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Implementation of Deep Learning Based on Convolutional Neural Network for Detecting Images of Solar Panel Damage in Smart Grid Systems Camelia Putri Lestari; Nining Rahaningsih; Irfan Ali; Dodi Solihudin; Tati Suprapti
Journal of Artificial Intelligence and Engineering Applications (JAIEA) Vol. 5 No. 3 (2026): June 2026
Publisher : Yayasan Kita Menulis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59934/jaiea.v5i3.2225

Abstract

This study aims to implement Deep Learning based on Convolutional Neural Network (CNN) in detecting solar panel damage using thermal images as part of a Smart Grid system. The main problem addressed is the difficulty of early automatic identification of solar panel cell damage using conventional methods. Through the CNN approach, this study developed a classification model to distinguish between damaged (Defective) and undamaged (Non-Defective) solar panel conditions. The research stages included thermal image dataset collection, pre-processing, model training, and performance evaluation. The results showed that the CNN model was able to achieve an accuracy of over 87% with stable performance on the validation data. Visualization using the Grad-CAM method helps interpret the damaged areas that are the focus of the model's decision.
Pengembangan Pembelajaran Interaktif Sejarah Proklamasi Berbasis Game Mobile 2D Menggunakan Metode Game Development Life Cycle Habil Jabbal Firdausyi; Ade Irma Purnamasari; Irfan Ali; Indra Wiguna Marthanu; Fathurrohman Fathurrohman
Journal Innovations Computer Science Vol. 5 No. 1 (2026): May
Publisher : Yayasan Kawanad

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56347/jics.v5i1.413

Abstract

The History subject — particularly the Indonesian Proclamation of Independence — has long been delivered through conventional, one-directional methods that leave students disengaged and, in documented cases, visibly saturated. This study designed and developed an interactive digital learning medium as a direct response to that condition. The medium produced is a narrative-driven 2D Mobile Game, built using the Game Development Life Cycle (GDLC) across four phases: Concept, Pre-Production, Production, and Testing. The resulting prototype centers on a slide-controlling mechanism and a sequentially structured historical narrative, with an integrated quiz system embedded at the end of each story chapter. Validation by a Material Expert and a Media/Technology Expert placed the product in the "Highly Feasible" category, with an overall average score of 89.85% — a result that holds across both content accuracy and technical execution. Usability testing returned a System Usability Scale score of 81.0, rated "Excellent" and "Acceptable." These findings suggest the game is a credible alternative medium for reducing learning saturation and raising student engagement with History material.