Articles
            
            
            
            
            
                            
                    
                        A Lvq-Based Temporal Tracking for Semi-Automatic Video Object Segmentation 
                    
                    Mochamad Hariadi; 
Mauridhi H. Purnomo                    
                     IPTEK The Journal for Technology and Science Vol 18, No 2 (2007) 
                    
                    Publisher : IPTEK, LPPM, Institut Teknologi Sepuluh Nopember 
                    
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                                DOI: 10.12962/j20882033.v18i2.172                            
                                            
                    
                        
                            
                            
                                
This paper presents a Learning Vector Quantization (LVQ)-based temporal tracking method for semi-automatic video object segmentation. A semantic video object is initialized using user assistance in a reference frame to give initial classification of video object and its background regions. The LVQ training approximates video object and background classification and use them for automatic segmentation of the video object on the following frames thus performing temporal tracking. For LVQ training input, we sampling each pixel of a video frame as a 5-dimensional vector combining 2-dimensional pixel position (X,Y) and 3-dimensional HSV color space. This paper also demonstrates experiments using some MPEG-4 standard test video sequences to evaluate the accuracy of the proposed method.
                            
                         
                     
                 
                
                            
                    
                        Intelligent Decision Support Based on Integration of Fuzzy Clustering and Multi objective Optimization Problem for Non Player Character in Serious Game 
                    
                    I.G.P. Asto Buditjahjanto; 
Mochamad Hariadi; 
Mauridhi Heri Purnomo                    
                     IPTEK The Journal for Technology and Science Vol 20, No 3 (2009) 
                    
                    Publisher : IPTEK, LPPM, Institut Teknologi Sepuluh Nopember 
                    
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                                DOI: 10.12962/j20882033.v20i3.122                            
                                            
                    
                        
                            
                            
                                
Nowadays, decision support plays an important role in decision-making, errors in decisionmaking is able to lose the competition. Decision-making is very complicated especially when the problem is in multiobjective problem. To learn decision making through play a game is an interesting thing. Player plays a game but actually, he or she learns about how to make a decision. In this research, the objective is to make Non-Player Character (NPC) for serious game for electrical power production. This NPC is developed with 2 stages, the first stage is multiobjective optimization problem that uses NSGA2 method. This stage results some optimal solutions. The second stage is clustering that uses FCM method and FLVQ method to decrease number of solutions. In this stage, we compare these methods.
                            
                         
                     
                 
                
                            
                    
                        Cyst and Tumor Lesion Segmentation on Dental Panoramic Images using Active Contour Models 
                    
                    Ingrid Nurtanio; 
I Ketut Eddy Purnama; 
Mochamad Hariadi; 
Mauridhi Hery Purnomo                    
                     IPTEK The Journal for Technology and Science Vol 22, No 3 (2011) 
                    
                    Publisher : IPTEK, LPPM, Institut Teknologi Sepuluh Nopember 
                    
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                                DOI: 10.12962/j20882033.v22i3.66                            
                                            
                    
                        
                            
                            
                                
Active contours, or snakes, are computer-generated curves that move within images to find object boundaries. They are often used in computer vision and image analysis to detect and locate objects, and to describe their shape. Thus active contour can be used for object segmentation, especially the lesion in medical images. This paper presents the application of active contour models (Snakes) for the segmentation of lesions in dental panoramic image. The aim is to assist the clinical expert in locating potentially cyst or tumor cases for further analysis (e.g. classification of cyst or tumor lesion). In order to apply the snake formulation, color images were converted into gray images. Then, with correct parameters, we can create a snake that is attracted to edges or termination. Initializing contour, choosing parameter value and number of iteration affect the behaviour of the snake in a particular way. Using Receiver Pperating Characteristic (ROC), an average accuracy rate of 99.67 % is obtained. Examples of Snake segmentation results of lesions are presented.
                            
                         
                     
                 
                
                            
                    
                        Artificial Life of Soybean Plant Growth Modeling Using Intelligence Approaches 
                    
                    Atris Suyantohadi; 
Mochamad Hariadi; 
Mauridhi Hery Purnomo                    
                     Journal of Mathematical and Fundamental Sciences Vol. 42 No. 1 (2010) 
                    
                    Publisher : Institute for Research and Community Services (LPPM) ITB 
                    
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                                DOI: 10.5614/itbj.sci.2010.42.1.3                            
                                            
                    
                        
                            
                            
                                
The natural process on plant growth system has a complex system and it has could be developed on characteristic studied using intelligent approaches conducting with artificial life system. The approaches on examining the natural process on soybean (Glycine Max L.Merr) plant growth have been analyzed and synthesized in these research through modeling using Artificial Neural Network (ANN) and Lindenmayer System (L-System) methods. Research aimed to design and to visualize plant growth modeling on the soybean varieties which these could help for studying botany of plant based on fertilizer compositions on plant growth with Nitrogen (N), Phosphor (P) and Potassium (K). The soybean plant growth has been analyzed based on the treatments of plant fertilizer compositions in the experimental research to develop plant growth modeling. By using N, P, K fertilizer compositions, its capable result on the highest production 2.074 tons/hectares. Using these models, the simulation on artificial life for describing identification and visualization on the characteristic of soybean plant growth could be demonstrated and applied.
                            
