Claim Missing Document
Check
Articles

Found 23 Documents
Search

Classifying Vehicle Types from Video Streams for Traffic Flow Analysis Systems Imran B. Mu’azam; Nor Fatihah Ismail; Salama A. Mostafa; Zirawani Baharum; Taufik Gusman; Dewi Nasien
JOIV : International Journal on Informatics Visualization Vol 6, No 1 (2022)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30630/joiv.6.1.739

Abstract

This paper proposes a vehicle types classification modelfrom video streams for improving Traffic Flow Analysis (TFA) systems. A Video Content-based Vehicles Classification (VC-VC) model is used to support optimization for traffic signal control via online identification of vehicle types.The VC-VC model extends several methods to extract TFA parameters, including the background image processing, object detection, size of the object measurement, attention to the area of interest, objects clash or overlap handling, and tracking objects. The VC-VC model undergoes the main processing phases: preprocessing, segmentation, classification, and tracks. The main video and image processing methods are the Gaussian function, active contour, bilateral filter, and Kalman filter. The model is evaluated based on a comparison between the actual classification by the model and ground truth. Four formulas are applied in this project to evaluate the VC-VC model’s performance: error, average error, accuracy, and precision. The valid classification is counted to show the overall results. The VC-VC model detects and classifies vehicles accurately. For three tested videos, it achieves a high classification accuracy of 85.94% on average. The precession for the classification of the three tested videos is 92.87%. The results show that video 1 and video 3 have the most accurate vehicle classification results compared to video 2. It is because video 2 has more difficult camera positioning and recording angle and more challenging scenarios than the other two. The results show that it is difficult to classify vehicles based on objects size measures. The object's size is adjustable based on the camera altitude and zoom setting. This adjustment is affecting the accuracy of vehicles classification.
Using Augmented Reality Application to Reduce Time Completion and Error Rate in PC Assembly Safiani Osman; Danakorn Nincarean Eh Phon; Nurul Aswa Omar; Mohd Rustam Mohd Rameli; Najua Syuhada Ahmad Alhassora; Taufik Gusman
JOIV : International Journal on Informatics Visualization Vol 4, No 3 (2020)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30630/joiv.4.3.245

Abstract

In the present context of globalization, the demand for assembly skill has increased and play an essential role in today’s industry. The traditional assembly instruction, face-to-face and manual instruction, may contain unimportant information that can result in misinterpretation, which in turn may increase the number of error and takes longer time to complete the task. A new technology (AR) claims to increase the efficiency of assembly task by directly visualizing computer generated 3D information in the real environment. Therefore, this study aims to determine the impact of AR on the time of task completion and the number of error made during the assembly task. The comparative user study was quantitative involving 18 users divided into either AR group or traditional group performing a pc assembly task. Statistical analysis revealed that the time of completion and error rate for two different group is statistically significant. The findings showed that the use of AR application has resulted in decreasing the number of error made and shorten the time to complete the task than the traditional instructional manual in assemble a pc. Considering these result, it can conclude that augmented reality application is an effective and beneficial tool to be applied in assembly and education.
Aplikasi Digitalisasi Seni Bela Diri Silat Tradisional Minangkabau Tri Lestari -; Taufik Gusman -; Defni - -; Muhammad Yosazikri Ikhsan
Jurnal Ilmiah Poli Rekayasa Vol 16, No 1 (2020): -
Publisher : Pusat Penelitian dan pengabdian kepada Masyarakat (P3M) Politeknik Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (488.667 KB) | DOI: 10.30630/jipr.16.1.193

Abstract

Minangkabau traditional martial arts digitization app is an android game-shaped application created to display minangkabau silat using 3-Dimensional (3D) animation technology. This app will convert materials and illustrations into 3D animated shapes that can be played using the android app so that it will attract users to more easily understand and understand about minangkabau silat. The data that is made as a necessity for application is obtained from literature studies and field studies by using interview techniques with silat officials in Padang city. For the creation of this game application using virtual reality technology and the tools used are 3 Dimensional blender and Unity Game Engine.
Pengembangan Aplikasi Informasi Pencarian Sekolah Berbasis Android di Kota Padang Taufik Gusman; Yance Sonatha; Meri Azmi
Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) Vol 2 No 3 (2018): Desember 2018
Publisher : Ikatan Ahli Informatika Indonesia (IAII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (742.322 KB) | DOI: 10.29207/resti.v2i3.553

