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AUGMENTED REALITY BATIK NUSANTARA SEBAGAI MEDIA INFORMASI SENI DAN BUDAYA AUGMENTED REALITY BATIK NUSANTARA AS A MEDIUM FOR INFORMATION ON ART AND CULTURE Dewantara, Novandi; Harsani, Prihastuti; Suriansyah, Mohamad Iqbal
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Publisher : Universitas Pakuan

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Abstract

ABSTRAK Saat ini masyarakat Indonesia sudah mengenal beragam gaya, bentuk, dan tema pakaian. Permintaan akan pakaian batik sekarang merupakan kebutuhan mendasar dalam kehidupan sehari-hari [4]. Di daerah tertentu, perkembangan busana dari tahun ke tahun juga mengalami perubahan tema. Teknik penelitian media data yang digunakan untuk menyajikan batik Indonesia menggunakan tahapan MDLC (Multimedia Development Life Cycle) untuk membuat media data yang benar-benar menarik dan layak dengan menggunakan highlight kamera pada ponsel Android atau iOS. Strategi ini memiliki enam fase: ide, rencana, pemilihan bahan, pengumpulan, pengujian, dan penyebaran. Aplikasi media informasi pertunjukan batik Indonesia berbasis android telah selesai dibuat. Berdasarkan temuan pengujian yang telah dilakukan maka fitur-fitur yang ada dalam aplikasi media informasi pertunjukan batik indonesia dapat berjalan sebagaimana mestinya. Manfaatkan alat Vuforia untuk menerapkan gambar penanda yang akan disinkronkan dengan Unity. Ide untuk menilai seberapa baik kinerja pengenalan gambar marker hadir dalam alat Vuforia itu sendiri. Hal ini dapat membantu para ilmuwan dalam memilih gambar penanda yang tepat. Pendekatan yang paling banyak dikenal adalah pembuatan model batik dalam desain 3D yang akan diterapkan pada media informasi ini. Model batik 3D ini sejauh ini dikembangkan menggunakan pemrograman Blender, dan desainnya.fbx akan diimplementasikan di Unity. Eksekusi realitas yang diperluas menggunakan perangkat Vuforia untuk menampilkan hal-hal realitas yang diperluas dan pengkodean dalam C# menggunakan Unity. Kata kunci : Android, Augmented Reality, Batik, Blender, MDLC, Unity, Vuforia  ABSTRACT Currently, Indonesian people are familiar with various styles, shapes and themes of clothing. The demand for batik clothing is a basic need in everyday life, which is very important in creating various types of clothing. In certain areas, clothing developments from year to year also experience changes in themes. The media data research technique used to present Indonesian batik uses the MDLC (Multimedia Development Life Cycle) stages to create data media that is truly interesting and feasible using camera highlights on an Android or iOS cellphone. This strategy has six phases: idea, plan, material selection, collection, testing, and deployment. The Android-based Indonesian batik performance information media application has been completed. Based on the results of the tests that were conducted, the features in the Indonesian batik performance information media application can work as they should. Leverage Vuforia tools to apply marker images that will sync with Unity. The idea of assessing how well marker image recognition performs is present in the Vuforia tool itself. This can help scientists in choosing the right marker image. The most widely known approach is making batik models in 3D designs that will be applied to this information media. This 3D batik model has so far been developed using Blender programming, and the design.fbx will be implemented in Unity. Extended reality execution using Vuforia toolset to render extended reality stuff and coding in C# using Unity. Keywords: Android, Augmented Reality, Batik, Blender, MDLC, Unity, Vuforia
PROTOTIPE KONTROL BIOGAS PADA KOTORAN SAPI BERBASIS INTERNET OF THINGS (IoT) Ismangil, Agus; Adiguna, Gugun; Harsani, Prihastuti
Instrumentasi Vol 47, No 1 (2023)
Publisher : National Standardization Agency of Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31153/instrumentasi.v47i1.302