                         
                     
                 
                
                            
                    
                        A Cognitive Skill Classification Based on Multi Objective Optimization Using Learning Vector Quantization for Serious Games 
                    
                    Moh. Aries Syufagi; 
Mochamad Hariadi; 
Mauridhi Hery Purnomo                    
                     Journal of ICT Research and Applications Vol. 5 No. 3 (2011) 
                    
                    Publisher : LPPM ITB 
                    
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                                DOI: 10.5614/itbj.ict.2011.5.3.3                            
                                            
                    
                        
                            
                            
                                
Nowadays, serious games and game technology are poised to transform the way of educating and training students at all levels. However, pedagogical value in games do not help novice students learn, too many memorizing and reduce learning process due to no information of player's ability. To asses the cognitive level of player ability, we propose a Cognitive Skill Game (CSG). CSG improves this cognitive concept to monitor how players interact with the game. This game employs Learning Vector Quantization (LVQ) for optimizing the cognitive skill input classification of the player. CSG is using teacher's data to obtain the neuron vector of cognitive skill pattern supervise. Three clusters multi objective target will be classified as; trial and error, carefully and, expert cognitive skill. In the game play experiments employ 33 respondent players demonstrates that 61% of players have high trial and error, 21% have high carefully, and 18% have high expert cognitive skill. CSG may provide information to game engine when a player needs help or when wanting a formidable challenge. The game engine will provide the appropriate tasks according to players' ability. CSG will help balance the emotions of players, so players do not get bored and frustrated. 
                            
                         
                     
                 
                
                            
                    
                        Performance of Wavelet-based Multiresolution Motion Estimation for Inbetweeningin Old Animated Films 
                    
                    Dwi Ratna Sulistyaningrum; 
Mochamad Hariadi; 
Mauridhi Hery Purnomo                    
                     Journal of ICT Research and Applications Vol. 6 No. 3 (2012) 
                    
                    Publisher : LPPM ITB 
                    
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                                DOI: 10.5614/itbj.ict.2012.6.3.2                            
                                            
                    
                        
                            
                            
                                
This  paper  investigates the  performance  of  wavelet-based multiresolution  motion  estimation (MRME)  for  inbetweening  in  old  animated films  using  three different  MRME  schemes.  The  three  schemes  are:  coarse-to fine with a wavelet-based MRME, one of Zhang's MRMEs, and an MRME in the spatial domain.  In order to make a performance comparison of these MRME  schemes,  two  video  sequences were  used  for  a  simulation.  The  experimental results  show  that  the  coarse-to-fine  method  performed  better  than  Zhang's  MRME  and  the  MRME in the spatial domain. The evaluation results  on block size 9x9 indicate that the coarse-to-fine method had an average peak signal-to-noise ratio (PSNR) of  23.48 dB for the first sequence and 29.84 for the second sequence.
                            
                         
                     
                 
                
                            
                    
                        Determining the Standard Value of Acquisition Distortion of Fingerprint Images Based on Image Quality 
                    
                    Rahmat Syam; 
Mochamad Hariadi; 
Mauridhi Herry Purnomo                    
                     Journal of ICT Research and Applications Vol. 4 No. 2 (2010) 
                    
                    Publisher : LPPM ITB 
                    
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                                DOI: 10.5614/itbj.ict.2010.4.2.4                            
                                            
                    
                        
                            
                            
                                
This paper describes a novel procedure for determining the standard value of acquisition distortion of fingerprint images. Knowledge about the standard value of acquisition distortion of the fingerprint images is very important in determining the method for improving image quality. In this paper, we propose a model to determine the standard value that can be used in classifying the type of distortion of the fingerprint images based on the image quality. The results show that the standard value of acquisition distortion of the fingerprint images based on the image quality have values of the local clarity scores (LCS) follows: dry parameter values are in the range of 0.0127-0.0149, neutral parameter values are less than 0.0127, and oily parameter values are greater than 0.0149. Meanwhile, the global clarity scores (GCS) are as follows: dry parameter values are in the range of 0.0117-0.0120, neutral parameter values are less than 0.0117, and oily parameter values are greater than 0.0120; and ridge-valley thickness ratios (RVTR) are as follows: dry parameter values are less than 7.75E-05, neutral parameter values are 7.75E-05-5.94E-05, and oily parameter values are greater than 5.94E-05.
                            