Abstract

Nowadays, there are some improvement of people's needs along with technology development especially android. People wanted to get information about something as quickly as possible by only using their phone's application. One of the example is information about school (profile, location,etc). In Padang city, there are so many schools that scattered throughout all the regions.This research try to build an application that can give any kind of information about school that user's wanted by only using their own phone. This application built in both side user and client. This application has been implemented by using a mobile phone with at least android operating system 4.0 version (ice cream sandwich) and it is successful in identifying the user's location and getting the information about school that they wanted. Keywords : android, information system, Padang, school
Teknologi Virtual Reality pada Media Pembelajaran Proses Pemasangan Kabel UTP Cross dan Straight Taufik Gusman; Muhammad Umar Huzein
JITSI : Jurnal Ilmiah Teknologi Sistem Informasi Vol 3 No 2 (2022)
Publisher : SOTVI - Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/jitsi.3.2.65

Abstract

Virtual Reality is an engineering technology that aims to create simulations that are similar to reality. Virtual Reality is widely used for game development and education purposes. In the field of education, Virtual Reality is usually used as an alternative source of learning a material. Like an imitation of the digestive tract, students can learn the intricacies of the material being studied easily. The application of the cross and straight UTP cable installation process aims to facilitate the learning of Information Technology Department students who are still conducting online lectures and is used to make it easier for students to understand how to make straight and cross Local Area Network cables. Making this application using the Unity3D application, which is an application used to create applications or games based on virtual reality and augmented reality. For the manufacture of the models that will be used, made using the blender application. This Virtual Reality application will run on Google Carboard using an Android smartphone
3D Virtual Tour Rumah Gadang Istana Pagaruyuang Menggunakan Unreal Engine 4 Berbasis Desktop Sean Rayhan; Hidra Amnur; Taufik Gusman
JITSI : Jurnal Ilmiah Teknologi Sistem Informasi Vol 2 No 2 (2021)
Publisher : SOTVI - Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2585.586 KB) | DOI: 10.62527/jitsi.2.2.30

Abstract

3D Virtual Tour of Rumah Gadang Istana Pagaruyung is a desktop-based virtual tour application that aims to educate and make it easier for the public to get to know the Rumah Gadang Istana Pagaruyung, besides that users can also explore, enjoy the beauty of architecture and get useful information in certain parts interactively everywhere. while within the scope of the Pagaruyung Palace Gadang Palace. This application was built using the Unreal Engine 4 game engine and several supporting software such as Blender, Materialize, etc. The research method is qualitative research where strategic use is Design and Creation. This research uses observational data collection methods through existing media on the internet. The information presented is limited to general knowledge. Testing will be carried out using a PC or Laptop. Applications can run on desktops that have at least 1GB of VRAM memory, 2GB of total VGA memory, 2GB of RAM, and at least an Intel Core Duo processor
Augmented Reality sebagai Media Pembelajaran pada Pengenalan Komponen Dasar Elektronika Berbasis Android Suci Ramadhani; Ervan Asri; Taufik Gusman
JITSI : Jurnal Ilmiah Teknologi Sistem Informasi Vol 2 No 4 (2021)
Publisher : SOTVI - Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/jitsi.2.4.53

Abstract

The learning process or other activities related to electronics are often faced with various symbols of electronic components, where sometimes it is difficult to distinguish and know the symbols, physical forms, and functions of these electronic components. Especially at this time the learning process is carried out online. So that students do not understand the material being taught. For this reason, it is necessary to make learning media using augmented reality technology to make it easier for students to learn about basic electronic components. The system is built using the android platform that displays 3D models using markers in the form of 2D images and presents an interface and 3D image processing for basic electronics components using Unity 3D software. The programming line used is C#, the augmented reality technology processing engine used in this application is Vuforia which is an additional package to the Unity 3D Software
PEMANFAATAN METODE LOCATION BASED SERVICE DALAM PEMETAAN FASILITAS KESEHATAN DI KOTA PADANG Yance Sonatha; Meri Azmi; Rasyidah Rasyidah; Tri Lestari; Taufik Gusman
Jurnal Ilmiah Matrik Vol 22 No 2 (2020): Jurnal Ilmiah Matrik
Publisher : Direktorat Riset dan Pengabdian Pada Masyarakat (DRPM) Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33557/jurnalmatrik.v22i2.922