Abstract

Biogas is a chemical compound with the formula NH3, ammonia, one of which can be produced by cow dung. Cow manure needs to be taken care of so it does not interfere with human health. For this reason, a manure reservoir is needed to anticipate the spread of ammonia gas produced by the cow manure. This study aims to control cow dung using the Internet of Things through ultrasonic sensors and gas levels. A biogas control prototype tool has been made using the MPX 5700 sensor to detect gas pressure, the MQ-137 sensor to detect gas levels, and the HC-SR04 ultrasonic sensor combined with an active buzzer alarm to detect the level of fullness during filling. This prototype data processing uses Arduino Uno and Node MCU esp8266 as a link to the internet network to make it easier to send data. Then, the results are displayed on the website and the LCD. The solenoid valve component opens the gas channel cover and sewage channel. The results obtained from the aquarium water level obtained an average value of 7.8%, and it reached 2.44% for gas pressure. The ultrasonic sensor can automatically measure cow dung's filling height in the shelter. Moreover, the MQ137 gas level sensor is able to detect more than 25 ppm of the standard limit for spreading ammonia gas levels in the air. Keywords: biogas, cow dung, biogas control prototype, internet of things.
Peningkatan Kompetensi Professional Guru di Era Digital Melalui Pengembangan Pelatihan Berbasis Artificial Intelligence dan Blended Learning Erwin Novriyanto; Prihastuti Harsani; Soewarto Hardhienata
Wawasan : Jurnal Ilmu Manajemen, Ekonomi dan Kewirausahaan Vol. 3 No. 2 (2025): Jurnal Ilmu Manajemen, Ekonomi dan Kewirausahaan
Publisher : Fakultas Teknik Universitas Maritim AMNI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58192/wawasan.v3i2.3054

Abstract

This research aims to develop a training model based on Artificial Intelligence (AI) and blended learning to improve the professional competence of elementary school (SD) teachers in the digital era. This research uses the Research and Development (R&D) method with the Borg & Gall approach which involves ten systematic stages. The results of the study show that AI-based training models and blended learning are able to provide adaptive, personalized, and based on the real needs of teachers in the field. The evaluation of the effectiveness of this training model shows an increase in teachers' professional competence in integrating technology in learning. This research makes an important contribution to the development of technology-based teacher training policies in Indonesia.
RANCANG BANGUN ALAT PENDETEKSI PENYAKIT DAUN TANAMAN CABAI MERAH (CAPSICUM ANNUM) MENGGUNAKAN METODE HISTOGRAM EQUALIZATION Maulana, Adriansyah; Harsani, Prihastuti; Suriansyah, Mohamad Iqbal
Jurnal Informatika dan Teknik Elektro Terapan Vol 13, No 2 (2025)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jitet.v13i2.6234

Abstract

Cabai merupakan salah satu komoditas hortikultura yang vital dalam sektor pertanian di Indonesia, dengan permintaan tinggi dari masyarakat. Namun, cabai rentan terhadap berbagai penyakit, sehingga deteksi dini sangat penting untuk mencegah kerusakan lebih lanjut. Tujuan penelitian ini adalah untuk membuat rancang bangun alat pendeteksi penyakit daun tanaman cabai merah (capsicum annum) menggunakan metode histogram equalization. Dengan metode ini, peneliti dapat menghasilkan histogram yang memperlihatkan perbedaan antara daun sehat dan yang terinfeksi, sehingga memudahkan petani dalam identifikasi penyakit. Tahapan pada penelitian ini terdiri dari Sembilan tahapan yang meliputi: perencanaan penelitian dan studi referensi, desain elektrik, pengadaan dan pengujian komponen, implementasi elektrik, desain dan implementasi software, uji software, desain dan implementasi software, desain dan implementasi mekanik, integrasi dan uji keseluruhan.  Hasil penelitian menunjukkan tingkat akurasi prediksi sebesar 95% dalam mengidentifikasi penyakit daun cabai, mengungguli aplikasi Plantix yang sering gagal mendeteksi penyakit pada data uji, terutama dalam kondisi pencahayaan kurang atau citra hitam putih. Plantix bahkan mengidentifikasi layu fusarium sebagai tanaman hias. Metode histogram equalization digunakan untuk meningkatkan kualitas citra, mengh asilkan deteksi yang lebih akurat dan andal dibandingkan Plantix
Optimization of Creative Industry Technology through E-Store Development in the MSME Business in the Fashion Sector Citra, Puspa; Erniyati; Harsani, Prihastuti; Suhendar, Endang
Jurnal Pengabdian Masyarakat Inovatif Vol. 1 No. 1 (2023): JPMI (Jurnal Pengabdian Masyarakat Inovatif)
Publisher : Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Pakuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33751/jpmi.v1i1.59

