BASED TRACKING METHOD AT SMKN 47 Hanan, Ghali; Arifitama, Budi; Permana, Silvester Dian Handy
JISA(Jurnal Informatika dan Sains) Vol 6, No 2 (2023): JISA(Jurnal Informatika dan Sains)
Publisher : Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jisa.v6i2.1758

Abstract

During the transitional time between Covid-19 and endemic, all Indonesian schools, and SMKN 47 in particular, had restricted educational opportunities. Due to challenges encountered by the instructor and 36 students majoring in accounting in grade 12, they were unable to carry out teaching and learning activities at school; art lesson formats with three-dimensional learning modules must be visualized in 3D. However, with hybrid teaching and learning utilizing presentations, displaying the learned 3D forms is less successful. In order to visualize three dimensions in fine arts classes using augmented reality technology, we require a new learning medium. The application of the Markerless Based Tracking approach in this work enables the presentation of a tracked 3D model in the surrounding environment in real-time by merging the actual and virtual worlds as if their boundaries did not exist. The augmented reality system scans flat surfaces utilizing points, as opposed to markers or other auxiliary media. Points used as pedestals or containers to elevate three-dimensional items. There are three sculptures and three traditional dwellings on show. Online examination outcomes average resulted a 78.2% that  the AR Fine Arts application by instructors and students are therefore consistent and well accepted.