                         
                     
                 
                
                            
                    
                        Pembangkitan Cahaya Virtual Dinamis Pada Augmented Reality Menggunakan Canny Edge Detection, Contour Finding Dan Unity Light Renderer 
                    
                    Yoze Rizki; 
Mochamad Hariadi                    
                     JURNAL FASILKOM (teknologi inFormASi dan ILmu KOMputer) Vol 8 No 1 (2019): Jurnal Ilmu Komputer 
                    
                    Publisher : Fakultas Ilmu Komputer, Unversitas Muhammadiyah Riau 
                    
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                                DOI: 10.37859/jf.v8i1.1198                            
                                            
                    
                        
                            
                            
                                
ABSTRACT In Augmented Reality, the object lighting factor becomes a matter of concern. Lighting of virtual objects that have been manually generated is considered less realistic. Real time dynamic light generation system is needed to make an Augmented Reality application more realistic. With the generation of dynamic virtual light, AR objects lighting can be generated at the position and intensity of light colors that match the light source from the real environment around the AR object. In this study a light generation system was made with reference to the color intensity of light and the direction of light in the real environment. Retrieval of the light source color is done by retrieving the color value of a pixel with the highest intensity of brightness.Retrieval of the position of the light source is done by determining the axis of the pixel on the marker image which has the highest brightness level. From the results of 1st experiment through 4th experiment, the percentage of position equality is 92.10% from the actual position. From the results of the color experiment, it was found that the percentage of the light color of the results compared with the color of the source light was 66.66%. Low percentage of color similarity caused by light reflection on high gray value on marker (> 180), and other light sources that affect the light output generated by the Unity3D game engine in the simulation.
                            
                         
                     
                 
                
                            
                    
                        Membangun Sistem Text-to-Audiovisual Bahasa Indonesia Berdasarkan Database Suara Berbasis Suku Kata Untuk Mendukung Pembelajaran Pelafalan Bahasa Indonesia 
                    
                    Arifin Arifin; 
Surya Sumpeno; 
Mochamad Hariadi; 
Arry Maulana Syarif                    
                     AITI Vol 15 No 1 (2018) 
                    
                    Publisher : Fakultas Teknologi Informasi Universitas Kristen Satya Wacana 
                    
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                                DOI: 10.24246/aiti.v15i1.14-26                            
                                            
                    
                        
                            
                            
                                
This paper aims to develop a system Text-to-Audio Visual Indonesian to support learning of Indonesian pronunciation based on speech database syllable-based. This system can visualize the pronunciation of the sentences Indonesian synchronized with speech signals. We conduct several research stages, namely forming the Indonesian viseme models, creating the speech database syllable-based, converting the text into syllables dan synchronizing. The synchronization process is a compilation the viseme models and the speech signal based on input text. This system was evaluated by involving 30 respondents who rate the system based on “lip-reading”. Each respondent provides an assessment of the 10 Indonesian sentences about the level of compatibility between the visualization of syllable and speech spoken based on text input. The MOS methode (Mean Opinion Score) is used to calculate the average ratings of respondents. MOS calculation results is 4.24, It shows that the level of conformity visualization syllable pronunciation and spoken voice is good.
                            
                         
                     
                 
                
                            
                    
                        Pengembangan Graph Mining untuk Prediksi Jaringan Kerja Sistem Pembayaran dalam Real Time Gross Settlement Berbasis Clearing House 
                    
                    Saiful Bukhori; 
Mochamad Hariadi; 
I Ketut Eddy Purnama; 
Mauridhi Heri Purnomo                    
                     Jurnal Teknik Industri: Jurnal Keilmuan dan Aplikasi Teknik Industri Vol. 12 No. 1 (2010): JUNE 2010 
                    
                    Publisher : Institute of Research and Community Outreach - Petra Christian University 
                    
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                                DOI: 10.9744/jti.12.1.33-40                            
                                            
                    
                        
                            
                            
                                
This research develops the settlement mechanism in the Real Time Gross Settlement using so called clearing house through a serious game method. In this approach banks are represented as nodes that do the settlement process according to the simple rules. Moreover, the graph mining approach is used for predicting the activity networks on those banks. As the result, for constant nodes indicate that the more the activity networks among banks are available, the more the activity networks can be identified. Furthermore, the smaller the differences among the bank health’s level are, the greater the network activities can be identified. This behavior is a consequence of chosen fixed point assumption.