Abstract

Micro Small Medium Enterprises (MSMEs) are the most important pillar of the Indonesian economy. However, with the pandemic in recent years, MSMEs have experienced an impact, namely in their marketing. With increased internet traffic, they have experienced a shift in the consumption pattern of goods and services from offline to online. In efforts to improve or deal with the impact of a pandemic, every MSME must be able to apply technology-based creative industries. Technology-based creative industries are creative industries that do not only rely on manual creativity but include the use of information technology and computers. Currently, technology-based creative industries play an important role in optimizing marketing strategies. One of the SMEs that is growing rapidly is the fashion sector. This research aims to create a web-based application to increase the added value of the MSME economy. Developing this application design involves making applications, trials, outreach, implementation, and evaluation. To know the function level of the observed application, a questionnaire containing aspects of Usefulness, Statistics, Ease of Learning, and Ease of Use was distributed. The average result is 83%, so the application is very feasible.
Optimization of Creative Industry Technology through E-Store Development in the MSME Business in the Fashion Sector Citra, Puspa; Erniyati; Harsani, Prihastuti; Suhendar, Endang
Jurnal Pengabdian Masyarakat Inovatif Vol. 1 No. 1 (2023): JPMI (Jurnal Pengabdian Masyarakat Inovatif)
Publisher : Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Pakuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33751/jpmi.v1i1.59

Abstract

Micro Small Medium Enterprises (MSMEs) are the most important pillar of the Indonesian economy. However, with the pandemic in recent years, MSMEs have experienced an impact, namely in their marketing. With increased internet traffic, they have experienced a shift in the consumption pattern of goods and services from offline to online. In efforts to improve or deal with the impact of a pandemic, every MSME must be able to apply technology-based creative industries. Technology-based creative industries are creative industries that do not only rely on manual creativity but include the use of information technology and computers. Currently, technology-based creative industries play an important role in optimizing marketing strategies. One of the SMEs that is growing rapidly is the fashion sector. This research aims to create a web-based application to increase the added value of the MSME economy. Developing this application design involves making applications, trials, outreach, implementation, and evaluation. To know the function level of the observed application, a questionnaire containing aspects of Usefulness, Statistics, Ease of Learning, and Ease of Use was distributed. The average result is 83%, so the application is very feasible.
Identifikasi Citra untuk Membedakan Uang Asli dan Palsu Menggunakan Algoritma Convolutional Neural Network (CNN) Harsani, Prihastuti; Maulana Muhammad; negara, teguh
JST (Jurnal Sains dan Teknologi) Vol. 13 No. 2 (2024): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jstundiksha.v13i2.83416

Abstract

Peredaran uang palsu di Indonesia terus meningkat seiring dengan kemajuan teknologi dan masih minimnya keaslian uang dengan menggunakan komputer. Sehingga penelitian ini dilakukan bertujuan untuk membangun sistem pendeteksi keaslian uang dengan menggunakan metode Convolutional Neural Network (CNN). Jenis penelitian yang digunakan adalah penelitian Eksperimen kuantitatif berbasis pada Hardware Programming. Instrumen yang digunakan untuk membangun algoritma metode CNN dan pengembangan Web adalah perangkat lunak Visual Studio Code dan bahasa pemrograman Phython. Metode CNN digunakan untuk mengklasifikasikan uang asli dan palsu berdasarkan gambar. Eksperimen dilakukan dengan menggunakan dataset uang kertas yang mempunyai 2 kelas yaitu uang asli sebanyak 1.015 dan uang palsu sebanyak 1.126. Proses penentuan asli dan palsu dilakukan beberapa proses, yaitu: akuisisi data, seleksi data, prapemrosesan data, transformasi, dan pemodelan. Sebelum melakukan proses pembuatan model, data perlu diubah ukurannya menjadi 224x224 piksel untuk model GoogleNet, 256x256 untuk model AlexNet, dan 200x200 untuk model yang dimodifikasi. Model yang dimodifikasi dirancang untuk membandingkan hasil dari GoogleNet dan AlexNet, dengan mengurangi lapisan dan menyesuaikan parameter dengan data yang ada. Analisis data dilakukan dengan cara membandingkan hasil perhitungan nilai training loss, validation loss, akurasi pelatihan, dan akurasi validasi pada variasi nilai epoch, pixel,  dan learning rate untuk ketiga model. Hasil terbaik diperoleh dengan parameter yang digunakan pada tahap uji yaitu nilai epoch 50, pixel 244x244, dan learning rate 0.001, dengan pembagian jumlah data latih dan data uji yaitu 70% dan 30%. Berdasarkan parameter tersebut didapatkan hasil dari training loss sebesar 4%, validation loss sebesar 69,9%, training accuracy sebesar 97,8% dan validation accuracy sebesar 82,65%. Hasil tersebut merupakan hasil terbaik dari 3 arsitektur yang dibandingkan, dan dari berbagai jenis pengujian.