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Design Modeling System of Achievement Motivation of Vocational Student Using Radian Basis Function Network Algorithm Bety Etikasari; Khafidurrohman Agustianto; Trismayanti Dwi Puspitasari; Nanik Anita Mukhlisoh
VOLT : Jurnal Ilmiah Pendidikan Teknik Elektro Vol 2, No 2 (2017): October 2017
Publisher : Department of Electrical Engineering Education, Faculty of Teacher Training and Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (936.715 KB) | DOI: 10.30870/volt.v2i2.2145

Abstract

Achievement motivation is one of factor that can influence a person perform to doing their best activities to achieve the goal that has been set. Achievement of learning outcomes that is student ability skills determine from student involvement in the learning process, so the student must be active during their study process. Because of that, by knowing the achievement motivation level is important for the teacher to create the learning environment which suitable to student characteristic so the achievement motivation can be empowered during the learning process. This study, implemented the Radian Basis Function Network (RFBN) to develop the modeling system of student achievement motivation that are high, middle, and low achievement motivation. The study result showed the system accuracy value of 93,09%. Modeling resulted that this student achievement motivation level can be used in education as a reference in determining the learning process for vocational student so that the learning becomes effective and the learning goal can be achieved.
PERANCANGAN PENGUJIAN PREFERENCE TEST, UJI HEDONIK DAN MUTU HEDONIK MENGGUNAKAN ALGORITMA RADIAL BASIS FUNCTION NETWORK M. Rizal Permadi; Huda Oktafa; Khafidurrohman Agustianto
SINTECH (Science and Information Technology) Journal Vol. 2 No. 2 (2019): SINTECH Journal Edition October 2019
Publisher : LPPM STMIK STIKOM Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/sintechjournal.v2i2.282

Abstract

Wheat Bread producers are required to produce quality products and are liked by consumers. Increasing the quality of bread will certainly have an impact on sales to be generated. One of the efforts in improving the quality is by doing Hedonic test and Hedonic Quality test. This study aims to develop a system capable of providing an assessment of new products to be released on the market. Hedonic quality is used as a variable for assessing bread products with 4 variables, which include flavor, taste, appearance, and texture. While the hedonic test using six classes is very very like, very like, like, rather like, and do not like, then this result will be used as a class of Knowledge Based (KB). This research uses Radial Basis Function Network (RBFN) algorithm, yielding 98,8% accuracy with 10 fold testing technique. The final goal of the development of this system will create a system capable of providing an assessment of a wheat bread product.
Deteksi Pembuluh Darah pada Citra Fundus Retina Menggunakan Gabungan Metode Segementasi Pembuluh Darah Lebar dan Tipis Khafidurrohman Agustianto; Shabrina Choirunnisa; Nuzula Afianah; Choirul Huda
Jurnal Teknologi Informasi dan Terapan Vol 9 No 1 (2022)
Publisher : Jurusan Teknologi Informasi Politeknik Negeri Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25047/jtit.v9i1.276

Abstract

Organs in the human body provide a lot of knowledge about human body health. One of them is the organ in the human eye, more specifically the retina.Furthermoreeven some accute diseases can be detected through the retina image. One of the diseases that can be detected through retinal images is diabetic retinopathy. This disease can be identified through segmentation to find abnormalities in the retinal blood vessels. These abnormalities include enlarged blood vessels, abnormal branching, and so on. Manual detection of blood vessels on the retina is less accurate, so a comperhensive program is required in order to segment the blood vessels in eye fundus images, more accurately. In this research, some method and algorithms are approached by combining the segmentation process for wide vessels and the segmentation process for thin vessels. There are three stages in this research. First, the Contrast Limited Adaptive Histogram Equalization (CLAHE) algorithm and 2D Gabor Wavelet are applied as the preprocessing stage. Then, active contour and region growing methods are required as the processing to segment the thin and wide vessels in fundus retina image. And the last stage is postprocessing using the logical operator method or. The trial in this research uses color eye fundus images on the DRIVE dataset consisting of 20 retinal photos. By using this dataset, the average accuracy is 94.32%, sensitivity is 77.09% and specificity is 96.04% in 20 trials.
Implementasi Game Design Document pada Perancangan Permainan Interaktif Menggunakan Joystick untuk Keterampilan Sosial Anak Spektrum Autisme Nurillahilwafi Nurillahilwafi; Adam Dwi Julianto; Afris Nurfal Aziz; Khafidurrohman Agustianto
Jurnal Pendidikan Tambusai Vol. 8 No. 2 (2024)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v8i2.14831

Abstract

Teknologi dapat dimanfaatkan sebagai media pembelajaran dan terapi berupa game untuk anak autis karena game dapat membuat anak autis lebih sosial dan dapat mengembangkan kemampuan verbal anak. Diperlukan game khusus yang dapat membantu meningkatkan keterampilan sosial, akademik, dan kemandirian anak-anak dengan Autisme. Joystick dapat membantu anak autis dalam mengembangkan keterampilan motorik halus dan koordinasi tangan-mata. Dengan bermain game yang melibatkan kontrol joystick, anak dapat belajar untuk menggerakkan tangan mereka secara terkoordinasi untuk mencapai tujuan tertentu dalam permainan. Sebagai salah satu cara untuk membuat anak dengan autisme antusias untuk melakukan terapi khususnya pada terapi keterampilan sosial, dirancang sebuah permainan interaktif yang melibatkan kontroler joycon nintendo menggunakan metode GDLC dengan pendekatan Game Design Document. Studi ini akan mencakup hasil perancangan permainan interaktif yang dibuat.Dengan adanya permainan interaktif ini dapat membantu menumbuhkan antusias anak autis dalam melakukan terapi yang akan mempengaruhi keterampilan sosial mereka.