Abstract

Kebutuhan akan layanan kesehatan adalah salah satu faktor penting saat ini. Orang ingin dengan cepat menemukan lokasi layanan kesehatan terdekat sesuai keinginan mereka. Tetapi ini akan sedikit sulit, jika mereka berada di lokasi yang tidak dikenal. Penelitian ini mengembangkan aplikasi yang dapat menemukan lokasi fasilitas kesehatan dan diimplementasikan di kota Padang. Kebutuhan pengguna (pemakai smartphone di Kota Padang),dipetakan menggunakan metode tabel spesifikasi kebutuhan sistem yang memetakan kebutuhan aplikasi dari sisi fungsional dan non fungsional. Desain aplikasi ini menggunakan Unified Modeling Language. Aplikasi ini dikembangkan dengan model waterfall dan dibangun menggunakan metode Location Based Service yang disediakan oleh android. Aplikasi ini dibangun dari dua sisi yaitu client android dan server web. Penelitian ini menghasilkan sebuah aplikasi yang dapat menemukan lokasi fasilitas kesehatan yang diinginkan di Kota Padang. Aplikasi yang dapat diakses menggunakan browser internet (server) dan smartphone android (client) dengan sistem operasi Android 5.0 minimum.
Modified Alexnet Architecture for Classification of Cassava Based on Leaf Images Sholihin, Miftahus; Md Fudzee, Mohd Farhan; Ismail, Mohd Norasri; Wati, Efi Neo; Arshad, Mohamad Syafwan; Gusman, Taufik
JOIV : International Journal on Informatics Visualization Vol 8, No 3 (2024)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.8.3.2966

Abstract

The objective of this study is to address the drawbacks of conventional classification approaches through the implementation of deep learning, specifically a modified AlexNet. The primary aim of this study is to precisely categorize the four distinct varieties of cassava, namely Manggu, Gajah, Beracun, and Kapok. The cassava dataset was obtained from farmers in Lamongan, Indonesia, and was used as a source of information. Data collection on cassava leaves was carried out with agricultural research specialists. A total of 1,400 images are included in the dataset, with 350 images corresponding to each variety of cassava produced. The central focus of this research lies in a comprehensive evaluation of the modified AlexNet architecture's performance compared to the original AlexNet architecture for cassava classification. Multiple scenarios were examined, involving diverse combinations of learning rates and epochs, to thoroughly assess the robustness and adaptability of the proposed approach. Among the evaluation criteria that were rigorously examined were accuracy, recall, F1 score, and precision. These metrics were used to determine the predictive capabilities of the model as well as its potential utilization in the actual world. The results show that the modified AlexNet design has better performance than the original AlexNet for recall, accuracy, precision, and F-1 score, all achieving a rate of 87%. In situations where a learning rate of 0.0001 and an epoch count of 150 are utilized, the performance of the approach stands out significantly, displaying an excellent level of competency. Nevertheless, it is crucial to recognize that distinct fluctuations in performance were noted within particular contexts and with diverse learning rates.
Peningkatan Kompetensi Digital Pelaku UMKM melalui Seminar dan Workshop: Pengalaman di Kelurahan Belian, Kepulauan Riau Humaira, Humaira; Azmi, Meri; Hadi, Ronal; Gusman, Taufik; Putra, Roni; Friadi, John; Nurhatisyah, Nurhatisyah; Windayati, Diana Titik
Jurnal Inovasi Pengabdian dan Pemberdayaan Masyarakat Vol 4 No 2 (2024): JIPPM - Desember 2024
Publisher : CV Firmos

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54082/jippm.652

Abstract

Pelaku Usaha Mikro, Kecil, dan Menengah (UMKM) menghadapi tantangan rendahnya kompetensi digital dalam memanfaatkan teknologi sebagai alat pemasaran di era digital. Untuk mengatasi permasalahan tersebut, kegiatan Seminar dan Workshop Digitalisasi UMKM dilaksanakan di Kelurahan Belian, Kecamatan Batam Kota, Kepulauan Riau. Tujuan kegiatan ini adalah meningkatkan kompetensi digital pelaku UMKM melalui pembekalan teori dan praktik. Metode kegiatan mencakup seminar untuk memberikan pemahaman dasar tentang digital marketing dan workshop untuk melatih keterampilan praktis, seperti desain konten media sosial, pembuatan logo usaha, hingga kreasi lagu promosi. Kegiatan ini melibatkan 50 peserta, yang masing-masing menghasilkan media promosi digital sebagai luaran. Hasil evaluasi menunjukkan peningkatan signifikan dalam pemahaman dan keterampilan digital peserta. Selain itu, kegiatan menghasilkan luaran berupa media promosi digital, publikasi ilmiah, dan dokumentasi kegiatan sebagai bentuk penyebaran dampak program. Dampak jangka panjang dari kegiatan ini diharapkan dapat meningkatkan daya saing dan keberlanjutan UMKM serta menjadi model pemberdayaan berbasis digital yang dapat direplikasi di wilayah lain.